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@ -62,7 +62,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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|||
old_guanyu:['male','shu',4,['wusheng','yijue']],
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old_caochun:['male','wei',4,['shanjia']],
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masu:['male','shu',3,['xinzhan','huilei']],
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xushu:['male','shu',3,['xswuyan','jujian'],['border:wei']],
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xushu:['male','shu',3,['wuyan','jujian'],['border:wei']],
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liru:['male','qun',3,['juece','mieji','fencheng']],
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xin_yujin:['male','wei',4,['jieyue']],
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||||
//lusu:['male','wu',3,['haoshi','dimeng']],
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@ -11388,12 +11388,16 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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|||
check:function (card){return 8-get.value(card)},
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},
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reshuangxiong:{
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audio:"shuangxiong",
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audioname:['re_yanwen'],
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group:['reshuangxiong1',"reshuangxiong2"],
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},
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reshuangxiong1:{
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audio:"shuangxiong1",
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audioname:['re_yanwen'],
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trigger:{
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player:"phaseDrawBegin1",
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},
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group:"reshuangxiong2",
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audio:"shuangxiong",
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audioname:['re_yanwen'],
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||||
check:function (event,player){
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||||
if(player.countCards('h')>player.hp) return true;
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if(player.countCards('h')>3) return true;
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@ -11402,7 +11406,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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filter:function(event,player){
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return !event.numFixed;
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},
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content:function (){
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prompt2:function(){
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return '放弃摸牌,然后展示牌堆顶的两张牌并选择获得其中的一张。本回合内可以将与此牌颜色不同的一张手牌当做【决斗】使用';
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},
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content:function(){
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"step 0"
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trigger.changeToZero();
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event.cards=get.cards(2);
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@ -11450,10 +11457,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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var card2=event.card2;
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player.gain(card2,'gain2');
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player.addTempSkill('shuangxiong2');
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player.storage.shuangxiong=get.color(card2);
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player.markAuto('shuangxiong2',[get.color(card2,false)]);
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},
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},
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"reshuangxiong2":{
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reshuangxiong2:{
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trigger:{
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player:"damageEnd",
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},
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@ -14790,9 +14797,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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rekanpo:"看破",
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rekanpo_info:"你可以将一张黑色牌当作【无懈可击】使用。",
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reshuangxiong:"双雄",
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"reshuangxiong_info":"摸牌阶段,你可以放弃摸牌。若如此做,你展示牌堆顶的两张牌并选择获得其中的一张。然后,你本回合内可以将与此牌颜色不同的一张手牌当做【决斗】使用。当你受到【决斗】造成的伤害时,你可以获得对方于此决斗中打出的所有【杀】。",
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"reshuangxiong2":"双雄",
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"reshuangxiong2_info":"",
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reshuangxiong1:"双雄",
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reshuangxiong2:"双雄",
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reshuangxiong_info:"摸牌阶段,你可以放弃摸牌。若如此做,你展示牌堆顶的两张牌并选择获得其中的一张。然后,你本回合内可以将与此牌颜色不同的一张手牌当做【决斗】使用。当你受到【决斗】造成的伤害时,你可以获得对方于此决斗中打出的所有【杀】。",
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reguanxing:'观星',
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reguanxing_info:'准备阶段,你可以观看牌堆顶的五张牌(存活角色小于4时改为三张),并将其以任意顺序置于牌堆项或牌堆底,若你将〖观星〗的牌都放在了牌堆底,则你可以在结束阶段再次发动〖观星〗。',
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@ -27,7 +27,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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// yuji:['male','qun',3,['guhuo']],
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// xin_yuji:['male','qun',3,['guhuo']],
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sp_zhugeliang:['male','shu',3,['huoji','bazhen','kanpo']],
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sp_zhugeliang:['male','shu',3,['bazhen','huoji','kanpo']],
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pangtong:['male','shu',3,['lianhuan','oldniepan']],
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xunyu:['male','wei',3,['quhu','jieming'],['clan:颍川荀氏']],
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dianwei:['male','wei',4,['qiangxix']],
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@ -143,7 +143,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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|||
skill:{
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||||
//庞统写法修改
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lianhuan:{
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audio:'lianhuan1',
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audio:2,
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hiddenCard:(player,name)=>{
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return name=='tiesuo'&&player.hasCard(card=>get.suit(card)=='club','sh');
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},
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@ -215,8 +215,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player.recast(cards);
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},
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},
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lianhuan1:{audio:2},
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lianhuan2:{audio:2},
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//新杀小加强 陈到
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dcwanglie:{
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audio:'drlt_wanglie',
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@ -6024,6 +6022,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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|||
charlotte:true,
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},
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||||
shuangxiong:{
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||||
audio:2,
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||||
audioname:['re_yanwen'],
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group:'shuangxiong1',
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||||
},
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||||
shuangxiong1:{
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||||
audio:true,
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audioname:['re_yanwen'],
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trigger:{player:'phaseDrawBegin1'},
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||||
|
@ -6036,39 +6039,53 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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|||
return !event.numFixed;
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},
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||||
preHidden:true,
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prompt2:()=>'进行一次判定,本回合可以将一张与此牌颜色不同的手牌当作【决斗】使用',
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content:function(){
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player.judge().set('callback',lib.skill.shuangxiong.callback);
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||||
player.judge().set('callback',lib.skill.shuangxiong1.callback);
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trigger.changeToZero();
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||||
},
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||||
callback:function(){
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player.gain(card,'gain2');
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player.addTempSkill('shuangxiong2');
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player.storage.shuangxiong=event.judgeResult.color;
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player.markAuto('shuangxiong2',[event.judgeResult.color]);
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},
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||||
},
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shuangxiong2:{
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charlotte:true,
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onremove:true,
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audio:true,
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audioname:['re_yanwen'],
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enable:'chooseToUse',
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prompt:function(){
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var player=_status.event.player;
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var str='将一张'+(player.storage.shuangxiong!='red'?'红':'黑')+'色手牌当做【决斗】使用';
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return str;
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},
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||||
viewAs:{name:'juedou'},
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position:'hs',
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||||
onremove:true,
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viewAsFilter:function(player){
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return player.hasCard(card=>lib.skill.shuangxiong2.filterCard(card,player),'hs');
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},
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filterCard:function(card,player){
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return get.color(card)!=player.storage.shuangxiong;
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||||
var color=get.color(card),colors=player.getStorage('shuangxiong2');
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||||
for(var i of colors){
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||||
if(color!=i) return true;
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||||
}
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return false;
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||||
},
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prompt:function(){
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var colors=_status.event.player.getStorage('shuangxiong2');
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var str='将一张颜色';
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||||
for(var i=0;i<colors.length;i++){
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||||
if(i>0) str+='或';
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||||
str+='不为';
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||||
str+=get.translation(colors[i]);
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||||
}
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||||
str+='的牌当做【决斗】使用';
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||||
return str;
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||||
},
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||||
check:function(card){
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||||
return 8-get.value(card);
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||||
var player=_status.event.player;
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||||
var raw=player.getUseValue(card,null,true);
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||||
var eff=player.getUseValue(get.autoViewAs({name:'juedou'},[card]));
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||||
return eff-raw;
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||||
},
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||||
ai:{
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||||
basic:{
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||||
order:10
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||||
}
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||||
}
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||||
ai:{order:7},
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||||
},
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||||
luanji:{
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||||
audio:2,
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||||
|
@ -8073,6 +8090,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
qiangxi:'强袭',
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||||
tianyi:'天义',
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||||
shuangxiong:'双雄',
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||||
shuangxiong1:'双雄',
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||||
shuangxiong2:'双雄',
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||||
luanji:'乱击',
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||||
xueyi:'血裔',
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||||
|
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@ -1469,15 +1469,16 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
trigger:{player:'useCard1'},
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||||
forced:true,
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||||
filter:function(event,player){
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||||
if(event.card.name!='sha'||!event.cards||event.cards.length!=1) return false;
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||||
if(event.card.name!='sha'||!event.cards||!event.cards.length) return false;
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||||
var evt=event.getParent('phaseUse');
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||||
return evt&&evt.player==player&&player.getHistory('useCard',function(evt2){
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||||
return evt2.card.name=='sha'&&evt.cards&&evt.cards.length==1&&evt2.getParent('phaseUse')==evt;
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||||
return evt2.card.name=='sha'&&evt2.cards&&evt2.cards.length&&evt2.getParent('phaseUse')==evt;
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||||
}).indexOf(event)==0;
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||||
},
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||||
content:function(){
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game.log(player,'将',trigger.card,'的花色改为','#y♦');
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trigger.card.suit='diamond';
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trigger.card.color='red';
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},
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group:'liubing_gain',
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subSkill:{
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@ -6471,7 +6472,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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|||
heji:'合击',
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heji_info:'当有角色使用的【决斗】或红色【杀】结算完成后,若此牌对应的目标数为1,则你可以对相同的目标使用一张【杀】或【决斗】(无距离和次数限制)。若你以此法使用的牌不为转化牌,则你从牌堆中随机获得一张红色牌。',
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liubing:'流兵',
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liubing_info:'锁定技。①你于出牌阶段使用的第一张有唯一对应实体牌的【杀】的花色视为♦。②其他角色于其出牌阶段内使用的非转化黑色杀结算结束后,若此【杀】未造成伤害,则你获得之。',
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liubing_info:'锁定技。①你于出牌阶段使用的第一张非虚拟【杀】的花色视为♦。②其他角色于其出牌阶段内使用的非转化黑色杀结算结束后,若此【杀】未造成伤害,则你获得之。',
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sp_mifuren:'手杀糜夫人',
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||||
spcunsi:'存嗣',
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spcunsi2:'存嗣',
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|
|
154
character/sp.js
154
character/sp.js
|
@ -749,7 +749,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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|||
if(!i) continue;
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||||
str+='<br>';
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str+=get.translation(target)+'的下个结束阶段,其可令你获得其本回合使用的最后一张牌对应的所有位于弃牌堆的实体牌';
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str+=',然后若此牌名为'+get.translation(player.storage.ollianju_effect[i])+',则你失去1点体力';
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str+=',然后若此牌名为'+get.translation(player.storage.ollianju_effect[i])+',则你失去1点体力,否则你可以视为使用'+get.translation(player.storage.ollianju_effect[i]);
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||||
}
|
||||
}
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||||
return str;
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||||
|
@ -779,10 +779,17 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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|||
trigger.player.chooseBool(get.prompt('ollianju',player),'令'+get.translation(player)+'获得'+get.translation(evt.cards.filterInD('d'))+(event.list.contains(evt.card.name)?',然后'+get.translation(player)+'失去1点体力':'')).set('choice',get.attitude(trigger.player,player)>0&&(!event.list.contains(evt.card.name)||player.getHp()>1));
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'step 2'
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||||
if(result.bool){
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var evt=event.evt;
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||||
var evt=event.evt,cards=evt.cards.filterInD('d');
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trigger.player.line(player);
|
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player.gain(evt.cards.filterInD('d'),'gain2');
|
||||
player.gain(cards,'gain2');
|
||||
if(event.list.contains(evt.card.name)) player.loseHp();
|
||||
else{
|
||||
var card={
|
||||
name:evt.card.name,
|
||||
isCard:true,
|
||||
};
|
||||
if(player.hasUseTarget(card)) player.chooseUseTarget(card,false);
|
||||
}
|
||||
}
|
||||
},
|
||||
},
|
||||
|
@ -797,13 +804,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
filter:function(event,player){
|
||||
var name=player.storage.ollianju;
|
||||
if(!name) return false;
|
||||
if(event.getg) return event.getg(player).some(card=>card.name==name);
|
||||
return event.getl(player).cards2.some(card=>card.name==name);
|
||||
if(event.getg) return event.getg(player).some(card=>card.name==name)&&!player.hasSkill('olsilv_gain');
|
||||
return event.getl(player).cards2.some(card=>card.name==name)&&!player.hasSkill('olsilv_lose');
|
||||
},
|
||||
forced:true,
|
||||
usable:1,
|
||||
content:function(){
|
||||
'step 0'
|
||||
player.addTempSkill('olsilv'+(trigger.getg?'gain':'lose'));
|
||||
if(!trigger.visible){
|
||||
var cards,name=player.storage.ollianju;
|
||||
if(trigger.getg) cards=trigger.getg(player).filter(card=>card.name==name);
|
||||
|
@ -814,6 +821,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
player.draw();
|
||||
},
|
||||
ai:{combo:'ollianju'},
|
||||
subSkill:{
|
||||
gain:{charlotte:true},
|
||||
lose:{charlotte:true},
|
||||
},
|
||||
},
|
||||
//丁尚涴
|
||||
olfudao:{
|
||||
|
@ -829,27 +840,44 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
locked:false,
|
||||
content:function(){
|
||||
'step 0'
|
||||
var list=[],num=player.countCards('he');
|
||||
for(var i=-4;i<=4;i++){
|
||||
if(num+i<0||i==0) continue;
|
||||
list.push(i);
|
||||
}
|
||||
player.chooseControl(list).set('prompt','讽言:请选择一个数字').set('prompt2','令此数值作为调整的手牌数值').set('ai',function(){
|
||||
var list=[],num=_status.event.player.countCards('he');
|
||||
for(var i=-4;i<=4;i++){
|
||||
if(num+i<0||i==0) continue;
|
||||
if(i>0&&i!=4) continue;
|
||||
list.push(i);
|
||||
}
|
||||
return list.randomGet();
|
||||
});
|
||||
player.draw(3);
|
||||
'step 1'
|
||||
var num=result.control
|
||||
player.popup(num);
|
||||
if(num>0) player.draw(num);
|
||||
else player.chooseToDiscard('he',true,-num);
|
||||
var num=player.countCards('h');
|
||||
if(num>0){
|
||||
player.chooseCardTarget({
|
||||
prompt:'抚悼:将至多三手张牌交给一名其他角色',
|
||||
selectCard:[1,3],
|
||||
filterCard:true,
|
||||
filterTarget:lib.filter.notMe,
|
||||
position:'h',
|
||||
forced:true,
|
||||
ai1:function(card){
|
||||
if(card.name=='du') return 10;
|
||||
else if(ui.selected.cards.length&&ui.selected.cards[0].name=='du') return 0;
|
||||
var player=_status.event.player;
|
||||
if(ui.selected.cards.length>4||!game.hasPlayer(function(current){
|
||||
return get.attitude(player,current)>0&&!current.hasSkillTag('nogain');
|
||||
})) return 0;
|
||||
return 1/Math.max(0.1,get.value(card));
|
||||
},
|
||||
ai2:function(target){
|
||||
var player=_status.event.player,att=get.attitude(player,target);
|
||||
if(ui.selected.cards[0].name=='du') return -att;
|
||||
if(target.hasSkillTag('nogain')) att/=6;
|
||||
return att;
|
||||
},
|
||||
});
|
||||
}
|
||||
else event.goto(3);
|
||||
'step 2'
|
||||
player.storage.olfudao=player.countCards('he');
|
||||
if(result.bool){
|
||||
player.give(result.cards,result.targets[0]);
|
||||
}
|
||||
'step 3'
|
||||
var num=player.countCards('h');
|
||||
if(num>0) player.chooseToDiscard('h',[1,num],'抚悼:弃置任意张手牌,然后记录手牌数');
|
||||
'step 4'
|
||||
player.storage.olfudao=player.countCards('h');
|
||||
player.markSkill('olfudao');
|
||||
},
|
||||
intro:{
|
||||
|
@ -17224,7 +17252,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
},
|
||||
xinyongsi:{
|
||||
audio:'yongsi1',
|
||||
audio:'yongsi',
|
||||
group:['xinyongsi1','xinyongsi2'],
|
||||
locked:true,
|
||||
},
|
||||
|
@ -17979,7 +18007,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
player.awakenSkill('yongdi');
|
||||
target.gainMaxHp();
|
||||
target.recover();
|
||||
var mode=get.mode();
|
||||
var skills=target.getStockSkills(true,true).filter(skill=>{
|
||||
if(target.hasSkill(skill)) return false;
|
||||
var info=get.info(skill);
|
||||
|
@ -17988,6 +18015,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
if(skills.length){
|
||||
for(var i of skills) target.addSkillLog(i);
|
||||
}
|
||||
if(target.isZhu2()) event.trigger('zhuUpdate');
|
||||
}
|
||||
},
|
||||
ai:{expose:0.2},
|
||||
|
@ -23366,15 +23394,15 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
},
|
||||
yongsi:{
|
||||
audio:'yongsi1',
|
||||
audio:2,
|
||||
group:['yongsi1','yongsi2'],
|
||||
locked:true,
|
||||
ai:{
|
||||
threaten:2.2
|
||||
threaten:3.2
|
||||
}
|
||||
},
|
||||
yongsi1:{
|
||||
audio:2,
|
||||
audio:true,
|
||||
trigger:{player:'phaseDrawBegin2'},
|
||||
forced:true,
|
||||
filter:function(event,player){
|
||||
|
@ -23385,7 +23413,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
},
|
||||
yongsi2:{
|
||||
audio:2,
|
||||
audio:true,
|
||||
trigger:{player:'phaseDiscardBegin'},
|
||||
forced:true,
|
||||
content:function(){
|
||||
|
@ -23598,8 +23626,27 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
},
|
||||
chongzhen:{
|
||||
group:['chongzhen1','chongzhen2'],
|
||||
audio:'chongzhen1',
|
||||
audio:2,
|
||||
trigger:{player:['useCard','respond']},
|
||||
filter:function(event,player){
|
||||
if(event.card.name!='sha'&&event.card.name!='shan') return false;
|
||||
if(!event.skill||event.skill.indexOf('fanghun')+event.skill.indexOf('longdan')==-2) return false;
|
||||
var target=lib.skill.chongzhen.logTarget(event,player);
|
||||
return target&&target.countGainableCards(player,'h')>0;
|
||||
},
|
||||
logTarget:function(event,player){
|
||||
if(event.name=='respond') return event.source;
|
||||
if(event.card.name=='sha') return event.targets[0];
|
||||
return event.respondTo[0];
|
||||
},
|
||||
prompt2:function(event,player){
|
||||
var target=lib.skill.chongzhen.logTarget(event,player);
|
||||
return '获得'+get.translation(target)+'的一张手牌';
|
||||
},
|
||||
content:function(){
|
||||
var target=lib.skill.chongzhen.logTarget(trigger,player);
|
||||
player.gainPlayerCard(target,'h',true);
|
||||
},
|
||||
ai:{
|
||||
combo:'ollongdan',
|
||||
mingzhi:false,
|
||||
|
@ -23616,40 +23663,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
},
|
||||
},
|
||||
}
|
||||
},
|
||||
chongzhen1:{
|
||||
audio:2,
|
||||
trigger:{player:'useCard'},
|
||||
filter:function(event,player){
|
||||
if((event.card.name!='sha'&&event.card.name!='shan')||(event.skill!='longdan_shan'&&event.skill!='longdan_sha'&&
|
||||
event.skill!='fanghun_shan'&&event.skill!='fanghun_sha'&&event.skill!='ollongdan')) return false;
|
||||
var target=lib.skill.chongzhen1.logTarget(event,player);
|
||||
return target&&target.countGainableCards(player,'h')>0;
|
||||
},
|
||||
logTarget:function(event,player){
|
||||
if(event.card.name=='sha') return event.targets[0];
|
||||
return event.respondTo[0];
|
||||
},
|
||||
prompt2:'当你因发动〖龙胆〗而使用或打出【杀】或【闪】时,你可以获得对方的一张手牌。',
|
||||
content:function(){
|
||||
var target=lib.skill.chongzhen1.logTarget(trigger,player);
|
||||
player.gainPlayerCard(target,'h',true);
|
||||
}
|
||||
},
|
||||
chongzhen2:{
|
||||
audio:2,
|
||||
trigger:{player:'respond'},
|
||||
filter:function(event,player){
|
||||
if(event.skill!='longdan_shan'&&event.skill!='longdan_sha'&&
|
||||
event.skill!='fanghun_shan'&&event.skill!='fanghun_sha'&&event.skill!='ollongdan') return false;
|
||||
return event.source&&event.source.countGainableCards(player,'h')>0;
|
||||
},
|
||||
logTarget:'source',
|
||||
prompt2:'当你因发动〖龙胆〗而使用或打出【杀】或【闪】时,你可以获得对方的一张手牌。',
|
||||
content:function(){
|
||||
player.gainPlayerCard(trigger.source,'h',true);
|
||||
}
|
||||
},
|
||||
lihun:{
|
||||
audio:2,
|
||||
|
@ -25826,8 +25840,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
baobian:'豹变',
|
||||
lihun:'离魂',
|
||||
chongzhen:'冲阵',
|
||||
chongzhen1:'冲阵',
|
||||
chongzhen2:'冲阵',
|
||||
yuanhu:'援护',
|
||||
tianming:'天命',
|
||||
mizhao:'密诏',
|
||||
|
@ -26494,15 +26506,15 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
ol_dingshangwan:'OL丁尚涴',
|
||||
ol_dingshangwan_prefix:'OL',
|
||||
olfudao:'抚悼',
|
||||
olfudao_info:'①游戏开始时,你选择弃置或摸至多四张牌,然后记录你的手牌数。②一名角色的回合结束时,若其手牌数和你发动〖抚悼①〗记录的数值相同,则你可以与其各摸一张牌。',
|
||||
olfudao_info:'①游戏开始时,你摸三张牌并将至多三张手牌交给一名其他角色,然后弃置任意张手牌并记录你的手牌数。②一名角色的回合结束时,若其手牌数和你发动〖抚悼①〗记录的数值相同,则你可以与其各摸一张牌。',
|
||||
olfengyan:'讽言',
|
||||
olfengyan_info:'锁定技。①当你受到其他角色造成的伤害后,你摸一张牌,然后交给其一张牌。②当你响应其他角色使用的牌时,其摸一张牌,然后弃置两张牌。',
|
||||
ol_liwan:'OL李婉',
|
||||
ol_liwan_prefix:'OL',
|
||||
ollianju:'联句',
|
||||
ollianju_info:'结束阶段,你可以令一名其他角色获得你本回合使用的最后一张牌A对应的所有位于弃牌堆的实体牌并记录A的牌名,然后其下个结束阶段可以令你获得其本回合使用的最后一张牌B对应的所有位于弃牌堆的实体牌,且若A与B的牌名相同,则你失去1点体力。',
|
||||
ollianju_info:'结束阶段,你可以令一名其他角色获得你本回合使用的最后一张牌A对应的所有位于弃牌堆的实体牌并记录A的牌名,然后其下个结束阶段可以令你获得其本回合使用的最后一张牌B对应的所有位于弃牌堆的实体牌,然后若A与B的牌名相同,则你失去1点体力;若A与B的牌名不同,则你可以视为使用A。',
|
||||
olsilv:'思闾',
|
||||
olsilv_info:'锁定技,每回合限一次,当你获得或失去你发动〖联句〗记录的最后一次牌名的同名牌后,你展示这些牌,然后摸一张牌。',
|
||||
olsilv_info:'锁定技,每回合每项限一次,当你获得或失去你发动〖联句〗记录的最后一次牌名的同名牌后,你展示这些牌,然后摸一张牌。',
|
||||
xueji_old:'血祭',
|
||||
xueji_old_info:'出牌阶段限一次,你可以弃置一张红色牌并对攻击范围内的至多X名角色各造成1点伤害(X为你已损失的体力值),然后这些角色各摸一张牌。',
|
||||
oldhuxiao:'虎啸',
|
||||
|
|
|
@ -10906,7 +10906,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
if (trigger.source.countCards('he')) choiceList.push('令'+get.translation(trigger.source)+'弃置两张牌');
|
||||
player.chooseControl('cancel2').set('prompt2',get.prompt2('yuzhang')).set('choiceList',choiceList).set('ai',function(){
|
||||
var player=_status.event.player,source=_status.event.source;
|
||||
if(get.attitude(player,event.source)>=0) return 'cancel2';
|
||||
if(get.attitude(player,source)>=0) return 'cancel2';
|
||||
if(source.hasSkillTag('noh')||source.hasSkillTag('noe')||source.countCards('h')>=4) return 0;
|
||||
if(source.hp>1&&source.countCards('he')>1) return 1;
|
||||
return [0,1].randomGet();
|
||||
|
@ -10939,7 +10939,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
check:function(event,player){
|
||||
if(event.name=='phaseDiscard') return player.needsToDiscard();
|
||||
return event.name=='phaseJudge';
|
||||
if(event.name=='phaseJudge') return player.countCards('j');
|
||||
return false;
|
||||
},
|
||||
content:function(){
|
||||
player.removeMark('twjingce',1);
|
||||
|
|
|
@ -30,7 +30,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
zhugeshang:['male','shu',3,['sangu','yizu']],
|
||||
kebineng:['male','qun',4,['kousheng']],
|
||||
lukai:['male','wu',4,['lkbushi','lkzhongzhuang']],
|
||||
xin_fazheng:['male','shu',3,['xinenyuan','xinxuanhuo'],['die_audio']],
|
||||
xin_fazheng:['male','shu',3,['xinxuanhuo','xinenyuan']],
|
||||
guanzhang:['male','shu',4,['fuhun']],
|
||||
wangyi:['female','wei',3,['zhenlie','miji']],
|
||||
caozhang:['male','wei',4,['new_jiangchi']],
|
||||
|
@ -6723,15 +6723,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
},
|
||||
jieyue:{
|
||||
group:'jieyue1'
|
||||
},
|
||||
jieyue1:{
|
||||
audio:2,
|
||||
trigger:{player:'phaseJieshuBegin'},
|
||||
direct:true,
|
||||
filter:function(event,player){
|
||||
return !player.getExpansions('jieyue2').length;
|
||||
},
|
||||
content:function(){
|
||||
'step 0'
|
||||
player.chooseCardTarget({
|
||||
|
@ -6749,7 +6743,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
});
|
||||
'step 1'
|
||||
if(result.bool){
|
||||
player.logSkill('jieyue1',result.targets);
|
||||
player.logSkill('jieyue',result.targets);
|
||||
player.discard(result.cards);
|
||||
var target=result.targets[0];
|
||||
event.target=target;
|
||||
|
@ -6774,18 +6768,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
'step 2'
|
||||
if(result.bool&&result.cards&&result.cards.length){
|
||||
player.addToExpansion(result.cards,'give',target).gaintag.add('jieyue2');
|
||||
player.addSkill('jieyue2');
|
||||
player.addToExpansion(result.cards,'give',target).gaintag.add('jieyue');
|
||||
}
|
||||
else if(event.target.countCards('he')){
|
||||
player.discardPlayerCard(event.target,true);
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
expose:0.1
|
||||
},
|
||||
},
|
||||
jieyue2:{
|
||||
ai:{expose:0.1},
|
||||
marktext:'节',
|
||||
intro:{
|
||||
content:'expansion',
|
||||
markcount:'expansion',
|
||||
|
@ -6794,58 +6784,62 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
var cards=player.getExpansions(skill);
|
||||
if(cards.length) player.loseToDiscardpile(cards);
|
||||
},
|
||||
marktext:'钺',
|
||||
group:['jieyue_wuxie','jieyue_shan','jieyue_gain'],
|
||||
subSkill:{
|
||||
wuxie:{
|
||||
audio:true,
|
||||
enable:'chooseToUse',
|
||||
filterCard:function(card){
|
||||
return get.color(card)=='black';
|
||||
},
|
||||
viewAsFilter:function(player){
|
||||
return player.countCards('hs',{color:'black'})>0;
|
||||
return player.getExpansions('jieyue').length&&player.countCards('hs',{color:'black'})>0;
|
||||
},
|
||||
position:'hs',
|
||||
viewAs:{name:'wuxie'},
|
||||
prompt:'将一张黑色手牌当无懈可击使用',
|
||||
check:function(card){return 8-get.value(card)},
|
||||
threaten:1.2,
|
||||
charlotte:true,
|
||||
group:['jieyue3','jieyue4']
|
||||
check:function(card){
|
||||
return 8-get.value(card);
|
||||
},
|
||||
jieyue3:{
|
||||
},
|
||||
shan:{
|
||||
audio:true,
|
||||
enable:['chooseToRespond','chooseToUse'],
|
||||
filterCard:function(card){
|
||||
return get.color(card)=='red';
|
||||
},
|
||||
viewAs:{name:'shan'},
|
||||
position:'hs',
|
||||
viewAs:{name:'shan'},
|
||||
viewAsFilter:function(player){
|
||||
if(!player.countCards('hs',{color:'red'})) return false;
|
||||
return player.getExpansions('jieyue').length&&player.countCards('hs',{color:'red'})>0;
|
||||
},
|
||||
audio:true,
|
||||
prompt:'将一张红色手牌当闪使用或打出',
|
||||
check:function(){return 1},
|
||||
check:()=>1,
|
||||
ai:{
|
||||
respondShan:true,
|
||||
skillTagFilter:function(player){
|
||||
if(!player.countCards('h',{color:'red'})) return false;
|
||||
if(!player.getExpansions('jieyue').length||!player.countCards('hs',{color:'red'})) return false;
|
||||
},
|
||||
effect:{
|
||||
target:function(card,player,target,current){
|
||||
if(get.tag(card,'respondShan')&¤t<0) return 0.8
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
jieyue4:{
|
||||
},
|
||||
},
|
||||
},
|
||||
gain:{
|
||||
audio:'jieyue',
|
||||
trigger:{player:'phaseZhunbeiBegin'},
|
||||
filter:function(event,player){
|
||||
return player.getExpansions('jieyue').length;
|
||||
},
|
||||
forced:true,
|
||||
content:function(){
|
||||
'step 0'
|
||||
var cards=player.getExpansions('jieyue2');
|
||||
var cards=player.getExpansions('jieyue');
|
||||
if(cards.length) player.gain(cards,'gain2');
|
||||
'step 1'
|
||||
player.removeSkill('jieyue2');
|
||||
}
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
jinjiu:{
|
||||
mod:{
|
||||
|
@ -12016,12 +12010,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
expose:0.3
|
||||
}
|
||||
},
|
||||
wuyan:{audio:2},
|
||||
xswuyan:{
|
||||
audio:'wuyan',
|
||||
wuyan:{
|
||||
audio:2,
|
||||
trigger:{target:'useCardToBefore',player:'useCardToBefore'},
|
||||
forced:true,
|
||||
priority:15,
|
||||
check:function(event,player){
|
||||
return get.effect(event.target,event.card,event.player,player)<0;
|
||||
},
|
||||
|
@ -12040,15 +12032,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
player:function(card,player,target,current){
|
||||
if(get.type(card)=='trick'&&player!=target) return 'zeroplayertarget';
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
xinwuyan:{
|
||||
audio:2,
|
||||
trigger:{source:'damageBegin2',player:'damageBegin4'},
|
||||
forced:true,
|
||||
//priority:15,
|
||||
check:function(event,player){
|
||||
if(player==event.player) return true;
|
||||
return false;
|
||||
|
@ -12866,6 +12857,27 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
},
|
||||
xinenyuan:{
|
||||
audio:2,
|
||||
group:['xinenyuan1','xinenyuan2'],
|
||||
},
|
||||
xinenyuan1:{
|
||||
audio:true,
|
||||
trigger:{player:'gainEnd'},
|
||||
filter:function(event,player){
|
||||
return event.source&&event.source.isIn()&&event.source!=player&&event.cards.length>=2;
|
||||
},
|
||||
logTarget:'source',
|
||||
check:function(event,player){
|
||||
return get.attitude(player,event.source)>0;
|
||||
},
|
||||
prompt2:function(event,player){
|
||||
return '令'+get.translation(event.source)+'摸一张牌';
|
||||
},
|
||||
content:function(){
|
||||
trigger.source.draw();
|
||||
},
|
||||
},
|
||||
xinenyuan2:{
|
||||
audio:true,
|
||||
trigger:{player:'damageEnd'},
|
||||
check:function(event,player){
|
||||
|
@ -12880,17 +12892,20 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
return event.source&&event.source!=player&&event.num>0&&event.source.isIn();
|
||||
},
|
||||
logTarget:'source',
|
||||
prompt2:function(event,player){
|
||||
return '令'+get.translation(event.source)+'交给你一张手牌或失去1点体力';
|
||||
},
|
||||
content:function(){
|
||||
"step 0"
|
||||
'step 0'
|
||||
event.num=trigger.num;
|
||||
"step 1"
|
||||
'step 1'
|
||||
trigger.source.chooseCard('选择一张手牌交给'+get.translation(player)+',或点“取消”失去1点体力').set('ai',function(card){
|
||||
var player=_status.event.getParent().player,source=_status.event.player;
|
||||
if(get.effect(source,{name:'losehp'},source,source)>=0) return 0;
|
||||
if(get.attitude(player,source)>0) return 11-get.value(card);
|
||||
return 7-get.value(card);
|
||||
});
|
||||
"step 2"
|
||||
'step 2'
|
||||
if(result.bool){
|
||||
trigger.source.give(result.cards,player);
|
||||
}
|
||||
|
@ -12910,67 +12925,23 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
if(player.hasSkillTag('jueqing',false,target)) return [1,-1.5];
|
||||
if(!target.hasFriend()) return;
|
||||
if(get.tag(card,'damage')) return [1,0,0,-0.7];
|
||||
}
|
||||
}
|
||||
},
|
||||
group:'xinenyuan2'
|
||||
},
|
||||
xinenyuan2:{
|
||||
audio:true,
|
||||
trigger:{player:'gainEnd'},
|
||||
filter:function(event,player){
|
||||
return event.source&&event.source.isIn()&&event.source!=player&&event.cards.length>=2;
|
||||
},
|
||||
logTarget:'source',
|
||||
check:function(event,player){
|
||||
return get.attitude(player,event.source)>0;
|
||||
},
|
||||
content:function(){
|
||||
trigger.source.draw();
|
||||
}
|
||||
},
|
||||
enyuan:{
|
||||
audio:'enyuan1',
|
||||
audio:2,
|
||||
locked:true,
|
||||
group:['enyuan1','enyuan2'],
|
||||
ai:{
|
||||
maixie_defend:true,
|
||||
effect:{
|
||||
target:function(card,player,target){
|
||||
if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
|
||||
if(!target.hasFriend()) return;
|
||||
if(get.tag(card,'damage')) return [1,0,0,-1];
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
enyuan1:{
|
||||
trigger:{player:'recoverEnd'},
|
||||
forced:true,
|
||||
audio:2,
|
||||
logTarget:'source',
|
||||
filter:function(event,player){
|
||||
return event.source&&event.source!=player;
|
||||
},
|
||||
content:function(){
|
||||
'step 0'
|
||||
event.num=trigger.num;
|
||||
'step 1'
|
||||
if(event.num>0){
|
||||
player.logSkill('enyuan1',trigger.source);
|
||||
trigger.source.draw();
|
||||
event.num--;
|
||||
event.redo();
|
||||
}
|
||||
}
|
||||
},
|
||||
enyuan2:{
|
||||
audio:true,
|
||||
trigger:{player:'damageEnd'},
|
||||
forced:true,
|
||||
audio:2,
|
||||
filter:function(event,player){
|
||||
return event.source&&event.source!=player;
|
||||
return event.source&&event.source!=player&&event.source.isIn();
|
||||
},
|
||||
logTarget:'source',
|
||||
content:function(){
|
||||
'step 0'
|
||||
trigger.source.chooseCard('选择一张红桃牌交给'+get.translation(player)+',或点“取消”失去1点体力',function(card){
|
||||
|
@ -12988,8 +12959,38 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
else{
|
||||
trigger.source.loseHp();
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
maixie_defend:true,
|
||||
effect:{
|
||||
target:function(card,player,target){
|
||||
if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
|
||||
if(!target.hasFriend()) return;
|
||||
if(get.tag(card,'damage')) return [1,0,0,-1];
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
enyuan2:{
|
||||
audio:true,
|
||||
trigger:{player:'recoverEnd'},
|
||||
forced:true,
|
||||
logTarget:'source',
|
||||
filter:function(event,player){
|
||||
return event.source&&event.source!=player&&event.source.isIn();
|
||||
},
|
||||
content:function(){
|
||||
'step 0'
|
||||
event.num=trigger.num;
|
||||
'step 1'
|
||||
if(event.num>0){
|
||||
player.logSkill('enyuan1',trigger.source);
|
||||
trigger.source.draw();
|
||||
event.num--;
|
||||
event.redo();
|
||||
}
|
||||
},
|
||||
},
|
||||
xuanhuo:{
|
||||
audio:2,
|
||||
enable:'phaseUse',
|
||||
|
@ -14278,11 +14279,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
reqingxi:'倾袭',
|
||||
reqingxi_info:'当你使用【杀】或【决斗】指定目标后,你可以令其选择一项:1、弃置X张手牌(X为你攻击范围内的角色数,且当你装备区内有武器牌/没有武器牌时至多为4/2),若如此做,其弃置你的此武器牌;2、令此牌的伤害值+1且你进行判定,若结果为红色,则其不能响应此牌。',
|
||||
jieyue:'节钺',
|
||||
jieyue1:'节钺',
|
||||
jieyue2:'节钺',
|
||||
jieyue3:'节钺',
|
||||
jieyue4:'节钺',
|
||||
jieyue_info:'结束阶段开始时,你可以弃置一张手牌,然后令一名其他角色选择一项:将一张牌置于你的武将牌上(称之为“节”);或令你弃置其一张牌。当你你武将牌上有“节”时,你可以将红色手牌当作【闪】、黑色的手牌当作【无懈可击】使用或打出。准备阶段开始时,你获得你武将牌上的“节”。',
|
||||
jieyue_info:'①结束阶段,你可以弃置一张手牌,然后令一名其他角色选择一项:1.将一张牌置于你的武将牌上,称之为“节”;2.令你弃置其一张牌。②若你有“节”,你可以将红色/黑色手牌当作【闪】/【无懈可击】使用或打出。③准备阶段,若你有“节”,则你获得之。',
|
||||
xianzhen:'陷阵',
|
||||
xianzhen_info:'出牌阶段限一次,你可以与一名角色拼点。若你赢,你获得以下效果直到回合结束:无视与该角色的距离;无视该角色的防具且对其使用【杀】没有次数限制。若你没赢,你不能使用【杀】直到回合结束。',
|
||||
xinxianzhen:'陷阵',
|
||||
|
@ -14414,6 +14411,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
jianying:'渐营',
|
||||
jianying_info:'当你于出牌阶段内使用与此阶段你使用的上一张牌点数或花色相同的牌时,你可以摸一张牌。',
|
||||
xinenyuan:'恩怨',
|
||||
xinenyuan1:'恩怨',
|
||||
xinenyuan2:'恩怨',
|
||||
xinenyuan_info:'当你获得一名其他角色两张或更多的牌后,你可以令其摸一张牌;当你受到1点伤害后,你可以令伤害来源选择一项:1、将一张手牌交给你;2、失去1点体力。',
|
||||
xinxuanhuo:'眩惑',
|
||||
|
@ -14463,7 +14461,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
xinjunxing:'峻刑',
|
||||
xinjunxing_info:'出牌阶段限一次,你可以弃置至少一张手牌并选择一名其他角色,该角色需弃置一张与你弃置的牌类别均不同的手牌,否则其先将其武将牌翻面,然后将手牌摸至四张。',
|
||||
|
||||
xswuyan:'无言',
|
||||
wuyan:'无言',
|
||||
xinwuyan:'无言',
|
||||
jujian:'举荐',
|
||||
xinjujian:'举荐',
|
||||
|
@ -14580,7 +14578,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
oldrenxin_info:'其他角色进入濒死状态时,你可以将所有手牌交给该角色并翻面,然后该角色回复1点体力。',
|
||||
jingce_info:'出牌阶段结束时,若你本回合使用的牌数量大于或等于你的当前体力值,你可以摸两张牌。',
|
||||
xinjingce_info:'结束阶段,若你本回合使用的牌数量大于或等于你的当前体力值,你可以摸两张牌。',
|
||||
xswuyan_info:'锁定技,你使用的普通锦囊牌对其他角色无效;其他角色使用的普通锦囊牌对你无效。',
|
||||
wuyan_info:'锁定技,你使用的普通锦囊牌对其他角色无效;其他角色使用的普通锦囊牌对你无效。',
|
||||
xinwuyan_info:'锁定技,当你使用锦囊牌造成伤害时,你防止此伤害;锁定技,当你受到锦囊牌对你造成的伤害时,你防止此伤害。',
|
||||
jujian_info:'出牌阶段限一次,你可以弃至多三张牌,然后令一名其他角色摸等量的牌。若你以此法弃牌不少于三张且均为同一类别,你回复1点体力。',
|
||||
xinjujian_info:'结束阶段开始时,你可以弃置一张非基本牌并选择一名其他角色,令其选择一项:1.摸两张牌;2.回复1点体力;3.将其武将牌翻转至正面朝上并重置之。',
|
||||
|
|
Loading…
Reference in New Issue