Merge pull request #1060 from copcap/dev

杨奉、谋夏侯惇、谋高顺;调整转换技标签为可随时调整
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Spmario233 2024-03-10 22:55:31 +08:00 committed by GitHub
commit d63a934524
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12 changed files with 634 additions and 20 deletions

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@ -136,6 +136,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}).length<4-player.getStorage('dcjianzhuan').length;
},
forced:true,
derivation:'dcjianzhuan_faq',
async content(event,trigger,player){
const evtx=event.getParent('phaseUse'),num=player.getHistory('useSkill',evt=>{
return evt.skill=='dcjianzhuan'&&evt.event.getParent('phaseUse')==evtx;
@ -163,6 +164,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
discard_target:{
intro:'拆牌',
introx:(num)=>'令一名角色弃置'+num+'张牌',
weight:1,
ai_effect(player,num){
return game.hasPlayer(target=>{
return get.effect(target,{name:'guohe_copy2'},player,player)>0;
@ -182,6 +184,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
draw_self:{
intro:'摸牌',
introx:(num)=>'摸'+num+'张牌',
weight:1,
ai_effect(player,num){
return 3;
},
@ -192,6 +195,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
recast_self:{
intro:'重铸',
introx:(num)=>'重铸'+num+'张牌',
weight:1,
ai_effect(player,num){
return 1;
},
@ -203,6 +207,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
discard_self:{
intro:'弃牌',
introx:(num)=>'弃置'+num+'张牌',
weight:'90%',
ai_effect(player,num){
let cards=player.getCards('hs');
cards.sort((a,b)=>get.value(b)-get.value(a));
@ -226,13 +231,36 @@ game.import('character',function(lib,game,ui,get,ai,_status){
forced:true,
async content(event,trigger,player){
const info=get.info('dcjianzhuan').choices;
let choices=[],map={};
let map={};
let unfixedWeightTotal=0,remainedWeight=100;
let entries=[];
for(const i in info){
map[info[i].intro]=i;
const infox=info[i];
map[infox.intro]=i;
if(player.getStorage('dcjianzhuan').includes(i)) continue;
choices.push(info[i].intro);
let weight=(infox.weight||1).toString();
if(weight.endsWith('%')){
weight=Math.min(remainedWeight,parseInt(weight.slice(0,-1)));
entries.push([infox.intro,weight]);
remainedWeight-=weight;
}
else{
weight=parseInt(weight);
unfixedWeightTotal+=weight;
entries.push([infox.intro,-weight]);
}
}
const removeChoice=choices.randomGet();
entries=entries.map(entry=>{
let weight=entry[1];
if(weight<0) weight=-remainedWeight/unfixedWeightTotal*weight;
return [entry[0],weight];
});
let rand=Math.random()*100;
let removeChoice=entries.find(entry=>{
rand-=entry[1];
return rand<0;
})[0];
if(get.isLuckyStar(player)&&Object.keys(entries).includes('弃牌')) removeChoice='弃牌';
player.markAuto('dcjianzhuan',[map[removeChoice]]);
player.popup(removeChoice);
game.log(player,'移去了','#g'+removeChoice,'项');
@ -13002,6 +13030,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
dc_caoshuang_prefix:'新杀',
dcjianzhuan:'渐专',
dcjianzhuan_info:'锁定技。①当你于出牌阶段使用牌时你选择此阶段未执行过的一项执行⒈令一名角色弃置X张牌⒉摸X张牌⒊重铸X张牌⒋弃置X张牌X为此技能于本阶段的发动次数。②出牌阶段结束时若你本阶段执行过〖渐专①〗的所有选项则你随机移除〖渐专①〗的一项。',
dcjianzhuan_faq:'渐专概率',
dcjianzhuan_faq_info:'<br>当系统随机选择要删除的选项时“弃置X张牌”的选项概率固定为90%剩余选项平分剩余的的10%概率。<br>如第一次删除时删除弃牌选项概率为90%其余三个选项被删除的概率均为3.33%若删除了非弃牌选项第二次删除时删除弃牌选项的概率依旧是90%其余两个选项被删除的概率均为5%。',
dcfanshi:'返势',
dcfanshi_info:'觉醒技结束阶段若〖渐专①〗剩余选项数小于2则你执行三次X视为1的剩余选项然后增加2点体力上限并回复2点体力失去技能〖渐专〗并获得技能〖覆斗〗。',
dcfudou:'覆斗',

View File

@ -6,7 +6,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
connect:true,
characterSort:{
mobile:{
mobile_default:['xin_huojun','muludawang','mb_chengui','mb_huban','mb_xianglang','yanxiang','xin_wuban','laimin','baoxin','jiangji','liwei','xin_guozhao',"miheng","taoqian","lingcao","sunru","lifeng","zhuling","liuye","zhaotongzhaoguang","majun","simazhao","wangyuanji","pangdegong","shenpei","hujinding","zhangyì","jiakui","yangbiao","chendeng","dongcheng","yangyi","dengzhi","zhengxuan","sp_sufei","furong","dingyuan","simashi","yanghuiyu","hucheer","gongsunkang","nanhualaoxian","zhouqun","qiaozhou","fuqian","simafu","mayuanyi","yanpu","sunhanhua","sp_maojie","peixiu","sp_jianggan","ruanhui","xin_mamidi","sp_caosong","yangfu","wangjun","sp_pengyang","qianzhao",'shichangshi'],
mobile_default:['xin_huojun','muludawang','mb_chengui','mb_huban','mb_xianglang','yanxiang','xin_wuban','laimin','baoxin','jiangji','liwei','xin_guozhao',"miheng","taoqian","lingcao","sunru","lifeng","zhuling","liuye","zhaotongzhaoguang","majun","simazhao","wangyuanji","pangdegong","shenpei","hujinding","zhangyì","jiakui","yangbiao","chendeng","dongcheng","yangyi","dengzhi","zhengxuan","sp_sufei","furong","dingyuan","simashi","yanghuiyu","hucheer","gongsunkang","nanhualaoxian","zhouqun","qiaozhou","fuqian","simafu","mayuanyi","yanpu","sunhanhua","sp_maojie","peixiu","sp_jianggan","ruanhui","xin_mamidi","sp_caosong","yangfu","wangjun","sp_pengyang","qianzhao",'shichangshi','yangfeng'],
mobile_yijiang:["yj_zhanghe","yj_zhangliao","yj_xuhuang","yj_ganning",'yj_huangzhong','yj_weiyan','yj_zhoubuyi'],
mobile_standard:["xin_xiahoudun","xin_zhangfei"],
mobile_shenhua_feng:['re_xiaoqiao',"xin_zhoutai"],
@ -26,6 +26,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
},
character:{
yangfeng:['male','shu',4,['mbxuetu','mbweiming']],
xin_huojun:['male','shu',4,['sidai','jieyu'],['character:tw_huojun','die_audio:tw_huojun']],
muludawang:['male','qun','3/3/1',['shoufa','zhoulin','yuxiang']],
mb_chengui:['male','qun',3,['guimou','zhouxian']],
@ -178,6 +179,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
scs_gaowang:['male','qun','',['scsmiaoyu'],['unseen','sex:male_castrated']],
},
characterIntro:{
yangfeng:'杨奉197年/198年东汉末年将领。杨奉早年参加白波军起义曾经帮助李傕对抗郭汜后来背叛李傕。兴平二年加号兴义将军护送汉献帝刘协东归雒阳颇有功勋加号车骑将军屯兵于梁县。建安元年随着汉献帝迁都许县失去权力先后依附于袁术、吕布劫掠徐州和扬州地区。建安二年一说三年带兵进犯刘备领地被刘备诱杀。',
muludawang:'古典小说《三国演义》中的虚构人物,八纳洞主,孟获盟友。擅驱兽法,能行风雨,控制猛兽并指挥它们作战。在法术帮助下最初对蜀军取得一些胜利,但在诸葛亮的喷火木兽将他的动物吓跑后战败,最后死于乱军之中。',
laimin:'来敏165年—261年字敬达义阳新野人东汉太中大夫来歙之后司空来艳之子三国时期蜀汉官员。东汉末年逢董卓之乱来敏跟随姐夫黄琬到荆州避难黄琬是刘璋祖母的侄子来敏又与姐姐来氏入蜀被刘璋引为宾客。来敏喜欢读书尤其喜欢《左氏春秋》。刘备平定益州后以来敏为典学校尉后立太子来敏为家令。刘禅继位后任命来敏为虎贲中郎将诸葛亮驻汉中请来敏为军祭酒、辅军将军。却因其口出狂言而被罢官诸葛亮死后来敏历任大长秋、光禄大夫、执慎将军等职期间多次因说错话而被免官蜀汉景耀年间来敏去世时年九十七岁。',
shichangshi:'十常侍指中国东汉公元25年—220年灵帝时期168年-189年操纵政权的十二个宦官张让、赵忠、夏恽、郭胜、孙璋、毕岚、栗嵩、段珪、高望、张恭、韩悝、宋典在小说《三国演义》里十常侍指的是指张让、赵忠、封谞、段珪、曹节、侯览、蹇硕、程旷、夏恽、郭胜十人他们都任职中常侍。玩弄小皇帝于股掌之中以至灵帝称“张常侍是我父赵常侍是我母”。十常侍自己横征暴敛卖官鬻爵他们的父兄子弟遍布天下横行乡里祸害百姓无官敢管。人民不堪剥削、压迫纷纷起来反抗。当时一些比较清醒的官吏已看出宦官集团的黑暗腐败导致大规模农民起义的形势。郎中张钧在给皇帝的奏章中明确指出黄巾起义是外戚宦官专权逼出来的他说“张角所以能兴兵作乱万人所以乐附之者其源皆由十常侍多放父兄、子弟、婚宗、宾客典据州郡辜确财利侵略百姓百姓之怨无所告诉故谋议不轨聚为盗贼。”后被曹操、袁绍所歼。',
@ -394,6 +396,210 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
},
skill:{
//杨奉
mbxuetu:{
audio:2,
enable:'phaseUse',
usable:2,
filter(event,player){
if (player.countMark('mbxuetu_status') !== 1 && player.getStat('skill').mbxuetu) return false;
if (!player.storage.mbxuetu) return player.countCards('he');
return true;
},
zhuanhuanji2(skill, player){
return player.countMark('mbxuetu_status') !== 1;
},
filterCard(card,player){
if (player.countMark('mbxuetu_status') > 1) return false;
if (player.countMark('mbxuetu_status') === 1) {
if (player.getStorage('mbxuetu_used').includes(false)) return false;
return true;
}
return !player.storage.mbxuetu;
},
selectCard(){
const player = get.player();
if (player.countMark('mbxuetu_status') > 1) return -1;
if (player.countMark('mbxuetu_status') === 1) {
if (player.getStorage('mbxuetu_used').includes(false)) return -1;
if (player.getStorage('mbxuetu_used').includes(true)) return 1;
return [0,1];
}
return !player.storage.mbxuetu ? 1 : -1;
},
check(card){
return 6-get.value(card);
},
prompt(){
const player = get.player(), storage = player.storage.mbxuetu, status = player.countMark('mbxuetu_status');
if (status === 0) {
if (storage) return '转换技。出牌阶段限一次你可以失去1点体力然后令一名角色摸两张牌。';
return '转换技。出牌阶段限一次你可以弃置一张牌然后令一名角色回复1点体力。';
}
else if (status === 1) {
return '出牌阶段各限一次。⒈你可以弃置一张牌然后令一名角色回复1点体力⒉你可以失去1点体力然后令一名角色摸两张牌。';
}
else {
if (storage) return '转换技。出牌阶段限一次你可以摸一张牌然后对一名角色造成1点伤害。';
return '转换技。出牌阶段限一次你可以回复1点体力然后令一名角色弃置两张牌。';
}
},
position:'he',
filterTarget:true,
onremove:['mbxuetu','mbxuetu_status'],
derivation:['mbxuetu_achieve','mbxuetu_fail'],
async content(event,trigger,player){
const target = event.targets[0], storage = Boolean(player.storage.mbxuetu);
const status = player.countMark('mbxuetu_status');
player.changeZhuanhuanji('mbxuetu');
if (status < 2) {
if (!player.storage.mbxuetu_used) {
player.when(['phaseUseAfter', 'mbweiming_achieveAfter']).then(() => {
delete player.storage.mbxuetu_used;
});
}
player.markAuto('mbxuetu_used', storage);
if (status === 0 && !storage || status === 1 && event.cards.length) {
await target.recover();
}
else {
await player.loseHp();
await target.draw(2);
}
}
else {
if (!storage) {
await player.recover();
await target.chooseToDiscard(2,true,'he');
}
else {
await player.draw();
await target.damage();
}
}
},
mark:true,
marktext:'☯',
intro:{
content:(storage,player)=>{
if (!player.countMark('mbxuetu_status')) {
if (storage) return '转换技。出牌阶段限一次你可以失去1点体力然后令一名角色摸两张牌。';
return '转换技。出牌阶段限一次你可以弃置一张牌然后令一名角色回复1点体力。';
}
else {
if (storage) return '转换技。出牌阶段限一次你可以摸一张牌然后对一名角色造成1点伤害。';
return '转换技。出牌阶段限一次你可以回复1点体力然后令一名角色弃置两张牌。';
}
}
},
ai:{
order(item,player){
const status = player.countMark('mbxuetu_status');
if (status > 1) return Math.max(get.order({ name: 'guohe' }), get.order({ name: 'chuqibuyi' }));
if (status === 1 || player.storage.mbxuetu) return 9;
return 2;
},
result:{
target(player,target){
const status = player.countMark('mbxuetu_status');
if (status > 1) {
if (player.storage.mbxuetu) return -get.damageEffect(target, player, player) / 10;
return -2;
}
if (status === 0 && player.storage.mbxuetu || status === 1 && !ui.selected.cards.length) return 2;
const eff = get.recoverEffect(target, player, player);
return eff > 0 ? 2 : (eff < 0 ? -get.sgnAttitude(player, target) : 0);
},
player(player,target){
const status = player.countMark('mbxuetu_status');
if (status > 1) {
if (player.storage.mbxuetu) return 1;
return get.recoverEffect(player, player) / 6;
}
if (status === 1 || !player.storage.mbxuetu) return -0.5;
const eff = get.effect(player, {name: 'losehp'}, player, player);
if (eff >= 0) return Math.min(1, eff / 2);
const hp = player.getHp() + player.countCards('hes', card => {
return player.canSaveCard(card, player);
});
return -1.5 * Math.max(0, 3 - hp);
},
},
},
},
mbweiming:{
audio:2,
trigger:{
player:'phaseUseBegin',
},
filter(event,player){
return game.hasPlayer(current => {
return !player.getStorage('mbweiming').includes(current);
});
},
dutySkill:true,
forced:true,
direct:true,
group:['mbweiming_achieve', 'mbweiming_fail'],
async content(event, trigger, player){
const targets = await player.chooseTarget('威命:记录一名未记录过的角色','当你杀死没有被记录过的角色后,则〖威命〗使命成功;如果在你杀死这些角色中的一名之前,有被记录过的角色死亡,则你〖威命〗使命失败。',true)
.set('filterTarget', (card, player, target) => {
return !player.getStorage('mbweiming').includes(target);
})
.set('ai', target => {
if (target === player) return 1;
return 1 + Math.sqrt(Math.abs(get.attitude(player, target))) * Math.abs(get.threaten(target)) / Math.sqrt(target.getHp() + 1) / Math.sqrt(target.countCards('hes') + 1);
})
.forResultTargets();
if (targets && targets.length > 0) {
const target = targets[0];
player.logSkill('mbweiming', target);
player.markAuto('mbweiming', target);
}
},
intro:{
content: '已记录$',
},
subSkill: {
achieve: {
audio:'mbweiming',
trigger:{
source:'dieAfter',
},
filter(event,player){
return !player.getStorage('mbweiming').includes(event.player);
},
dutySkill:true,
forced:true,
skillAnimation:true,
animationColor:'fire',
async content(event, trigger, player){
game.log(player,'成功完成使命');
player.awakenSkill('mbweiming');
player.storage.mbxuetu_status = 1;
player.unmarkSkill('mbxuetu');
await game.asyncDelayx();
}
},
fail: {
audio:'mbweiming',
trigger:{
global:'dieAfter',
},
filter(event,player){
return player.getStorage('mbweiming').includes(event.player);
},
dutySkill:true,
forced:true,
async content(event, trigger, player){
game.log(player,'使命失败');
player.awakenSkill('mbweiming');
player.storage.mbxuetu_status = 2;
await game.asyncDelayx();
}
},
},
},
//霍骏
sidai:{
audio:'twsidai',
@ -15644,6 +15850,20 @@ game.import('character',function(lib,game,ui,get,ai,_status){
][['豹','鹰','熊','兔'].indexOf(zhoufa)];
return str+'。';
},
mbxuetu(player){
const xuetu=player.storage.mbxuetu, status = player.countMark('mbxuetu_status');
if (status === 0) {
if (!xuetu) return '转换技。出牌阶段限一次,<span class="bluetext">阴你可以弃置一张牌然后令一名角色回复1点体力</span>阳你可以失去1点体力然后令一名角色摸两张牌。';
return '转换技。出牌阶段限一次你可以弃置一张牌然后令一名角色回复1点体力<span class="bluetext">阳你可以失去1点体力然后令一名角色摸两张牌。</span>';
}
else if (status === 1) {
return lib.translate.mbxuetu_achieve_info;
}
else {
if (!xuetu) return '转换技。出牌阶段限一次,<span class="bluetext">阴你可以回复1点体力然后令一名角色弃置两张牌</span>阳你可以摸一张牌然后对一名角色造成1点伤害。';
return '转换技。出牌阶段限一次你可以回复1点体力然后令一名角色弃置两张牌<span class="bluetext">阳你可以摸一张牌然后对一名角色造成1点伤害。</span>';
}
},
},
perfectPair:{
simazhao:['simayi','jin_simayi','jin_wangyuanji'],
@ -16526,6 +16746,15 @@ game.import('character',function(lib,game,ui,get,ai,_status){
sidai_info:'限定技出牌阶段你可以将手牌区内的所有基本牌当做【杀】使用。若此牌对应的实体牌中包含【闪】则目标角色成为此牌的目标后需弃置一张基本牌否则不可响应此牌包含【桃】则当目标角色受到此牌的伤害后其减1点体力上限。',
jieyu:'竭御',
jieyu_info:'结束阶段你可以从弃牌堆中获得共X张不同牌名的基本牌X为3-你上次发动〖竭御〗至今你成为其他角色使用伤害类卡牌目标的次数且X至少为1。',
yangfeng:'杨奉',
mbxuetu:'血途',
mbxuetu_info:'转换技。出牌阶段限一次你可以弃置一张牌然后令一名角色回复1点体力你可以失去1点体力然后令一名角色摸两张牌。',
mbxuetu_achieve:'血途·成功',
mbxuetu_achieve_info:'出牌阶段各限一次。⒈你可以弃置一张牌然后令一名角色回复1点体力⒉你可以失去1点体力然后令一名角色摸两张牌。',
mbxuetu_fail:'血途·失败',
mbxuetu_fail_info:'转换技。出牌阶段限一次你可以回复1点体力然后令一名角色弃置两张牌你可以摸一张牌然后对一名角色造成1点伤害。',
mbweiming:'威命',
mbweiming_info:'使命技,锁定技。①出牌阶段开始时,你记录一名未以此法记录过的角色。②成功:当你杀死一名未被〖威命①〗记录过的角色后,修改〖血途〗为成功版本。③失败:当一名被〖威命①〗记录过的角色死亡后,你修改〖血途〗为失败版本。',
mobile_standard:'手杀异构·标准包',
mobile_shenhua_feng:'手杀异构·其疾如风',

View File

@ -1068,6 +1068,9 @@ window.noname_character_rank={
'shen_xuzhu',
'dc_jiangji',
'dc_wangling',
'yangfeng',
'sb_xiahoudun',
'sb_gaoshun',
],
b:[
'junk_guanyu',

View File

@ -5,6 +5,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
name:'sb',
connect:true,
character:{
sb_gaoshun:['male','qun',4,['sbxianzhen','sbjinjiu']],
sb_xiahoudun:['male','wei',4,['sbganglie','sbqingjian']],
sb_xunyu:['male','wei',3,['sbquhu','sbjieming']],
sb_caopi:['male','wei',3,['sbxingshang','sbfangzhu','sbsongwei'],['zhu']],
sb_guanyu:['male','shu',4,['sbwusheng','sbyijue']],
@ -58,6 +60,331 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
},
skill:{
//高顺
sbxianzhen:{
audio:2,
enable:'phaseUse',
usable:1,
filterTarget(card,player,target){
return target!==player;
},
async content(event,trigger,player){
const target = event.targets[0];
player.addTempSkill('sbxianzhen_attack', 'phaseUseAfter');
player.markAuto('sbxianzhen_attack',target);
},
ai:{
expose: 0.2,
order(item,player){
return get.order({ name: 'sha' }) + 1;
},
result:{
target(player,target){
if (!player.countCards('hs', card => {
return get.name(card) === 'sha' && player.canUse(card, target, false);
})) return -0.1;
if (target.countCards('h') === 1 && player.canCompare(target)) return -2;
return -1.5;
},
}
},
subSkill:{
attack:{
audio:'sbxianzhen',
trigger:{player:'useCardToPlayered'},
filter(event,player){
if (event.card.name !== 'sha') return false;
return player.getStorage('sbxianzhen_attack').includes(event.target) && event.target.isIn() && player.canCompare(event.target);
},
charlotte:true,
onremove:true,
logTarget:'target',
check(event,player){
return get.attitude(player, event.target) < 0;
},
prompt(event,player){
return `陷阵:是否与${get.translation(event.target)}拼点?`
},
prompt2(event,player){
const target = event.target, card = event.card;
return `若你赢,${get.translation(card)}无视防具且不计入次数且若你本回合未以此法造成过伤害你对其造成1点伤害<br>若其拼点牌为【杀】,则你获得之;<br>若其拼点牌为其最后的手牌,则${get.translation(card)}对其造成伤害时,此伤害+1。`
},
group:'sbxianzhen_record',
async content(event,trigger,player){
const target = trigger.target, card = trigger.card;
const next = player.chooseToCompare(target);
let result = await next.forResult();
if (result.bool) {
target.addTempSkill('qinggang2');
target.storage.qinggang2.add(card);
if (trigger.addCount !== false) {
trigger.addCount = false;
const stat = player.getStat('card');
if (stat[card.name] && stat[card.name] > 0) stat[card.name]--;
}
game.log(card, '无视防具且不计入次数限制');
if (!player.storage.sbxianzhen_damaged) {
player.storage.sbxianzhen_damaged = true;
player.when('phaseAfter').then(() => {
delete player.storage.sbxianzhen_damaged;
})
await target.damage();
await game.asyncDelayx();
}
}
const toGain = [];
for (const lose_list of next.lose_list) {
let [comparer, cards] = lose_list;
if (!Array.isArray(cards)) cards = [cards];
if (comparer === player) continue;
for (const card of cards) {
if (get.name(card, comparer) == 'sha' && get.position(card, true) == 'd') {
toGain.push(card);
}
}
}
if (toGain.length) await player.gain(toGain, 'gain2');
if (player.getStorage('sbxianzhen_recorded').includes(target)) {
const id = target.playerid;
const map = trigger.getParent().customArgs;
if (!map[id]) map[id] = {};
if (typeof map[id].extraDamage != 'number') {
map[id].extraDamage = 0;
}
map[id].extraDamage++;
game.log(card, '对', target, '造成的伤害+1');
}
},
intro:{
content:'本阶段对$使用牌无距离限制,且使用杀指定其为目标后可以与其拼点',
},
mod:{
targetInRange(card,player,target){
if(player.getStorage('sbxianzhen_attack').includes(target)) return true;
},
}
},
record:{
trigger:{
global:'loseAsyncEnd',
},
charlotte:true,
silent:true,
filter(event,player){
if(event.getParent(2).name !== 'sbxianzhen_attack') return false;
return game.hasPlayer(current => {
if (current.countCards('h')) return false;
const evt = event.getl(current);
return evt && evt.hs && evt.hs.length;
});
},
async content(event,trigger,player){
const targets = [];
game.countPlayer(current => {
if (current.countCards('h')) return false;
const evt = trigger.getl(current);
if(evt && evt.hs && evt.hs.length) targets.add(current);
});
if (!player.storage.sbxianzhen_recorded) {
player.when('sbxianzhen_attackAfter').then(() => {
delete player.storage.sbxianzhen_recorded;
})
}
player.markAuto('sbxianzhen_recorded', targets);
},
},
}
},
sbjinjiu:{
audio:2,
inherit:'rejinjiu',
group:['sbjinjiu_decrease','sbjinjiu_compare'],
global:'sbjinjiu_global',
subSkill:{
decrease:{
audio:'sbjinjiu',
forced:true,
trigger:{player:'damageBegin4'},
filter(event,player){
return event.getParent(2).jiu;
},
async content(event,trigger){
trigger.num = 1;
},
ai:{
filterDamage:true,
skillTagFilter(player,tag,arg){
return arg&&arg.jiu;
},
},
},
global:{
mod:{
cardEnabled(card,player){
if(card.name=='jiu'&&_status.currentPhase&&_status.currentPhase!=player&&_status.currentPhase.hasSkill('sbjinjiu')) return false;
},
cardSavable(card,player){
if(card.name=='jiu'&&_status.currentPhase&&_status.currentPhase!=player&&_status.currentPhase.hasSkill('sbjinjiu')) return false;
},
},
},
compare:{
trigger:{
global:'compare',
},
filter(event,player){
const participant = [event.player];
if(event.targets) participant.addArray(event.targets);
else participant.add(event.target);
if (!participant.includes(player)) return false;
if (event.player !== player && event.card1 && event.card1.name === 'jiu') return true;
if (event.target !== player && event.card2 && event.card2.name === 'jiu') return true;
return false;
},
forced:true,
direct:true,
async content(event,trigger,player){
for (const [role, ind] of [['player',1], ['target',2]]){
const current = trigger[role], card = trigger[`card${ind}`];
if (current !== player && card && card.name === 'jiu') {
await player.logSkill('sbjinjiu_compare', current);
game.log(current, '拼点牌点数视为','#yA');
trigger[`num${ind}`] = 1;
}
}
}
},
},
},
//夏侯惇
sbganglie:{
audio:2,
enable:'phaseUse',
filter(event,player){
if (!event.sbganglie_enabledTargets) return false;
return game.hasPlayer(current=>{
return lib.skill.sbganglie.filterTarget(null,player,current);
});
},
onChooseToUse(event){
if (game.online || event.type !== 'phase') return;
const player = event.player;
const chosen = player.getAllHistory('useSkill', evt => evt.skill === 'sbganglie').map(evt => {
return evt.targets;
}).flat();
const targets = player.getAllHistory('damage', evt => evt.source && evt.source.isIn()).map(evt => evt.source).unique();
targets.removeArray(chosen);
event.set('sbganglie_enabledTargets',targets);
},
filterTarget(card,player,target){
return get.event('sbganglie_enabledTargets').includes(target);
},
async content(event,trigger,player){
event.targets[0].damage(2);
},
ai:{
order:6,
result:{
target:-2,
}
},
},
sbqingjian:{
audio:2,
trigger:{
global:['loseAfter','cardsDiscardAfter','loseAsyncAfter','equipAfter'],
},
forced:true,
locked:false,
filter(event,player){
if (player.getExpansions('sbqingjian').length >= Math.max(1, player.getHp() - 1)) return false;
if (event.name !== 'cardsDiscard') {
if (event.position !== ui.discardPile) return false;
if (!game.hasPlayer(current => {
const evt = event.getl(current);
return evt.cards && evt.cards.length > 0;
})) return false;
}
else{
const evt = event.getParent();
if (evt.relatedEvent && evt.relatedEvent.name === 'useCard') return false;
}
return true;
},
group:'sbqingjian_give',
async content(event,trigger,player){
let cards = trigger.cards.slice();
const maxNum = Math.max(1, player.getHp() - 1);
const myLen = player.getExpansions('sbqingjian').length, cardsLen = trigger.cards.length;
const overflow = myLen + cardsLen - maxNum;
if (overflow > 0) cards.randomRemove(overflow);
const next = player.addToExpansion(cards, 'gain2');
next.gaintag.add('sbqingjian');
await next;
},
marktext:'俭',
intro:{
content:'expansion',
markcount:'expansion',
},
subSkill:{
give:{
audio:'sbqingjian',
trigger:{player:'phaseUseEnd'},
filter(event,player){
return player.getExpansions('sbqingjian').length > 0;
},
forced:true,
locked:false,
async content(event,trigger,player){
if (_status.connectMode) game.broadcastAll(() => { _status.noclearcountdown = true });
const given_map = {};
const expansions = player.getExpansions('sbqingjian');
let result;
while (true) {
if (expansions.length > 1) {
result = await player.chooseCardButton('清俭:请选择要分配的牌', true, expansions, [1, expansions.length]).set('ai', button => {
if (ui.selected.buttons.length) return 0;
return get.value(button.link, get.player());
}).forResult();
}
else if (expansions.length === 1) result = { bool: true, links: expansions.slice(0) };
else return;
if (!result.bool) return;
const toGive = result.links;
result = await player.chooseTarget(`选择一名角色获得${get.translation(toGive)}`, expansions.length === 1).set('ai', target => {
const att = get.attitude(get.player(), target);
if (get.event('toEnemy')) return Math.max(0.01, 100 - att);
else if (att > 0) return Math.max(0.1, att / (1 + target.countCards('h') + (get.event().getParent().given_map[target.playerid] || 0)));
else return Math.max(0.01, (100 + att) / 100);
}).set('toEnemy', get.value(toGive[0], player, 'raw') < 0).forResult();
if (result.bool) {
expansions.removeArray(toGive);
if (result.targets.length) {
const id = result.targets[0].playerid;
if (!given_map[id]) given_map[id] = [];
given_map[id].addArray(toGive);
}
if (!expansions.length) break;
}
}
if (_status.connectMode) game.broadcastAll(() => { delete _status.noclearcountdown; game.stopCountChoose() });
const gain_list = [];
for (const i in given_map) {
const source = (_status.connectMode ? lib.playerOL : game.playerMap)[i];
player.line(source, 'green');
gain_list.push([source, given_map[i]]);
game.log(source, '获得了', given_map[i]);
}
await game.loseAsync({
gain_list,
giver: player,
animate: 'gain2',
}).setContent('gaincardMultiple');
}
},
},
},
//荀彧
sbquhu:{
audio:2,
@ -6720,6 +7047,18 @@ game.import('character',function(lib,game,ui,get,ai,_status){
sbquhu_info:'出牌阶段限一次。你可以选择两名有牌的其他角色你与这些角色同时将任意张牌扣置于武将牌上。若你以此法扣置的牌唯一最少则扣置牌最多的其他角色获得你扣置的牌且这些角色获得各自扣置的牌否则这两名角色中扣置牌较多的角色对较少的角色造成1点伤害获得你扣置的牌然后这些角色将各自扣置的牌置入弃牌堆若这两名角色扣置的牌数相同视为与你逆时针最近座次的角色扣置牌较多。',
sbjieming:'节命',
sbjieming_info:'当你受到伤害后你可以令一名角色摸三张牌然后其可以弃置任意张牌。若其弃置的牌数不大于X你失去1点体力X为你已损失的体力值至少为1。',
sb_xiahoudun:'谋夏侯惇',
sb_xiahoudun_prefix:'谋',
sbganglie:'刚烈',
sbganglie_info:'出牌阶段你可以选择一名本局游戏对你造成过伤害且未以此法选择过的角色你对其造成2点伤害。',
sbqingjian:'清俭',
sbqingjian_info:'①当有一张牌不因使用而进入弃牌堆后若你的“清俭”数小于X你将此牌置于你的武将牌上称为“清俭”X为你的体力值-1且至少为1。②出牌阶段结束时你将所有“清俭”分配给任意角色。',
sb_gaoshun:'谋高顺',
sb_gaoshun_prefix:'谋',
sbxianzhen:'陷阵',
sbxianzhen_info:'出牌阶段限一次。你可以选择一名其他角色你于本阶段获得如下效果⒈你对其使用牌无距离限制⒉当你使用【杀】指定其为目标后你可以与其拼点若你赢此【杀】无视防具且不计入次数且若你本回合未以此法造成过伤害你对其造成1点伤害若其拼点牌为【杀】则你获得之若其拼点牌为其最后的手牌则此【杀】对其造成伤害时此伤害+1。',
sbjinjiu:'禁酒',
sbjinjiu_info:'锁定技。①你的【酒】均视为【杀】。②当你受到酒【杀】的伤害时你令此伤害减至1。③其他角色不能于你的回合内使用【酒】。④当一名其他角色的拼点牌亮出后若你为发起者或参与者且此牌为【酒】则此牌的点数视为A。',
sb_zhi:'谋攻篇·知',
sb_shi:'谋攻篇·识',

View File

@ -8896,7 +8896,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
game.expandSkills(list2);
for(var k=0;k<list2.length;k++){
var info=lib.skill[list2[k]];
if(!info||!info.trigger||!info.trigger.player||info.silent||info.limited||info.juexingji||info.zhuanhuanji||info.hiddenSkill||info.dutySkill||(info.zhuSkill&&!player.isZhu2())) continue;
if(get.is.zhuanhuanji(list2[k],player)) continue;
if(!info||!info.trigger||!info.trigger.player||info.silent||info.limited||info.juexingji||info.hiddenSkill||info.dutySkill||(info.zhuSkill&&!player.isZhu2())) continue;
if(info.trigger.player==name2||Array.isArray(info.trigger.player)&&info.trigger.player.includes(name2)){
if(info.ai&&(info.ai.combo||info.ai.notemp||info.ai.neg)) continue;
if(info.init) continue;
@ -8976,7 +8977,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
game.expandSkills(list2);
for(var k=0;k<list2.length;k++){
var info=lib.skill[list2[k]];
if(!info||!info.enable||info.charlotte||info.limited||info.juexingji||info.zhuanhuanji||info.hiddenSkill||info.dutySkill||(info.zhuSkill&&!player.isZhu2())) continue;
if(get.is.zhuanhuanji(list2[k],player)) continue;
if(!info||!info.enable||info.charlotte||info.limited||info.juexingji||info.hiddenSkill||info.dutySkill||(info.zhuSkill&&!player.isZhu2())) continue;
if((info.enable=='phaseUse'||(Array.isArray(info.enable)&&info.enable.includes('phaseUse')))||(info.enable=='chooseToUse'||(Array.isArray(info.enable)&&info.enable.includes('chooseToUse')))){
if(info.ai&&(info.ai.combo||info.ai.notemp||info.ai.neg)) continue;
if(info.init||info.onChooseToUse) continue;

View File

@ -2337,7 +2337,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
xuzhu:['xuzhu','re_xuzhu'],
zhangliao:['zhangliao','re_zhangliao'],
sp_zhangliao:['sp_zhangliao','yj_zhangliao','jsrg_zhangliao'],
xiahoudun:['xiahoudun','re_xiahoudun','xin_xiahoudun'],
xiahoudun:['xiahoudun','re_xiahoudun','xin_xiahoudun','sb_xiahoudun'],
liubei:['liubei','re_liubei','sb_liubei','dc_liubei','junk_liubei'],
guanyu:['guanyu','re_guanyu','ol_sb_guanyu','sb_guanyu','ps_guanyu','old_guanyu','junk_guanyu'],
zhangfei:['zhangfei','re_zhangfei','old_zhangfei','xin_zhangfei','sb_zhangfei','tw_zhangfei','jsrg_zhangfei','yj_zhangfei'],

View File

@ -11535,22 +11535,19 @@ game.import('character',function(lib,game,ui,get,ai,_status){
filter:function(event,player){
return game.hasPlayer(function(current){
return current.getSkills(null,false,false).filter(function(i){
var info=get.info(i);
return info&&info.zhuanhuanji;
return get.is.zhuanhuanji(i,current);
}).length>0;
});
},
filterTarget:function(card,player,target){
return target.getSkills(null,false,false).filter(function(i){
var info=get.info(i);
return info&&info.zhuanhuanji;
return get.is.zhuanhuanji(i,current);
}).length>0;
},
content:function(){
'step 0'
var list=target.getSkills(null,false,false).filter(function(i){
var info=get.info(i);
return info&&info.zhuanhuanji;
return get.is.zhuanhuanji(i,current);
});
if(list.length==1){
event._result={control:list[0]};
@ -11584,8 +11581,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
filter:function(event,player){
return game.hasPlayer(function(current){
return current.getSkills(null,false,false).filter(function(i){
var info=get.info(i);
return info&&info.zhuanhuanji;
return get.is.zhuanhuanji(i,current);
}).length>0;
});
},

View File

@ -7936,8 +7936,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
audio:2,
getZhuanhuanji:function(player,bool){
var skills=player.getSkills(null,false,false).filter(function(i){
var info=get.info(i);
return info&&!info.charlotte&&info.zhuanhuanji;
const list=get.skillCategoriesOf(i);
return !list.includes('Charlotte')&&list.includes('转换技');
});
if(!bool) return skills;
if(!skills.length) return 'none';

View File

@ -13912,7 +13912,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
xusheng:['xusheng','xin_xusheng','re_xusheng','old_xusheng'],
wuguotai:['wuguotai','xin_wuguotai','re_wuguotai'],
lingtong:['lingtong','xin_lingtong','ol_lingtong','re_lingtong','old_lingtong'],
gaoshun:['gaoshun','xin_gaoshun','ol_gaoshun','re_gaoshun','old_gaoshun'],
gaoshun:['gaoshun','xin_gaoshun','ol_gaoshun','re_gaoshun','sb_gaoshun','old_gaoshun'],
zhonghui:['zhonghui','xin_zhonghui','re_zhonghui','old_zhonghui','pe_zhonghui'],
wangyi:['wangyi','re_wangyi','old_wangyi'],
caozhang:['caozhang','ol_caozhang','re_caozhang','xin_caozhang'],

View File

@ -76,6 +76,7 @@ var pinyin_dict_polyphone = {
"血诏": "xuè ",
"血偿": "xuè ",
"血拼": "xuè ",
"血途": "xuè ",
"行殇": "xíng ",
"节行": "jié xíng",
"天行": " xíng",

View File

@ -281,7 +281,7 @@ export class Get extends Uninstantable {
if (info.zhuSkill) list.add('主公技');
if (info.limited) list.add('限定技');
if (info.juexingji) list.add('觉醒技');
if (info.zhuanhuanji) list.add('转换技');
if (get.is.zhuanhuanji(skill, player)) list.add('转换技');
if (info.hiddenSkill) list.add('隐匿技');
if (info.clanSkill) list.add('宗族技');
if (info.groupSkill) list.add('势力技');

View File

@ -443,4 +443,18 @@ export class Is extends Uninstantable {
if (info.locked) return true;
return false;
}
/**
* @param { string } skill
* @param { Player } player
* @returns
*/
static zhuanhuanji(skill, player) {
const info = lib.skill[skill], { zhuanhuanji } = info;
if ('zhuanhuanji2' in info) {
const { zhuanhuanji2 } = info;
if (typeof zhuanhuanji2 === 'function') return Boolean(zhuanhuanji2(skill, player));
return Boolean(zhuanhuanji2);
}
return Boolean(zhuanhuanji);
}
}