Merge pull request #1106 from mengxinzxz/PR-Branch

OL界王异;族王沦改晋势力;bugfix;还原部分无名杀彩蛋
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Spmario233 2024-03-20 21:40:23 +08:00 committed by GitHub
commit e079a470c6
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12 changed files with 383 additions and 270 deletions

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@ -20,7 +20,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
clan_wanghun:['male','jin',3,['clanfuxun','clanchenya','clanzhongliu'],['clan:太原王氏']],
clan_zhonghui:['male','wei','3/4',['clanyuzhi','clanxieshu','clanbaozu'],['clan:颍川钟氏']],
clan_zhongyu:['male','wei',3,['clanjiejian','clanhuanghan','clanbaozu'],['clan:颍川钟氏']],
clan_wanglun:['male','wei',3,['clanqiuxin','clanjianyuan','clanzhongliu'],['clan:太原王氏']],
clan_wanglun:['male','jin',3,['clanqiuxin','clanjianyuan','clanzhongliu'],['clan:太原王氏']],
clan_xunyou:['male','wei',3,['clanbaichu','clandaojie'],['clan:颍川荀氏']],
clan_wuqiao:['male','jin',4,['clanqiajue','clanmuyin'],['clan:陈留吴氏']],
},

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@ -1630,185 +1630,147 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
},
dddzhengjun:{
trigger:{
global:['loseAfter','equipAfter','addJudgeAfter','gainAfter','loseAsyncAfter','addToExpansionAfter'],
},
trigger:{global:['damageEnd','loseHpEnd','recoverEnd','loseAfter','equipAfter','addJudgeAfter','gainAfter','loseAsyncAfter','addToExpansionAfter']},
filter(event,player){
if(!player.isPhaseUsing()) return false;
var boolh=!player.hasSkill('dddzhengjun_handcard',null,false,false),boole=(!player.hasSkill('dddzhengjun_equip')&&player.canMoveCard(null,true));
var hs=player.countCards('h'),es=player.countCards('e');
return game.hasPlayer(function(current){
// if(player==current) return false;
if(boolh&&current.countCards('h')==hs){
var num=event.getl(current).hs.length;
if(event.getg) num-=event.getg(current).length;
if(num!=0) return game.hasPlayer(current=>{
if(player==current) return false;
return current.countCards('h')==player.countCards('h');
});
if(event.name=='damage'||event.name=='loseHp'||event.name=='recover'){
if(player.hasSkill('dddzhengjun_hp')) return false;
return event.player.getHp()==player.getHp();
}
return game.hasPlayer(target=>{
if(event.getg&&event.getg(target)&&event.getg(target).length){
return !player.hasSkill('dddzhengjun_hs')&&target.countCards('h')==player.countCards('h');
}
if(boole&&current.countCards('e')==es){
var num=event.getl(current).es.length;
if(event.name=='equip'&&current==event.player) num--;
if(num!=0) return game.hasPlayer(current=>{
if(player==current) return false;
return current.countCards('e')==player.countCards('e');
});
const evt=event.getl(target);
if(evt){
if(evt.hs&&evt.hs.length){
return !player.hasSkill('dddzhengjun_hs')&&target.countCards('h')==player.countCards('h');
}
if(evt.es&&evt.es.length){
return !player.hasSkill('dddzhengjun_es')&&target.countCards('e')==player.countCards('e')&&player.canMoveCard(null,true,target);
}
}
return false;
});
},
direct:true,
*content(event,map){
var player=map.player,trigger=map.trigger;
var boolh=!player.hasSkill('dddzhengjun_handcard',null,false,false),hs=player.countCards('h');
if(boolh&&game.hasPlayer(function(current){
// if(player==current) return false;
if(boolh&&current.countCards('h')==hs){
var num=trigger.getl(current).hs.length;
if(trigger.getg) num-=trigger.getg(current).length;
if(num!=0) return game.hasPlayer(current=>{
if(player==current) return false;
return current.countCards('h')==player.countCards('h');
});
}
return false;
})){
var result=yield player.chooseTarget(get.prompt('dddzhengjun'),'令一名手牌数与你相等的其他角色摸或弃置一张牌',(card,player,target)=>{
return player.countCards('h')==target.countCards('h')&&player!=target;
}).set('ai',target=>{
var player=get.player();
return Math.max(get.effect(target,{name:'draw'},player,player),get.effect(target,{name:'guohe'},player,player)/2);
async cost(event,trigger,player){
if(trigger.name=='damage'||trigger.name=='loseHp'||trigger.name=='recover'){
let list=['失去体力','cancel2'];
if(trigger.player.isDamaged()) list.unshift('回复体力');
const {result:{control}}=await player.chooseControl(list)
.set('prompt',get.prompt('dddzhengjun',trigger.player))
.set('prompt2','令'+get.translation(event.player)+'执行其中一项')
.set('ai',()=>{
const player=get.event('player'),target=get.event().getTrigger().player;
if(get.event('controls').includes('回复体力')&&get.recoverEffect(target,player,player)>0) return '回复体力';
return get.effect(target,{name:'losehp'},player,player)>0?'失去体力':'cancel2';
});
if(result.bool){
var target=result.targets[0];
var choices=['摸牌'];
if(target.countCards('he')) choices.push('弃牌');
result=yield player.chooseControl(choices).set('prompt',`整军:请选择一项`).set('prompt2',`${get.translation(target)}摸一张牌或弃置一张牌`).set('ai',()=>{
return get.event('choice');
}).set('choice',get.attitude(player,target)>0||!choices.includes('弃牌')?0:1);
player.logSkill('dddzhengjun',target);
player.addTempSkill('dddzhengjun_handcard','phaseUseAfter');
if(result.control=='摸牌') target.draw();
else target.chooseToDiscard('he',true);
}
event.result={
bool:control!='cancel2',
targets:[trigger.player],
cost_data:control,
};
}
var boole=(!player.hasSkill('dddzhengjun_equip')&&player.canMoveCard(null,true)),es=player.countCards('h');
if(boolh&&game.hasPlayer(function(current){
// if(player==current) return false;
if(boole&&current.countCards('e')==es){
var num=trigger.getl(current).es.length;
if(trigger.name=='equip'&&trigger.player==current) num--;
if(num!=0) return game.hasPlayer(current=>{
if(player==current) return false;
return current.countCards('e')==player.countCards('e');
});
}
return false;
})){
var result=yield player.chooseBool(get.prompt('dddzhengjun'),'移动一名装备区牌数与你相等的其他角色装备区里的一张牌').set('ai',function(){
var targets=game.filterPlayer(target=>player.countCards('e')==target.countCards('e')&&player!=target);
return get.player().canMoveCard(true,true,targets);
});
if(result.bool){
player.logSkill('dddzhengjun');
player.addTempSkill('dddzhengjun_equip','phaseUseAfter');
player.moveCard(true,true,game.filterPlayer(target=>player.countCards('e')==target.countCards('e')&&player!=target));
}
}
},
content_old(){
'step 0'
var boolh=!player.hasSkill('dddzhengjun_handcard',null,false,false),hs=player.countCards('h');
if(boolh&&game.hasPlayer(function(current){
if(player==current) return false;
if(boolh&&current.countCards('h')==hs){
var num=trigger.getl(current).hs.length;
if(trigger.getg) num-=trigger.getg(current).length;
if(num!=0) return true;
}
return false;
})){
player.chooseTarget('整军:是否令一名角色摸一张牌?').set('ai',function(target){
var player=_status.event.player;
return get.effect(target,{name:'draw'},player,player);
});
}
else event.goto(2);
'step 1'
if(result.bool){
var target=result.targets[0];
player.logSkill('dddzhengjun',target);
player.addTempSkill('dddzhengjun_handcard','phaseUseAfter');
target.draw();
}
'step 2'
var boole=(!player.hasSkill('dddzhengjun_equip')&&player.canMoveCard(null,true)),es=player.countCards('h');
if(boolh&&game.hasPlayer(function(current){
if(player==current) return false;
if(boole&&current.countCards('e')==es){
var num=trigger.getl(current).es.length;
if(trigger.name=='equip'&&trigger.player==current) num--;
if(num!=0) return true;
}
return false;
})){
player.chooseBool('整军:是否移动场上的一张装备牌?').set('ai',function(){
return _status.event.player.canMoveCard(true,true);
})
}
else event.finish();
'step 3'
if(result.bool){
player.logSkill('dddzhengjun');
player.addTempSkill('dddzhengjun_equip','phaseUseAfter');
player.moveCard(true).set('nojudge',true);
}
},
group:'dddzhengjun_hp',
subSkill:{
equip:{charlotte:true},
handcard:{charlotte:true},
hp:{
trigger:{global:['damageEnd','loseHpEnd','recoverEnd']},
direct:true,
filter(event,player){
if(player.hp!=event.player.hp) return false;
if(event.hujia&&event.hujia==event.num) return false;
if(!game.hasPlayer(current=>current.getHp()==player.getHp()&&current!=player)) return false;
var evt=event.getParent('phaseUse');
if(!evt||evt.player!=player) return false;
return !player.hasHistory('useSkill',function(evt){
if(evt.skill=='dddzhengjun_hp'){
if(evt.event.getParent('phaseUse')==event) return true;
}
return false;
});
},
content(){
'step 0'
player.chooseTarget(get.prompt('dddzhengjun'),'令一名体力值与你相等的其他角色回复或失去1点体力',function(card,player,target){
return target.getHp()==player.getHp()&&player!=target;
}).set('ai',target=>{
var player=get.player();
return Math.max(get.recoverEffect(target,player,player),get.effect(target,{name:'losehp'},player,player));
});
'step 1'
if(result.bool){
var target=result.targets[0];
event.target=target;
var choices=['失去体力'];
if(target.isDamaged()) choices.push('回复体力');
player.chooseControl(choices).set('prompt',`整军:请选择一项`).set('prompt2',`${get.translation(target)}失去1点体力或回复1点体力`).set('ai',()=>{
return get.event('choice');
}).set('choice',get.recoverEffect(target,player,player)>0&&target.isDamaged()?1:0);
else{
let map={};
const hs_targets=game.filterPlayer(target=>{
if(trigger.getg&&trigger.getg(target)&&trigger.getg(target).length){
return !player.hasSkill('dddzhengjun_hs')&&target.countCards('h')==player.countCards('h');
}
const evt=trigger.getl(target);
if(evt){
if(evt.es&&evt.es.length){
return !player.hasSkill('dddzhengjun_es')&&target.countCards('e')==player.countCards('e')&&player.canMoveCard(null,true,target);
}
}
return false;
});
const es_targets=game.filterPlayer(target=>{
const evt=trigger.getl(target);
if(evt){
if(evt.es&&evt.es.length){
return !player.hasSkill('dddzhengjun_es')&&target.countCards('e')==player.countCards('e')&&player.canMoveCard(null,true,target);
}
}
return false;
});
if(hs_targets.length){
let target;
if(hs_targets.length==1) target=hs_targets[0];
else{
target=await player.chooseTarget(get.prompt('dddzhengjun'),'令其中一名角色摸一张牌或弃置一张牌',(card,player,target)=>{
return get.event('targets').includes(target);
}).set('ai',target=>{
const player=get.event('player');
return Math.max(get.effect(target,{name:'guohe_copy2'},target,player),get.effect(target,{name:'draw'},player,player));
}).set('targets',hs_targets).forResultTargets()[0];
}
if(target){
let list=['摸牌'];
if(target.countCards('h')) list.push('弃牌');
const {result:{control}}=await player.chooseControl(list,'cancel2')
.set('prompt',get.prompt('dddzhengjun',target))
.set('prompt2','令'+get.translation(target)+'执行其中一项')
.set('ai',()=>{
const player=get.event('player'),target=get.event().getTrigger().player;
if(get.event('controls').includes('弃牌')&&get.effect(target,{name:'guohe_copy2'},player,player)>0) return '弃牌';
return get.effect(target,{name:'draw'},player,player)>0?'摸牌':'cancel2';
});
if(control!='cancel2'){
map.hs_target=[target,control];
}
}
else event.finish();
'step 2'
player.logSkill('dddzhengjun_hp',target);
target[result.control=='失去体力'?'loseHp':'draw']();
}
},
if(es_targets.length){
let target;
if(hs_targets.length==1){
const {result:{bool}}=await player.chooseBool()
.set('prompt',get.prompt('dddzhengjun',hs_targets[0]))
.set('prompt2','移动'+get.translation(hs_targets[0])+'的一张装备牌')
.set('choice',()=>player.canMoveCard(true,true,hs_targets[0]));
if(bool) target=hs_targets[0];
}
else{
target=await player.chooseTarget(get.prompt('dddzhengjun'),'移动其中一名角色的一张装备牌',(card,player,target)=>{
return get.event('targets').includes(target);
}).set('ai',target=>{
const player=get.event('player');
return player.canMoveCard(true,true,target)?(1+Math.random()):0;
}).set('targets',es_targets).forResultTargets()[0];
}
if(target){
map.es_target=target;
}
}
event.result={
bool:(map.hs_target||map.es_target),
targets:[(map.hs_target||[])[0]].concat(map.es_target?[map.es_target]:[]),
cost_data:map,
};
}
},
async content(event,trigger,player){
const data=event.cost_data;
if(trigger.name=='damage'||trigger.name=='loseHp'||trigger.name=='recover'){
player.addTempSkill('dddzhengjun_hp','phaseUseAfter');
await trigger.player[data=='回复体力'?'recover':'loseHp']();
}
else{
if(data.hs_target){
player.addTempSkill('dddzhengjun_hs','phaseUseAfter');
if(data.hs_target[1]=='摸牌') await data.hs_target[0].draw();
else await data.hs_target[0].chooseToDiscard('he',true);
}
if(data.es_target){
player.addTempSkill('dddzhengjun_es','phaseUseAfter');
await player.moveCard(true,data.es_target);
}
}
},
subSkill:{
hs:{charlotte:true},
es:{charlotte:true},
hp:{charlotte:true},
},
},
dddxianxi:{

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@ -14,11 +14,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
ol_sb_yuanshao:['male','qun',4,['olsbhetao','olsbshenli','olsbyufeng','olsbshishou'],['zhu']],
ol_yufan:['male','wu',3,['olzongxuan','olzhiyan'],['tempname:re_yufan','die_audio:re_yufan']],
ol_chengpu:['male','wu',4,['dclihuo','olchunlao'],['tempname:xin_chengpu','die_audio:xin_chengpu']],
ol_wangyi:['female','wei',3,['olzhenlie','olmiji']],
},
characterSort:{
onlyOL:{
onlyOL_yijiang1:['ol_jianyong','ol_lingtong','ol_gaoshun'],
onlyOL_yijiang2:['ol_caozhang','ol_chengpu'],
onlyOL_yijiang2:['ol_caozhang','ol_chengpu','ol_wangyi'],
onlyOL_yijiang3:['ol_yufan'],
onlyOL_sb:['ol_sb_jiangwei','ol_sb_guanyu','ol_sb_taishici','ol_sb_yuanshao'],
},
@ -51,6 +52,100 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
},
skill:{
//王异
olzhenlie:{
audio:2,
inherit:'zhenlie',
async content(event,trigger,player){
const target=trigger.player;
if(get.attitude(player,target)<0&&target.countDiscardableCards(player,'he')) player.addTempSkill('zhenlie_lose');
await player.loseHp();
player.removeSkill('zhenlie_lose');
trigger.getParent().excluded.add(player);
const goon=target.hasCard(card=>{
if(get.position(card)=='h') return true;
return lib.filter.canBeGained(card,player,target);
},'he');
if(goon||player.isDamaged()){
let result;
if(goon&&player.isDamaged()) result=await player.chooseControl().set('choiceList',[
'获得'+get.translation(target)+'的一张牌',
'发动一次〖秘计〗',
]).set('ai',()=>{
const player=get.event('player'),target=get.event().getTrigger().player;
return get.effect(target,{name:'shunshou_copy2'},player,player)>get.effect(player,{name:'draw'},player,player)*player.getDamagedHp()?0:1
}).forResult();
else result={index:goon?0:1};
if(result.index==0){
await player.gainPlayerCard(target,'he',true);
}
else{
await player.useSkill('olmiji');
}
}
},
},
olmiji:{
audio:2,
trigger:{player:'phaseJieshuBegin'},
filter(event,player){
return player.isDamaged();
},
async content(event,trigger,player){
let num=player.getDamagedHp();
await player.draw(num);
if(player.countCards('he')&&game.hasPlayer(target=>target!=player)){
if(_status.connectMode) game.broadcastAll(()=>_status.noclearcountdown=true);
let given_map=[];
while(num>0&&player.hasCard(card=>!card.hasGaintag('olsujian_given'),'he')){
const {result:{bool,cards,targets}}=await player.chooseCardTarget({
filterCard(card,player){
return !card.hasGaintag('olsujian_given');
},
selectCard:[1,num],
position:'he',
filterTarget:lib.filter.notMe,
prompt:'秘计:请选择要分配的卡牌和目标',
prompt2:'(还可分配'+num+'张)',
ai1(card){
return (!ui.selected.cards.length&&card.name=='du')?1:0;
},
ai2(target){
const player=get.event('player');
const card=ui.selected.cards[0];
if(card) return get.value(card,target)*get.attitude(player,target);
return 0;
},
});
if(bool){
num-=cards.length;
const target=targets[0];
if(given_map.some(i=>i[0]==target)){
given_map[given_map.indexOf(given_map.find(i=>i[0]==target))][1].addArray(cards);
}
else given_map.push([target,cards]);
player.addGaintag(cards,'olsujian_given');
}
else break;
}
if(_status.connectMode){
game.broadcastAll(()=>{
delete _status.noclearcountdown;
game.stopCountChoose();
});
}
if(given_map.length){
await game.loseAsync({
gain_list:given_map,
player:player,
cards:given_map.slice().map(list=>list[1]),
giver:player,
animate:'giveAuto',
}).setContent('gaincardMultiple');
}
}
},
},
//程普
dclihuo:{
audio:'relihuo',
@ -907,11 +1002,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
const goon1=player.countCards('h',card=>get.name(card,player)=='sha')>=player.countCards('h',card=>get.name(card,player)!='sha');
const goon2=player.countCards('h',card=>get.name(card,player)!='sha')>=player.countCards('h',card=>get.name(card,player)=='sha');
if((goon1&&control=='【杀】更多')||(goon2&&control=='非【杀】更多')){
target.popup('判断正确','wood');
target.popup('洗具');
game.log(target,'猜测','#g正确');
}
else{
target.popup('判断错误','fire');
target.popup('杯具');
game.log(target,'猜测','#y错误');
trigger.increase('num');
}
@ -1305,6 +1400,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
dclihuo_info:'①你使用的非火【杀】可以改为火【杀】若如此做此牌结算完毕后若此牌造成过伤害则你弃置一张牌或失去1点体力。②你使用火【杀】可以额外指定一个目标。',
olchunlao:'醇醪',
olchunlao_info:'①当你的【杀】因弃置进入弃牌堆后,你将位于弃牌堆的这些牌称为“醇”置于武将牌上。②一名角色处于濒死状态时,你可以将一张“醇”置入弃牌堆,然后令其视为使用一张【酒】。',
ol_wangyi:'OL界王异',
ol_wangyi_prefix:'OL界',
olzhenlie:'贞烈',
olzhenlie_info:'当你成为其他角色使用【杀】或普通锦囊牌的目标后你可以失去1点体力并令此牌对你无效然后你选择一项①获得使用者的一张牌②发动一次〖秘计〗。',
olmiji:'秘计',
olmiji_info:'结束阶段若你已受伤则你可以摸X张牌然后你可以将至多X张牌任意分配给其他角色X为你已损失的体力值。',
onlyOL_yijiang1:'OL专属·将1',
onlyOL_yijiang2:'OL专属·将2',

View File

@ -1076,6 +1076,8 @@ window.noname_character_rank={
'yangfeng',
'sb_xiahoudun',
'sb_gaoshun',
're_wangyi',
'ol_wangyi',
],
b:[
'junk_guanyu',
@ -2177,6 +2179,8 @@ window.noname_character_rank={
'dc_sb_simayi',
],
rare:[
're_wangyi',
'ol_wangyi',
'tw_yanliang',
'tw_wenchou',
'tw_yuantan',

View File

@ -742,11 +742,16 @@ game.import('character',function(lib,game,ui,get,ai,_status){
sbxingshang:{
audio:2,
trigger:{global:['die','damageEnd']},
filter(event,player){
if(player.countMark('sbxingshang')>=get.info('sbxingshang').getLimit) return false;
return event.name=='die'||!player.getHistory('custom',evt=>evt.sbxingshang).length;
},
usable:1,
forced:true,
locked:false,
async content(event,trigger,player){
player.addMark('sbxingshang',1);
if(trigger.name=='damage') player.getHistory('custom').push({sbxingshang:true});
},
marktext:'颂',
intro:{
@ -754,14 +759,15 @@ game.import('character',function(lib,game,ui,get,ai,_status){
content:'mark',
},
ai:{threaten:2.5},
getLimit:9,
getNum(num){
if(typeof num!='number'||Array.from({length:8}).map((_,i)=>i+1).includes(num)) return 0;
return [1,2,3,4,2,2,3,3][num-1];
if(typeof num!='number'||!Array.from({length:9}).map((_,i)=>i+1).includes(num)) return 0;
return [1,2,3,4,1,2,2,3,3][num-1];
},
getEffect(player,num){
if(!player||typeof num!='number') return 0;
switch(num){
//行殇四个选项
//行殇选项
case 1://-1重置武将牌
if(game.hasPlayer(target=>{
return get.attitude(player,target)>0&&target.isTurnedOver();
@ -773,13 +779,18 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(!game.hasPlayer(target=>{
return get.attitude(player,target)>0&&target.maxHp<10;
})) return 0;
return 2+(game.hasPlayer(target=>{
return 5+(game.hasPlayer(target=>{
return get.attitude(player,target)>0&&target.hasDisabledSlot();
})?1:0);
case 4://-4劝封/化萍
return 0;
//放逐四个选项
case 5://-2白板到结束
//放逐选项
case 5://-1封印基本牌外的手牌
if(game.hasPlayer(target=>{
return get.attitude(player,target)<0;
})) return 1;
return 0;
case 6://-2白板到结束
if(game.hasPlayer(target=>{
if(target.hasSkill('sbfangzhu_ban')||target.hasSkill('fengyin')||target.hasSkill('baiban')) return false;
return get.attitude(player,target)<0&&['name','name1','name2'].reduce((sum,name)=>{
@ -790,14 +801,17 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},0)>5;
})) return 6;
return 0;
case 6://-2强命到结束
case 7://-2强命到结束
return 0;
case 7://-3翻面
case 8://-3翻面
if(game.hasPlayer(target=>{
return get.attitude(player,target)<0&&!target.isTurnedOver();
})) return 8;
return 0;
case 8://-3定向鸡肋
case 9://-3封印装备牌外的手牌
if(game.hasPlayer(target=>{
return get.attitude(player,target)<0;
})) return 2.5;
return 0;
default://其他
return 0;
@ -817,19 +831,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
usable:1,
chooseButton:{
dialog(){
var dialog=ui.create.dialog(
'行殇:请选择你要执行的一项',
[[
[1,'   ⒈复原一名角色的武将牌   '],
[2,'   ⒉令一名角色摸'+Math.min(5,Math.max(1,game.dead.length))+'张牌   '],
],'tdnodes'],
[[
[3,'   ⒊令一名体力上限小于10的角色加1点体力上限并回复1点体力然后随机恢复一个被废除的装备栏   '],
],'tdnodes'],
[[
[4,'   ⒋获得一名已阵亡角色的所有技能,然后失去武将牌上的所有技能   '],
],'tdnodes']
);
var dialog=ui.create.dialog('行殇:请选择你要执行的一项','hidden');
dialog.add([[
[1,'移去1个“颂”标记复原一名角色的武将牌'],
[2,'移去2个“颂”标记令一名角色摸'+get.cnNumber(Math.min(5,Math.max(1,game.dead.length)))+'张牌'],
[3,'移去3个“颂”标记令一名体力上限小于10的角色加1点体力上限并回复1点体力然后随机恢复一个被废除的装备栏'],
[4,'移去4个“颂”标记获得一名已阵亡角色的所有技能然后失去〖行殇〗〖放逐〗〖颂威〗'],
],'textbutton']);
return dialog;
},
filter(button,player){
@ -856,6 +864,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return {
num:links[0],
audio:'sbxingshang',
filterCard:()=>false,
selectCard:-1,
filterTarget(card,player,target){
switch(lib.skill.sbxingshang_use_backup.num){
case 1:
@ -910,7 +920,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
player.line(target2);
game.log(player,'选择了',target2);
const skills=target2.getStockSkills(true,true);
const skills2=player.getStockSkills(true,true);
const skills2=['sbxingshang','sbfangzhu','sbsongwei'];
player.changeSkills(skills,skills2);
}
}
@ -954,7 +964,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
order(_,player){
const info=get.info('sbxingshang');
const goon=(player.hasSkill('sbfangzhu')&&!player.getStat('skill').sbfangzhu);
let list=Array.from({length:goon?8:4}).map((_,i)=>i+1);
let list=Array.from({length:goon?9:4}).map((_,i)=>i+1);
list=list.filter(num=>player.countMark('sbxingshang')>=info.getNum(num));
list.sort((a,b)=>info.getEffect(player,b)-info.getEffect(player,a));
return (Array.from({length:4}).map((_,i)=>i+1).includes(list[0])&&info.getEffect(player,list[0])>0)?1:0;
@ -969,28 +979,32 @@ game.import('character',function(lib,game,ui,get,ai,_status){
audio:2,
enable:'phaseUse',
filter(event,player){
return player.countMark('sbxingshang')>1;
return player.hasMark('sbxingshang');
},
usable:1,
chooseButton:{
dialog(){
var dialog=ui.create.dialog('放逐:请选择你要执行的一项','hidden');
dialog.add([[
[1,'移去2个“颂”标记令一名其他角色的非Charlotte技能失效直到其回合结束'],
[2,'移去2个“颂”标记令一名其他角色不能响应除其外的角色使用的牌直到其回合结束'],
[3,'移去3个“颂”标记令一名其他角色将武将牌翻面'],
[4,'移去3个“颂”标记令一名其他角色只能使用你选择的一种类型的牌直到其回合结束']
[1,'移去1个“颂”标记令一名其他角色于手牌中只能使用装备牌直到其回合结束'],
[2,'移去2个“颂”标记令一名其他角色的非Charlotte技能失效直到其回合结束'],
[3,'移去2个“颂”标记令一名其他角色不能响应除其外的角色使用的牌直到其回合结束'],
[4,'移去3个“颂”标记令一名其他角色将武将牌翻面'],
[5,'移去3个“颂”标记令一名其他角色于手牌中只能使用装备牌直到其回合结束']
],'textbutton']);
return dialog;
},
filter(button,player){
if(button.link>2&&player.countMark('sbxingshang')<3) return false;
if(button.link==4) return game.hasPlayer(target=>target!=player&&!target.hasSkill('sbfangzhu_ban'));
return true;
if(player.countMark('sbxingshang')<get.info('sbxingshang').getNum(button.link+4)) return false;
return game.hasPlayer(target=>{
if(target==player) return false;
const num=button.link,storage=target.getStorage('sbfangzhu_ban');
return !((num==1&&storage.includes('basic'))||(num==5&&storage.includes('equip')));
});
},
check(button){
const player=get.event('player'),info=get.info('sbxingshang');
let list=Array.from({length:4}).map((_,i)=>i+1);
let list=Array.from({length:5}).map((_,i)=>i+1);
list=list.filter(num=>player.countMark('sbxingshang')>=info.getNum(num+4));
const num=list.sort((a,b)=>info.getEffect(player,b+4)-info.getEffect(player,a+4))[0]-4;
return (button.link==num)?10:0;
@ -999,34 +1013,36 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return {
num:links[0],
audio:'sbfangzhu',
filterCard:()=>false,
selectCard:-1,
filterTarget(card,player,target){
if(target==player) return false;
if(lib.skill.sbfangzhu_backup.num==4) return !target.hasSkill('sbfangzhu_ban');
return true;
const num=lib.skill.sbfangzhu_backup.num,storage=target.getStorage('sbfangzhu_ban');
return !((num==1&&storage.includes('basic'))||(num==5&&storage.includes('equip')));
},
async content(event,trigger,player){
const target=event.target;
const num=lib.skill.sbfangzhu_backup.num;
player.removeMark('sbxingshang',num>2?3:2);
player.removeMark('sbxingshang',get.info('sbxingshang').getNum(num+4));
switch(num){
case 1:
target.addTempSkill('sbfangzhu_ban',{player:'phaseEnd'});
target.markAuto('sbfangzhu_ban',['basic']);
break;
case 2:
target.removeSkill('baiban');
target.addTempSkill('baiban',{player:'phaseEnd'});
break;
case 2:
case 3:
target.addTempSkill('sbfangzhu_kill',{player:'phaseEnd'});
break;
case 3:
case 4:
target.turnOver();
break;
case 4:
const {result:{control}}=await player.chooseControl('basic','trick','equip').set('ai',()=>'equip').set('prompt','放逐:请选择'+get.translation(target)+'仅能使用的类别的牌');
if(control){
player.line(target);
player.popup(get.translation(control)+'牌');
target.addTempSkill('sbfangzhu_ban',{player:'phaseEnd'});
target.markAuto('sbfangzhu_ban',[control]);
}
case 5:
target.addTempSkill('sbfangzhu_ban',{player:'phaseEnd'});
target.markAuto('sbfangzhu_ban',['equip']);
break;
}
},
ai:{
@ -1034,18 +1050,19 @@ game.import('character',function(lib,game,ui,get,ai,_status){
target(player,target){
switch(lib.skill.sbfangzhu_backup.num){
case 1:
let num=0;
if(target.name&&lib.character[target.name]) num+=get.rank(target.name,true);
if(target.name2&&lib.character[target.name2]) num+=get.rank(target.name2,true);
return num;
return -target.countCards('h',card=>get.type(card)!='basic')-1;
case 2:
return 0;
return -target.getSkills(null,null,false).reduce((sum,skill)=>{
return sum+Math.max(get.skillRank(skill,'out'),get.skillRank(skill,'in'));
},0);
case 3:
return 0;
case 4:
if(get.attitude(player,target)>0&&target.isTurnedOver()) return 10*target.countCards('hs')+1;
if(get.attitude(player,target)<0&&!target.isTurnedOver()) return -5*target.countCards('hs')+1;
return 0;
case 4:
return 0;
case 5:
return -target.countCards('h',card=>get.type(card)!='equip')-3;
}
},
},
@ -1056,13 +1073,15 @@ game.import('character',function(lib,game,ui,get,ai,_status){
const str='###放逐###';
switch(links[0]){
case 1:
return str+'移去2个“颂”标记令一名其他角色的非Charlotte技能失效直到其回合结束';
return str+'移去1个“颂”标记令一名其他角色于手牌中只能使用基本牌直到其回合结束';
case 2:
return str+'移去2个“颂”标记令一名其他角色不能响应除其外的角色使用的牌直到其回合结束';
return str+'移去2个“颂”标记令一名其他角色的非Charlotte技能失效直到其回合结束';
case 3:
return str+'移去3个“颂”标记令一名其他角色将武将牌翻面';
return str+'移去2个“颂”标记令一名其他角色不能响应除其外的角色使用的牌直到其回合结束';
case 4:
return str+'移去3个“颂”标记令一名其他角色只能使用你选择的一种类型的牌直到其回合结束';
return str+'移去3个“颂”标记令一名其他角色将武将牌翻面';
case 5:
return str+'移去3个“颂”标记令一名其他角色于手牌中只能使用装备牌直到其回合结束';
}
}
},
@ -1070,10 +1089,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
order(_,player){
const info=get.info('sbxingshang');
const goon=(player.hasSkill('sbxingshang')&&!player.getStat('skill').sbxingshang_use);
let list=Array.from({length:goon?8:4}).map((_,i)=>i+(goon?1:5));
let list=Array.from({length:goon?9:5}).map((_,i)=>i+(goon?1:5));
list=list.filter(num=>player.countMark('sbxingshang')>=info.getNum(num));
list.sort((a,b)=>info.getEffect(player,b)-info.getEffect(player,a));
return (Array.from({length:4}).map((_,i)=>i+5).includes(list[0])&&info.getEffect(player,list[0])>0)?1:0;
return (Array.from({length:5}).map((_,i)=>i+5).includes(list[0])&&info.getEffect(player,list[0])>0)?1:0;
},
result:{player:1},
},
@ -1101,14 +1120,21 @@ game.import('character',function(lib,game,ui,get,ai,_status){
marktext:'禁',
intro:{
markcount:()=>0,
content:'只能使用$牌',
content(storage){
if(storage.length>1) return '不能使用手牌';
return '于手牌中只能使用'+get.translation(storage[0])+'牌';
},
},
mod:{
cardEnabled(card,player){
if(!player.getStorage('sbfangzhu_ban').includes(get.type2(card))) return false;
const storage=player.getStorage('sbfangzhu_ban');
if(get.itemtype(card)=='card'&&get.position(card)!='h') return;
if(storage.length>1||!storage.includes(get.type2(card))) return false;
},
cardSavable(card,player){
if(!player.getStorage('sbfangzhu_ban').includes(get.type2(card))) return false;
const storage=player.getStorage('sbfangzhu_ban');
if(get.itemtype(card)=='card'&&get.position(card)!='h') return;
if(storage.length>1||!storage.includes(get.type2(card))) return false;
},
},
},
@ -1116,24 +1142,24 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
sbsongwei:{
audio:2,
init:(player)=>{
player.addSkill('sbsongwei_delete');
},
trigger:{player:'phaseUseBegin'},
filter(event,player){
if(player.countMark('sbxingshang')>=get.info('sbxingshang').getLimit) return false;
return game.hasPlayer(target=>target.group=='wei'&&target!=player);
},
zhuSkill:true,
forced:true,
locked:false,
async content(event,trigger,player){
player.addMark('sbxingshang',game.countPlayer(target=>target.group=='wei'&&target!=player));
player.addMark('sbxingshang',Math.min(get.info('sbxingshang').getLimit-player.countMark('sbxingshang'),game.countPlayer(target=>target.group=='wei'&&target!=player)));
},
group:'sbsongwei_delete',
subSkill:{
delete:{
audio:'sbsongwei',
enable:'phaseUse',
filter(event,player){
if(player.storage.sbsongwei_delete) return false;
return game.hasPlayer(target=>lib.skill.sbsongwei.subSkill.delete.filterTarget(null,player,target));
},
filterTarget(card,player,target){
@ -1142,6 +1168,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
skillAnimation:true,
animationColor:'thunder',
async content(event,trigger,player){
player.storage.sbsongwei_delete=true;
player.awakenSkill('sbsongwei_delete');
event.target.removeSkills(event.target.getStockSkills(false,true));
},
@ -7059,9 +7086,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
sb_caopi:'谋曹丕',
sb_caopi_prefix:'谋',
sbxingshang:'行殇',
sbxingshang_info:'①每回合限一次,当一名角色死亡时或受到伤害时你获得1个“颂”标记。②出牌阶段限一次你可以1.移去1个“颂”标记令一名角色复原武将牌2.移去2个“颂”标记令一名角色摸X张牌X为场上阵亡角色数且X至少为1至多为53.移去3个“颂”标记令一名体力上限小于10的角色加1点体力上限回复1点体力随机恢复一个已废除的装备栏4.移去4个“颂”标记获得一名阵亡角色武将牌上的所有技能然后你失去武将牌上的所有技能。',
sbxingshang_info:'①当一名角色受到伤害后(每回合限一次)或死亡你获得1个“颂”标记你至多拥有9个“颂”标记。②出牌阶段限一次你可以1.移去1个“颂”标记令一名角色复原武将牌2.移去2个“颂”标记令一名角色摸X张牌X为场上阵亡角色数且X至少为1至多为53.移去3个“颂”标记令一名体力上限小于10的角色加1点体力上限回复1点体力随机恢复一个已废除的装备栏4.移去4个“颂”标记获得一名阵亡角色武将牌上的所有技能然后你失去武将牌上的所有技能。',
sbfangzhu:'放逐',
sbfangzhu_info:'出牌阶段限一次你可以1.移去2个“颂”标记令一名其他角色的非Charlotte技能失效直到其回合结束2.移去2个“颂”标记令一名其他角色不能响应除其以外的角色使用的牌直到其回合结束3.移去3个“颂”标记令一名其他角色将武将牌翻面4.移去3个“颂”标记令一名其他角色只能使用你选择的一种类型的牌直到其回合结束。',
sbfangzhu_info:'出牌阶段限一次你可以1.移去1个“颂”标记令一名其他角色于手牌中只能使用基本牌直到其回合结束2.移去2个“颂”标记令一名其他角色的非Charlotte技能失效直到其回合结束3.移去2个“颂”标记令一名其他角色不能响应除其以外的角色使用的牌直到其回合结束4.移去3个“颂”标记令一名其他角色将武将牌翻面5.移去3个“颂”标记令一名其他角色于手牌中只能使用装备牌直到其回合结束。',
sbsongwei:'颂威',
sbsongwei_info:'主公技。①出牌阶段开始时你获得Y个“颂”标记Y为场上其他魏势力角色数。②每局游戏限一次出牌阶段你可以令一名其他魏势力角色失去所有武将牌的技能。',
sb_xunyu:'谋荀彧',

View File

@ -1219,10 +1219,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(result2.bool){
const card=result2.cards[0];
if(get.name(card,target)==event.result.card.name){
player.popup('诿解成功');
player.popup('洗具');
stop=true;
}
else player.popup('诿解失败');
else player.popup('杯具');
}
}
if(!stop){
@ -16624,7 +16624,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return get.subtype(card)=='equip1';
});
if(!equip1){
player.popup('连计失败');
player.popup('杯具');
game.log('牌堆中无装备');
event.finish();
return;

View File

@ -6599,16 +6599,16 @@ game.import('character',function(lib,game,ui,get,ai,_status){
direct:true,
filter:function(event,player){
if(!game.hasPlayer(function(current){
return current.hasSkill('cixiao_yizi');
return current.hasSkill('panshi');
})) return true;
return player.countCards('he')>=1&&game.hasPlayer(function(current){
return current!=player&&!current.hasSkill('cixiao_yizi');
return current!=player&&!current.hasSkill('panshi');
});
},
content:function(){
'step 0'
if(game.hasPlayer(function(current){
return current.hasSkill('cixiao_yizi');
return current.hasSkill('panshi');
})) event.goto(2);
else player.chooseTarget(lib.filter.notMe,get.prompt('cixiao'),'令一名其他角色获得「义子」标记').set('ai',function(target){
var player=_status.event.player;
@ -6619,19 +6619,19 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(result.bool){
var target=result.targets[0];
player.logSkill('cixiao',target);
target.addSkills('cixiao_yizi');
target.addSkills('panshi');
}
event.finish();
'step 2'
var list=game.filterPlayer(function(current){
return current.hasSkill('cixiao_yizi');
return current.hasSkill('panshi');
});
player.chooseCardTarget({
prompt:get.prompt('cixiao'),
prompt2:('弃置一张牌并将'+get.translation(list)+'的「义子」标记转移给其他角色'),
position:'he',
filterTarget:function(card,player,target){
return player!=target&&!target.hasSkill('cixiao_yizi');
return player!=target&&!target.hasSkill('panshi');
},
filterCard:lib.filter.cardDiscardable,
ai1:function(card){
@ -6654,12 +6654,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
player.logSkill('cixiao');
player.discard(result.cards).delay=false;
player.line2(game.filterPlayer(function(current){
if(current.hasSkill('cixiao_yizi')){
current.removeSkills('cixiao_yizi');
if(current.hasSkill('panshi')){
current.removeSkills('panshi');
return true;
}
}).concat(result.targets),'green');
target.addSkills('cixiao_yizi');
target.addSkills('panshi');
}
else event.finish();
'step 4'
@ -6667,18 +6667,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
derivation:'panshi',
ai:{threaten:8},
subSkill: {
yizi: {
mark: true,
charlotte: true,
marktext: '子',
intro: {
name: '义子',
content: '具有〖叛弑〗'
},
group: 'panshi'
}
}
},
panshi:{
trigger:{player:'phaseZhunbeiBegin'},
@ -6714,6 +6702,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
player.give(result.cards,target);
}
},
mark:true,
marktext:'子',
intro:{
name:'义子',
content:'我是儿子',
},
group:'panshi_damage',
},
panshi_damage:{

View File

@ -3129,7 +3129,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
});
if(target.hasMark('dcchangqu_warshipx')){
var prompt2='是否交给'+get.translation(player)+get.cnNumber(num)+'张手牌?'+(nextPlayer?'若如此做,将“战舰”移动给'+get.translation(nextPlayer)+'':'')+'否则你下次受到的属性伤害值+'+num;
target.chooseCard(get.translation(player)+'对你发动了【长驱】',prompt2).set('ai',card=>{
target.chooseCard(get.translation(player)+'对你发动了【长驱】',prompt2,num).set('ai',card=>{
if(_status.event.att>0) return 15-get.value(card);
if(_status.event.take) return 0;
return 8.2-0.8*Math.min(5,_status.event.target.hp+_status.event.target.hujia)-get.value(card);
@ -14172,6 +14172,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
subtype:'equip1',
distance:{attackFrom:-2},
skills:['pyzhuren_heart'],
onDestroy(card){
if(_status.pyzhuren&&_status.pyzhuren[card.name]){
delete _status.pyzhuren[card.name];
}
},
ai:{
basic:{
equipValue:4
@ -14185,6 +14190,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
subtype:'equip1',
distance:{attackFrom:-1},
skills:['pyzhuren_diamond'],
onDestroy(card){
if(_status.pyzhuren&&_status.pyzhuren[card.name]){
delete _status.pyzhuren[card.name];
}
},
ai:{
basic:{
equipValue:3
@ -14198,6 +14208,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
subtype:'equip1',
distance:{attackFrom:-1},
skills:['pyzhuren_club'],
onDestroy(card){
if(_status.pyzhuren&&_status.pyzhuren[card.name]){
delete _status.pyzhuren[card.name];
}
},
ai:{
basic:{
equipValue:5
@ -14223,6 +14238,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
type:'equip',
subtype:'equip1',
skills:['pyzhuren_spade'],
onDestroy(card){
if(_status.pyzhuren&&_status.pyzhuren[card.name]){
delete _status.pyzhuren[card.name];
}
},
ai:{
basic:{
equipValue:3
@ -14236,6 +14256,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
subtype:'equip1',
distance:{attackFrom:-3},
skills:['pyzhuren_shandian'],
onDestroy(card){
if(_status.pyzhuren&&_status.pyzhuren[card.name]){
delete _status.pyzhuren[card.name];
}
},
ai:{
basic:{
equipValue:3

View File

@ -498,14 +498,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
var count=trigger.player.countCards('h',card=>get.type2(card)==type);
var guessedNum=event.guessedNum;
if(count==guessedNum){
player.popup('猜测正确','wood');
player.popup('洗具');
game.log(player,'猜测','#g正确');
if(player.countMark('zhenfeng')<5) player.addMark('zhenfeng',1,false);
player.draw(player.countMark('zhenfeng'));
if(player.canUse('sha',trigger.player,false)) player.useCard({name:'sha',isCard:true},trigger.player);
}
else{
player.popup('猜测错误','fire');
player.popup('杯具');
game.log(player,'猜测','#y错误');
player.clearMark('zhenfeng');
if(Math.abs(count-guessedNum)>1&&trigger.player.canUse('sha',player,false)){
@ -13931,7 +13931,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
lingtong:['lingtong','xin_lingtong','ol_lingtong','re_lingtong','old_lingtong'],
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'],
wangyi:['wangyi','ol_wangyi','re_wangyi','old_wangyi'],
caozhang:['caozhang','ol_caozhang','re_caozhang','xin_caozhang'],
guanzhang:['guanzhang','re_guanzhang','old_guanzhang'],
madai:['old_madai','re_madai','tw_madai','madai'],

View File

@ -3339,14 +3339,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
player.addTempSkill('yanxi2');
var card2=result.links[0];
if(card2==card){
player.popup('猜对了');
player.popup('洗具');
cards.remove(card2);
player.$gain2(cards);
player.gain(cards,'log').gaintag.add('yanxi');
player.gain(card,target,'bySelf','give').gaintag.add('yanxi');
}
else{
player.popup('猜错了');
player.popup('杯具');
player.gain(card2,'gain2').gaintag.add('yanxi');
}
},

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