This commit is contained in:
Spmario233 2023-01-24 21:26:41 +08:00
parent 88de608580
commit f810076e26
87 changed files with 3665 additions and 1227 deletions

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@ -928,34 +928,34 @@ game.import('card',function(lib,game,ui,get,ai,_status){
},
translate:{
jiu:'酒',
jiu_info:'出牌阶段,对自己使用,令自己的下一张使用的【杀】造成的伤害+1每回合限使用1次濒死阶段对自己使用回复1点体力',
jiu_info:'①每回合限一次。出牌阶段,对你自己使用。目标角色使用的下一张【杀】的伤害值基数+1。②当你处于濒死状态时对你自己使用。目标角色回复1点体力。',
huogong:'火攻',
tiesuo:'铁索连环',
tiesuo_info:'出牌阶段使用选择1至2个角色分别横置或重置这些角色',
tiesuo_info:'此牌可被重铸。出牌阶段,对至多两名角色使用。目标角色横置。',
huogong_bg:'攻',
huogong_info:'目标角色展示一张手牌然后若你能弃掉一张与所展示牌相同花色的手牌则火攻对该角色造成1点火焰伤害。',
huogong_info:'出牌阶段对一名有手牌的角色使用。目标角色展示一张手牌A然后你可以弃置一张与A花色相同的手牌对目标造成1点火属性伤害。',
tiesuo_bg:'索',
bingliang:'兵粮寸断',
hualiu:'骅骝',
zhuque:'朱雀羽扇',
bingliang_bg:'粮',
bingliang_info:'目标角色判定阶段进行判定:若判定结果不为梅花,则跳过该角色的摸牌阶段。',
bingliang_info:'出牌阶段对一名距离为1的其他角色使用。目标角色于其判定阶段进行判定:若判定结果不为梅花,则其跳过下一个摸牌阶段。',
hualiu_bg:'+马',
hualiu_info:'你的防御距离+1',
zhuque_bg:'扇',
zhuque_skill:'朱雀羽扇',
zhuque_info:'你可以将一张普通【杀】当具火焰伤害的【杀】使用。',
zhuque_info:'当你声明使用普【杀】时,你可以为此【杀】赋予火属性。',
guding:'古锭刀',
guding_info:'锁定技,当你使用【杀】对目标角色造成伤害时,若其没有手牌,此伤害+1。',
guding_info:'锁定技,当你因执行【杀】的效果而对目标角色造成伤害时,若其没有手牌,此伤害+1。',
guding_skill:'古锭刀',
tengjia:'藤甲',
//tengjia_info:'锁定技,【南蛮入侵】、【万箭齐发】、【出其不意】和普通【杀】对你无效。当你受到火焰伤害时,该伤害+1。',
tengjia_info:'锁定技,【南蛮入侵】、【万箭齐发】和普通【杀】对你无效。当你受到火焰伤害时,该伤害+1。',
tengjia_info:'锁定技。①【南蛮入侵】、【万箭齐发】和普【杀】对你无效。②当你受到火属性伤害时,此伤害+1。',
tengjia1:'藤甲',
tengjia2:'藤甲',
tengjia3:'藤甲',
baiyin:'白银狮子',
baiyin_info:'锁定技你每次受到伤害时最多承受1点伤害防止多余的伤害当你失去装备区里的【白银狮子】时你回复1点体力。',
baiyin_info:'锁定技。①当你受到伤害时若此伤害大于1则你将伤害值扣减至1点。②当你失去装备区内的【白银狮子】后你回复1点体力。',
baiyin_skill:'白银狮子',
muniu:'木牛流马',

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@ -181,7 +181,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
if(result.bool&&result.targets&&result.targets.length){
var current=result.targets[0];
target.line(current,'green');
current.gain(event.cards2,'gain2');
current.gain(event.cards2,'gain2').giver=player;
event.given_list.push(current);
event.goto(3);
}
@ -1799,61 +1799,62 @@ game.import('card',function(lib,game,ui,get,ai,_status){
},
translate:{
liulongcanjia:'六龙骖驾',
liulongcanjia_info:'锁定技,你计算与其他角色的距离-1其他角色计算与你的距离+1。</br>锁定技,当此牌进入你的装备区时,你弃置你装备区内其他坐骑牌;当此牌在你的装备区内,你不能使用其他坐骑牌(你的装备区便不能置入其他坐骑牌)。',
liulongcanjia_info:'锁定技。①你计算与其他角色的距离-1其他角色计算与你的距离+1。②当此牌进入你的装备区时你弃置你装备区内其他坐骑牌。③你的装备区内不能置入其他坐骑牌。',
minguangkai:'明光铠',
minguangkai_cancel:'明光铠',
minguangkai_link:'明光铠',
minguangkai_info:'锁定技,当你成为【火烧连营】、【火攻】或火【杀】的目标时,取消之;若你是小势力角色,你不会被横置。',
minguangkai_info:'锁定技。①当你成为【火烧连营】、【火攻】或火【杀】的目标时,取消之。②当你即将横置前,若你是小势力角色,取消之。',
dinglanyemingzhu:'定澜夜明珠',
dinglanyemingzhu_bg:'珠',
dinglanyemingzhu_info:'锁定技,你视为拥有技能“制衡”,若你已经有“制衡”,则改为取消弃置牌数的限制。',
dinglanyemingzhu_info:'锁定技。若你拥有〖制衡〗,则你取消〖制衡〗的弃置牌数限制,否则你视为拥有〖制衡〗。',
dinglanyemingzhu_skill:'制衡',
dinglanyemingzhu_skill_info:'出牌阶段限一次你可以弃置至多X张牌X为你的体力上限然后摸等量的牌',
dinglanyemingzhu_skill_info:'出牌阶段限一次你可以弃置至多X张牌X为你的体力上限然后摸等量的牌',
feilongduofeng:'飞龙夺凤',
feilongduofeng2:'飞龙夺凤',
feilongduofeng3:'飞龙夺凤',
feilongduofeng_info:'当你使用【杀】指定一名角色为目标后,你可令该角色弃置一张牌。当你使用【杀】令其他角色进入濒死状态时,你可以获得其一张手牌。',
feilongduofeng_info:'①当你使用【杀】指定目标后,你可令目标角色弃置一张牌。②当你因使用【杀】而令其他角色进入濒死状态时,你可以获得其一张手牌。',
taipingyaoshu:'太平要术',
taipingyaoshu_info:'锁定技,防止你受到的所有属性伤害;你的手牌上限+XX为势力数当你失去装备区里的【太平要术】时你摸两张牌然后若你的体力值大于1你失去1点体力。',
taipingyaoshu_info_guozhan:'锁定技,防止你受到的所有属性伤害;全场每有一名与你势力相同的角色存活,你的手牌上限便+1当你失去装备区里的【太平要术】时你摸两张牌然后若你的体力值大于1你失去1点体力。',
taipingyaoshu_info:'锁定技。①当你即将收到属性伤害时,取消之。②你的手牌上限+XX为势力数。③当你失去装备区里的【太平要术】时你摸两张牌然后若你的体力值大于1你失去1点体力。',
taipingyaoshu_info_guozhan:'锁定技。①当你即将收到属性伤害时,取消之。②你的手牌上限+XX为与你势力相同的角色数。③当你失去装备区里的【太平要术】时你摸两张牌然后若你的体力值大于1你失去1点体力。',
yuxi_skill:'玉玺',
yuxi_skill2:'玉玺',
yuxi:'玉玺',
yuxi_info:'锁定技,若你有明置的武将牌,你的势力视为唯一的大势力;锁定技,摸牌阶段,若你有明置的武将牌,你多摸一张牌;锁定技,出牌阶段开始时,若你有明置的武将牌,你视为使用【知己知彼】',
yuxi_info:'锁定技。若你有明置的武将牌,则:①你的势力视为唯一的大势力。②摸牌阶段开始时,你令额定摸牌数+1。③出牌阶段开始时,你视为使用【知己知彼】',
xietianzi:'挟令',
xietianzi_info:'出牌阶段,对自己使用。你结束出牌阶段,若如此做,弃牌阶段结束时,你可以弃置一张手牌,获得一个额外的回合',
xietianzi_info_guozhan:'出牌阶段,对为大势力角色的你使用。你结束出牌阶段,若如此做,弃牌阶段结束时,你可以弃置一张手牌,获得一个额外的回合',
xietianzi_info:'出牌阶段,对自己使用。你结束出牌阶段。本回合的弃牌阶段结束时,你可以弃置一张手牌,获得一个额外的回合',
xietianzi_info_guozhan:'出牌阶段,对身为大势力角色的自己使用。你结束出牌阶段。本回合的弃牌阶段结束时,你可以弃置一张手牌,获得一个额外的回合',
shuiyanqijunx:'水淹七军',
shuiyanqijunx_info:'出牌阶段,对一名其他角色使用。目标角色选择一项:1、弃置装备区里的所有牌至少一张2、受到你造成的1点雷电伤害',
shuiyanqijunx_info_guozhan:'出牌阶段,对一名装备区里有牌的其他角色使用。目标角色选择一项:1、弃置装备区里的所有牌2、受到你造成的1点雷电伤害',
shuiyanqijunx_info:'出牌阶段,对一名其他角色使用。目标角色选择一项:⒈弃置装备区里的所有牌(至少一张)。⒉受到你造成的1点雷电伤害',
shuiyanqijunx_info_guozhan:'出牌阶段,对一名装备区里有牌的其他角色使用。目标角色选择一项:⒈弃置装备区里的所有牌。⒉受到你造成的1点雷电伤害',
lulitongxin:'勠力同心',
lulitongxin_info:'出牌阶段,对所有大势力角色或所有小势力角色使用。若目标角色:不处于“连环状态”,其横置;处于“连环状态”,其摸一张牌',
lulitongxin_info_versus:'出牌阶段,对所有敌方角色或所有己方角色使用。若目标角色:为敌方角色且不处于“连环状态”,其横置;为己方角色且处于“连环状态”,其摸一张牌。',
lulitongxin_info:'出牌阶段,对所有大势力角色或所有小势力角色使用。若目标角色:未横置,则其横置;已横置,则其摸一张牌。',
lulitongxin_info_versus:'出牌阶段,对所有己方角色或所有敌方角色使用。若目标角色:未横置,则其横置;已横置,则其摸一张牌。',
lianjunshengyan:'联军盛宴',
lianjunshengyan_info:'出牌阶段对你和你选择的除你的势力外的一个势力的所有角色使用。若目标角色为你你选择摸Y张牌并回复X-Y点体力X为该势力的角色数Y∈[0,X]);不为你,其摸一张牌,然后重置。',
lianjunshengyan_info_boss:'出牌阶段对场上所有角色使用。你摸X张牌X为存活角色数其他角色依次选择回复1点体力或摸一张牌。',
chiling:'敕令',
chiling_info:'出牌阶段对所有没有势力的角色使用。目标角色选择一项1、明置一张武将牌然后摸一张牌2、弃置一张装备牌3、失去1点体力。当【敕令】因判定或弃置而置入弃牌堆时系统将之移出游戏并将【诏书】置于牌堆底然后系统于当前回合结束后视为对所有没有势力的角色使用【敕令】。',
chiling_info:'出牌阶段对所有没有势力的角色使用。目标角色选择一项1、明置一张武将牌然后摸一张牌2、弃置一张装备牌3、失去1点体力。当【敕令】因判定或弃置而置入弃牌堆时,系统将之移出游戏并将【诏书】置于牌堆底,然后系统于当前回合结束后视为对所有没有势力的角色使用【敕令】。',
diaohulishan:'调虎离山',
diaohulishan_info:'出牌阶段,对至多两名其他角色使用。目标角色于此回合结束之前不计入距离的计算且不能使用牌且不是牌的合法目标且不能失去或回复体力或受到伤害。',
huoshaolianying:'火烧连营',
huoshaolianying_bg:'烧',
huoshaolianying_info_guozhan:'出牌阶段,对你的下家和与其处于同一队列的角色使用,每名角色受到一点火焰伤害',
huoshaolianying_info:'对离你最近的一名横置角色使用(若无横置角色则改为对距离你最近的所有角色使用),对目标造成一点火焰伤害',
huoshaolianying_info_guozhan:'出牌阶段,对你的下家及其队列中的所有角色使用。你对目标角色造成1点火属性伤害。',
huoshaolianying_info:'出牌阶段对距离最小的一名横置角色使用若无横置角色则改为对距离最小的所有角色使用你对目标造成1点火属性伤害。',
yuanjiao:'远交近攻',
yuanjiao_info:'出牌阶段,对一名与你势力不同的角色使用。其摸一张牌,然后你摸三张牌。',
yuanjiao_info:'出牌阶段,对一名与你势力不同的其他角色使用。其摸一张牌,然后你摸三张牌。',
yuanjiao_info_guozhan:'出牌阶段,对一名与你势力不同且已确定势力的其他角色使用。其摸一张牌,然后你摸三张牌。',
yuanjiao_bg:'交',
zhibi:'知己知彼',
zhibi_info:'出牌阶段对一名其他角色使用,观看其手牌或武将牌',
zhibi_info:'出牌阶段,对一名有手牌或有暗置武将牌的其他角色使用。你选择一项:⒈观看其手牌。⒉观看其的一张暗置武将牌。',
yiyi:'以逸待劳',
yiyi_info_guozhan:'对与自己势力相同的所有角色使用,摸两张牌然后弃置两张牌',
yiyi_info_combat:'对所有友方角色使用,摸两张牌然后弃置两张牌',
yiyi_info:'对与任意三名角色使用,摸两张牌然后弃置两张牌',
yiyi_info_guozhan:'出牌阶段,对所有己方角色使用。目标角色摸两张牌,然后弃置两张牌。',
yiyi_info_combat:'出牌阶段,对所有己方角色使用。目标角色摸两张牌,然后弃置两张牌。',
yiyi_info:'出牌阶段,对至多三名角色使用。目标角色摸两张牌,然后弃置两张牌。',
yiyi_bg:'逸',
wuliu:'吴六剑',
wuliu_info:'其他与装备者势力相同的角色攻击范围+1',
wuliu_info:'锁定技。与你势力相同的所有其他角色的攻击范围+1。',
sanjian:'三尖两刃刀',
sanjian_info:'当你使用杀造成伤害后可以弃置1张手牌对一名距离受伤害角色1以内的其他角色造成1点伤害',
sanjian_info:'当你因执行【杀】而对A造成伤害后你可以弃置一张牌并选择一名其他角色BA至B的距离需为1。你对B造成1点伤害。',
wuliu_skill:'吴六剑',
sanjian_skill:'三尖两刃刀',
jingfanma_bg:'-马',
@ -1862,7 +1863,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
huxinjing_bg:'镜',
huxinjing:'护心镜',
huxinjing_info:'此牌可对其他角色使用。当你受到伤害时若伤害值大于1或大于等于你的体力值则你可以将【护心镜】置入弃牌堆然后防止此伤害。',
huxinjing_info_guozhan:'当你受到伤害时,若伤害值大于等于你的体力值,则你可以将【护心镜】置入弃牌堆,然后防止此伤害。',
huxinjing_info_guozhan:'当你受到伤害时,若伤害值大于等于你的体力值,则你可以将【护心镜】置入弃牌堆,然后防止此伤害。',
gz_haolingtianxia:'号令天下',
gz_haolingtianxia_info:'出牌阶段,对一名体力值不为全场最少的角色使用。所有其他角色依次选择一项:①弃置一张牌(魏势力角色无需弃牌),视为对目标角色使用一张【杀】;②弃置目标角色的一张牌(魏势力角色改为获得其一张牌)。',
gz_kefuzhongyuan:'克复中原',
@ -1874,7 +1875,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
zhaoshu:'诏书',
zhaoshu_skill:'锦囊召唤',
zhaoshu_global:'诏书',
zhaoshu_info:'<li>出牌阶段,对你自己使用。你将此牌置于目标的武将牌上。<br><li>与你势力相同的角色的出牌阶段限一次,其可以将一张手牌(小势力角色改为至多两张)置于【诏书】上,称为“应”。<br><li>出牌阶段限一次,若你的“应”中包含至少四种花色,则你可以发动“锦囊召唤”将所有“应”置入弃牌堆,然后随机获得一张未加入游戏的势力锦囊牌。',
zhaoshu_info:'<li>出牌阶段,对你自己使用。你将此牌置于目标的武将牌上。<br><li>与你势力相同的角色的出牌阶段限一次,其可以将一张手牌(小势力角色改为至多两张)置于【诏书】上,称为“应”。<br><li>出牌阶段限一次,若你的“应”中包含至少四种花色,则你可以发动“锦囊召唤”将所有“应”置入弃牌堆,然后随机获得一张未加入游戏的势力锦囊牌。',
},
list:[
['heart',9,'yuanjiao'],

View File

@ -152,6 +152,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
return (lib.filter.judge(card,player,target)&&player==target);
},
selectTarget:[-1,-1],
toself:true,
judge:function(card){
if(get.suit(card)=='spade') return -6;
return 0;
@ -279,8 +280,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
player.chooseCard('h','将一张手牌交给'+get.translation(event.target1),true);
}
'step 1'
player.$giveAuto(result.cards,event.target1);
event.target1.gain(result.cards,player);
player.give(result.cards,event.target1);
'step 2'
if(!event.target1.countCards('h')){
event.finish();
@ -298,8 +298,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
if(!event.directresult){
event.directresult=result.cards;
}
event.target1.$giveAuto(event.directresult,event.target2);
event.target2.gain(event.directresult,event.target1);
event.target1.give(event.directresult,event.target2);
},
ai:{
order:2.5,

View File

@ -401,10 +401,10 @@ game.import('card',function(lib,game,ui,get,ai,_status){
yingbian_tags:['gain','draw'],
yingbian:function(event){
var bool=false;
if(get.cardtag(event.card,'yingbian_damage')){
if(get.cardtag(event.card,'yingbian_gain')){
bool=true;
var cardx=event.respondTo;
if(cardx&&cardx[1]&&cardx[1].cards&&cardx[1].cards.filterInD('od').length) player.gain(cardx[1].cards.filterInD('od'),'gain2','log');
if(cardx&&cardx[1]&&cardx[1].cards&&cardx[1].cards.filterInD('od').length) event.player.gain(cardx[1].cards.filterInD('od'),'gain2','log');
}
if(!bool||get.cardtag(event.card,'yingbian_draw')) event.player.draw();
},
@ -1621,7 +1621,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
"step 1"
if(event.directfalse||result.bool==false){
var cards=target.getCards('e',{subtype:'equip1'});
if(cards.length) player.gain(cards,target,'give');
if(cards.length) player.gain(cards,target,'give','bySelf');
}
},
ai:{
@ -1774,6 +1774,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
return (lib.filter.judge(card,player,target)&&player==target);
},
selectTarget:[-1,-1],
toself:true,
judge:function(card){
if(get.suit(card)=='spade'&&get.number(card)>1&&get.number(card)<10) return -5;
return 1;
@ -2135,7 +2136,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
direct:true,
filter:function(event,player){
if(get.mode()=='guozhan'||!event.card||event.card.name!='sha') return false;
return event.target.isIn&&player.canUse('sha',event.target,false)&&(player.hasSha()||_status.connectMode&&player.countCards('h'));
return event.target.isIn()&&player.canUse('sha',event.target,false)&&(player.hasSha()||_status.connectMode&&player.countCards('h'));
},
content:function(){
"step 0"
@ -2821,15 +2822,15 @@ game.import('card',function(lib,game,ui,get,ai,_status){
renwang_bg:'盾',
hanbing_skill:'寒冰剑',
renwang_skill:'仁王盾',
hanbing_info:'当你使用杀造成伤害时,你可以防止此伤害,改为依次弃置目标角色的两张牌。',
hanbing_skill_info:'当你使用杀造成伤害时,你可以防止此伤害,改为依次弃置目标角色的两张牌。',
renwang_info:'锁定技,黑色的杀对你无效',
renwang_skill_info:'锁定技,黑色的杀对你无效',
hanbing_info:'当你因执行【杀】的效果而造成伤害时,若目标角色有能被弃置的牌,则你可以防止此伤害,然后依次弃置目标角色的两张牌。',
hanbing_skill_info:'当你因执行【杀】的效果而造成伤害时,若目标角色有能被弃置的牌,则你可以防止此伤害,然后依次弃置目标角色的两张牌。',
renwang_info:'锁定技,黑色【杀】对你无效',
renwang_skill_info:'锁定技,黑色【杀】对你无效',
sha_info:'出牌阶段对你攻击范围内的一名角色使用。其须使用一张【闪】否则你对其造成1点伤害。',
shan_info:'抵消一张【杀】',
tao_info:'出牌阶段,对自己使用,回复一点体力。',
bagua_info:'当你需要使用或打出一张【闪】时,你可以进行一次判定,若判定结果为红色,视为你使用或打出了一张【闪】。',
bagua_skill_info:'当你需要使用或打出一张【闪】时,你可以进行一次判定,若判定结果为红色,视为你使用或打出了一张【闪】。',
tao_info:'①出牌阶段对自己使用目标角色一点体力。②当有角色处于濒死状态时对该角色使用。目标角色回复1点体力。',
bagua_info:'当你需要使用或打出一张【闪】时,你可以进行判定。若结果为红色,则你视为使用或打出一张【闪】。',
bagua_skill_info:'当你需要使用或打出一张【闪】时,你可以进行判定。若结果为红色,则你视为使用或打出一张【闪】。',
jueying_info:'锁定技,其他角色计算与你的距离+1。',
dilu_info:'锁定技,其他角色计算与你的距离+1。',
zhuahuang_info:'锁定技,其他角色计算与你的距离+1。',

View File

@ -801,7 +801,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
suijiyingbian:'随机应变',
suijiyingbian_info:'此牌的牌名视为你本回合内使用或打出的上一张基本牌或普通锦囊牌的牌名。',
zhujinqiyuan:'逐近弃远',
zhujinqiyuan_info:'出牌阶段,对一名有牌的其他角色使用。若你与其距离的大于1你弃置其区域内的一张牌若你与其的距离等于1你获得其区域内的一张牌。',
zhujinqiyuan_info:'出牌阶段,对一名有牌的其他角色使用。若你至其距离的大于1你弃置其区域内的一张牌。若你至其的距离等于1你获得其区域内的一张牌。',
dongzhuxianji:'洞烛先机',
dongzhuxianji_info:'出牌阶段对包含你在内的一名角色使用。目标角色卜算2然后摸两张牌。',
chuqibuyi:'出其不意',
@ -817,7 +817,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
heiguangkai_info:'锁定技当你成为【杀】或伤害类锦囊牌或黑色普通锦囊牌的目标后若此牌的目标数大于1则你令此牌对你无效。',
tongque:'铜雀',
tongque_skill:'铜雀',
tongque_info:'锁定技,你于一回合内使用的第一张带有【应变】效果的牌无视条件直接生效。',
tongque_info:'锁定技,你于一回合内使用的第一张带有“应变”效果的牌无视条件直接生效。',
tianjitu:'天机图',
tianjitu_skill:'天机图',
tianjitu_info:'锁定技,当此牌进入你的装备区时,你弃置一张不为此【天机图】的牌。当此牌离开你的装备区后,你将手牌摸至五张。',

View File

@ -75,7 +75,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
}
else event.finish();
'step 2'
if(result.index==0) player.gain(event.show_card,target,'give');
if(result.index==0) player.gain(event.show_card,target,'give','bySelf');
else target.damage();
},
ai:{
@ -106,12 +106,12 @@ game.import('card',function(lib,game,ui,get,ai,_status){
if(result.bool&&target.isIn()){
var num=result.cards.length,hs=player.getCards('h');
if(!hs.length) event.finish();
else if(hs.length<num) event._result={bool:true,cards:hs.length};
else if(hs.length<num) event._result={bool:true,cards:hs};
else player.chooseCard('h',true,num,'交给'+get.translation(target)+get.cnNumber(num)+'张牌');
}
else event.finish();
'step 2'
if(result.bool) target.gain(result.cards,player,'giveAuto');
if(result.bool) player.give(result.cards,target);
},
ai:{
order:5,
@ -119,6 +119,11 @@ game.import('card',function(lib,game,ui,get,ai,_status){
loseCard:1,
gain:0.5,
},
wuxie:function(target,card,player,viewer){
if(get.attitude(player,target)>0&&get.attitude(viewer,player)>0){
return 0;
}
},
result:{
target:function(player,target){
if(get.attitude(player,target)<=0) return ((target.countCards('he',function(card){
@ -420,8 +425,9 @@ game.import('card',function(lib,game,ui,get,ai,_status){
discard:false,
lose:false,
delay:false,
equipSkill:true,
content:function(){
target.gain(cards,player,'giveAuto');
player.give(cards,target);
},
},
qixingbaodao:{
@ -555,28 +561,30 @@ game.import('card',function(lib,game,ui,get,ai,_status){
}
else if(!event.given){
if(_status.connectMode){
game.broadcastAll(function(){delete _status.noclearcountdown});
game.stopCountChoose();
game.broadcastAll(function(){delete _status.noclearcountdown;game.stopCountChoose()});
}
event.finish();
}
'step 3'
if(_status.connectMode){
game.broadcastAll(function(){delete _status.noclearcountdown});
game.stopCountChoose();
game.broadcastAll(function(){delete _status.noclearcountdown;game.stopCountChoose()});
}
var logs=[];
var map=[],cards=[];
for(var i in event.given_map){
var source=(_status.connectMode?lib.playerOL:game.playerMap)[i];
logs.push(source);
source.gain(event.given_map[i],player,'give');
map.push([source,event.given_map[i]]);
cards.addArray(event.given_map[i]);
}
logs.sortBySeat();
event.next.sort(function(a,b){
return lib.sort.seat(a.player,b.player);
});
game.loseAsync({
gain_list:map,
player:player,
cards:cards,
giver:player,
animate:'giveAuto',
}).setContent('gaincardMultiple');
player.logSkill('g_du_give',logs);
player.removeGaintag('du_given');
},
ai:{expose:0.1},
},

264
character/clan.js Normal file
View File

@ -0,0 +1,264 @@
'use strict';
game.import('character',function(lib,game,ui,get,ai,_status){
return {
//clan n.宗派;(尤指苏格兰的)宗族,氏族,家族;庞大的家族;帮派;小集团
name:'clan',
connect:true,
character:{
clan_wuxian:['female','shu',3,['clanyirong','clanguixiang','clanmuyin'],['clan:陈留吴氏']],
clan_wuban:['male','shu',4,['clanzhanding','clanmuyin'],['clan:陈留吴氏']],
},
characterSort:{
clan:{
clan_wu:['clan_wuxian','clan_wuban'],
},
},
skill:{
//族吴班
clanzhanding:{
audio:2,
enable:'chooseToUse',
viewAsFilter:function(player){
return player.countCards('hes')>0;
},
viewAs:{name:'sha'},
filterCard:true,
position:'hes',
selectCard:[1,Infinity],
check:function(card){
return 6-ui.selected.cards.length-get.value(card);
},
onuse:function(links,player){
player.addTempSkill('clanzhanding_effect');
},
ai:{
order:1,
respondSha:true,
skillTagFilter:function(player){
return player.countCards('hes')>0;
},
},
subSkill:{
effect:{
trigger:{player:'useCardAfter'},
forced:true,
popup:false,
filter:function(event,player){
return event.skill=='clanzhanding';
},
content:function(){
lib.skill.chenliuwushi.change(player,-1);
if(player.hasHistory('sourceDamage',function(evt){
return evt.card==trigger.card;
})){
var num1=player.countCards('h'),num2=player.getHandcardLimit();
if(num1<num2) player.draw(Math.min(5,num2-num1));
}
else if(trigger.addCount!==false){
trigger.addCount=false;
player.getStat().card.sha--;
}
},
},
},
},
//族吴苋
clanyirong:{
audio:2,
enable:'phaseUse',
usable:2,
filter:function(event,player){
var num1=player.countCards('h'),num2=player.getHandcardLimit();
return num1!=num2;
},
selectCard:function(){
var player=_status.event.player;
var num1=player.countCards('h'),num2=player.getHandcardLimit();
if(num1>num2) return num1-num2;
return [0,1];
},
filterCard:function(card,player){
var num1=player.countCards('h'),num2=player.getHandcardLimit();
return num1>num2;
},
check:function(card){
return 6-ui.selected.cards.length-get.value(card);
},
prompt:function(){
var player=_status.event.player;
var num1=player.countCards('h'),num2=player.getHandcardLimit();
var str='<span class="text center">';
if(num1>num2){
str+=('弃置'+get.cnNumber(num1-num2)+'张牌,然后手牌上限+1。')
}
else{
str+=('摸'+get.cnNumber(Math.min(5,num2-num1))+'张牌,然后手牌上限-1。');
}
str+=('<br>※当前手牌上限:'+num2);
var num3=player.countMark('clanguixiang_count');
if(num3>0){
str+=(';阶段数:'+num3)
}
str+='</span>';
return str;
},
content:function(){
'step 0'
if(cards.length){
lib.skill.chenliuwushi.change(player,1);
event.finish();
}
else{
var num1=player.countCards('h'),num2=player.getHandcardLimit();
if(num1<num2) player.draw(Math.min(5,num2-num1));
}
'step 1'
lib.skill.chenliuwushi.change(player,-1);
},
ai:{
order:function(item,player){
var num1=player.countCards('h'),num2=player.getHandcardLimit();
if(num1-num2==1) return 8;
return 1;
},
result:{player:1},
threaten:5,
},
},
clanguixiang:{
audio:2,
init:function(player){
player.addSkill('clanguixiang_count');
},
onremove:function(player){
player.removeSkill('clanguixiang_count');
var event=_status.event.getParent('phase');
if(event) delete event._clanguixiang;
},
trigger:{
player:['phaseZhunbeiBefore','phaseJudgeBefore','phaseDrawBefore','phaseDiscardBefore','phaseJieshuBefore'],
},
forced:true,
filter:function(event,player){
var evt=event.getParent('phase');
if(!evt||!evt._clanguixiang) return false;
var num1=player.getHandcardLimit()-1,num2=player.countMark('clanguixiang_count');
return num1==num2;
},
content:function(){
trigger.cancel(null,null,'notrigger');
var next=player.phaseUse();
event.next.remove(next);
trigger.getParent().next.unshift(next);
},
subSkill:{
count:{
trigger:{
player:['phaseZhunbeiBegin','phaseJudgeBegin','phaseDrawBegin','phaseDiscardBegin','phaseJieshuBegin','phaseUseBegin'],
},
forced:true,
popup:false,
lastDo:true,
priority:-Infinity,
content:function(){
player.addMark('clanguixiang_count',1,false);
},
group:'clanguixiang_clear',
},
clear:{
trigger:{player:'phaseBefore'},
forced:true,
charlotte:true,
popup:false,
firstDo:true,
priority:Infinity,
content:function(){
delete player.storage.clanguixiang_count;
trigger._clanguixiang=true;
},
},
},
},
clanmuyin:{
audio:2,
audioname:['clan_wuxian','clan_wuban'],
trigger:{player:'phaseZhunbeiBegin'},
isMax:function(player){
var num=player.getHandcardLimit();
return !game.hasPlayer(function(current){
return current!=player&&current.getHandcardLimit()>num;
});
},
filter:function(event,player){
return game.hasPlayer(function(current){
return (current==player||current.hasClan('陈留吴氏'))&&!lib.skill.clanmuyin.isMax(current);
});
},
direct:true,
content:function(){
'step 0'
player.chooseTarget(get.prompt('clanmuyin'),'令一名陈留吴氏角色的手牌上限+1',function(card,player,current){
return (current==player||current.hasClan('陈留吴氏'))&&!lib.skill.clanmuyin.isMax(current);
}).set('ai',function(target){
return get.attitude(_status.event.player,target);
});
'step 1'
if(result.bool){
var target=result.targets[0];
player.logSkill('clanmuyin',target);
lib.skill.chenliuwushi.change(target,1);
game.delayx();
}
},
},
chenliuwushi:{
charlotte:true,
change:function(player,num){
player.addSkill('chenliuwushi');
var info=player.storage;
if(typeof info.chenliuwushi!='number') info.chenliuwushi=0;
info.chenliuwushi+=num;
if(info.chenliuwushi==0) player.unmarkSkill('chenliuwushi');
else player.markSkill('chenliuwushi');
if(num>=0) game.log(player,'的手牌上限','#y+'+num);
else game.log(player,'的手牌上限','#g'+num);
},
mod:{
maxHandcard:function(player,num){
var add=player.storage.chenliuwushi;
if(typeof add=='number') return num+add;
},
},
markimage:'image/card/handcard.png',
intro:{
content:function(num,player){
var str='<li>手牌上限';
if(num>=0) str+='+';
str+=num;
str+='<br><li>当前手牌上限:';
str+=player.getHandcardLimit();
return str;
},
},
},
},
characterReplace:{
wuban:['clan_wuban','wuban'],
},
translate:{
clan_wuxian:'族吴苋',
clanyirong:'移荣',
clanyirong_info:'出牌阶段限两次。若你的手牌数小于X则你可以将手牌摸至X张至多摸五张然后X-1大于X则你可以将手牌弃置至X张然后X+1。X为你的手牌上限',
clanguixiang:'贵相',
clanguixiang_info:'锁定技。你的非出牌阶段开始前若此阶段即将成为你本回合内的第X个阶段X为你的手牌上限则你终止此阶段改为进行一个出牌阶段。',
clanmuyin:'穆荫',
clanmuyin_info:'宗族技。准备阶段,你可以选择一名手牌上限不为全场最多的陈留吴氏角色。该角色的手牌上限+1。',
chenliuwushi:'陈留·吴氏',
clan_wuban:'族吴班',
clanzhanding:'斩钉',
clanzhanding_info:'你可以将任意张牌当做【杀】使用。你以此法使用的【杀】结算结束后,你令你的手牌上限-1然后若你因此【杀】造成过伤害则你将手牌摸至体力上限至多摸五张否则你令此【杀】不计入次数限制。',
clan_wu:'陈留·吴氏',
},
};
});

View File

@ -87,6 +87,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
key_kyou:['female','key',3,['kyou_zhidian','kyou_duanfa']],
key_seira:['female','key',3,['seira_xinghui','seira_yuanying']],
key_kiyu:['female','key',3,['kiyu_yuling','kiyu_xianyu']],
//key_tomoyo:['female','key',4,['tomoyo_wuwei','tomoyo_yingshou']],
ns_huangchengyan:['male','shu',3,['nslongyue','nszhenyin']],
ns_sunchensunjun:['male','wu',5,['nsxianhai','nsxingchu']],
@ -308,6 +309,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
key_kotarou:'#bb1154486224',
key_seira:'#b阿开木木W🍀',
key_kiyu:'#b无面◎隐者',
key_tomoyo:'#b长发及腰黑长直',
ns_huangchengyan:'#g竹邀月',
ns_sunchensunjun:'#gVenusjeu',
@ -530,6 +532,52 @@ game.import('character',function(lib,game,ui,get,ai,_status){
key_lucia:['key_shizuru'],
},
skill:{
//坂上智代
tomoyo_wuwei:{
enable:['chooseToUse','chooseToRespond'],
viewAs:{name:'sha'},
viewAsFilter:function(player){
var storage=player.getStorage('tomoyo_wuwei_mark');
return player.hasCard(function(card){
return !storage.contains(get.suit(card));
},'hs');
},
position:'hs',
filterCard:function(card,player){
var storage=player.getStorage('tomoyo_wuwei_mark');
return !storage.contains(get.suit(card));
},
onuse:function(result,player){
player.markAuto('tomoyo_wuwei_mark',[get.suit(result.card,false)]);
player.addTempSkill('tomoyo_wuwei_mark');
},
onrespond:function(event,player){
player.markAuto('tomoyo_wuwei_mark',[get.suit(event.card,false)]);
player.addTempSkill('tomoyo_wuwei_mark');
},
group:'tomoyo_wuwei_combo',
subSkill:{
mark:{
charlotte:true,
onremove:true,
},
combo:{
trigger:{global:'useCardAfter'},
direct:true,
filter:function(event,player){
return player.inRangeOf(event.player)&&player.canUse('sha',event.player,false);
},
content:function(){
player.chooseToUse(get.prompt('tomoyo_wuwei',trigger.target),'对该角色使用一张【杀】',function(card,player,event){
if(get.name(card)!='sha') return false;
return lib.filter.filterCard.apply(this,arguments);
},trigger.player,-1).set('addCount',false).logSkill='tomoyo_wuwei_combo';
},
},
},
},
tomoyo_yingshou:{},
tomoyo_changshi:{},
//天宫希优
kiyu_yuling:{
mod:{
@ -802,7 +850,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
target.recover();
},
mark:true,
intro:{content:'skillinfo'},
intro:{content:'你的手牌对其他“姻缘者”可见。出牌阶段限一次你可以获得一名其他“姻缘者”区域内的一张牌然后其回复1点体力。'},
ai:{
order:9,
viewHandcard:true,
@ -1734,7 +1782,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
'step 1'
if(result.bool){
trigger.player.gain(result.cards,player,'giveAuto');
player.give(result.cards,trigger.player);
}
},
},
@ -1966,11 +2014,21 @@ game.import('character',function(lib,game,ui,get,ai,_status){
group:['mia_qianmeng_achieve','mia_qianmeng_fail'],
subSkill:{
achieve:{
trigger:{global:'gainAfter'},
trigger:{
global:['gainAfter','loseAsyncAfter'],
},
forced:true,
filter:function(event,player){
var card=player.storage.mia_qianmeng;
return card&&event.cards.contains(card)&&event.player.getCards('he').contains(card);
if(event.name=='gain'){
var source=event.player,cards=event.getg(source);
return cards.contains(card)&&source.getCards('hejsx').contains(card);
}
else{
if(event.type!='gain') return false;
var owner=get.owner(card);
return owner&&event.getg(owner).contains(card);
}
},
skillAnimation:true,
animationColor:'key',
@ -1978,7 +2036,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
'step 0'
game.log(player,'成功完成使命');
player.awakenSkill('mia_qianmeng');
if(player!=trigger.player) player.gain(player.storage.mia_qianmeng,trigger.player,'give');
var card=player.storage.mia_qianmeng,owner=get.owner(card);
if(owner&&owner!=player) owner.give(card,player);
'step 1'
if(player.hp<player.maxHp) player.recover(player.maxHp-player.hp);
player.removeSkill('mia_shihui');
@ -2490,7 +2549,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
else event.finish();
'step 2'
if(result.bool){
trigger.player.gain(result.cards,player,'giveAuto');
player.give(result.cards,trigger.player);
var target=_status.currentPhase;
var name;
if(target==player){
@ -2563,14 +2622,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
event.finish();
}
else if(!result.bool) event.finish();
else if(event.utype==1) player.gain(result.cards,target,'giveAuto');
else if(event.utype==1) target.give(result.cards,player);
'step 2'
if(player.countCards('he')>0){
player.chooseCard('he',true,'交给'+get.translation(target)+'一张牌');
}
else event.finish();
'step 3'
if(result.bool) target.gain(result.cards,player,'giveAuto');
if(result.bool) player.give(result.cards,target);
},
intro:{
content:'已与$共勉',
@ -2633,7 +2692,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
else event.finish();
'step 3'
if(result.bool&&result.cards&&result.cards.length){
target.gain(result.cards,player,'giveAuto')
player.give(result.cards,target);
}
},
},
@ -2671,7 +2730,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
else event.finish();
'step 3'
if(result.bool&&result.cards&&result.cards.length){
target.gain(result.cards,player,'giveAuto')
player.give(result.cards,target);
}
},
},
@ -4016,9 +4075,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
});
'step 1'
if(result.bool){
player.logSkill('hiroto_huyu',trigger.player);
player.gain(result.cards,trigger.player,'giveAuto');
player.storage.hiroto_huyu2=trigger.player;
var target=trigger.player;
player.logSkill('hiroto_huyu',target);
target.give(result.cards,player);
player.storage.hiroto_huyu2=target;
player.addSkill('hiroto_zonglve');
player.addSkill('hiroto_huyu2');
}
@ -4044,7 +4104,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
cards=cards.filter(function(card){
return he.contains(card);
});
if(cards.length) target.gain(cards,player,'giveAuto');
if(cards.length) target.gain(cards,player,'giveAuto','bySelf');
}
},
mark:'character',
@ -5929,7 +5989,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
event.target=target;
player.logSkill('kamome_jieban',target);
player.addTempSkill('kamome_jieban_phase');
target.gain(result.cards,player,'giveAuto');
player.give(result.cards,target);
player.changeZhuanhuanji('kamome_jieban');
}
else event.finish();
@ -5953,7 +6013,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
else event.finish();
'step 3'
player.gain(result.cards,target,'giveAuto');
target.give(result.cards,player);
},
},
kamome_jieban_phase:{charlotte:true},
@ -6620,7 +6680,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(player.countCards('he')>0) player.chooseCard('he',true,'交给'+get.translation(target)+'一张牌');
else event.goto(3);
'step 2'
target.gain(result.cards,player,'giveAuto');
player.give(result.cards,target);
'step 3'
var history=game.getGlobalHistory('cardMove');
for(var i=0;i<history.length;i++){
@ -6856,7 +6916,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
});
}
'step 2'
if(result.bool) result.targets[0].gain(result.cards,player,'giveAuto');
if(result.bool) player.give(result.cards,result.targets[0]);
},
},
yuzuru_quji:{
@ -6937,7 +6997,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
else event.goto(2);
'step 1'
if(result.bool) result.targets[0].gain(result.cards,player,'giveAuto');
if(result.bool) player.give(result.cards,result.targets[0]);
'step 2'
player.loseMaxHp();
'step 3'
@ -7061,7 +7121,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
contentx:function(){
'step 0'
target.gain(lib.skill.ao_diegui_backup.card,player,'give',player);
player.give(lib.skill.ao_diegui_backup.card,target,'visible');
target.draw(2);
'step 1'
target.link(false);
@ -7207,34 +7267,103 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
nagisa_fuxin:{
trigger:{
global:["gainAfter","loseAfter","damageEnd"],
global:['gainAfter','loseAfter','loseAsyncAfter','damageEnd'],
},
filter:function (event){
var evt=event;
if(event.name=='lose'){
if(event.type!='discard') return false;
evt=event.getParent();
filter:function(event,player){
var source=_status.currentPhase;
if(event.name=='damage'){
return event.player.isAlive()&&event.player!=source;
}
var player=evt[event.name=='gain'?'source':'player'];
if(!player||player==_status.currentPhase||player.isDead()) return false;
if(event.name=='damage') return true;
if(evt[event.name=='gain'?'bySelf':'notBySelf']!=true) return false;
if(event.name=='lose') return event.hs.length>0;
return event.relatedLose&&event.relatedLose.hs&&event.relatedLose.hs.length>0;
},
check:function(event,player){
return get.attitude(player,event[event.name=='gain'?'source':'player'])>0&&get.attitude(player,_status.currentPhase)<=0;
},
logTarget:function(event){
return event[event.name=='gain'?'source':'player'];
else if(event.name=='lose'){
if(event.type!='discard'||event.player==source||event.player.isDead()) return false;
if((event.discarder||event.getParent(2).player)==event.player) return false;
if(!event.getl(event.player).hs.length) return false;
return true;
}
else if(event.name=='gain'){
if(event.giver||event.getParent().name=='_yongjian_zengyu') return false;
var cards=event.getg(event.player);
if(!cards.length) return false;
return game.hasPlayer(function(current){
if(current==event.player||current==source) return false;
var hs=event.getl(current).hs;
for(var i of hs){
if(cards.contains(i)) return true;
}
return false;
});
}
else if(event.type=='gain'){
if(event.giver||!event.player||event.player==source||event.player.isDead()) return false;
var hs=event.getl(event.player);
return game.hasPlayer(function(current){
if(current==event.player) return false;
var cards=event.getg(current);
for(var i of cards){
if(hs.contains(i)) return true;
}
});
}
else if(event.type=='discard'){
if(!event.discarder) return false;
return game.hasPlayer(function(current){
return current!=source&&current!=event.discarder&&event.getl(current).hs.length>0;
});
}
return false;
},
direct:true,
content:function(){
"step 0"
event.target=trigger[trigger.name=='gain'?'source':'player'];
event.target.judge();
"step 1"
'step 0'
var targets=[],source=_status.currentPhase;
if(trigger.name=='gain'){
var cards=trigger.getg(trigger.player);
targets.addArray(game.filterPlayer(function(current){
if(current==trigger.player||current==source) return false;
var hs=trigger.getl(current).hs;
for(var i of hs){
if(cards.contains(i)) return true;
}
return false;
}));
}
else if(trigger.name=='loseAsync'&&trigger.type=='discard'){
targets.addArray(game.filterPlayer(function(current){
return current!=trigger.discarder&&current!=source&&trigger.getl(current).hs.length>0;
}));
}
else targets.push(trigger.player);
event.targets=targets.sortBySeat();
if(!event.targets.length) event.finish();
'step 1'
var target=targets.shift();
event.target=target;
if(target.isAlive()) player.chooseBool(get.prompt2('nagisa_fuxin',target)).set('ai',function(){
var evt=_status.event.getParent();
return get.attitude(evt.player,evt.target)>0&&get.attitude(evt.player,_status.currentPhase)<=0;
});
else{
if(targets.length>0) event.goto(1);
else event.finish();
}
'step 2'
if(result.bool){
player.logSkill('nagisa_fuxin',target);
target.judge();
}
else{
if(targets.length>0) event.goto(1);
else event.finish();
}
'step 3'
if(result.color=='red') target.draw();
else if(_status.currentPhase&&_status.currentPhase.countCards('he')) _status.currentPhase.chooseToDiscard('he',true);
else{
var source=_status.currentPhase;
if(source){
source.chooseToDiscard('he',true);
}
}
if(targets.length>0) event.goto(1);
},
ai:{expose:0.2},
},
@ -7316,7 +7445,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(player.canUse(card,trigger.player,false)) player.useCard(card,trigger.player,false);
}
'step 3'
if(result.bool) trigger.player.gain(result.cards,player,'giveAuto')
if(result.bool) player.give(result.cards,target);
},
subSkill:{true:{charlotte:true},false:{charlotte:true}},
ai:{expose:0.2},
@ -7365,7 +7494,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
event.gainner=event.giver==player?trigger.target:player;
event.giver.chooseCard('he',true,'交给'+get.translation(event.gainner)+'一张牌');
'step 1'
event.gainner.gain(result.cards,event.giver,'giveAuto');
event.giver.give(result.cards,event.gainner);
},
},
hinata_qiulve:{
@ -7816,7 +7945,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
content:function(){
'step 0'
target.gain(cards,player,'giveAuto');
player.give(cards,target);
target.addTempSkill('akane_yifu3','phaseUseEnd');
target.draw();
'step 1'
@ -7825,7 +7954,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
});
else event.finish();
'step 2'
player.gain(result.cards,target,'giveAuto');
target.give(result.cards,player);
},
ai:{
expose:0.3,
@ -9549,7 +9678,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
logTarget:'player',
content:function(){
'step 0'
player.gain(trigger.player.getCards('j'),trigger.player,'give');
player.gain(trigger.player.getCards('j'),trigger.player,'give','bySelf');
'step 1'
if(player.hp>1) player.loseHp();
},
@ -9595,9 +9724,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
delay:0,
content:function(){
'step 0'
target.gain(cards,player,'give');
player.give(cards,target);
'step 1'
target.chooseUseTarget(cards[0],game.filterPlayer(function(current){
if(!target.getCards('h').contains(cards[0])) event._result={bool:false};
else target.chooseUseTarget(cards[0],game.filterPlayer(function(current){
return current!=player;
}),'请使用得到的牌,或者跳过下回合的判定阶段和摸牌阶段');
'step 2'
@ -9905,7 +10035,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
var stat=player.getStat();
if(!stat.noname_zhuyuan) stat.noname_zhuyuan=[];
stat.noname_zhuyuan.push(target);
target.gain(cards,player,'giveAuto');
player.give(cards,target,'visible');
"step 1"
game.log(player,'获得了技能','#g【铁骑】');
player.addTempSkill('noname_retieji',{player:'phaseAfter'});
@ -10131,7 +10261,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
content:function(){
'step 0'
target.gain(cards,player,'give');
player.give(cards,target,'visible');
if(get.type(cards[0],player)!='basic'){
player.draw();
event.finish();
@ -10326,7 +10456,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
else event.finish();
'step 2'
if(result.bool){
trigger.target.gain(result.cards,target,'giveAuto');
target.gain(result.cards,trigger.target);
target.damage();
}
else{
@ -10451,11 +10581,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
nsdiewu:{
trigger:{
player:['damageEnd','gainAfter'],
global:'loseAsyncAfter',
},
forced:true,
locked:false,
filter:function(event,player){
if(event.name=='gain') return event.cards&&event.cards.length>1;
if(event.name!='damage') return event.getg(player).length>1;
return true;
},
content:function(){
@ -10810,7 +10941,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
player.logSkill('nsxingchu',target);
player.awakenSkill('nsxingchu');
var he=trigger.player.getCards('he');
if(he.length) target.gain(he,trigger.player,'giveAuto');
if(he.length) target.gain(he,trigger.player,'giveAuto','bySelf');
target.gainMaxHp();
}
},
@ -11176,7 +11307,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}).set('att',get.attitude(target,player)>0);
'step 2'
if(result.bool){
player.gain(result.cards,target,'give');
target.give(result.cards,player,'visible');
}
else{
player.addTempSkill('junktaoluan3');
@ -17010,6 +17141,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
kiyu_yuling_info:'锁定技。你不是有距离限制的锦囊牌的合法目标你成为【杀】的目标后使用者需弃置X张牌X为其至你的距离。',
kiyu_xianyu:'先预',
kiyu_xianyu_info:'每轮限一次。一名角色的出牌阶段开始时你可观看其手牌并预测其使用这些牌的顺序。此出牌阶段结束时你摸X张牌且其本回合的手牌上限+XX为你的预测与其实际使用顺序的吻合数且至多为3。',
key_tomoyo:'坂上智代',
tomoyo_wuwei:'武威',
tomoyo_wuwei_info:'①每回合每种花色限一次。你可以将一张手牌当做【杀】使用或打出。②当有角色使用【闪】后,若你在其攻击范围内,你可以对其使用一张【杀】(无距离限制)。',
/*tomoyo_yingshou:'',
tomoyo_yingshou_info:'',
tomoyo_changshi:'长誓',
tomoyo_changshi_info:'',*/
noname:"小无",
noname_zhuyuan:"祝愿",

View File

@ -13,7 +13,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
extra_yin:['shen_liubei','shen_luxun'],
extra_lei:['shen_ganning','shen_zhangliao'],
extra_key:['key_kagari','key_shiki','db_key_hina'],
extra_decade:['shen_jiangwei','shen_machao'],
extra_decade:['shen_jiangwei','shen_machao','shen_zhangfei'],
extra_ol:['ol_zhangliao','shen_caopi','shen_zhenji','shen_sunquan'],
extra_mobilezhi:['shen_guojia','shen_xunyu'],
extra_mobilexin:['shen_taishici','shen_sunce'],
@ -22,6 +22,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
},
character:{
shen_zhangfei:['male','shen',4,['shencai','xunshi'],['shu']],
tw_shen_guanyu:['male','shen',4,['twwushen','twwuhun'],['shu']],
shen_machao:['male','shen',4,['shouli','hengwu'],['shu']],
shen_sunquan:['male','shen',4,['dili','yuheng'],['wei']],
@ -71,6 +72,305 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
},
skill:{
shencai:{
audio:2,
enable:'phaseUse',
usable:5,
filter:function(event,player){
var count=player.getStat('skill').shencai;
if(count&&count>player.countMark('shencai')) return false;
return true;
},
filterTarget:lib.filter.notMe,
onremove:true,
prompt:'选择一名其他角色进行地狱审判',
content:function(){
var next=target.judge();
next.callback=lib.skill.shencai.contentx;
},
ai:{
order:8,
result:{target:-1},
},
contentx:function(){
var card=event.judgeResult.card;
var player=event.getParent(2).player;
var target=event.getParent(2).target;
var list=[],str=lib.skill.shencai.getStr(card);
for(var i in lib.skill.shencai.filterx){
if(str.indexOf(lib.skill.shencai.filterx[i])!=-1) list.push('shencai_'+i);
}
if(list.length){
if(get.position(card,true)=='o') player.gain(card,'gain2');
for(var i in lib.skill.shencai.filterx){
var num=target.countMark('shencai_'+i);
if(num>0){
target.removeMark('shencai_'+i,num);
target.removeSkill('shencai_'+i);
}
}
if(target.isIn()){
for(var i of list){
target.addSkill(i);
target.addMark(i,1);
}
}
}
else if(target.isIn()){
player.gainPlayerCard(target,true,'hej');
target.addMark('shencai_death',1);
target.addSkill('shencai_death');
}
},
filterx:{
losehp:'体力',
weapon:'武器',
respond:'打出',
distance:'距离',
},
getStr:function(node){
var str='',name=node.name;
if(lib.translate[name+'_info']){
if(lib.card[name].type&&lib.translate[lib.card[name].type]) str+=(''+get.translation(lib.card[name].type)+'牌|');
if(get.subtype(name)){
str+=(''+get.translation(get.subtype(name))+'|');
}
if(lib.card[name]&&lib.card[name].addinfomenu){
str+=(''+lib.card[name].addinfomenu+'|');
}
if(get.subtype(name)=='equip1'){
var added=false;
if(lib.card[node.name]&&lib.card[node.name].distance){
var dist=lib.card[node.name].distance;
if(dist.attackFrom){
added=true;
str+=('攻击范围:'+(-dist.attackFrom+1)+'|');
}
}
if(!added){
str+=('攻击范围1|');
}
}
}
if(lib.card[name].cardPrompt){
str+=(''+lib.card[name].cardPrompt(node)+'|');
}
else if(lib.translate[name+'_info']){
str+=(''+lib.translate[name+'_info']+'|');
}
if(lib.card[name].yingbian_prompt&&get.is.yingbian(node)){
if(typeof lib.card[name].yingbian_prompt=='function') str+=('应变:'+lib.card[name].yingbian_prompt(node)+'|');
else str+=('应变:'+lib.card[name].yingbian_prompt+'|');
}
return str;
},
subSkill:{
losehp:{
charlotte:true,
marktext:'笞',
trigger:{player:'damageEnd'},
forced:true,
content:function(){
player.loseHp(trigger.num);
},
ai:{
effect:{
target:function(card,player,target,current){
if(get.tag(card,'damage')&&current<0) return 1.6;
},
},
},
intro:{
name:'神裁 - 体力',
name2:'笞',
content:'锁定技。当你受到伤害后,你失去等量的体力。',
onunmark:true,
},
},
weapon:{
charlotte:true,
marktext:'杖',
trigger:{target:'useCardToTargeted'},
forced:true,
filter:function(event,player){
return event.card.name=='sha';
},
content:function(){
trigger.directHit.add(player);
game.log(player,'不可响应',trigger.card);
},
intro:{
name:'神裁 - 武器',
name2:'杖',
content:'锁定技。当你成为【杀】的目标后,你不能使用牌响应此【杀】。',
onunmark:true,
},
global:'shencai_weapon_ai',
},
ai:{
ai:{
directHit_ai:true,
skillTagFilter:function(player,tag,arg){
if(!arg||!arg.card||arg.card.name!='sha') return false;
if(!arg.target||!arg.target.hasSkill('shencai_weapon')) return false;
return true;
},
},
},
respond:{
charlotte:true,
marktext:'徒',
trigger:{
player:'loseAfter',
global:['equipAfter','addJudgeAfter','gainAfter','loseAsyncAfter','addToExpansionAfter'],
},
forced:true,
filter:function(event,player){
if(!player.hasCard(function(card){
return lib.filter.cardDiscardable(card,player,'shencai_respond');
},'h')) return false;
var evt=event.getParent('shencai_respond');
if(evt&&evt.player==player) return false;
evt=event.getl(player);
return evt&&evt.hs&&evt.hs.length>0;
},
content:function(){
var cards=player.getCards('h',function(card){
return lib.filter.cardDiscardable(card,player,'shencai_respond');
});
if(cards.length>0) player.discard(cards.randomGet());
},
intro:{
name:'神裁 - 打出',
name2:'徒',
content:'锁定技。当你失去手牌后,你随机弃置一张手牌(不嵌套触发)。',
onunmark:true,
},
},
distance:{
charlotte:true,
marktext:'流',
trigger:{player:'phaseJieshuBegin'},
forced:true,
content:function(){
player.turnOver();
},
intro:{
name:'神裁 - 距离',
name2:'流',
content:'锁定技。结束阶段开始时,你翻面。',
onunmark:true,
},
},
death:{
charlotte:true,
marktext:'死',
mod:{
maxHandcard:function(player,num){
return num-player.countMark('shencai_death');
},
},
trigger:{player:'phaseEnd'},
forced:true,
filter:function(event,player){
return player.countMark('shencai_death')>game.countPlayer();
},
content:function(){
player.die();
},
intro:{
name:'神裁 - 死',
name2:'死',
content:'锁定技。你的角色手牌上限-#;回合结束时,若场上存活人数小于#,则你死亡。',
onunmark:true,
},
},
},
intro:{
content:'发动次数上限+#',
},
},
xunshi:{
audio:2,
mod:{
cardname:function(card){
if(lib.skill.xunshi.isXunshi(card)) return 'sha';
},
cardnature:function(card){
if(lib.skill.xunshi.isXunshi(card)) return false;
},
suit:function(card){
if(lib.skill.xunshi.isXunshi(card)) return 'none';
},
targetInRange:function(card){
if(get.color(card)=='none') return true;
},
cardUsable:function(card){
if(get.color(card)=='none') return Infinity;
},
},
isXunshi:function(card){
var info=lib.card[card.name];
if(!info||(info.type!='trick'&&info.type!='delay')) return false;
if(info.notarget) return false;
if(info.selectTarget!=undefined){
if(Array.isArray(info.selectTarget)){
if(info.selectTarget[0]<0) return !info.toself;
return info.selectTarget[0]!=1||info.selectTarget[1]!=1;
}
else{
if(info.selectTarget<0) return !info.toself;
return info.selectTarget!=1;
}
}
return false;
},
trigger:{player:'useCard2'},
forced:true,
filter:function(event,player){
return get.color(event.card)=='none';
},
content:function(){
'step 0'
if(player.countMark('shencai')<4&&player.hasSkill('shencai',null,null,false)) player.addMark('shencai',1,false);
if(trigger.addCount!==false){
trigger.addCount=false;
var stat=player.getStat().card,name=trigger.card.name;
if(typeof stat[name]=='number') stat[name]--;
}
var info=get.info(trigger.card);
if(info.allowMultiple==false) event.finish();
else if(trigger.targets&&!info.multitarget){
if(!game.hasPlayer(function(current){
return !trigger.targets.contains(current)&&lib.filter.targetEnabled2(trigger.card,player,current);
})) event.finish();
}
else event.finish();
'step 1'
var prompt2='为'+get.translation(trigger.card)+'增加任意个目标'
player.chooseTarget(get.prompt('xunshi'),function(card,player,target){
var player=_status.event.player;
return !_status.event.targets.contains(target)&&lib.filter.targetEnabled2(_status.event.card,player,target);
},[1,Infinity]).set('prompt2',prompt2).set('ai',function(target){
var trigger=_status.event.getTrigger();
var player=_status.event.player;
return get.effect(target,trigger.card,player,player);
}).set('card',trigger.card).set('targets',trigger.targets);
'step 2'
if(result.bool){
if(!event.isMine()&&!event.isOnline()) game.delayx();
event.targets=result.targets;
}
else{
event.finish();
}
'step 3'
if(event.targets){
player.line(event.targets,'fire');
trigger.targets.addArray(event.targets);
}
},
},
twwushen:{
mod:{
cardname:function(card,player,name){
@ -529,7 +829,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
var card=result.cards[0];
var num=get.number(card);
if([1,11,12,13].contains(num)){
if(lib.filter.canBeGained(card,player,target)) player.gain(card,target,'give');
if(lib.filter.canBeGained(card,player,target)) player.gain(card,target,'give','bySelf');
}
else if(lib.filter.canBeDiscarded(card,player,target)) target.discard(card);
}
@ -1508,7 +1808,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
var target=result.targets[0];
//player.logSkill('pinghe',target);
player.line(target,'green');
target.gain(result.cards,player,'giveAuto');
player.give(result.cards,target);
trigger.cancel();
player.loseMaxHp();
if(player.hasSkill('yingba')){
@ -2369,7 +2669,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
event.finish();
}
'step 3'
if(result.bool&&result.cards&&result.cards.length) player.gain(result.cards,target,'give');
if(result.bool&&result.cards&&result.cards.length) target.give(result.cards,player,'give');
},
},
//Connect Mode support after Angel Beats! -2nd beat-
@ -2401,27 +2701,32 @@ game.import('character',function(lib,game,ui,get,ai,_status){
multitarget:true,
multiline:true,
delay:false,
discard:false,
lose:false,
check:function(card){
return 6-get.value(card);
},
targetprompt:['拼点发起人','拼点目标'],
content:function(){
'step 0'
player.showCards(cards);
'step 1'
var target=targets[0];
targets.sortBySeat();
if(target!=targets[0]) cards.reverse();
var list=[];
for(var i=0;i<targets.length;i++){
targets[i].gain(cards[i],player,'visible');
player.$give(cards[i],targets[i]);
list.push([targets[i],cards[i]]);
}
'step 2'
game.loseAsync({
gain_list:list,
player:player,
cards:cards,
giver:player,
animate:'giveAuto',
}).setContent('gaincardMultiple');
'step 1'
game.delayx();
if(targets[0].canCompare(targets[1])){
targets[0].chooseToCompare(targets[1]);
}
else event.finish();
'step 3'
'step 2'
if(result.winner!==targets[0]) targets[0].addMark('huoxin',1);
if(result.winner!==targets[1]) targets[1].addMark('huoxin',1);
},
@ -2681,9 +2986,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
delay:0,
content:function(){
'step 0'
target.gain(cards,player,'give');
player.give(cards,target);
'step 1'
target.chooseUseTarget(cards[0],game.filterPlayer(function(current){
if(!target.getCards('h').contains(cards[0])) event._result={bool:false};
else target.chooseUseTarget(cards[0],game.filterPlayer(function(current){
return current!=player;
}),'请使用得到的牌,或者跳过下回合的判定阶段和摸牌阶段');
'step 2'
@ -5501,6 +5807,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
[player,event.list1],
[target,event.list2]
],
discarder:player,
}).setContent('discardMultiple');
}
else if(event.list2.length){
@ -6217,6 +6524,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
twwushen_info:'锁定技。①你的♥手牌均视为普【杀】。②你于每阶段使用的第一张【杀】不可被响应。③你使用♥【杀】无距离和次数限制。④当你使用♥【杀】选择目标后,你令所有拥有“梦魇”标记的角色均成为此【杀】的目标。',
twwuhun:'武魂',
twwuhun_info:'锁定技。①当你受到其他角色造成的1点伤害后你令伤害来源获得1枚“梦魇”标记。②当你对有“梦魇”标记的其他角色造成伤害后你令其获得一枚“梦魇”标记。③当你死亡时你可进行判定。若结果不为【桃】或【桃园结义】则你选择至少一名拥有“梦魇”标记的角色。令这些角色各自失去X点体力X为其“梦魇”标记数。',
shen_zhangfei:'神张飞',
shencai:'神裁',
shencai_info:'①出牌阶段限一次,你可以令一名其他角色进行判定。若此判定牌:包含以下要素中的任意一个,则你获得此判定牌,其失去已有的下列效果,并获得对应的效果:{⒈体力:当其受到伤害后,其失去等量的体力、⒉武器:其不能使用牌响应杀、⒊打出:当其失去手牌后,其再随机弃置一张手牌(不嵌套触发)、⒋距离:其的结束阶段开始时,其翻面};若均不包含,你获得其一张牌,其获得一枚“死”并获得如下效果:其的角色手牌上限-X、其的回合结束时若X大于场上存活人数则其死亡X为其“死”标记数。',
xunshi:'巡使',
xunshi_info:'锁定技。①你手牌区内所有的多目标锦囊牌均视为花色为none的普【杀】。②你使用颜色为none的牌无距离和次数限制。③当你使用无颜色的牌选择目标后你令你的〖神裁〗的发动次数上限+1至多为5然后可以为此牌增加任意个目标。',
extra_feng:'神话再临·风',
extra_huo:'神话再临·火',

View File

@ -850,7 +850,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(result.bool){
var target=result.targets[0],cards=target.getGainableCards(player,'he');
player.line(target,'green');
if(cards.length) player.gain(cards.randomGet(),target,'giveAuto');
if(cards.length) player.gain(cards.randomGet(),target,'giveAuto','bySelf');
}
},
},
@ -1655,7 +1655,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},event.current);
}
else{
result.targets[0].gain(result.cards,event.current,'giveAuto');
event.current.give(result.cards,result.targets[0]);
}
}
else{
@ -1687,7 +1687,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
'step 1'
if(result.bool){
var es=target.getCards('e');
player.gain(es,target,'give');
target.give(es,player,'give');
player.removeSkill('mobileyanzhu');
}
else{
@ -2825,7 +2825,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
content:function(){
player.addSkill('spyanjiao_draw');
player.addMark('spyanjiao_draw',cards.length,false);
target.gain(cards,player,'giveAuto');
player.give(cards,target);
target.damage('nocard');
},
ai:{
@ -3313,7 +3313,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
});
if(targets.length){
var target=targets.randomGet();
player.gain(target.getEquip(1),target,'give');
player.gain(target.getEquip(1),target,'give','bySelf');
}
}
},
@ -3396,7 +3396,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(result.bool){
player.addTempSkill('huantu_round','roundStart');
player.logSkill('huantu',trigger.player);
trigger.player.gain(result.cards,player,'giveAuto');
player.give(result.cards,trigger.player);
trigger.cancel();
player.addTempSkill('huantu_effect');
}
@ -3441,7 +3441,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
else event.finish();
'step 3'
if(result.bool) trigger.player.gain(result.cards,player,'giveAuto');
if(result.bool) player.give(result.cards,trigger.player);
},
},
},
@ -3577,7 +3577,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
trigger:{player:'phaseDrawBegin1'},
prompt2:'摸牌阶段开始时,若你的“兵”数小于势力数,则你可以改为将牌堆顶的两张牌置于你的武将牌上,称为“兵”。',
filter:function(event,player){
return !event.numFixed&&player.getStorage('jibing').length<game.countGroup();
return !event.numFixed&&player.getExpansions('jibing').length<game.countGroup();
},
content:function(){
trigger.changeToZero();
@ -3923,7 +3923,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
});
'step 1'
if(result.bool){
target.gain(result.links,'give',player);
target.gain(result.links,'give',player,'bySelf');
}
'step 2'
if(game.hasPlayer(function(current){
@ -3959,7 +3959,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
else event.finish();
'step 5'
if(result.bool) player.gain(result.cards,target,'giveAuto');
if(result.bool) target.give(result.cards,player);
},
},
},
@ -4072,7 +4072,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
content:function(){
'step 0'
target.gain(cards,player,'giveAuto');
player.give(cards,target);
player.draw(3).gaintag=['poxiang'];
player.addTempSkill('poxiang_mark')
'step 1'
@ -4224,7 +4224,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
});
'step 1'
if(result.bool){
player.gain(result.cards,trigger.player,'giveAuto');
trigger.player.give(result.cards,player);
}
else{
trigger.targets.remove(player);
@ -5005,7 +5005,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
dbzhuifeng:{
audio:2,
groupSkill:true,
enable:'phaseUse',
enable:'chooseToUse',
usable:2,
viewAsFilter:function(player){
return player.group=='wei'&&player.hp>0;
@ -6663,7 +6663,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
var target=result.targets[0];
target.logSkill('mjchenshi');
player.line(target,'green');
target.gain(result.cards,player,'giveAuto');
player.give(result.cards,target);
trigger.getParent().mjchenshi_ai=true;
}
else event.finish();
@ -6728,7 +6728,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
var target=result.targets[0];
target.logSkill('mjchenshi');
player.line(target,'green');
target.gain(result.cards,player,'giveAuto');
player.give(result.cards,target);
}
else event.finish();
'step 2'
@ -7272,7 +7272,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
lose:false,
delay:false,
content:function(){
target.gain(player,cards,'giveAuto');
player.give(cards,target);
},
check:function(card){
return 5-get.value(card);
@ -7404,7 +7404,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
content:function(){
player.addTempSkill('hxrenshi2','phaseUseEnd');
player.markAuto('hxrenshi2',targets);
target.gain(cards,player,'giveAuto');
player.give(cards,target);
},
ai:{
order:1,
@ -7540,7 +7540,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
});
'step 2'
if(result.index+event.addIndex==0){
player.gain(target.getCards('he').randomGet(),'giveAuto',target);
target.give(target.getCards('he').randomGet(),player);
event.finish();
}
else player.gain(card,'gain2');
@ -7645,7 +7645,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
target.equip(cards[0]);
}
else{
target.gain(cards,player,'giveAuto');
player.give(cards,target);
}
player.gainPlayerCard(target,cards.length==2?'e':'h',true);
},
@ -7685,7 +7685,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
var target=trigger.player;
player.logSkill('sheyi',target);
player.addTempSkill('sheyi2','roundStart');
target.gain(result.cards,player,'giveAuto');
player.give(result.cards,target);
trigger.cancel();
}
},
@ -7766,7 +7766,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
var target=result.targets[0];
event.target=target;
player.logSkill('rejieyue',target);
target.gain(result.cards,player,'giveAuto');
player.give(result.cards,target);
}
else event.finish();
'step 2'
@ -8065,7 +8065,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return 8-get.value(card);
},
content:function(){
target.gain(cards,player,'giveAuto');
player.give(cards,target);
if(!target.storage.mouli2) target.storage.mouli2=[];
if(!target.storage.mouli3) target.storage.mouli3=[];
target.storage.mouli2.add(player);
@ -9659,7 +9659,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
content:function(){
'step 0'
target.gain(cards,player,'give');
player.give(cards,target,true);
'step 1'
if(!target.isIn()){
event.finish();
@ -9754,7 +9754,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
});
'step 1'
if(!result.bool) trigger.player.loseHp();
else player.gain(result.cards,trigger.player,'giveAuto');
else trigger.player.give(result.cards,player);
},
},
shameng:{
@ -10032,7 +10032,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
"step 2"
if(result.bool){
player.gain(result.cards,event.target,'give');
target.give(result.cards,player);
game.delay();
}
else{
@ -10267,7 +10267,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(result.bool){
var target=result.targets[0];
player.line(target);
target.gain(card,player,'giveAuto');
player.give(card,target);
}
},
mod:{
@ -10660,14 +10660,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
trigger:{global:['loseAfter','useCard','phaseAfter','cardsDiscardAfter','loseAsyncAfter']},
filter:function(event,player){
if(event.player&&event.player!=player.storage.jinglve2) return false;
if(event.name=='phase') return event.player.getCards('hej').contains(player.storage.jinglve3);
if(!event.cards.contains(player.storage.jinglve3)) return false;
if(event.name=='lose'&&event.getlx===false) return false;
else if(event.name=='loseAsync'&&event.position==ui.discardPile){
var evt=event.getl(player.storage.jinglve2);
if(!evt.cards.contains(player.storage.jinglve3)) return false;
}
return event.name=='useCard'||get.position(player.storage.jinglve3,true)=='d'||event.position==ui.discardPile;
var card=player.storage.jinglve3;
if(event.name=='phase') return event.player.getCards('hej').contains(card);
if(event.name=='useCard') return event.cards.contains(card);
return (get.position(card,true)=='d'&&event.getd().contains(card));
},
forced:true,
charlotte:true,
@ -10679,7 +10675,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
else{
if(trigger.name=='phase'){
player.gain(player.storage.jinglve3,trigger.player,'giveAuto');
player.gain(player.storage.jinglve3,trigger.player,'giveAuto','bySelf');
}
else if(get.position(player.storage.jinglve3,true)=='d') player.gain(player.storage.jinglve3,'gain2');
}
@ -11440,7 +11436,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(result.bool){
if(result.targets.length){
event.target=result.targets[0];
event.target.gain(result.cards,player,'giveAuto');
player.give(result.cards,event.target);
event.card=result.cards[0];
}
else{
@ -12075,7 +12071,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
else event.finish();
'step 3'
target.gain(result.cards,player,'giveAuto');
player.give(result.cards,target);
},
},
shuaiyan:{
@ -12112,7 +12108,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
player.line(target,'green');
target.chooseCard('he',true,'交给'+get.translation(player)+'一张牌');
'step 3'
player.gain(result.cards,target,'giveAuto')
target.give(result.cards,player);
},
},
relihuo:{
@ -12720,9 +12716,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
logTarget:'player',
content:function(){
"step 0"
'step 0'
event.cards=game.cardsGotoOrdering(get.cards(3)).cards;
"step 1"
if(_status.connectMode) game.broadcastAll(function(){_status.noclearcountdown=true});
event.given_map={};
'step 1'
if(event.cards.length>1){
player.chooseCardButton('周旋:请选择要分配的牌',true,event.cards,[1,event.cards.length]).set('ai',function(button){
if(ui.selected.buttons.length==0) return 1;
@ -12735,13 +12733,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
else{
event.finish();
}
"step 2"
'step 2'
if(result.bool){
for(var i=0;i<result.links.length;i++){
event.cards.remove(result.links[i]);
}
event.cards.removeArray(result.links);
event.togive=result.links.slice(0);
player.chooseTarget(''+get.translation(result.links)+'交给一名角色',true).set('ai',function(target){
player.chooseTarget('选择一名角色获得'+get.translation(result.links),true).set('ai',function(target){
var att=get.attitude(_status.event.player,target);
if(_status.event.enemy){
return -att;
@ -12754,13 +12750,28 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
}).set('enemy',get.value(event.togive[0],player,'raw')<0);
}
"step 3"
'step 3'
if(result.targets.length){
result.targets[0].gain(event.togive,'draw');
player.line(result.targets[0],'green');
game.log(result.targets[0],'获得了'+get.cnNumber(event.togive.length)+'张牌');
event.goto(1);
var id=result.targets[0].playerid,map=event.given_map;
if(!map[id]) map[id]=[];
map[id].addArray(event.togive);
}
if(cards.length>0) event.goto(1);
'step 4'
if(_status.connectMode){
game.broadcastAll(function(){delete _status.noclearcountdown;game.stopCountChoose()});
}
var list=[];
for(var i in event.given_map){
var source=(_status.connectMode?lib.playerOL:game.playerMap)[i];
player.line(source,'green');
list.push([source,event.given_map[i]]);
}
game.loseAsync({
gain_list:list,
giver:player,
animate:'draw',
}).setContent('gaincardMultiple');
},
},
reshanxi:{
@ -13071,12 +13082,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
content:function(){
'step 0'
var cards=player.getExpansions('xinqingjian2');
player.chooseTarget(true,lib.filter.notMe).set('createDialog',['清俭:选择一名角色获得这些牌'+(cards.length>1?',然后摸一张牌':''),cards]);
player.chooseTarget(true,lib.filter.notMe).set('createDialog',['清俭:将这些牌交给一名角色'+(cards.length>1?',然后摸一张牌':''),cards]);
'step 1'
if(result.bool){
var target=result.targets[0];
player.line(target,'thunder');
if(target.gain(player.getExpansions('xinqingjian2'),player,'giveAuto').cards.length>1) player.draw();
if(player.give(player.getExpansions('xinqingjian2'),target).cards.length>1) player.draw();
}
'step 2'
player.removeSkill('xinqingjian2');
@ -13634,18 +13645,25 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
discard:false,
lose:false,
delay:0,
delay:false,
content:function(){
var targets=game.filterPlayer(function(current){
return current!=player;
}).randomGets(cards.length);
var map=[];
for(var i=0;i<targets.length;i++){
var target=targets[i];
target.addSkill('reqianxin2');
target.storage.reqianxin2.push([cards[i],player]);
player.$give(1,target);
target.gain(cards[i],player);
map.push([target,cards[i]]);
}
game.loseAsync({
gain_list:map,
player:player,
cards:cards,
giver:player,
animate:'giveAuto',
}).setContent('gaincardMultiple');
},
ai:{
order:1,
@ -13753,7 +13771,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
delay:false,
content:function(){
'step 0'
target.gain(cards,player,'giveAuto');
player.give(cards,target,'give');
player.recover();
'step 1'
var num=1;
@ -14414,7 +14432,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
};
'step 3'
if(result.bool){
trigger.player.gain(event.card,'give',player);
trigger.player.gain(event.card,'give',player,'bySelf');
player.chooseBool('是否对'+get.translation(trigger.player)+'造成一点伤害?').ai=function(){
return get.damageEffect(trigger.player,player,player)>0
};
@ -15584,7 +15602,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
types.add(get.type(cards[i],'trick'));
}
player.logSkill('yirang',target);
target.gain(cards,player,'give');
player.give(cards,target);
player.gainMaxHp(target.maxHp-player.maxHp,true);
player.recover(types.length);
game.delay();
@ -16261,7 +16279,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
player.draw(player.maxHp-player.countCards('h'));
}
else{
target.gain(cards,player,'giveAuto');
player.give(cards,target);
}
},
ai:{
@ -16583,6 +16601,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
wujing:['tw_wujing','wujing'],
sunru:['dc_sunru','sunru'],
zhouchu:['jin_zhouchu','zhouchu'],
liuye:['dc_liuye','liuye'],
},
translate:{
liuzan:'手杀留赞',
@ -16810,7 +16829,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
chendeng:'手杀陈登',
zhouxuan:'周旋',
zhouxuan2:'周旋',
zhouxuan_info:'出牌阶段限一次,你可以弃置一张牌并指定一名角色,然后选择一个基本牌的名称或非基本牌的类型。其使用或打出下一张牌时,若此牌的名称或类型和你选择的相同,则你观看牌堆顶的三张牌,然后将这些牌分配给任意角色。',
zhouxuan_info:'出牌阶段限一次,你可以弃置一张牌并指定一名角色,然后选择一个基本牌的名称或非基本牌的类型。其使用或打出下一张牌时,若此牌的名称或类型和你选择的相同,则你观看牌堆顶的三张牌,然后将这些牌以任意分割方式交给任意名角色。',
fengji:'丰积',
fengji_info:'锁定技,回合结束时,你记录你的手牌数。准备阶段开始时,若你的手牌数不小于你记录的手牌数,则你摸两张牌且本回合手牌上限为体力上限。',
re_guanqiujian:'手杀毌丘俭',
@ -17424,6 +17443,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
buxu_backup:'补叙',
buxu_info:'出牌阶段若你的“六经”中有空缺的位置则你可以弃置X+1张牌并选择一种空缺的“六经”。系统从牌堆或弃牌堆中检索一张对应的牌然后你将此牌置于你武将牌上填补“六经”的对应位置。',
re_dianwei:"手杀典韦",
liuye:'手杀刘晔',
mobile_standard:'手杀异构·标准包',
mobile_shenhua:'手杀异构·神话再临',

View File

@ -149,20 +149,24 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
},
yjyibing:{
trigger:{player:'gainAfter'},
trigger:{
player:'gainAfter',
global:'loseAsyncAfter',
},
direct:true,
filter:function(event,player){
if(event.getParent().name=='_yongjian_zengyu') return false;
var evt=event.getParent('phaseDraw'),hs=player.getCards('h');
return (!evt||evt.player!=player)&&event.cards.filter(function(card){
var evt=event.getParent('phaseDraw'),hs=player.getCards('h'),cards=event.getg(player);
return cards.length>0&&(!evt||evt.player!=player)&&cards.filter(function(card){
return hs.contains(card)&&game.checkMod(card,player,'unchanged','cardEnabled2',player)!==false;
}).length==event.cards.length&&player.hasUseTarget({
}).length==cards.length&&player.hasUseTarget({
name:'sha',
cards:event.cards,
},false);
},
content:function(){
player.chooseUseTarget(get.prompt('yjyibing'),'将'+get.translation(trigger.cards)+'当做【杀】使用','sha',trigger.cards,false,'nodistance').logSkill='yjyibing';
var cards=trigger.getg(player);
player.chooseUseTarget(get.prompt('yjyibing'),'将'+get.translation(cards)+'当做【杀】使用','sha',cards,false,'nodistance').logSkill='yjyibing';
},
},
//龙羽飞
@ -334,7 +338,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
delete player.storage.jsprende;
});
}
target.gain(cards,player,'giveAuto');
player.give(cards,target);
if(typeof player.storage.jsprende!='number'){
player.storage.jsprende=0;
}
@ -482,7 +486,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(result.bool){
var target2=result.targets[0];
target.line(target2,'green');
target2.gain(target,card,'giveAuto','bySelf');
target2.gain(target,card,'giveAuto').giver=player;
}
else event.finish();
'step 3'
@ -1484,20 +1488,25 @@ game.import('character',function(lib,game,ui,get,ai,_status){
xinmanjuan:{
audio:'manjuan',
forced:true,
priority:15,
trigger:{player:'gainAfter'},
trigger:{
player:'gainAfter',
global:'loseAsyncAfter',
},
filter:function(event,player){
return event.type!='xinmanjuan';
var hs=player.getCards('h');
return event.type!='xinmanjuan'&&event.getg(player).filter(function(card){
return hs.contains(card);
}).length>0;
},
content:function(){
"step 0"
player.lose(trigger.cards,ui.discardPile,'visible');
player.$throw(trigger.cards,1000);
game.log(player,'将',trigger.cards,'置入了弃牌堆')
"step 1"
event.cards=trigger.cards.slice(0);
var hs=player.getCards('h'),cards=trigger.getg(player).filter(function(card){
return hs.contains(card);
});
event.cards=cards;
player.loseToDiscardpile(cards);
if(_status.currentPhase!=player) event.finish();
"step 2"
"step 1"
event.card=event.cards.shift();
event.togain=[];
var number=get.number(event.card);
@ -1506,15 +1515,15 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if((!trigger.cards.contains(current))&&get.number(current)==number) event.togain.push(current);
}
if(!event.togain.length) event.goto(5);
"step 3"
"step 2"
player.chooseButton(['是否获得其中的一张牌?',event.togain]).ai=function(button){
return get.value(button.link);
};
"step 4"
"step 3"
if(result.bool){
player.gain(result.links[0],'gain2').type='xinmanjuan';
}
"step 5"
"step 4"
if(event.cards.length) event.goto(2);
},
ai:{
@ -1860,7 +1869,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
'step 5'
if(event.cards){
player.line(result.targets,'green');
result.targets[0].gain(event.cards,'gain2');
result.targets[0].gain(event.cards,'gain2').giver=player;
game.log(player,'将',event.cards,'交给',result.targets[0]);
event.finish();
}
@ -2299,7 +2308,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
player.storage.shichou=true;
player.logSkill('shichou',target);
player.awakenSkill('shichou');
target.gain(cards,player,'giveAuto');
player.give(cards,target);
player.storage.shichou_target=target;
player.addSkill('shichou2');
target.markSkillCharacter('shichou',player,'誓仇','代替'+get.translation(player)+'承受伤害直到首次进入濒死状态');

View File

@ -102,6 +102,8 @@ window.noname_character_rank={
'shen_guojia',
'yangyan',
'liuhui',
'luyi',
'shen_zhangfei',
'key_kamome',
'key_yukine',
'key_inari',
@ -534,6 +536,8 @@ window.noname_character_rank={
'dukui',
'quanhuijie',
'yinfuren',
'dc_zhaoyǎn',
'clan_wuxian',
],
bp:[
'chess_diaochan',
@ -826,6 +830,8 @@ window.noname_character_rank={
'dc_huban',
'dingshangwan',
're_zhuhuan',
'dc_liuye',
'zhugeshang',
],
b:[
'diy_feishi',
@ -1069,6 +1075,7 @@ window.noname_character_rank={
'dengzhong',
'dc_liru',
'kebineng',
'wangwei',
],
bm:[
'diy_xizhenxihong',
@ -1305,6 +1312,7 @@ window.noname_character_rank={
'duji',
'bianxi',
'junk_sunquan',
'clan_wuban',
],
rarity:{
legend:[
@ -1430,6 +1438,9 @@ window.noname_character_rank={
'tw_shen_guanyu',
'huojun',
'quanhuijie',
'clan_wuxian',
'luyi',
'shen_zhangfei',
'key_tomoya',
'key_masato',
'key_shiorimiyuki',
@ -2057,6 +2068,9 @@ window.noname_character_rank={
'dingshangwan',
're_zhuhuan',
'yinfuren',
'dc_liuye',
'dc_zhaoyǎn',
'zhugeshang',
],
junk:[
'sunshao',
@ -2081,6 +2095,7 @@ window.noname_character_rank={
'dc_liuba',
'bianxi',
'junk_sunquan',
'clan_wuban',
],
}
};

View File

@ -75,7 +75,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
re_quancong:['male','wu',4,['xinyaoming']],
re_liaohua:['male','shu',4,['xindangxian','xinfuli']],
re_guohuai:['male','wei',4,['decadejingce']],
re_wuyi:['male','shu',4,['xinbenxi']],
re_wuyi:['male','shu',4,['xinbenxi'],['clan:陈留吴氏']],
re_zhuran:['male','wu',4,['xindanshou']],
re_caozhi:['male','wei',3,['reluoying','rejiushi','chengzhang']],
ol_pangtong:['male','shu',3,['ollianhuan','olniepan'],[]],
@ -132,7 +132,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
ol_liushan:['male','shu',3,['xiangle','olfangquan','olruoyu'],['zhu']],
re_zhangzhang:['male','wu',3,['rezhijian','guzheng']],
re_sunce:['male','wu',4,['jiang','olhunzi','olzhiba'],['zhu']],
re_sunce:['male','wu',4,['oljiang','olhunzi','olzhiba'],['zhu']],
re_jianyong:['male','shu',3,['reqiaoshui','jyzongshi']],
},
characterIntro:{
@ -150,6 +150,52 @@ game.import('character',function(lib,game,ui,get,ai,_status){
re_xushu:['zhaoyun','sp_zhugeliang'],
},
skill:{
oljiang:{
audio:'jiang',
inherit:'jiang',
group:'oljiang_gain',
subSkill:{
gain:{
audio:'jiang',
audioname:['sp_lvmeng','re_sunben','re_sunce'],
trigger:{global:['loseAfter','loseAsyncAfter']},
usable:1,
filter:function(event,player){
if(player.hp<1||event.type!='discard'||event.position!=ui.discardPile) return false;
var filter=(card)=>(card.name=='juedou'||(card.name=='sha'&&get.color(card,false)=='red'));
var cards=event.getd().filter(filter);
if(!cards.filter((card)=>(get.position(card,true)=='d')).length) return false;
var searched=false;
if(game.getGlobalHistory('cardMove',function(evt){
if(searched||evt.type!='discard'||evt.position!=ui.discardPile) return false;
var evtx=evt;
if(evtx.getlx===false) evtx=evt.getParent();
var cards=evtx.getd().filter(filter);
if(!cards.length) return false;
searched=true;
return evtx!=event;
}).length>0) return false;
return true;
},
prompt2:function(event,player){
var cards=event.getd().filter(function(card){
return (card.name=='juedou'||(card.name=='sha'&&get.color(card,false)=='red'))&&get.position(card,true)=='d';
});
return '失去1点体力并获得'+get.translation(cards);
},
check:function(event,player){
return player.hp>1&&!player.storage.olhunzi;
},
content:function(){
player.loseHp();
var cards=trigger.getd().filter(function(card){
return (card.name=='juedou'||(card.name=='sha'&&get.color(card,false)=='red'))&&get.position(card,true)=='d';
});
if(cards.length>0) player.gain(cards,'gain2');
},
},
},
},
//李儒
dcmieji:{
audio:2,
@ -864,7 +910,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
'step 1'
if(result.bool){
var card=result.cards[0];
player.gain(card,target,'give').gaintag.add('reqinwang');
target.give(card,player).gaintag.add('reqinwang');
player.addTempSkill('reqinwang_clear');
player.chooseBool('是否令'+get.translation(target)+'摸一张牌?');
}
@ -970,7 +1016,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
var cards=target.getCards('h',function(card){
return get.suit(card,target)=='heart';
});
if(cards.length>0) player.gain(cards,target,'give');
if(cards.length>0) player.gain(cards,target,'give','bySelf');
}
}
},
@ -1957,7 +2003,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
rebotu:{
audio:'botu',
trigger:{player:'phaseJieshuBegin'},
trigger:{player:'phaseEnd'},
frequent:true,
filter:function(event,player){
if(player.countMark('rebotu_count')>=Math.min(3,game.countPlayer())) return false;
@ -1984,7 +2030,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
group:'rebotu_mark',
subSkill:{
count:{onremove:true},
count:{
onremove:true,
charlotte:true,
},
mark:{
trigger:{
global:['loseAfter','cardsDiscardAfter'],
@ -2810,7 +2859,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
//usable:1,
//forceaudio:true,
content:function(){
target.gain(cards,player,'giveAuto');
player.give(cards,target);
target.addTempSkill('xinhuangtian3','phaseUseEnd');
},
ai:{
@ -2992,7 +3041,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(result.bool){
var target=result.targets[0];
player.line(target,'green');
target.gain(result.cards,player,'giveAuto');
player.give(result.cards,target);
player.markAuto('olhaoshi_help',[target]);
player.addTempSkill('olhaoshi_help',{player:'phaseBeginStart'});
}
@ -3031,7 +3080,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
'step 1'
if(result.bool){
target.logSkill('olhaoshi_help',player);
player.gain(result.cards,target,'giveAuto');
target.give(result.cards,player);
}
if(targets.length) event.goto(0);
},
@ -3349,11 +3398,23 @@ game.import('character',function(lib,game,ui,get,ai,_status){
audio:2,
trigger:{
global:'gainAfter',
player:'damageEnd',
player:['damageEnd','loseAsyncAfter'],
},
frequent:true,
filter:function(event,player){
if(event.name=='damage') return true;
if(event.name=='loseAsync'){
if(event.type!='gain'||event.giver) return false;
var cards=event.getl(player).cards2;
return game.hasPlayer(function(current){
if(current==player) return false;
var cardsx=event.getg(current);
for(var i of cardsx){
if(cards.contains(i)) return true;
}
return false;
});
}
if(player==event.player) return false;
var evt=event.getl(player);
return evt&&evt.cards2&&evt.cards2.length>0;
@ -3646,7 +3707,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
content:function(){
'step 0'
player.awakenSkill('rexianzhou');
target.gain(cards,player,'give');
player.give(cards,target);
player.recover(cards.length)
'step 1'
var list=game.filterPlayer(function(current){
@ -4358,8 +4419,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
frequent:true,
preHidden:true,
filter:function(event,player,name){
if(name=='damageEnd') return true;
if(!event.card) return false;
//if(name=='damageEnd') return true;
//if(!event.card) return false;
if(player.hasHistory('useSkill',function(evt){
return evt.skill=='gzquanji'&&evt.event.triggername==name;
})) return false;
@ -4879,7 +4940,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
"step 2"
if(result.bool){
player.gain(result.cards,event.target,'give');
target.give(result.cards,player);
game.delay();
}
else{
@ -4981,7 +5042,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(result.bool){
var card=result.cards[0];
event.card=card;
player.gain(card,target,'giveAuto');
target.give(card,player);
}
else{
target.loseHp();
@ -5045,7 +5106,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
var target=result.targets[0];
event.target=target;
player.logSkill('rexuanhuo',target);
target.gain(result.cards,player,'giveAuto');
player.give(result.cards,target);
}
else event.finish();
'step 2'
@ -5103,7 +5164,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
});
}
else{
player.gain(target.getCards('h'),target,'giveAuto');
target.give(target.getCards('h'),player,'giveAuto');
event.finish();
}
'step 5'
@ -5621,7 +5682,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
'step 2'
if(result.cards&&result.cards.length){
if(get.type2(result.cards[0])=='trick'){
player.gain(result.cards,target,'giveAuto');
target.give(result.cards,player);
event.finish();
}
else target.discard(result.cards);
@ -7990,13 +8051,25 @@ game.import('character',function(lib,game,ui,get,ai,_status){
inherit:'hunzi',
content:function(){
player.loseMaxHp();
player.recover();
//player.recover();
player.addSkill('reyingzi');
player.addSkill('gzyinghun');
player.addTempSkill('olhunzi_effect');
game.log(player,'获得了技能','#g【英姿】','和','#g【英魂】');
player.awakenSkill(event.name);
player.storage[event.name]=true;
}
},
subSkill:{
effect:{
trigger:{player:'phaseJieshuBegin'},
forced:true,
popup:false,
charlotte:true,
content:function(){
player.chooseDrawRecover(2,true);
},
},
},
},
olzhiba:{
audio:2,
@ -9331,58 +9404,74 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return (event.num>0)
},
content:function (){
"step 0"
event.count=1;
"step 1"
'step 0'
event.count=trigger.num;
'step 1'
player.draw(2);
event.given=0;
"step 2"
event.count--;
if(_status.connectMode) game.broadcastAll(function(){_status.noclearcountdown=true});
event.given_map={};
event.num=2;
'step 2'
player.chooseCardTarget({
filterCard:true,
selectCard:[1,2-event.given],
filterTarget:function(card,player,target){
return player!=target&&target!=event.temp;
filterCard:function(card){
return !card.hasGaintag('reyiji_tag');
},
filterTarget:lib.filter.notMe,
selectCard:[1,event.num],
prompt:'请选择要分配的卡牌和目标',
ai1:function(card){
if(ui.selected.cards.length>0) return -1;
if(card.name=='du') return 20;
return (_status.event.player.countCards('h')-_status.event.player.hp);
if(!ui.selected.cards.length) return 1;
return 0;
},
ai2:function(target){
var att=get.attitude(_status.event.player,target);
if(ui.selected.cards.length&&ui.selected.cards[0].name=='du'){
if(target.hasSkillTag('nodu')) return 0;
return 1-att;
}
return att-4;
var player=_status.event.player,card=ui.selected.cards[0];
var val=target.getUseValue(card);
if(val>0) return val*get.attitude(player,target)*2;
return get.value(card,target)*get.attitude(player,target);
},
prompt:'请选择要送人的卡牌'
});
"step 3"
'step 3'
if(result.bool){
player.line(result.targets,'green');
result.targets[0].gain(result.cards,player,'giveAuto');
event.given+=result.cards.length;
if(event.given<2){
event.temp=result.targets[0];
event.goto(2);
}
else if(event.count<trigger.num){
delete event.temp;
event.count++;
player.chooseBool(get.prompt2(event.name)).set('frequentSkill',event.name);
}
else event.finish();
var res=result.cards,target=result.targets[0].playerid;
player.addGaintag(res,'reyiji_tag');
event.num-=res.length
if(!event.given_map[target]) event.given_map[target]=[];
event.given_map[target].addArray(res);
if(event.num>0) event.goto(2);
}
else if(event.count<trigger.num){
delete event.temp;
event.count++;
player.chooseBool(get.prompt2(event.name)).set('frequentSkill',event.name);
else if(event.num==2){
if(_status.connectMode){
game.broadcastAll(function(){delete _status.noclearcountdown;game.stopCountChoose()});
}
event.goto(5);
}
'step 4'
if(_status.connectMode){
game.broadcastAll(function(){delete _status.noclearcountdown;game.stopCountChoose()});
}
var map=[],cards=[];
for(var i in event.given_map){
var source=(_status.connectMode?lib.playerOL:game.playerMap)[i];
player.line(source,'green');
map.push([source,event.given_map[i]]);
cards.addArray(event.given_map[i]);
}
game.loseAsync({
gain_list:map,
player:player,
cards:cards,
giver:player,
animate:'giveAuto',
}).setContent('gaincardMultiple');
'step 5'
if(event.count>0){
player.chooseBool(get.prompt2('new_reyiji'));
}
else event.finish();
"step 4"
'step 6'
if(result.bool){
player.logSkill(event.name);
player.logSkill('new_reyiji');
event.goto(1);
}
},
@ -9722,19 +9811,20 @@ game.import('character',function(lib,game,ui,get,ai,_status){
player.gain(list,'gain2');
},
},
"new_qingjian":{
new_qingjian:{
audio:"qingjian",
//unique:true,
trigger:{
player:"gainAfter",
global:'loseAsyncAfter',
},
direct:true,
usable:1,
filter:function (event,player){
if(event.parent.parent.name=='phaseDraw') return false;
return event.cards&&event.cards.length>0
filter:function(event,player){
var evt=event.getParent('phaseDraw');
if(evt&&evt.player==player) return false;
return event.getg(player).length>0;
},
content:function (){
content:function(){
"step 0"
player.chooseCardTarget({
position:'he',
@ -9769,37 +9859,33 @@ game.import('character',function(lib,game,ui,get,ai,_status){
var cards=result.cards;
var type=[];
for(var i=0;i<cards.length;i++){
type.add(get.type(cards[i],'trick',cards[i].original=='h'?player:false));
type.add(get.type2(cards[i]));
}
player.storage.new_qingjian++;
player.logSkill('new_qingjian',target);
target.gain(cards,player,'give');
_status.currentPhase.addTempSkill('qingjian_add');
_status.currentPhase.storage.qingjian_add=type.length;
}
else{
player.storage.counttrigger.new_qingjian--;
player.give(cards,target);
var current=_status.currentPhase;
if(current){
current.addTempSkill('qingjian_add');
current.addMark('qingjian_add',type.length);
}
}
else player.storage.counttrigger.new_qingjian--;
},
ai:{
expose:0.3,
},
},
"qingjian_add":{
qingjian_add:{
mark:true,
intro:{
content:function (storage,player){
return '手牌上限+'+player.storage.qingjian_add;
},
content:'手牌上限+#',
},
mod:{
maxHandcard:function (player,num){
return num+player.storage.qingjian_add;
maxHandcard:function(player,num){
return num+player.countMark('qingjian_add');
},
},
onremove:function (player){
delete player.storage.qingjian_add;
},
onremove:true,
},
"new_reqingnang":{
subSkill:{
@ -10359,7 +10445,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
player.storage.rerende2=[];
}
player.storage.rerende2.push(target);
target.gain(cards,player,'giveAuto');
player.give(cards,target);
if(typeof player.storage.rerende!='number'){
player.storage.rerende=0;
}
@ -10768,12 +10854,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
direct:true,
usable:4,
filter:function(event,player){
if(event.parent.parent.name=='phaseDraw') return false;
return event.cards&&event.cards.length>0
var evt=event.getParent('phaseDraw');
if(evt&&evt.player==player) return false;
return event.getg(player).length>0;
},
content:function(){
"step 0"
event.cards=trigger.cards.slice(0);
event.cards=trigger.getg(player);
"step 1"
player.chooseCardTarget({
filterCard:function(card){
@ -10858,7 +10945,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
content:function(){
"step 0"
target.storage.refanjian=cards[0];
target.gain(cards[0],player,'give');
player.give(cards[0],target);
"step 1"
var suit=get.suit(target.storage.refanjian);
if(!target.countCards('h')) event._result={control:'refanjian_hp'};
@ -12092,7 +12179,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
player.logSkill(event.name,trigger.player);
if(result.control=='获得牌'){
event.togain=trigger.player.getCards('he');
player.gain(event.togain,trigger.player,'giveAuto');
player.gain(event.togain,trigger.player,'giveAuto','bySelf');
}
else player.recover();
}
@ -12403,7 +12490,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
olxueyi_info:'主公技锁定技。①游戏开始时你获得2X个“裔”标记X为场上群势力角色的数目。②出牌阶段开始时你可以移去一个“裔”标记然后摸一张牌。③你的手牌上限+YY为“裔”标记数。',
olxueyi_draw:'血裔',
olhunzi:'魂姿',
olhunzi_info:'觉醒技准备阶段若你的体力值为1你减1点体力上限并回复1点体力然后获得技能〖英姿〗和〖英魂〗。',
olhunzi_info:'觉醒技准备阶段若你的体力值为1你减1点体力上限并获得技能〖英姿〗和〖英魂〗本回合的结束阶段你摸两张牌或回复1点体力。',
olzhiba:'制霸',
olzhiba_info:'主公技,其他吴势力的角色的出牌阶段限一次,其可以与你拼点(你可拒绝此拼点)。若其没赢,你可以获得两张拼点牌。你的出牌阶段限一次,你可以和一名吴势力角色拼点,若你赢,你获得两张拼点牌。',
olzhiba2:'制霸',
@ -12454,6 +12541,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
"new_retuxi":"突袭",
"new_retuxi_info":"摸牌阶段摸牌时,你可以少摸任意张牌,然后获得等量的角色的各一张手牌。",
"new_retuxi_info_guozhan":"摸牌阶段摸牌时,你可以少摸至多两张牌,然后获得等量的角色的各一张手牌。",
reyiji_tag:'已分配',
"new_reyiji":"遗计",
"new_reyiji_info":"当你受到1点伤害后你可以摸两张牌然后可以将至多两张手牌交给其他角色。",
"new_rejianxiong":"奸雄",
@ -12561,7 +12649,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
botu:'博图',
botu_info:'回合结束时,若你本回合出牌阶段内使用的牌包含四种花色,则你可以进行一个额外回合。',
rebotu:'博图',
rebotu_info:'每轮限X次。结束阶段若本回合内置入弃牌堆的牌中包含至少四种花色则你可获得一个额外的回合。X为存活角色数且至多为3',
rebotu_info:'每轮限X次。回合结束时若本回合内置入弃牌堆的牌中包含至少四种花色则你可获得一个额外的回合。X为存活角色数且至多为3',
xin_yuji:'界于吉',
re_zuoci:'界左慈',
@ -12954,7 +13042,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
olningwu_info:'锁定技。当一名角色A于一回合内第二次受到伤害后若A或伤害来源为你则你摸一张牌然后弃置其装备区或判定区内的一张牌。',
re_zhuhuan:'界朱桓',
refenli:'奋励',
refenli_info:'若你的手牌数为全场最多,你可以跳过摸牌阶段和摸牌阶段;若你的体力值为全场最多,你可以跳过出牌阶段;若你的装备区里有牌且数量为全场最多,你可以跳过弃牌阶段。',
refenli_info:'若你的手牌数为全场最多,你可以跳过判定阶段和摸牌阶段;若你的体力值为全场最多,你可以跳过出牌阶段;若你的装备区里有牌且数量为全场最多,你可以跳过弃牌阶段。',
//破界石不值钱了 就逮着免费突破硬削是吧
repingkou:'平寇',
repingkou_info:'回合结束时你可以对至多X名其他角色各造成1点伤害X为你本回合跳过的阶段数。若你选择的角色数小于X则你可以弃置其中一名角色装备区内的一张牌',
@ -12963,6 +13051,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
dcmieji_info:'出牌阶段限一次,你可以展示一张武器牌或黑色锦囊牌。你将此牌置于牌堆顶,然后令一名有手牌的其他角色选择一项:⒈弃置一张锦囊牌;⒉依次弃置两张非锦囊牌。',
dcfencheng:'焚城',
dcfencheng_info:'限定技。出牌阶段你可以指定一名其他角色令从其开始的其他角色依次选择一项⒈弃置至少X张牌X为上一名角色弃置的牌数+1。⒉你对其造成2点伤害。',
oljiang:'激昂',
oljiang_info:'①当你使用【决斗】或红色【杀】指定第一个目标后或成为【决斗】或红色【杀】的目标后你可以摸一张牌。②当有【决斗】或红色【杀】于每回合内首次因弃置而进入弃牌堆后你可以失去1点体力并获得这些牌。',
refresh_standard:'界限突破·标',
refresh_feng:'界限突破·风',

View File

@ -59,7 +59,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
else event.finish();
'step 2'
if(result.bool){
player.gain(result.cards,target,'giveAuto');
target.give(result.cards,player);
}
},
ai:{
@ -372,10 +372,17 @@ game.import('character',function(lib,game,ui,get,ai,_status){
var list=player.getStorage('spmingxuan'),cards=result.cards.randomSort();
var targets=game.filterPlayer((current)=>(current!=player&&!list.contains(current))).randomGets(cards.length).sortBySeat();
player.line(targets,'green');
var map=[];
for(var i=0;i<targets.length;i++){
targets[i].gain(cards[i],player);
player.$giveAuto(cards[i],targets[i]);
map.push([targets[i],cards[i]]);
}
game.loseAsync({
gain_list:map,
player:player,
cards:cards,
giver:player,
animate:'giveAuto',
}).setContent('gaincardMultiple');
event.targets=targets;
event.num=0;
}
@ -420,7 +427,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
'step 5'
if(result.bool){
player.gain(result.cards,target,'giveAuto');
target.give(result.cards,player);
player.draw();
}
if(event.num<targets.length) event.goto(3);

View File

@ -1080,7 +1080,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
},
},
"drlt_weidi":{
drlt_weidi:{
audio:2,
forceaudio:true,
unique:true,
@ -1095,47 +1095,59 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
content:function(){
'step 0'
event.count=player.needsToDiscard();
event.logged=false;
event.gived=[];
'step 1'
if(!game.hasPlayer(function(target){
return target!=player&&target.group=='qun'&&!event.gived.contains(target);
})) event.finish();
else player.chooseCardTarget({
prompt:'是否将一张手牌给予其他群雄角色?',
filterTarget:function(card,player,target){
return target!=player&&target.group=='qun'&&!_status.event.gived.contains(target);
},
filterCard:true,
position:'h',
ai1:function(card){
var player=_status.event.player;
var value=get.value(card,player,'raw');
if(game.hasPlayer(function(current){
return get.sgn(value)==get.sgn(get.attitude(player,current))
})) return 1;
return -1;
},
ai2:function(target){
var player=_status.event.player;
if(get.value(ui.selected.cards[0],player,'raw')<0) return -get.attitude(player,target);
return get.attitude(player,target);
},
gived:event.gived,
});
'step 2'
if(result.bool){
if(!event.logged){
player.logSkill('drlt_weidi');
event.logged=true;
}
player.line(result.targets[0]);
result.targets[0].gain(result.cards[0],player,'giveAuto');
event.gived.add(result.targets[0]);
event.count--;
if(event.count) event.goto(1);
var num=Math.min(player.needsToDiscard(),game.countPlayer(function(target){
return target!=player&&target.group=='qun';
}));
if(num){
player.chooseCardTarget({
prompt:get.prompt('drlt_weidi'),
prompt2:'你可以将'+(num>1?'至多':'')+get.cnNumber(num)+'张手牌交给等量的其他群势力角色。先按顺序选中所有要给出的手牌,然后再按顺序选择等量的目标角色',
selectCard:[1,num],
selectTarget:function(){
return ui.selected.cards.length;
},
filterTarget:function(card,player,target){
return target!=player&&target.group=='qun';
},
complexSelect:true,
filterOk:function(){
return ui.selected.cards.length==ui.selected.targets.length;
},
ai1:function(card){
var player=_status.event.player;
var value=get.value(card,player,'raw');
if(game.hasPlayer(function(target){
return (target!=player&&target.group=='qun'&&!ui.selected.targets.contains(target))&&(get.sgn(value)==get.sgn(get.attitude(player,target)))
})) return 1/Math.max(1,get.useful(card));
return -1;
},
ai2:function(target){
var player=_status.event.player;
var card=ui.selected.cards[ui.selected.targets.length];
if(card&&get.value(card,player,'raw')<0) return -get.attitude(player,target);
return get.attitude(player,target);
},
});
}
else event.finish();
'step 1'
if(result.bool&&result.cards.length>0){
var list=[];
for(var i=0;i<result.targets.length;i++){
var target=result.targets[i];
var card=result.cards[i];
list.push([target,card]);
}
player.logSkill('drlt_weidi',result.targets);
game.loseAsync({
gain_list:list,
player:player,
cards:result.cards,
giver:player,
animate:'giveAuto',
}).setContent('gaincardMultiple');
}
else event.finish();
},
},
"drlt_xiongluan":{
@ -1260,17 +1272,16 @@ game.import('character',function(lib,game,ui,get,ai,_status){
});
'step 1'
if(result.bool){
event.target=result.targets[0];
player.line(event.target);
player.logSkill('drlt_congjian');
event.target.gain(result.cards[0],player,'give');
var target=result.targets[0];
player.logSkill('drlt_congjian',target);
player.give(result.cards,target,'give');
var num=1;
if(get.type(result.cards[0])=='equip') num=2;
player.draw(num);
};
},
},
"drlt_wanglie":{
drlt_wanglie:{
locked:false,
mod:{
targetInRange:function(card,player,target,now){
@ -1311,12 +1322,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return false;
},
prompt2:function(event){
return '令'+get.translation(event.card)+'不能被响应,然后本回合不能再使用牌'
return '令'+get.translation(event.card)+'不能被响应,然后本阶段不能再使用牌'
},
content:function(){
trigger.nowuxie=true;
trigger.directHit.addArray(game.players);
player.addTempSkill('drlt_wanglie2');
player.addTempSkill('drlt_wanglie2','phaseUseAfter');
},
ai:{
pretao:true,
@ -1630,7 +1641,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
'step 3'
if(result.bool){
player.gain(result.cards,event.target,'giveAuto');
target.give(result.cards,player);
};
},
ai:{
@ -1969,7 +1980,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
list.push(trigger.cards[i]);
}
}
zhu.gain(list,'gain2');
zhu.gain(list,'gain2').giver=player;
zhu.chooseBool().set('ai',function(){
if(get.attitude(zhu,player)>0) return true;
return false;
@ -2365,15 +2376,15 @@ game.import('character',function(lib,game,ui,get,ai,_status){
content:function(){
'step 0'
player.changeZhuanhuanji('nzry_shenshi');
target.gain(cards,player,'giveAuto');
player.give(cards,target);
target.damage('nocard');
'step 1'
if(!target.isAlive()){
player.chooseTarget('请选择一名角色并令其将手牌摸至四张',function(card,player,target){
player.chooseTarget('令一名角色将手牌摸至四张',function(card,player,target){
return target.countCards('h')<4;
}).ai=function(target){
}).set('ai',function(target){
return get.attitude(player,target)
};
});
}
else{
event.finish();
@ -2415,7 +2426,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
});
"step 1"
if(result.bool){
trigger.source.gain(result.cards,player,'give');
player.give(result.cards,trigger.song);
trigger.source.storage.nzry_shenshi1=result.cards[0];
trigger.source.storage.nzry_shenshi2=player;
trigger.source.addSkill('nzry_shenshi1');
@ -3905,44 +3916,88 @@ game.import('character',function(lib,game,ui,get,ai,_status){
direct:true,
preHidden:true,
content:function(){
"step 0"
var cards=[];
var cards2=[];
'step 0'
var cards=[],cards2=[];
var target=trigger.player;
game.getGlobalHistory('cardMove',function(evt){
if(evt.name=='cardsDiscard'&&evt.getParent('phaseDiscard')==trigger) cards.addArray(evt.cards.filterInD('d'));
});
game.countPlayer2(function(current){
current.getHistory('lose',function(evt){
if(evt.type!='discard'||evt.getParent('phaseDiscard')!=trigger) return;
cards.addArray(evt.cards.filterInD('d'));
if(current==trigger.player) cards2.addArray(evt.hs.filterInD('d'));
})
});
event.cards=cards;
var check=lib.skill.guzheng.checkx(trigger,player,cards,cards2);
player.chooseCardButton(cards,'固政:选择令'+get.translation(trigger.player)+'收回的牌').set('ai',function(button){
if(_status.event.check){
return 20-get.value(button.link,_status.event.getTrigger().player);
if(evt.name=='cardsDiscard'){
if(evt.getParent('phaseDiscard')==trigger){
var moves=evt.cards.filterInD('d');
cards.addArray(moves);
cards2.removeArray(moves);
}
}
return 0;
}).set('check',check).set('cards',cards2).set('filterButton',function(button){
return _status.event.cards.contains(button.link);
}).setHiddenSkill(event.name);
"step 1"
if(result.bool){
game.delay(0.5);
player.logSkill('guzheng',trigger.player);
trigger.player.gain(result.links[0]);
trigger.player.$gain2(result.links[0]);
game.log(trigger.player,'收回了',result.links[0]);
event.cards.remove(result.links[0]);
if(event.cards.length){
player.gain(event.cards);
player.$gain2(event.cards);
game.log(player,'收回了',event.cards);
if(evt.name=='lose'){
if(evt.type!='discard'||evt.position!=ui.discardPile||evt.getParent('phaseDiscard')!=trigger) return;
var moves=evt.cards.filterInD('d');
cards.addArray(moves);
if(evt.player==target) cards2.addArray(moves);
else cards2.removeArray(moves);
}
game.delay();
});
if(!cards2.length) event.finish();
else if(cards.length==1){
event.card=cards[0];
player.chooseBool().set('createDialog',[
get.prompt('guzheng',target),
'<span class="text center">点击“确认”以令其收回此牌</span>',
cards,
]).set('choice',lib.skill.guzheng.checkx(trigger,player,cards,cards2)).set('ai',function(){
return _status.event.choice;
}).setHiddenSkill('guzheng');
}
else{
player.chooseButton(2,[
get.prompt('guzheng',target),
'<span class="text center">被选择的牌将成为对方收回的牌</span>',
cards,
[['获得剩余的牌','放弃剩余的牌'],'tdnodes'],
]).set('filterButton',function(button){
var type=typeof button.link;
if(ui.selected.buttons.length&&type==typeof ui.selected.buttons[0].link) return false;
return type=='string'||_status.event.allowed.contains(button.link);
}).set('allowed',cards2).set('check',lib.skill.guzheng.checkx(trigger,player,cards,cards2)).set('ai',function(button){
if(typeof button.link=='string'){
return button.link=='获得剩余的牌'?1:0;
}
if(_status.event.check){
return 20-get.value(button.link,_status.event.getTrigger().player);
}
return 0;
}).setHiddenSkill('guzheng');
}
'step 1'
if(result.bool){
var target=trigger.player;
player.logSkill('guzheng',target);
if(!result.links||!result.links.length){
target.gain(card,'gain2').giver=player;
}
else{
if(typeof result.links[0]!='string') result.links.reverse();
var card=result.links[1];
target.gain(card,'gain2').giver=player;
if(result.links[0]!='获得剩余的牌') event.finish();
}
}
else event.finish();
'step 2'
//避免插入结算改变弃牌堆 重新判断一次
var cards=[];
game.getGlobalHistory('cardMove',function(evt){
if(evt.name=='cardsDiscard'){
if(evt.getParent('phaseDiscard')==trigger){
var moves=evt.cards.filterInD('d');
cards.addArray(moves);
}
}
if(evt.name=='lose'){
if(evt.type!='discard'||evt.position!=ui.discardPile||evt.getParent('phaseDiscard')!=trigger) return;
var moves=evt.cards.filterInD('d');
cards.addArray(moves);
}
});
if(cards.length>0) player.gain(cards,'gain2');
},
ai:{
threaten:1.3,
@ -4485,9 +4540,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
"step 2"
if(event.cards.length){
player.gain(event.cards);
player.$gain2(event.cards);
game.delay();
player.gain(event.cards,'gain2');
}
},
ai:{
@ -4532,10 +4585,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
trigger:{global:'useCardAfter'},
forced:true,
filter:function(event,player){
return (event.card.name=='nanman'&&event.player!=player&&get.itemtype(event.cards)=='cards'&&get.position(event.cards[0],true)=='o');
return (event.card.name=='nanman'&&event.player!=player&&event.cards.filterInD().length>0);
},
content:function(){
player.gain(trigger.cards,'gain2');
player.gain(trigger.cards.filterInD(),'gain2');
}
},
lieren:{
@ -4572,7 +4625,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
content:function(){
"step 0"
event.togain=trigger.player.getCards('he');
player.gain(event.togain,trigger.player,'giveAuto');
player.gain(event.togain,trigger.player,'giveAuto','bySelf');
},
},
fangzhu:{
@ -4782,7 +4835,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
});
"step 1"
if(result.targets&&result.targets[0]){
result.targets[0].gain(result.cards,player,'giveAuto');
player.give(result.cards,result.targets[0]);
}
}
},
@ -4792,7 +4845,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
usable:1,
position:'he',
filterCard:function(){
if(ui.selected.targets.length==2) return false;
var targets=ui.selected.targets;
if(targets.length==2){
if(Math.abs(targets[0].countCards('h')-targets[1].countCards('h'))<=ui.selected.cards.length) return false;
}
return true;
},
selectCard:[0,Infinity],
@ -4800,13 +4856,15 @@ game.import('character',function(lib,game,ui,get,ai,_status){
complexCard:true,
filterTarget:function(card,player,target){
if(player==target) return false;
if(ui.selected.targets.length==0) return true;
return (Math.abs(ui.selected.targets[0].countCards('h')-target.countCards('h'))==
ui.selected.cards.length);
return true;
},
filterOk:function(){
var targets=ui.selected.targets;
if(targets.length!=2) return false;
return (Math.abs(targets[0].countCards('h')-targets[1].countCards('h'))==ui.selected.cards.length);
},
multitarget:true,
multiline:true,
complexSelect:true,
content:function(){
targets[0].swapHandcards(targets[1]);
},
@ -6904,31 +6962,93 @@ game.import('character',function(lib,game,ui,get,ai,_status){
fenji:{
audio:2,
trigger:{
global:["gainAfter","loseAfter"],
global:['gainAfter','loseAfter','loseAsyncAfter'],
},
filter:function(event){
var evt=event;
direct:true,
filter:function(event,player){
if(event.name=='lose'){
if(event.type!='discard') return false;
evt=event.getParent();
if(event.type!='discard'||!event.player.isIn()) return false;
if((event.discarder||event.getParent(2).player)==event.player) return false;
if(!event.getl(event.player).hs.length) return false;
return true;
}
var player=evt[event.name=='gain'?'source':'player'];
if(!player||player.isDead()) return false;
if(evt[event.name=='gain'?'bySelf':'notBySelf']!=true) return false;
if(event.name=='lose') return event.hs.length>0;
return event.relatedLose&&event.relatedLose.hs&&event.relatedLose.hs.length>0;
},
check:function(event,player){
return get.attitude(player,event[event.name=='gain'?'source':'player'])>2;
},
logTarget:function(event){
return event[event.name=='gain'?'source':'player'];
else if(event.name=='gain'){
if(event.giver||event.getParent().name=='_yongjian_zengyu') return false;
var cards=event.getg(event.player);
if(!cards.length) return false;
return game.hasPlayer(function(current){
if(current==event.player) return false;
var hs=event.getl(current).hs;
for(var i of hs){
if(cards.contains(i)) return true;
}
return false;
});
}
else if(event.type=='gain'){
if(event.giver||!event.player||!event.player.isIn()) return false;
var hs=event.getl(event.player);
return game.hasPlayer(function(current){
if(current==event.player) return false;
var cards=event.getg(current);
for(var i of cards){
if(hs.contains(i)) return true;
}
});
}
else if(event.type=='discard'){
if(!event.discarder) return false;
return game.hasPlayer(function(current){
return current!=event.discarder&&event.getl(current).hs.length>0;
});
}
return false;
},
content:function(){
"step 0"
player.loseHp();
"step 1"
trigger[trigger.name=='gain'?'source':'player'].draw(2);
'step 0'
var targets=[];
if(trigger.name=='gain'){
var cards=trigger.getg(trigger.player);
targets.addArray(game.filterPlayer(function(current){
if(current==trigger.player) return false;
var hs=trigger.getl(current).hs;
for(var i of hs){
if(cards.contains(i)) return true;
}
return false;
}));
}
else if(trigger.name=='loseAsync'&&trigger.type=='discard'){
targets.addArray(game.filterPlayer(function(current){
return current!=trigger.discarder&&trigger.getl(current).hs.length>0;
}));
}
else targets.push(trigger.player);
event.targets=targets.sortBySeat();
if(!event.targets.length) event.finish();
'step 1'
var target=targets.shift();
event.target=target;
if(target.isIn()) player.chooseBool(get.prompt('fenji',target),'失去1点体力令该角色摸两张牌').set('ai',function(){
var evt=_status.event.getParent();
return get.attitude(evt.player,evt.target)>4;
});
else{
if(targets.length>0) event.goto(1);
else event.finish();
}
'step 2'
if(result.bool){
player.logSkill('fenji',target);
player.loseHp();
}
else{
if(targets.length>0) event.goto(1);
else event.finish();
}
'step 3'
target.draw(2);
if(targets.length>0) event.goto(1);
},
},
new_fenji:{
@ -7176,7 +7296,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
//usable:1,
//forceaudio:true,
content:function(){
target.gain(cards,player,'giveAuto');
player.give(cards,target);
target.addTempSkill('huangtian3','phaseUseEnd');
},
ai:{
@ -7646,8 +7766,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
"xinfu_zuilun_info":"结束阶段你可以观看牌堆顶三张牌你每满足以下一项便保留一张然后以任意顺序放回其余的牌1.你于此回合内造成过伤害2.你于此回合内未弃置过牌3.手牌数为全场最少。若均不满足,你与一名其他角色失去一点体力。",
"xinfu_fuyin":"父荫",
"xinfu_fuyin_info":"锁定技,你每回合第一次成为【杀】或【决斗】的目标后,若你的手牌数小于等于该角色,此牌对你无效。",
"drlt_wanglie":"往烈",
"drlt_wanglie_info":"出牌阶段,你使用的第一张牌无距离限制;当你于回合内使用牌时,你可以令此牌不能被响应,若如此做,本回合内你不能再使用牌",
drlt_wanglie:"往烈",
drlt_wanglie_info:"①出牌阶段,你使用的第一张牌无距离限制。②当你于出牌阶段内使用牌时,你可以令此牌不能被响应,然后你于本阶段内不能再使用牌",
"drlt_xiongluan":"雄乱",
"drlt_xiongluan_info":"限定技,出牌阶段,你可以废除你的判定区和装备区,然后指定一名其他角色。直到回合结束,你对其使用牌无距离和次数限制,其不能使用和打出手牌",
"drlt_congjian":"从谏",
@ -7655,6 +7775,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
"drlt_yongsi":"庸肆",
"drlt_yongsi_info":"锁定技摸牌阶段你改为摸X张牌X为存活势力数出牌阶段结束时若你本回合1.没有造成伤害将手牌摸至当前体力值2.造成的伤害超过1点本回合手牌上限改为已损失体力值",
"drlt_weidi":"伪帝",
weidi_tag:'伪帝',
"drlt_weidi_info":"主公技弃牌阶段开始时若你的手牌数大于手牌上限则你可以将至多X张手牌分别交给等量的其他群雄角色X为你的手牌数与手牌上限之差。",
"drlt_qianjie":"谦节",
"drlt_qianjie_info":"锁定技,当你横置时,取消之。你不能成为延时类锦囊的目标。你不能成为其他角色拼点的目标。",
@ -7945,7 +8066,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
guidao_info:'一名角色的判定牌生效前,你可以打出一张黑色牌替换之。',
huangtian_info:'主公技,其他群势力角色的出牌阶段限一次,其可以交给你一张【闪】或【闪电】。',
guhuo_info:'每名角色的回合限一次你可以扣置一张手牌当一张基本牌或普通锦囊牌使用或打出。其他角色依次选择是否质疑。一旦有其他角色质疑则翻开此牌若为假则此牌作废若为真则质疑角色获得技能“缠怨”锁定技你不能质疑于吉只要你的体力值为1你失去你的武将技能',
fenji_info:'当一名角色的手牌被其他角色弃置或获得后你可以失去1点体力然后令该角色摸两张牌。',
fenji_info:'当一名角色的手牌不因赠予或交给而被其他角色获得后,或一名角色的手牌被其他角色限制后,你可以令其摸两张牌。',
new_fenji:"奋激",
new_fenji_info:"一名角色的结束阶段开始时若其没有手牌你可以令其摸两张牌然后你失去1点体力。",

View File

@ -93,7 +93,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
sp_diaochan:['female','qun',3,['lihun','rebiyue']],
sp_zhaoyun:['male','qun',3,['ollongdan','chongzhen']],
liuxie:['male','qun',3,['tianming','mizhao']],
zhugejin:['male','wu',3,['hongyuan','huanshi','mingzhe']],
zhugejin:['male','wu',3,['olhuanshi','olhongyuan','olmingzhe']],
zhugeke:['male','wu',3,['aocai','duwu']],
guanyinping:['female','shu',3,['huxiao','xueji','wuji']],
simalang:['male','wei',3,['junbing','quji']],
@ -657,6 +657,207 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
},
skill:{
//新诸葛瑾
olhuanshi:{
audio:'huanshi',
trigger:{global:'judge'},
filter:function(event,player){
return player.countCards('he')>0;
},
logTarget:'player',
prompt2:function(event,player){
var str=(get.translation(event.player)+'的'+event.judgestr+'判定为'+get.translation(event.player.judging[0])+'。你可以令其观看你的牌,其选择一张牌进行改判。');
if(!player.hasSkill('olhuanshi_mark',null,null,false)) str+='然后你可以重铸任意张牌。';
return str;
},
check:function(event,player){
if(get.attitude(player,event.player)<=0) return false;
var cards=player.getCards('he');
var judge=event.judge(event.player.judging[0]);
for(var i=0;i<cards.length;i++){
var judge2=event.judge(cards[i]);
if(judge2>judge) return true;
if(_status.currentPhase!=player&&judge2==judge&&get.color(cards[i])=='red'&&get.useful(cards[i])<5) return true;
}
return false;
},
content:function(){
'step 0'
var target=trigger.player;
var judge=trigger.judge(target.judging[0]);
var attitude=get.attitude(target,player);
target.choosePlayerCard('请选择代替判定的牌','he','visible',true,player).set('ai',function(button){
var card=button.link;
var judge=_status.event.judge;
var attitude=_status.event.attitude;
var result=trigger.judge(card)-judge;
var player=_status.event.player;
if(result>0){
return 20+result;
}
if(result==0){
if(_status.currentPhase==player) return 0;
if(attitude>=0){
return get.color(card)=='red'?7:0-get.value(card);
}
else{
return get.color(card)=='black'?10:0+get.value(card);
}
}
if(attitude>=0){
return get.color(card)=='red'?0:-10+result;
}
else{
return get.color(card)=='black'?0:-10+result;
}
}).set('filterButton',function(button){
var player=_status.event.target;
var card=button.link;
var mod2=game.checkMod(card,player,'unchanged','cardEnabled2',player);
if(mod2!='unchanged') return mod2;
var mod=game.checkMod(card,player,'unchanged','cardRespondable',player);
if(mod!='unchanged') return mod;
return true;
}).set('judge',judge).set('attitude',attitude);
'step 1'
if(result.bool){
event.card=result.links[0];
player.respond(event.card,'highlight','noOrdering').nopopup=true;
}
else{
event.finish();
}
'step 2'
if(result.bool){
if(trigger.player.judging[0].clone){
trigger.player.judging[0].clone.classList.remove('thrownhighlight');
game.broadcast(function(card){
if(card.clone){
card.clone.classList.remove('thrownhighlight');
}
},trigger.player.judging[0]);
game.addVideo('deletenode',player,get.cardsInfo([trigger.player.judging[0].clone]));
}
game.cardsDiscard(trigger.player.judging[0]);
trigger.player.judging[0]=event.card;
trigger.orderingCards.add(event.card);
game.log(trigger.player,'的判定牌改为',event.card);
game.delay(2);
}
if(!player.countCards('h')||player.hasSkill('olhuanshi_mark',null,null,false)) event.finish();
'step 3'
player.chooseCard('是否重铸任意张手牌?','操作提示:选择要重铸的牌并点击“确定”',[1,player.countCards('h')]).set('ai',function(card){
var player=_status.event.player,cards=ui.selected.cards;
if(!player.hasSkill('olmingzhe')) return 5-get.value(card);
for(var i of cards){
if(get.color(i,player)=='red') return 5-get.value(card);
}
return 7.5-get.value(card);
});
'step 4'
if(result.bool){
player.addTempSkill('olhuanshi_mark');
player.loseToDiscardpile(result.cards);
player.draw(result.cards.length);
}
},
ai:{
rejudge:true,
tag:{
rejudge:1,
}
},
subSkill:{mark:{charlotte:true}},
},
olhongyuan:{
audio:'hongyuan',
trigger:{
player:'gainAfter',
global:'loseAsyncAfter',
},
direct:true,
filter:function(event,player){
var cards=event.getg(player);
return cards.length>=2&&!player.hasSkill('olhongyuan_blocker',null,null,false);
},
content:function(){
'step 0'
var max=Math.min(2,game.countPlayer()-1,player.countCards('he'));
player.chooseCardTarget({
prompt:get.prompt('olhongyuan'),
prompt2:'操作提示:按顺序选择任意张要交出的牌,并按任意顺序选择等量的获得牌的角色',
filterCard:true,
selectCard:[1,max],
position:'he',
filterTarget:lib.filter.notMe,
selectTarget:[1,max],
filterOk:function(){
return ui.selected.cards.length==ui.selected.targets.length;
},
ai1:function(card){
var player=_status.event.player;
var num=game.countPlayer(function(current){
return current!=player&&get.attitude(player,current)>0&&!current.hasSkillTag('nogain');
});
if(num<=ui.selected.cards.length) return -get.value(card);
if(!player.hasSkill('olmingzhe')) return 4-Math.max(player.getUseValue(card),get.value(card,player));
if(ui.selected.cards.length&&get.color(card)=='red') return 6-get.value(card);
return 4-Math.max(player.getUseValue(card),get.value(card,player));
},
ai2:function(target){
var player=_status.event.player,att=get.attitude(player,target);
var card=ui.selected.cards[ui.selected.targets.length];
if(!card) return att;
var val=get.value(card,target);
if(val<0) return -att*Math.sqrt(-val);
return att*Math.sqrt(val+2);
},
});
'step 1'
if(result.bool){
player.logSkill('olhongyuan',result.targets);
player.addTempSkill('olhongyuan_blocker',['phaseZhunbeiBefore','phaseJudgeBefore','phaseDrawBefore','phaseUseBefore','phaseDiscardBefore','phaseJieshuBefore','phaseBefore']);
var map=[];
for(var i=0;i<result.cards.length;i++){
map.push([result.targets[i],[result.cards[i]]]);
}
game.loseAsync({
gain_list:map,
player:player,
cards:result.cards,
giver:player,
animate:'giveAuto',
}).setContent('gaincardMultiple');
}
},
ai:{threaten:0.8},
subSkill:{blocker:{charlotte:true}},
},
olmingzhe:{
audio:'mingzhe',
trigger:{
player:'loseAfter',
global:['equipAfter','addJudgeAfter','gainAfter','loseAsyncAfter','addToExpansionAfter'],
},
forced:true,
filter:function(event,player){
if(player.isPhaseUsing()) return false;
var evt=event.getl(player);
for(var i of evt.cards2){
if(get.color(i,player)=='red') return true;
}
return false;
},
content:function(){
if(!trigger.visible){
var cards=trigger.getl(player).hs.filter(function(i){
return get.color(i,player)=='red';
});
if(cards.length>0) player.showCards(cards,get.translation(player)+'发动了【明哲】');
}
player.draw();
},
},
//吕范
xindiaodu:{
audio:"diaodu",
@ -732,7 +933,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(result.bool){
var target=result.targets[0];
player.line(target,'green');
target.gain(card,player,'give');
player.give(card,target);
}
},
},
@ -3106,17 +3307,22 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
'step 4'
if(_status.connectMode){
game.broadcastAll(function(){delete _status.noclearcountdown});
game.stopCountChoose();
game.broadcastAll(function(){delete _status.noclearcountdown;game.stopCountChoose()});
}
var map=[],cards=[];
for(var i in event.given_map){
var source=(_status.connectMode?lib.playerOL:game.playerMap)[i];
player.line(source,'green');
source.gain(event.given_map[i],player,'giveAuto');
map.push([source,event.given_map[i]]);
cards.addArray(event.given_map[i]);
}
event.next.sort(function(a,b){
return lib.sort.seat(a.player,b.player);
});
if(map.length) game.loseAsync({
gain_list:map,
player:player,
cards:cards,
giver:player,
animate:'giveAuto',
}).setContent('gaincardMultiple');
},
},
gain:{
@ -3241,7 +3447,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
content:function(){
var cards=player.getCards('h');
trigger.player.gain(cards,player,'giveAuto');
player.give(cards,trigger.player);
player.addTempSkill('yuanzi_effect');
player.addTempSkill('yuanzi_round','roundStart');
},
@ -4356,17 +4562,22 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
'step 4'
if(_status.connectMode){
game.broadcastAll(function(){delete _status.noclearcountdown});
game.stopCountChoose();
game.broadcastAll(function(){delete _status.noclearcountdown;game.stopCountChoose()});
}
var map=[],cards=[];
for(var i in event.given_map){
var source=(_status.connectMode?lib.playerOL:game.playerMap)[i];
player.line(source,'green');
source.gain(event.given_map[i],player,'giveAuto');
map.push([source,event.given_map[i]]);
cards.addArray(event.given_map[i]);
}
event.next.sort(function(a,b){
return lib.sort.seat(a.player,b.player);
});
if(map.length) game.loseAsync({
gain_list:map,
player:player,
cards:cards,
giver:player,
animate:'giveAuto',
}).setContent('gaincardMultiple')
'step 5'
var list=lib.inpile.filter(function(i){
return get.type2(i)=='trick';
@ -4855,7 +5066,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
'step 1'
if(result.bool){
var card=result.cards[0];
player.gain(card,target,'give');
target.give(card,player,'give');
var type=get.type2(card,target);
if(lib.skill['zhaosong_'+type]){
target.addSkill('zhaosong_'+type);
@ -5276,17 +5487,22 @@ game.import('character',function(lib,game,ui,get,ai,_status){
else event.finish();
'step 7'
if(_status.connectMode){
game.broadcastAll(function(){delete _status.noclearcountdown});
game.stopCountChoose();
game.broadcastAll(function(){delete _status.noclearcountdown;game.stopCountChoose()});
}
var map=[],cards=[];
for(var i in event.given_map){
var source=(_status.connectMode?lib.playerOL:game.playerMap)[i];
player.line(source,'green');
source.gain(event.given_map[i],player,'giveAuto');
map.push([source,event.given_map[i]]);
cards.addArray(event.given_map[i]);
}
event.next.sort(function(a,b){
return lib.sort.seat(a.player,b.player);
});
if(map.length) game.loseAsync({
gain_list:map,
player:player,
cards:cards,
giver:player,
animate:'giveAuto',
}).setContent('gaincardMultiple');
},
update:function(player){
player.removeGaintag('olsujian');
@ -6262,10 +6478,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
subSkill:{
gain:{
audio:'zhuikong',
trigger:{player:'gainAfter'},
trigger:{
player:'gainAfter',
global:'loseAsyncAfter',
},
usable:1,
filter:function(event,player){
return player.isTurnedOver()&&player!=_status.currentPhase;
return player.isTurnedOver()&&player!=_status.currentPhase&&event.getg(player).length>0;
},
check:function(event,player){
return get.attitude(player,_status.currentPhase)>0;
@ -6330,7 +6549,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
content:function(){
'step 0'
targets[0].gain(cards,player,'giveAuto');
player.give(cards,targets[0]);
'step 1'
if(!targets[0].isAlive()||!targets[1].isAlive()){
event.finish();
@ -6391,7 +6610,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(result.bool){
var target=trigger.player;
player.logSkill('spfengyin',target);
target.gain(result.cards,player,'give');
player.give(result.cards,true,'give');
target.skip('phaseUse');
target.skip('phaseDiscard');
}
@ -6954,7 +7173,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(!target.countCards('he')) event.finish();
else target.chooseCard('he','交给'+get.translation(player)+'一张牌',true);
'step 1'
player.gain(result.cards,target,'giveAuto');
target.give(result.cards,player);
'step 2'
if(player.countCards('h')<=target.countCards('h')){
event.finish();
@ -7413,7 +7632,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
else event.finish();
'step 3'
result.targets[0].gain(card,targets[0],'give');
targets[0].gain(card,result.targets[0],'give');
},
ai:{
order:4,
@ -7986,7 +8205,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
'step 0'
target.chooseCard('he','交给'+get.translation(player)+'一张牌',true);
'step 1'
player.gain(result.cards,target,'giveAuto');
target.give(result.cards,player);
'step 2'
if(player.countCards('h')<=target.countCards('h')){
event.finish();
@ -8089,10 +8308,25 @@ game.import('character',function(lib,game,ui,get,ai,_status){
//蒋干
weicheng:{
audio:2,
trigger:{global:'gainAfter'},
trigger:{
global:'gainAfter',
player:'loseAsyncAfter',
},
//forced:true,
frequent:true,
filter:function(event,player){
if(event.name=='loseAsync'){
if(event.type!='gain'||player.hp>player.countCards('h')) return false;
var cards=event.getl(player).cards2;
return game.hasPlayer(function(current){
if(current==player) return false;
var cardsx=event.getg(current);
for(var i of cardsx){
if(cards.contains(i)) return true;
}
return false;
});
}
if(event.player!=player&&player.hp>player.countCards('h')){
var evt=event.getl(player);
return evt&&evt.hs&&evt.hs.length>0;
@ -8267,7 +8501,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
'step 2'
if(result.bool){
var cards=result.cards;
player.gain(cards,trigger.target,'giveAuto');
trigger.target.give(cards,player);
}
else{
trigger.getParent().directHit.add(trigger.target);
@ -8727,7 +8961,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
else{
if(event.e){
player.gain(event.e,event.target,'give');
player.gain(event.e,event.target,'give','bySelf');
player.addTempSkill('new_mumu2')
}
}
@ -8953,11 +9187,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
},
draw:{
trigger:{player:'gainAfter'},
trigger:{
player:'gainAfter',
global:'loseAsyncAfter',
},
audio:"zishu",
forced:true,
filter:function(event,player){
if(_status.currentPhase!=player) return false;
if(_status.currentPhase!=player||event.getg(player).length==0) return false;
return event.getParent(2).name!='zishu_draw';
},
content:function(){
@ -10288,7 +10525,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
player.logSkill('xiashu',result.targets);
event.target=result.targets[0];
var hs=player.getCards('h');
event.target.gain(hs,player,'giveAuto');
player.give(hs,target);
}
else{
event.finish();
@ -10354,10 +10591,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
'获得'+get.translation(event.target)+'未展示的牌']).set('choice',choice);
'step 5'
if(result.index==0){
player.gain(event.cards1,target,'give');
player.gain(event.cards1,target,'give','bySelf');
}
else{
player.gain(event.cards2,target,'giveAuto');
player.gain(event.cards2,target,'giveAuto','bySelf');
}
},
ai:{
@ -10532,7 +10769,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
'step 4'
if(result.bool){
event.target.gain(result.cards,player,'giveAuto');
player.give(result.cards,target);
}
},
ai:{
@ -10556,7 +10793,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
delay:false,
filterCard:true,
content:function(){
target.gain(cards,player,'giveAuto').gaintag.add('fuman');
player.give(cards,target).gaintag.add('fuman');
target.addSkill('fuman2');
player.addSkill('fuman_draw');
var stat=player.getStat('skill');
@ -11304,7 +11541,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
delay:false,
content:function(){
'step 0'
target.gain(cards,player,'giveAuto');
player.give(cards,target);
if(get.color(cards[0])=='black'){
target.chooseToDiscard(2,'he','弃置两张牌,或令'+get.translation(player)+'摸两张牌').set('ai',function(card){
if(_status.event.goon) return 7-get.value(card);
@ -11344,26 +11581,46 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(name=='phaseDiscard'&&get.color(card)=='black') return false;
}
},
trigger:{global:'gainAfter'},
trigger:{
global:'gainAfter',
player:'loseAsyncAfter',
},
forced:true,
popup:false,
filter:function(event,player){
if(event.name=='loseAsync'){
if(event.type!='gain') return false;
var hs=current.getCards('h'),cards=event.getl(player).cards2;
return game.hasPlayer(function(current){
if(current==player) return false;
var cardsx=event.getg(current);
for(var i of cardsx){
if(cards.contains(i)&&hs.contains(card)&&cards.contains(card)&&get.color(card,player)=='black') return true;
}
return false;
});
}
if(event.player!=player){
var hs=event.player.getCards('h');
var evt=event.getl(player);
return evt&&evt.cards2&&evt.cards2.filter(function(card){
return hs.contains(card)&&get.color(card,event.player)=='black';
return hs.contains(card)&&get.color(card,player)=='black';
}).length>0;
}
return false;
},
content:function(){
trigger.player.addSkill('xiehui2');
var hs=trigger.player.getCards('h');
var cards=trigger.getl(player).cards2.filter(function(card){
return hs.contains(card)&&get.color(card,trigger.player)=='black';
var cards=trigger.getl(player).cards2;
game.countPlayer(function(current){
if(current==player) return;
var hs=current.getCards('h'),cardsx=trigger.getg(current).filter(function(card){
return hs.contains(card)&&cards.contains(card)&&get.color(card,player)=='black';
});
if(cardsx.length>0){
current.addSkill('xiehui2');
current.addGaintag(cards,'xiehui');
}
});
trigger.player.addGaintag(cards,'xiehui');
}
},
xiehui2:{
@ -11658,9 +11915,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
direct:true,
filter:function(event,player){
if(event.name=='gain'&&event.player==player) return event.cards&&event.cards.length>1;
var evt=event.getl(player);
return evt&&evt.cards2&&evt.cards2.length>1;
var num=event.getl(player).cards2.length;
if(event.getg) num=Math.max(num,event.getg(player).length)
return num>1;
},
content:function(){
'step 0'
@ -11721,7 +11978,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return 0;
},
content:function(){
target.gain(cards,player,'giveAuto');
player.give(cards,target,'give');
target.recover();
},
ai:{
@ -11911,7 +12168,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
'step 0'
player.awakenSkill('jianshu');
player.storage.jianshu=true;
targets[0].gain(cards,player,'give');
player.give(cards,targets[0],'give');
'step 1'
targets[0].chooseToCompare(targets[1]);
'step 2'
@ -13359,7 +13616,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
else{
var target=result.targets[0];
target.recover();
target.gain(cards,player,'give');
player.give(cards,target,'give');
target.draw(cards.length);
}
}
@ -14427,7 +14684,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(result.bool){
event.count--;
player.logSkill('bushi',trigger.player);
trigger.player.gain(result.links[0],'give',player);
trigger.player.gain(result.links[0],'give',player,'bySelf');
}
else event.finish();
'step 3'
@ -15487,7 +15744,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(trigger.player.storage.rezhoufu2_markcount>=2){
delete trigger.player.storage.rezhoufu2_markcount;
var cards=trigger.player.getExpansions('rezhoufu2');
player.gain(cards,trigger.player);
player.gain(cards,trigger.player,'give','bySelf');
}
else trigger.player.markSkill('rezhoufu2');
},
@ -15656,7 +15913,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
event.finish();
}
"step 1"
trigger.target.gain(result.cards,player,'give');
player.give(result.cards,trigger.target,'give');
game.delay();
event.card=result.cards[0];
"step 2"
@ -15793,78 +16050,78 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return false;
},
direct:true,
popup:false,
preHidden:true,
content:function(){
"step 0"
'step 0'
if(trigger.delay==false) game.delay();
event.cards=[];
event.logged=false;
var cards2=trigger.getl(player).cards2;
for(var i=0;i<cards2.length;i++){
if(get.position(cards2[i],true)=='d'){
event.cards.push(cards2[i]);
}
}
"step 1"
if(event.cards.length){
var goon=false;
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].name=='du'){
goon=true;break;
}
if(_status.connectMode) game.broadcastAll(function(){_status.noclearcountdown=true});
event.given_map={};
'step 1'
var goon=false;
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].name=='du'){
goon=true;break;
}
if(!goon){
goon=game.hasPlayer(function(current){
return player!=current&&get.attitude(player,current)>1;
});
}
player.chooseCardButton(get.prompt('lirang'),event.cards,[1,event.cards.length]).set('ai',function(button){
if(!_status.event.goon||ui.selected.buttons.length) return 0;
if(button.link.name=='du') return 2;
return 1;
}).set('goon',goon).setHiddenSkill(event.name);
}
else{
event.finish();
if(!goon){
goon=game.hasPlayer(function(current){
return player!=current&&get.attitude(player,current)>1;
});
}
"step 2"
player.chooseButton(['礼让:是否分配本次弃置的牌?',event.cards],
[1,event.cards.length]).set('ai',function(button){
if(_status.event.goon&&ui.selected.buttons.length==0) return 1+Math.abs(get.value(button.link));
return 0;
}).set('goon',goon).setHiddenSkill('lirang');
'step 2'
if(result.bool){
event.cards.removeArray(result.links);
event.togive=result.links.slice(0);
player.chooseTarget('将'+get.translation(result.links)+'交给一名角色',true,function(card,player,target){
return target!=player;
}).set('ai',function(target){
player.chooseTarget('选择一名其他角色获得'+get.translation(result.links),true,lib.filter.notMe).set('ai',function(target){
var att=get.attitude(_status.event.player,target);
if(_status.event.enemy){
return -att;
}
else if(att>0){
return att/(1+target.countCards('h'));
}
else{
if(att>2) return att/Math.sqrt(1+target.countCards('h'));
return att/Math.sqrt(1+target.countCards('h'))/5;
return att/100;
}
}).set('enemy',get.value(event.togive[0],player,'raw')<0);
}
else{
//game.cardsDiscard(event.cards);
event.finish();
else event.goto(4);
'step 3'
if(result.targets.length){
var id=result.targets[0].playerid,map=event.given_map;
if(!map[id]) map[id]=[];
map[id].addArray(event.togive);
}
"step 3"
if(result.bool){
if(!event.logged){
player.logSkill('lirang',result.targets);
event.logged=true;
}
else player.line(result.targets,'green');
for(var i=0;i<event.togive.length;i++){
event.cards.remove(event.togive[i]);
}
result.targets[0].gain(event.togive);
result.targets[0].$gain2(event.togive);
event.goto(1);
if(cards.length>0) event.goto(1);
'step 4'
if(_status.connectMode){
game.broadcastAll(function(){delete _status.noclearcountdown;game.stopCountChoose()});
}
else{
//game.cardsDiscard(event.cards);
event.finish();
var list=[],targets=[];
for(var i in event.given_map){
var source=(_status.connectMode?lib.playerOL:game.playerMap)[i];
list.push([source,event.given_map[i]]);
targets.push(source);
}
if(targets.length){
player.logSkill('lirang',targets);
game.loseAsync({
gain_list:list,
giver:player,
animate:'gain2',
}).setContent('gaincardMultiple');
}
},
ai:{
@ -16297,7 +16554,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
"step 0"
player.awakenSkill('cunsi');
var cards=player.getCards('h');
target.gain(cards,player,'giveAuto');
player.give(cards,target);
player.storage.cunsi=true;
game.delay();
target.addSkill('yongjue');
@ -16638,7 +16895,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
player.draw();
"step 2"
var cards=player.getCards('h');
target.gain(cards,player,'giveAuto');
player.give(cards,target);
event.num=cards.length;
"step 3"
var he=target.getCards('he');
@ -16646,7 +16903,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
else if(he.length<=num) event._result={cards:he};
else target.chooseCard('选择还给'+get.translation(player)+'的牌',true,event.num,'he');
"step 4"
player.gain(result.cards,target,'giveAuto');
target.give(result.cards,player);
},
audio:2,
},
@ -17175,7 +17432,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
"step 1"
if(result.bool){
event.card=result.links[0];
player.respond(event.card,'highlight').nopopup=true;
player.respond(event.card,'highlight','noOrdering').nopopup=true;
}
else{
event.finish();
@ -17429,7 +17686,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
"step 1"
if(result.bool&&!event.directfalse){
player.storage.bifa2[1].gain(result.cards,player,'giveAuto');
player.give(result.cards,player.storage.bifa2[1]);
player.gain(player.storage.bifa2[0],'draw');
}
else{
@ -17672,8 +17929,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
else player.chooseCard('he',true,player.storage.lihun.hp,'离魂:选择要交给'+get.translation(player.storage.lihun)+'的牌');
}
"step 1"
player.storage.lihun.gain(result.cards,player);
player.$give(result.cards.length,player.storage.lihun);
player.give(result.cards,player.storage.lihun);
}
},
yuanhu:{
@ -17839,7 +18095,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
content:function(){
"step 0"
event.target1=targets[0];
targets[0].gain(cards,player,'giveAuto');
player.give(cards,targets[0],'giveAuto');
"step 1"
if(!targets[0].countCards('h')){
event.finish();
@ -18710,14 +18966,16 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return event.lianhuanable==true&&event.player.isAlive();
},
frequent:true,
content:function (){
"step 0"
event.cards=get.cards(game.countPlayer(function(current){
content:function(){
'step 0'
event.cards=game.cardsGotoOrdering(get.cards(game.countPlayer(function(current){
return current.isLinked();
})+1);
"step 1"
})+1)).cards;
if(_status.connectMode) game.broadcastAll(function(){_status.noclearcountdown=true});
event.given_map={};
'step 1'
if(event.cards.length>1){
player.chooseCardButton('【称好】:请选择要分配的牌',true,event.cards,[1,event.cards.length]).set('ai',function(button){
player.chooseCardButton('称好:请选择要分配的牌',true,event.cards,[1,event.cards.length]).set('ai',function(button){
if(ui.selected.buttons.length==0) return 1;
return 0;
});
@ -18728,13 +18986,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
else{
event.finish();
}
"step 2"
'step 2'
if(result.bool){
for(var i=0;i<result.links.length;i++){
event.cards.remove(result.links[i]);
}
event.cards.removeArray(result.links);
event.togive=result.links.slice(0);
player.chooseTarget(''+get.translation(result.links)+'交给一名角色',true).set('ai',function(target){
player.chooseTarget('选择一名角色获得'+get.translation(result.links),true).set('ai',function(target){
var att=get.attitude(_status.event.player,target);
if(_status.event.enemy){
return -att;
@ -18747,13 +19003,28 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
}).set('enemy',get.value(event.togive[0],player,'raw')<0);
}
"step 3"
'step 3'
if(result.targets.length){
result.targets[0].gain(event.togive,'draw');
player.line(result.targets[0],'green');
game.log(result.targets[0],'获得了'+get.cnNumber(event.togive.length)+'张牌');
event.goto(1);
var id=result.targets[0].playerid,map=event.given_map;
if(!map[id]) map[id]=[];
map[id].addArray(event.togive);
}
if(cards.length>0) event.goto(1);
'step 4'
if(_status.connectMode){
game.broadcastAll(function(){delete _status.noclearcountdown;game.stopCountChoose()});
}
var list=[];
for(var i in event.given_map){
var source=(_status.connectMode?lib.playerOL:game.playerMap)[i];
player.line(source,'green');
list.push([source,event.given_map[i]]);
}
game.loseAsync({
gain_list:list,
giver:player,
animate:'draw',
}).setContent('gaincardMultiple');
},
},
"jianjie_faq":{},
@ -19265,6 +19536,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
puyuan:['puyuan','ol_puyuan'],
huangzu:['dc_huangzu','huangzu'],
huojun:['huojun','tw_huojun'],
zhaoyǎn:['dc_zhaoyǎn','zhaoyǎn'],
},
translate:{
"xinfu_lingren":"凌人",
@ -19410,7 +19682,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
wangyun:'王允',
sunqian:'孙乾',
xizhicai:'戏志才',
liuye:'刘晔',
beimihu:'卑弥呼',
luzhi:'鲁芝',
bianfuren:'卞夫人',
@ -20220,7 +20491,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
olqisi_info:'①游戏开始时,你获得两张副类别不同的牌,并将这些牌置入你的装备区。②摸牌阶段开始时,你可以少摸一张牌并声明一种装备牌的副类别,然后从牌堆或弃牌堆中获得一张该副类别的牌。',
olzhuiji:'追击',
olzhuiji_info:'锁定技。①你至体力值不大于你的角色的距离为1。②当你使用【杀】指定距离为1的角色为目标后你令其选择一项⒈弃置一张牌。⒉重铸装备区内的所有牌。',
zhaoyǎn:'赵俨',
zhaoyǎn:'OL赵俨',
tongxie:'同协',
tongxie_info:'出牌阶段开始时你可以选择包括你在内的至多三名角色你与这些角色均称为“同协角色”。这些角色中手牌数唯一最少的角色摸一张牌且你获得如下效果直到你下回合开始①当有“同协角色”对唯一目标角色使用的【杀】结算结束后其他“同协角色”可以依次对目标角色使用一张【杀】无距离和次数限制且不能再触发此效果。②当有“同协角色”受到伤害时其他“同协角色”本回合内失去过体力的角色除外可以防止此伤害失去1点体力。',
jin_zhouchu:'周处',
@ -20263,6 +20534,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
olzeyue_info:'限定技。准备阶段你可以选择一名于你的上个回合结束后对你造成过伤害的角色A及其武将牌上的一个非锁定技B令A的B失效。然后每轮游戏开始时A依次视为对你使用X张【杀】X为B失效状态下经过的完整轮数。当你因这些【杀】受到伤害后你令A恢复技能B。',
xindiaodu:"调度",
xindiaodu_info:"①每回合限一次,与你势力相同的角色使用装备牌时,其可以摸一张牌。②出牌阶段开始时,你可以获得与你势力相同的一名角色装备区内的一张牌,然后你可以将此牌交给另一名与你势力相同的其他角色。",
olhuanshi:'缓释',
olhuanshi_info:'一名角色的判定牌生效前,你可以令其观看你的牌并其中的一张牌,你打出此牌代替判定牌。然后你可以重铸任意张牌(每回合限重铸一次)。',
olhongyuan:'弘援',
olhongyuan_info:'每阶段限一次。当你一次性获得至少两张牌以后,你可以将至多两张牌交给等量名角色。',
olmingzhe:'明哲',
olmingzhe_info:'锁定技。当你于出牌阶段外失去红色牌后,你展示这些牌中所有背面朝上移动的牌(没有则不展示),然后摸一张牌。',
sp_tianji:'天极·皇室宗亲',
sp_sibi:'四弼·辅国文曲',

File diff suppressed because it is too large Load Diff

View File

@ -546,14 +546,16 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return (event.num>0)
},
content:function(){
"step 0"
'step 0'
event.count=trigger.num;
"step 1"
'step 1'
event.count--;
event.cards=get.cards(2);
"step 2"
event.cards=game.cardsGotoOrdering(get.cards(2)).cards;
if(_status.connectMode) game.broadcastAll(function(){_status.noclearcountdown=true});
event.given_map={};
'step 2'
if(event.cards.length>1){
player.chooseCardButton('将“遗计”牌分配给任意角色',true,event.cards,[1,event.cards.length]).set('ai',function(button){
player.chooseCardButton('遗计:请选择要分配的牌',true,event.cards,[1,event.cards.length]).set('ai',function(button){
if(ui.selected.buttons.length==0) return 1;
return 0;
});
@ -562,15 +564,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
event._result={links:event.cards.slice(0),bool:true};
}
else{
event.goto(5);
event.finish();
}
"step 3"
'step 3'
if(result.bool){
for(var i=0;i<result.links.length;i++){
event.cards.remove(result.links[i]);
}
event.cards.removeArray(result.links);
event.togive=result.links.slice(0);
player.chooseTarget(''+get.translation(result.links)+'交给一名角色',true).set('ai',function(target){
player.chooseTarget('选择一名角色获得'+get.translation(result.links),true).set('ai',function(target){
var att=get.attitude(_status.event.player,target);
if(_status.event.enemy){
return -att;
@ -583,17 +583,32 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
}).set('enemy',get.value(event.togive[0],player,'raw')<0);
}
"step 4"
'step 4'
if(result.targets.length){
result.targets[0].gain(event.togive,'draw');
player.line(result.targets[0],'green');
game.log(result.targets[0],'获得了'+get.cnNumber(event.togive.length)+'张牌');
event.goto(2);
var id=result.targets[0].playerid,map=event.given_map;
if(!map[id]) map[id]=[];
map[id].addArray(event.togive);
}
"step 5"
if(event.count>0) player.chooseBool(get.prompt2(event.name)).set('frequentSkill',event.name);
else event.finish();
"step 6"
if(cards.length>0) event.goto(2);
'step 5'
if(_status.connectMode){
game.broadcastAll(function(){delete _status.noclearcountdown;game.stopCountChoose()});
}
var list=[];
for(var i in event.given_map){
var source=(_status.connectMode?lib.playerOL:game.playerMap)[i];
player.line(source,'green');
list.push([source,event.given_map[i]]);
}
game.loseAsync({
gain_list:list,
giver:player,
animate:'draw',
}).setContent('gaincardMultiple');
if(event.count<=0) event.finish();
'step 6'
player.chooseBool(get.prompt2(event.name)).set('frequentSkill',event.name);
'step 7'
if(result.bool){
player.logSkill(event.name);
event.goto(1);
@ -827,7 +842,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return 10-get.value(card);
},
content:function(){
target.gain(cards,player,'giveAuto');
player.give(cards,target);
var evt2=event.getParent(3);
var num=0;
player.getHistory('lose',function(evt){
@ -1659,12 +1674,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
"step 1"
game.log(target,'选择了'+get.translation(result.control));
event.choice=result.control;
target.popup(event.choice);
event.card=player.getCards('h').randomGet();
target.gain(event.card,player,'give');
game.delay();
target.chat('我选'+get.translation(event.choice));
target.gainPlayerCard(player,true,'h');
"step 2"
if(get.suit(event.card)+'2'!=event.choice) target.damage('nocard');
if(result.bool&&get.suit(result.cards[0],player)+'2'!=event.choice) target.damage('nocard');
},
ai:{
order:1,
@ -2359,41 +2372,37 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
},
},
"xinfu_jijie":{
xinfu_jijie:{
enable:"phaseUse",
usable:1,
audio:2,
//filter:function(){
//return ui.cardPile.hasChildNodes();
//},
content:function (){
content:function(){
'step 0'
//event.card=ui.cardPile.lastChild;
event.card=get.bottomCards()[0];
var content=['牌堆底的一张牌',[event.card]];
game.log(player,'观看了牌堆底的一张牌');
player.chooseControl('ok').set('dialog',content);
'step 1'
player.chooseTarget('选择获得此牌的角色').set('ai',function(target){
var att=get.attitude(_status.event.player,target);
if(_status.event.du){
if(target.hasSkillTag('nodu')) return 0.5;
return -att;
}
var card=get.bottomCards()[0];
game.cardsGotoOrdering(card);
event.card=card;
player.chooseTarget(true).set('ai',function(target){
var att=get.attitude(_status.event.player,target);
if(_status.event.du){
if(target.hasSkillTag('nodu')) return 0.5;
return -att;
}
if(att>0){
if(_status.event.player!=target) att+=2;
return att+Math.max(0,5-target.countCards('h'));
}
return att;
}).set('du',event.card.name=='du').set('same',event.same);
'step 2'
if(_status.event.player!=target) att+=2;
return att+Math.max(0,5-target.countCards('h'));
}
return att;
}).set('du',event.card.name=='du').set('createDialog',[
'机捷:选择一名角色获得此牌',
[card]
]);
'step 1'
if(result.bool){
event.target=result.targets[0];
player.line(event.target,'green');
player.give(card,event.target,true);
var target=result.targets[0];
player.line(target,'green');
var next=target.gain(card,'draw');
next.giver=player;
}
else ui.cardPile.appendChild(event.card);
game.updateRoundNumber();
},
ai:{
order:7.2,
@ -2402,23 +2411,41 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
},
},
"xinfu_jiyuan":{
xinfu_jiyuan:{
trigger:{
global:"dying",
source:"gainAfter",
global:['dying','gainAfter','loseAsyncAfter'],
},
//priority:6,
audio:2,
filter:function (event,player){
filter:function(event,player){
if(event.name=='dying') return true;
return event.player!=player&&event.bySelf!=true;
if(event.giver!=player) return false;
if(event.name=='gain'){
return event.getg(event.player).length>0;
}
return game.hasPlayer(function(current){
return event.getg(current).length>0;
});
},
check:function (event,player){
return get.attitude(player,event.player)>0;
},
logTarget:"player",
content:function (){
trigger.player.draw();
direct:true,
content:function(){
'step 0'
if(trigger.name!='loseAsync') event.targets=[trigger.player];
else event.targets=game.filterPlayer(function(current){
return trigger.getg(current).length>0;
});
'step 1'
var target=event.targets.shift();
event.target=target;
player.chooseBool(get.prompt2('xinfu_jiyuan',target)).set('ai',function(){
var evt=_status.event;
return get.attitude(player,evt.getParent().target)>0;
});
'step 2'
if(result.bool){
player.logSkill('xinfu_jiyuan',target);
target.draw();
}
if(targets.length>0) event.goto(1);
},
},
},
@ -2591,7 +2618,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
keji_info:'弃牌阶段开始时,若你于本回合的出牌阶段内没有过使用或打出过【杀】,则你可以跳过此阶段。',
kurou_info:'出牌阶段,你可以失去一点体力,然后摸两张牌。',
yingzi_info:'摸牌阶段,你可以多摸一张牌。',
fanjian_info:'出牌阶段限一次,你可以令一名角色选择一种花色并展示你的一张手牌,若选择的花色与展示的不同,该角色受到来自你的一点伤害。然后该角色获得展示的牌。',
fanjian_info:'出牌阶段限一次。你可以令一名角色选择一种花色然后其获得你的一张手牌。若其以此法选择的花色与其获得的牌花色不同则你对其造成1点伤害。',
guose_info:'你可以将一张方片手牌当做【乐不思蜀】使用。',
liuli_info:'当你成为【杀】的目标时,你可以弃置一张牌并将此【杀】转移给攻击范围内的一名其他角色(不能是此【杀】的使用者)。',
qianxun_info:'锁定技,你不能成为【顺手牵羊】和【乐不思蜀】的目标。',
@ -2613,10 +2640,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
yaowu_info:'锁定技一名角色使用红色【杀】对你造成伤害时该角色回复1点体力或摸一张牌。',
"new_jiangchi":"将驰",
"new_jiangchi_info":"摸牌阶段结束时你可以选择一项1、摸一张牌若如此做你本回合内不能使用或打出【杀】且【杀】不计入手牌上限。 2、弃置一张牌若如此做出牌阶段你使用【杀】无距离限制且你可以额外使用一张【杀】直到回合结束。",
"xinfu_jijie":"机捷",
"xinfu_jijie_info":"出牌阶段限一次。你可以观看牌堆底的一张牌,然后将其交给一名角色。",
"xinfu_jiyuan":"急援",
"xinfu_jiyuan_info":"当一名角色进入濒死状态时,或你交给一名其他角色牌时,你可以令其摸一张牌。",
xinfu_jijie:"机捷",
xinfu_jijie_info:"出牌阶段限一次。你可以观看牌堆底的一张牌,然后将其交给一名角色。",
xinfu_jiyuan:"急援",
xinfu_jiyuan_info:"当有角色进入濒死状态时,或你将牌交给一名其他角色后,你可以令该角色摸一张牌。",
ganglie_three:'刚烈',
ganglie_three_info:'当你受到伤害后你可令一名敌方角色判定。若结果不为♥其弃置两张牌或受到来自你的1点伤害。',
zhongyi:'忠义',

View File

@ -34,7 +34,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
tw_fuwan:['male','qun',4,['twmoukui']],
tw_zhaoxiang:['female','shu',4,['refanghun','twfuhan','twqueshi']],
yuejiu:['male','qun',4,['cuijin']],
wuban:['male','shu',4,['jintao']],
wuban:['male','shu',4,['jintao'],['clan:陈留吴氏']],
duosidawang:['male','qun','4/5',['equan','manji']],
jiachong:['male','qun',3,['beini','dingfa']],
tw_dongzhao:['male','wei',3,['twmiaolve','twyingjia']],
@ -94,7 +94,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
});
'step 2'
if(result.bool){
target.gain(result.cards,player,'giveAuto');
player.give(result.cards,target);
}
'step 3'
if(targets.length&&player.countCards('h')>0) event.goto(1);
@ -228,7 +228,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
'step 1'
if(result.bool){
if(result.cards&&result.cards.length){
player.gain(result.cards,target,'giveAuto').type='twzhengjian';
target.give(result.cards,player).type='twzhengjian';
}
else target.damage();
}
@ -276,7 +276,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
'step 1'
if(result.bool){
if(result.cards&&result.cards.length){
player.gain(result.cards,target,'giveAuto').type='twzhengjian';
target.give(result.cards,player).type='twzhengjian';
}
else target.damage();
}
@ -299,12 +299,15 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
twzhongchi:{
audio:2,
trigger:{player:'gainAfter'},
trigger:{
player:'gainAfter',
global:'loseAsyncAfter',
},
forced:true,
skillAnimation:true,
animationColor:'wood',
filter:function(event,player){
if(player.storage.twzhengjian||!player.hasSkill('twzhengjian',null,null,false)) return false;
if(player.storage.twzhengjian||!player.hasSkill('twzhengjian',null,null,false)||!event.getg(player).length) return false;
var num1=game.countPlayer2();
var list=[];
player.getAllHistory('gain',function(evt){
@ -941,7 +944,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
});
"step 2"
if(result.bool&&result.cards&&result.cards.length){
player.gain(result.cards,event.current,'giveAuto');
event.current.give(result.cards,player);
if(!event.jiu&&get.name(result.cards[0],player)=='jiu') event.jiu=true;
}
"step 3"
@ -1199,7 +1202,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(result.bool){
var card=result.cards[0];
event.card=card;
trigger.player.gain(card,trigger.target,'giveAuto');
trigger.target.give(card,trigger.player);
}
else event.finish();
'step 2'
@ -1452,7 +1455,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(result.bool){
target.logSkill('twchunlao',player);
if(!target.hasSkill('twchunlao')) game.trySkillAudio('twchunlao',player);
if(player!=target) player.gain(result.cards,target,'giveAuto');
if(player!=target) target.give(result.cards,player,'giveAuto');
trigger.baseDamage++;
}
},
@ -1649,7 +1652,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
else event.finish();
'step 3'
if(result.bool) player.gain(result.cards,target,'giveAuto');
if(result.bool) target.give(result.cards,player);
},
},
twzhouhu:{
@ -1987,7 +1990,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(!result.bool){
trigger.player.damage();
}
else player.gain(result.cards,trigger.player,'giveAuto');
else trigger.player.give(result.cards,player);
},
mark:true,
marktext:'<span style="text-decoration: line-through;">桃</span>',
@ -2075,29 +2078,35 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
else player.storage.counttrigger.twzhian--;
'step 2'
if(result.bool&&target.getCards('ej').contains(trigger.cards[0])) player.gain(trigger.cards,target,'give');
if(result.bool&&target.getCards('ej').contains(trigger.cards[0])) player.gain(trigger.cards,target,'give','bySelf');
},
},
twyujue:{
audio:2,
global:'twyujue_give',
trigger:{player:'gainAfter'},
trigger:{
player:'gainAfter',
global:'loseAsyncAfter',
},
direct:true,
filter:function(event,player){
if(player==_status.currentPhase) return false;
var cards=event.getg(player);
if(!cards.length) return false;
return game.hasPlayer(function(current){
if(current==player) return false;
var evt=event.getl(current);
if(!evt||!evt.cards2||!evt.cards2.length) return false;
if(!evt||!evt.cards2||!evt.cards2.filter((card)=>cards.contains(card)).length) return false;
return (!current.hasSkill('twyujue_effect0'))||(!current.hasSkill('twyujue_effect1'));
})
},
content:function(){
'step 0'
var cards=trigger.getg(player);
var list=game.filterPlayer(function(current){
if(current==player) return false;
var evt=trigger.getl(current);
if(!evt||!evt.cards2||!evt.cards2.length) return false;
if(!evt||!evt.cards2||!evt.cards2.filter((card)=>cards.contains(card)).length) return false;
return (!current.hasSkill('twyujue_effect0'))||(!current.hasSkill('twyujue_effect1'));
}).sortBySeat();
event.targets=list;
@ -2262,7 +2271,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
content:function(){
game.trySkillAudio('twyujue',target);
target.gain(cards,player,'give');
player.give(cards,target);
target.addTempSkill('twyujue_clear');
target.addMark('twyujue_clear',cards.length,false);
},
@ -2892,7 +2901,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}).set('goon',get.attitude(target,player)>0);
'step 1'
if(result.bool){
player.gain(result.cards,target,'giveAuto');
target.give(result.cards,player);
}
else{
game.log(target,'拒绝给牌');
@ -3090,7 +3099,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
var target=result.targets[0];
event.target=target;
player.logSkill('xinzhenjun',target);
target.gain(result.cards,player,'giveAuto')
player.give(result.cards,target)
}
else event.finish();
'step 2'
@ -3281,7 +3290,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
meiyingqiang:{
equipSkill:true,
trigger:{
player:['loseAfter','gainAfter'],
player:['loseAfter'],
global:['equipAfter','addJudgeAfter','gainAfter','loseAsyncAfter','addToExpansionAfter'],
},
filter:function(event,player){
@ -4033,7 +4042,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
content:function(){
'step 0'
event.cards=player.getCards('h');
target.gain(event.cards,player,'giveAuto').gaintag.add('twrangyi');
player.give(event.cards,target).gaintag.add('twrangyi');
target.addTempSkill('twrangyi2');
'step 1'
target.chooseToUse({
@ -4080,7 +4089,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return card.hasGaintag('twrangyi');
});
game.delayx();
trigger.getParent(2).player.gain(cards,player,'giveAuto');
player.give(cards,trigger.getParent(2).player);
},
onremove:function(player){
player.removeGaintag('twrangyi');
@ -4493,19 +4502,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
'step 0'
if(typeof player.storage.waishi!='number') player.storage.waishi=1;
player.storage.waishi--;
player.lose(cards,ui.special);
player.choosePlayerCard(target,true,'h',cards.length).chooseonly=true;
'step 1'
event.cards2=result.cards;
target.lose(event.cards2,ui.special);
player.swapHandcards(target,cards,result.cards);
'step 2'
player.gain(event.cards2);
target.gain(cards);
player.$give(cards.length,target);
target.$give(event.cards2.length,player);
'step 3'
game.delay(1.2);
'step 4'
if(target.countCards('h')>player.countCards('h')||player.group==target.group) player.draw();
},
ai:{

View File

@ -135,7 +135,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return player.storage.xinyingshi_source&&player.storage.xinyingshi_source.isIn()&&player.getExpansions('xinyingshi_cards').length>0;
},
content:function(){
player.storage.xinyingshi_source.gain(player.getExpansions('xinyingshi_cards'),player,'give');
player.storage.xinyingshi_source.gain(player.getExpansions('xinyingshi_cards'),player,'give','bySelf');
},
},
},
@ -148,33 +148,35 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return player.countCards('h')>0;
},
filterTarget:function (card,player,target){
return target!=player&&target.countCards('h');
return target!=player&&target.countCards('h')>0;
},
content:function (){
'step 0'
event.cardt=target.getCards('h').randomGet();
player.choosePlayerCard(target,true,'h');
'step 1'
event.cardt=result.cards[0];
target.showCards(event.cardt);
player.chooseCard('he').ai=function(card){
var numt=event.cardt.number;
player.chooseCard('he').set('ai',function(card){
var event=_status.event.getParent(),player=event.player;
var numt=get.number(event.cardt);
var att=get.attitude(player,target);
var value=get.value(event.cardt);
if(card.number<numt||att>2) return value+6-get.value(card);
else if(card.number==numt) return value-get.value(card);
var num=get.number(card);
if(num<numt||att>2) return value+6-get.value(card);
else if(num==numt) return value-get.value(card);
return -1;
};
'step 1'
});
'step 2'
if(!result.bool) event.finish();
else{
player.showCards(result.cards);
event.cardp=result.cards;
event.cardp=result.cards[0];
}
'step 2'
player.$giveAuto(event.cardp,target);
target.gain(event.cardp,player);
target.give(event.cardt,player);
'step 3'
var nump=event.cardp[0].number;
var numt=event.cardt.number;
player.swapHandcards(target,[event.cardp],[event.cardt]);
'step 4'
var nump=get.number(event.cardp,player);
var numt=get.number(event.cardt,target);
if(nump<numt){
player.draw();
}
@ -209,21 +211,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
"xinfu_songsang":{
limited:true,
unique:true,
init:function (player){
player.storage.xinfu_songsang=false;
},
skillAnimation:true,
animationColor:'wood',
audio:2,
derivation:"xinfu_zhanji",
trigger:{
global:"dieAfter",
},
filter:function (event,player){
if(player.storage.xinfu_songsang==true) return false;
return true;
},
trigger:{global:"dieAfter"},
logTarget:'player',
content:function (){
player.awakenSkill('xinfu_songsang');
if(player.isDamaged()){
@ -231,11 +224,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
else player.gainMaxHp();
player.addSkill('xinfu_zhanji');
player.storage.xinfu_songsang=true;
},
mark:true,
intro:{
content:"limited",
},
},
"xinfu_jixu":{
@ -374,17 +362,20 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
},
},
"xinfu_sanwen":{
xinfu_sanwen:{
audio:2,
usable:1,
trigger:{
player:"gainAfter",
global:'loseAsyncAfter',
},
filter:function (event,player){
filter:function(event,player){
var cards=event.getg(player);
if(!cards.length) return false;
var namelist=[];
var namedlist=[];
for(var i=0;i<event.cards.length;i++){
namelist.add(get.name(event.cards[i]));
for(var i=0;i<cards.length;i++){
namelist.add(get.name(cards[i]));
}
var hs=player.getCards('h');
for(var j=0;j<hs.length;j++){
@ -398,18 +389,19 @@ game.import('character',function(lib,game,ui,get,ai,_status){
var namedlist=[];
var nameddlist=[];
var namedddlist=[];
for(var i=0;i<trigger.cards.length;i++){
namelist.add(get.name(trigger.cards[i]));
var cards=trigger.getg(player)
for(var i=0;i<cards.length;i++){
namelist.add(get.name(cards[i]));
}
var hs=player.getCards('h');
for(var j=0;j<hs.length;j++){
if(namelist.contains(get.name(hs[j]))&&!trigger.cards.contains(hs[j])){
if(namelist.contains(get.name(hs[j]))&&!cards.contains(hs[j])){
namedlist.push(hs[j]);
namedddlist.add(get.name(hs[j]));
}
}
for(var k=0;k<trigger.cards.length;k++){
if(namedddlist.contains(get.name(trigger.cards[k]))) nameddlist.push(trigger.cards[k]);
for(var k=0;k<cards.length;k++){
if(namedddlist.contains(get.name(cards[k]))) nameddlist.push(cards[k]);
}
var showlist=namedlist.concat(nameddlist);
player.showCards(showlist);
@ -418,32 +410,20 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
},
"xinfu_qiai":{
unique:true,
init:function (player){
player.storage.xinfu_qiai=false;
},
filter:function (event,player){
return player.storage.xinfu_qiai==false;
},
skillAnimation:true,
animationColor:'gray',
trigger:{
player:"dying",
},
trigger:{player:"dying"},
limited:true,
marktext:"哀",
mark:true,
intro:{
content:"limited",
},
//priority:6,
audio:2,
content:function (){
"step 0"
player.awakenSkill('xinfu_qiai');
player.storage.xinfu_qiai=true;
event.current=player.next;
event.targets=game.filterPlayer(function(current){
return current!=player;
}).sortBySeat();
if(!event.targets.length) event.finish();
"step 1"
event.current=event.targets.shift();
if(!event.current.countCards('he')) event.goto(3);
else event.current.chooseCard('交给'+get.translation(player)+'一张牌','he',true).set('ai',function(card){
var evt=_status.event.getParent();
@ -455,38 +435,27 @@ game.import('character',function(lib,game,ui,get,ai,_status){
});
"step 2"
if(result.bool&&result.cards&&result.cards.length){
player.gain(result.cards,event.current,'giveAuto');
event.current.give(result.cards,player);
}
"step 3"
event.current=event.current.next;
if(event.current!=player) event.goto(1);
if(event.targets.length>0) event.goto(1);
},
},
"xinfu_denglou":{
unique:true,
audio:2,
trigger:{
player:"phaseJieshuBegin",
},
limited:true,
init:function (player){
player.storage.xinfu_denglou=false;
},
filter:function (event,player){
if(player.countCards('h')) return false;
return player.storage.xinfu_denglou==false;
return player.countCards('h')==0;
},
skillAnimation:true,
animationColor:'gray',
marktext:"登",
mark:true,
intro:{
content:"limited",
},
content:function (){
"step 0"
player.awakenSkill('xinfu_denglou');
player.storage.xinfu_denglou=true;
event.cards=get.cards(4);
event.gains=[]
event.discards=[]
@ -720,177 +689,150 @@ game.import('character',function(lib,game,ui,get,ai,_status){
target.damage(3,'thunder');
},
},
"xinfu_weilu":{
xinfu_weilu:{
audio:2,
trigger:{
player:"damageEnd",
},
filter:function (event,player){
return (event.source!=undefined&&!event.source.hasSkill('weilu_effect'));
filter:function(event,player){
return event.source&&event.source.isIn()&&!player.getStorage('xinfu_weilu_effect').contains(event.source)
},
check:function (event,player){
return (get.attitude(player,event.source)<=0);
return (get.effect(target,{name:'losehp'},player,player)>=0);
},
forced:true,
logTarget:"source",
content:function (){
trigger.source.storage.weilu_effect=player;
trigger.source.addTempSkill('weilu_effect',{player:"dieAfter",});
trigger.source.addTempSkill('weilu_effect_phase');
content:function(){
player.addTempSkill('xinfu_weilu_effect',{player:'die'});
player.markAuto('xinfu_weilu_effect',[trigger.source]);
game.delayx();
},
ai:{
"maixie_defend":true,
threaten:0.7,
maixie_defend:true,
threaten:0.85,
effect:{
target:function (card,player,target){
if(player.hasSkillTag('jueqing',false,target)) return [1,-1];
return 0.8;
// if(get.tag(card,'damage')&&get.damageEffect(target,player,player)>0) return [1,0,0,-1.5];
if(player.hasSkillTag('jueqing',false,target)) return;
return 0.9;
},
},
},
},
"weilu_effect":{
group:["weilu_effect_clear"],
subSkill:{
clear:{
sub:true,
trigger:{
global:"phaseAfter",
},
filter:function (event,player){
if(player.hasSkill('weilu_effect_phase')) return false;
return event.player.hasSkill('xinfu_weilu');
},
silent:true,
effect:{
audio:'xinfu_weilu',
trigger:{player:'phaseUseBegin'},
charlotte:true,
forced:true,
popup:false,
content:function (){
player.removeSkill('weilu_effect');
logTarget:function(event,player){
return player.getStorage('xinfu_weilu_effect').filter(function(current){
return current.isAlive()&&current.hp>1;
});
},
content:function(){
'step 0'
var targets=player.getStorage('xinfu_weilu_effect');
player.removeSkill('xinfu_weilu_effect');
event.targets=targets.sortBySeat();
'step 1'
var target=targets.shift();
if(target.isAlive()&&target.hp>1){
event._delay=true;
var num=target.hp-1;
player.markAuto('xinfu_weilu_recover',[[target,num]]);
target.loseHp(num);
}
if(targets.length>0) event.redo();
else if(!event._delay) event.finish();
'step 2'
player.addTempSkill('xinfu_weilu_recover',{player:['phaseUseAfter','phaseAfter']});
game.delayx();
},
onremove:true,
intro:{content:'已将$列入“威虏”战略打击目标'},
},
recover:{
audio:'xinfu_weilu',
charlotte:true,
trigger:{player:'phaseUseEnd'},
forced:true,
filter:function(event,player){
var targets=player.getStorage('xinfu_weilu_recover');
for(var i of targets){
if(i[0].isIn()&&i[0].isDamaged()) return true;
}
return false;
},
onremove:true,
logTarget:function(event,player){
var logs=[],targets=player.getStorage('xinfu_weilu_recover');
for(var i of targets){
if(i[0].isIn()&&i[0].isDamaged()) logs.add(i[0]);
}
return logs;
},
content:function(){
'step 0'
event.list=player.getStorage('xinfu_weilu_recover').slice(0);
event.list.sort(function(a,b){
return lib.sort.seat(a[0],b[0]);
});
'step 1'
var group=event.list.shift();
if(group[0].isAlive()&&group[0].isDamaged()){
group[0].recover(group[1]);
event._delay=true;
}
if(event.list.length>0) event.redo();
else if(!event._delay) event.finish();
'step 2'
game.delayx();
},
},
phase:{
sub:true,
},
},
mark:"character",
onremove:true,
intro:{
content:"$的下个回合的出牌阶段开始时失去体力至1点。",
},
trigger:{
global:"phaseUseBegin",
},
filter:function (event,player){
if(player.hasSkill('weilu_effect_phase')) return false;
return event.player==player.storage.weilu_effect;
},
silent:true,
forced:true,
popup:false,
content:function (){
if(player.hp>1){
trigger.player.logSkill('xinfu_weilu');
trigger.player.line(player);
var num=player.hp-1;
player.storage.weilu_hp=num;
player.loseHp(num);
player.addSkill('weilu_effect2');
}
player.removeSkill('weilu_effect');
},
},
"weilu_effect2":{
trigger:{
global:"phaseUseEnd",
},
silent:true,
forced:true,
popup:false,
content:function (){
if(player.storage.weilu_hp){
trigger.player.logSkill('xinfu_weilu');
trigger.player.line(player);
player.recover(player.storage.weilu_hp);
}
player.removeSkill('weilu_effect2');
},
},
"xinfu_zengdao":{
xinfu_zengdao:{
audio:2,
init:function (player){
player.storage.xinfu_zengdao=false;
},
limited:true,
unique:true,
enable:"phaseUse",
usable:1,
filterTarget:function (card,player,target){
return player!=target;
},
filter:function (event,player){
if(player.storage.xinfu_zengdao==true) return false;
filter:function(event,player){;
return player.countCards('e')>0;
},
filterTarget:lib.filter.notMe,
skillAnimation:true,
animationColor:'thunder',
position:"e",
filterCard:true,
selectCard:[1,Infinity],
discard:false,
lose:true,
content:function (){
lose:false,
content:function(){
player.awakenSkill('xinfu_zengdao');
player.$give(cards,target,false);
target.storage.xinfu_zengdao2=cards.slice(0);
target.addToExpansion(cards,player,'give').gaintag.add('xinfu_zengdao2');
target.addSkill('xinfu_zengdao2');
},
ai:{
order:1,
result:{
target:0,
},
},
mark:true,
intro:{
content:"limited",
},
},
"xinfu_zengdao2":{
trigger:{
source:"damageBegin1",
},
audio:"xinfu_zengdao",
xinfu_zengdao2:{
trigger:{source:'damageBegin1'},
forced:true,
charlotte:true,
content:function (){
filter:function(event,player){
return player.getExpansions('xinfu_zengdao2').length>0;
},
content:function(){
'step 0'
player.chooseCardButton('将一张“刀”置入弃牌堆',player.storage.xinfu_zengdao2,true);
player.chooseCardButton('将一张“刀”置入弃牌堆',player.getExpansions('xinfu_zengdao2'),true);
'step 1'
if(result.bool){
player.$throw(result.links);
var card=result.links[0];
game.cardsDiscard(card);
player.storage.xinfu_zengdao2.remove(card);
player.syncStorage('xinfu_zengdao2');
player.updateMarks('xinfu_zengdao2');
trigger.num++;
player.loseToDiscardpile(result.links);
}
if(player.storage.xinfu_zengdao2.length==0){
player.removeSkill('xinfu_zengdao2');
}
trigger.num++;
},
mark:true,
marktext:"刀",
intro:{
content:"cards",
content:'expansion',
markcount:'expansion',
onunmark:function(storage,player){
if(storage&&storage.length){
player.$throw(storage,1000);
game.cardsDiscard(storage);
game.log(storage,'被置入了弃牌堆');
storage.length=0;
}
player.removeSkill('xinfu_zengdao2');
},
},
},
@ -1017,17 +959,17 @@ game.import('character',function(lib,game,ui,get,ai,_status){
for(var i=0;i<cards.length;i++){
if(get.suit(cards[i])=='heart') togain.push(cards[i]);
}
if(togain.length) player.gain(togain,trigger.source,'giveAuto');
if(togain.length) player.gain(togain,trigger.source,'giveAuto','bySelf');
},
},
"xinfu_yingshi":{
xinfu_yingshi:{
audio:2,
group:["yingshi_die"],
trigger:{
player:"phaseUseBegin",
},
direct:true,
filter:function (event,player){
filter:function(event,player){
return player.countCards('he',{suit:'heart'})>0&&!game.hasPlayer(function(current){
return current.hasSkill('yingshi_heart');
});
@ -1041,76 +983,52 @@ game.import('character',function(lib,game,ui,get,ai,_status){
});
'step 1'
if(result.bool){
var cards=player.getCards('he');
var togain=[]
for(var i=0;i<cards.length;i++){
if(get.suit(cards[i])=='heart') togain.push(cards[i]);
}
player.logSkill('xinfu_yingshi',result.targets);
player.lose(togain,ui.special,'toStorage');
player.$give(togain,result.targets[0],false);
result.targets[0].storage.yingshi_heart=togain;
result.targets[0].addSkill('yingshi_heart');
}
else{
event.finish();
var cards=player.getCards('he',{suit:'heart'});
var target=result.targets[0];
player.logSkill('xinfu_yingshi',target);
target.addSkill('yingshi_heart');
target.addToExpansion(cards,player,'give').gaintag.add('xinfu_yingshi');
}
},
marktext:'酬',
intro:{
markcount:'expansion',
content:'expansion',
onunmark:function(storage,player){
player.removeSkill('yingshi_heart');
},
}
},
"yingshi_heart":{
marktext:"酬",
trigger:{
player:"damageEnd",
},
filter:function (event,player){
return event.source!=undefined&&event.card&&event.card.name=='sha';
yingshi_heart:{
charlotte:true,
trigger:{player:'damageEnd'},
filter:function(event,player){
return event.source&&event.source.isIn()
&&event.card&&event.card.name=='sha'
&&player.getExpansions('xinfu_yingshi').length>0;
},
forced:true,
content:function (){
logTarget:'source',
content:function(){
'step 0'
trigger.source.chooseCardButton('选择要获得的牌',player.storage.yingshi_heart,true);
trigger.source.chooseCardButton('应势:选择获得一张“酬”',player.getExpansions('xinfu_yingshi'),true);
'step 1'
if(result.bool){
player.$give(result.links,trigger.source);
trigger.source.gain(result.links,'fromStorage');
player.storage.yingshi_heart.remove(result.links[0]);
player.syncStorage('yingshi_heart');
player.updateMarks('yingshi_heart');
trigger.source.gain(result.links,player,'give');
}
if(player.storage.yingshi_heart.length==0){
delete player.storage.yingshi_heart;
player.removeSkill('yingshi_heart');
}
},
mark:true,
intro:{
content:"cards",
onunmark:function(storage,player){
if(storage&&storage.length){
player.$throw(storage,1000);
game.cardsDiscard(storage);
game.log(storage,'被置入了弃牌堆');
storage.length=0;
}
},
},
},
"yingshi_die":{
yingshi_die:{
audio:'xinfu_yingshi',
forced:true,
silent:true,
popup:false,
trigger:{
global:"dieBegin",
trigger:{global:'die'},
logTarget:'player',
filter:function(event,player){
return event.player.getExpansions('xinfu_yingshi').length>0;
},
filter:function (event,player){
return event.player.storage.yingshi_heart&&event.player.storage.yingshi_heart.length;
},
content:function (){
player.logSkill('xinfu_yingshi');
trigger.player.$give(trigger.player.storage.yingshi_heart,player);
player.gain(trigger.player.storage.yingshi_heart);
delete trigger.player.storage.yingshi_heart;
trigger.player.removeSkill('yingshi_heart');
content:function(){
var target=trigger.player;
player.gain(target.getExpansions('xinfu_yingshi'),target,'give','bySelf');
},
},
"xinfu_duanfa":{

View File

@ -13,10 +13,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
yijiang_2015:['caoxiu','caorui','zhongyao','xiahoushi','liuchen','zhangyi','zhuzhi','quancong','sunxiu','gongsunyuan','guotufengji'],
yijiang_2016:['guohuanghou','sunziliufang','huanghao','liyan','sundeng','cenhun','zhangrang','liuyu'],
yijiang_2017:['xinxianying','jikang','wuxian','qinmi','xuezong','xushi','caiyong','caojie'],
yijiang_2022:['lukai','kebineng'],
yijiang_2022:['lukai','kebineng','zhugeshang'],
},
},
character:{
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']],
@ -61,7 +62,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
chengpu:['male','wu',4,['lihuo','chunlao']],
gaoshun:['male','qun',4,['xinxianzhen','jinjiu']],
caozhen:['male','wei',4,['xinsidi']],
wuyi:['male','shu',4,['benxi']],
wuyi:['male','shu',4,['benxi'],['clan:陈留吴氏']],
hanhaoshihuan:['male','wei',4,['shenduan','yonglve']],
caorui:['male','wei',3,['huituo','mingjian','xingshuai'],['zhu']],
@ -82,7 +83,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
liyan:['male','shu',3,['duliang','fulin']],
sundeng:['male','wu',4,['xinkuangbi']],
cenhun:['male','wu',3,['jishe','lianhuo']],
cenhun:['male','wu',4,['jishe','lianhuo']],
huanghao:['male','shu',3,['qinqing','huisheng']],
zhangrang:['male','qun',3,['taoluan']],
sunziliufang:['male','wei',3,['guizao','jiyu']],
@ -102,6 +103,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
yujin:["male","wei",4,["yizhong"],[]],
},
characterIntro:{
zhugeshang:'诸葛尚244年2月263年11月琅琊阳都今山东沂南诸葛瞻长子诸葛亮之孙。诸葛尚博览兵书且精通武艺。炎兴元年公元263年出任先锋抗拒魏国大将邓艾与其父诸葛瞻同战死于绵竹时年十九岁。',
kebineng:'轲比能235年为中国三国时期的鲜卑首领之一。轲比能出身鲜卑支部因他作战勇敢执法公平不贪财物所以被鲜卑民众推举为大人。轲比能因其部落近塞所以他抓住有利条件积极学习汉族先进技术和文化促进了鲜卑族的进步和北方的民族融合。轲比能统率下的部众战守有法战斗力相当强大。自曹操北征后向曹氏进贡表示效忠。魏文帝时轲比能受封附义王。轲比能在进行部落统一战争时受魏国干涉受沉重打击于是对魏怀贰献书魏帝表忠以麻痹魏庭使之放松警惕。此后轲比能的部众变得强盛控弦十余万骑为害魏国边境。每次钞略得财物轲比能都公开透明地均平分配所以得部众死力各部大人都敬畏之。实力强大后他继续部落统一战争于是威行诸部落建立起强大的鲜卑族政权。深感威胁的魏国幽州刺史王雄派刺客韩龙将其刺杀其政权立刻崩溃鲜卑民族再次陷入混战。',
lukai:'陆凯198269年字敬风吴郡吴县今江苏省苏州市人。三国时期吴国重臣丞相陆逊的族侄大司马陆抗的族兄。黄武年间举孝廉出身曾任永兴县长、诸暨县长颇有治绩。拜建武都尉、儋耳太守与聂友率军讨伐朱崖和儋耳迁建武校尉。五凤二年255年讨斩零陵山贼陈毖拜偏将军、巴丘督册封都乡侯。迁武昌右部督随军进入寿春。后拜荡魏将军加号绥远将军。吴景帝孙休继位拜征北将军、假节、领豫州牧。孙皓即位迁任镇西大将军都督巴丘又领荆州牧进封嘉兴侯。宝鼎元年266年迁左丞相。以正直及屡次劝谏孙皓而闻名。建衡元年269年去世时年七十二。',
caozhi:'字子建,沛国谯人,三国曹魏著名文学家,建安文学代表人物。魏武帝曹操之子,魏文帝曹丕之弟,生前曾为陈王,去世后谥号“思”,因此又称陈思王。南朝宋文学家谢灵运更有“天下才有一石,曹子建独占八斗”的评价。王士祯尝论汉魏以来二千年间诗家堪称“仙才”者,曹植、李白、苏轼三人耳。',
@ -199,6 +201,200 @@ game.import('character',function(lib,game,ui,get,ai,_status){
zhonghui:['jiangwei'],
},
skill:{
//诸葛尚
sangu:{
audio:2,
trigger:{player:'phaseUseEnd'},
direct:true,
getEffect:function(player,target,event){
var att=get.attitude(player,target);
if(att==0) return 0;
var list1=[],list2=[];
var used=[];
player.getHistory('useCard',function(evt){
if(evt.getParent('phaseUse')==event) used.add(evt.card.name);
});
event.used=used;
for(var name of lib.inpile){
var add=false,type=get.type(name);
if(name=='sha') add=true;
else if(type=='trick'){
var info=lib.card[name];
if(info&&!info.singleCard&&!info.notarget) add=true;
}
if(!add) continue;
if(used.contains(name)) list1.push(name);
else list2.push(name);
}
var getv=function(name,player,arg){
return player.getUseValue({name:name},arg);
}
if(att<0){
for(var i of list1){
if(getv(i,target)<=0) return -att*Math.sqrt(get.threaten(target))*2;
}
return 0;
}
else{
var list=list1;
if(player.hp>1) list=list.concat(list2);
list.sort(function(a,b){
return getv(b,target)-getv(a,target);
});
list=list.slice(3);
var eff=0,base=5;
for(var i of list){
var res=getv(i,target);
if(res<=base) break;
else eff+=res;
}
return Math.sqrt(eff/1.5)*att;
}
},
content:function(){
'step 0'
player.chooseTarget(get.prompt('sangu'),lib.filter.notMe).set('ai',function(target){
return lib.skill.sangu.getEffect(_status.event.player,target,_status.event.getTrigger());
});
'step 1'
if(result.bool){
var target=result.targets[0];
player.logSkill('sangu',target);
event.target=target;
}
else event.finish();
'step 2'
var list1=[],list2=[];
var used=[];
player.getHistory('useCard',function(evt){
if(evt.getParent('phaseUse')==trigger) used.add(evt.card.name);
});
event.used=used;
for(var name of lib.inpile){
var add=false,type=get.type(name);
if(name=='sha') add=true;
else if(type=='trick'){
var info=lib.card[name];
if(info&&!info.singleCard&&!info.notarget) add=true;
}
if(!add) continue;
if(used.contains(name)) list1.push([type,'',name]);
else list2.push([type,'',name]);
}
if(!list1.length&&!list2.length) event.finish();
else{
var dialog=['为'+get.translation(target)+'选择至多三个牌名'];
if(list1.length){
dialog.push('<div class="text center">本阶段已使用过的牌</div>');
dialog.push([list1,'vcard']);
}
if(list2.length){
dialog.push('<div class="text center">本阶段未使用过的牌</div>');
dialog.push([list2,'vcard']);
}
player.chooseButton(dialog,true,[1,3]).set('ai',function(button){
var card={name:button.link[2]},list=_status.event.list;
var player=_status.event.player,target=_status.event.getParent().target;
if(get.attitude(player,target)<0){
if(!list.contains(card.name)) return 0;
return -target.getUseValue(card);
}
else{
if(player.hp<2&&!list.contains(card.name)) return 0;
var val=target.getUseValue(card),base=5;
val=Math.min(15,val-base);
if(card.name=='wuzhong'||card.name=='dongzhuxianji') val+=15;
else if(card.name=='shunshou') val+=6;
return val;
}
}).set('list',list1.map((i)=>i[2]));
}
'step 3'
if(result.bool){
var names=result.links.map((i)=>i[2]);
if(!target.storage.sangu_effect) target.storage.sangu_effect=[];
target.storage.sangu_effect=target.storage.sangu_effect.concat(names);
game.log(player,'为',target,'选择了','#y'+get.translation(names));
target.addTempSkill('sangu_effect',{player:'phaseUseAfter'});
target.markSkill('sangu_effect');
for(var i of names){
if(!event.used.contains(i)){
player.loseHp();
break;
}
}
}
},
subSkill:{
effect:{
trigger:{player:'phaseUseBegin'},
charlotte:true,
forced:true,
popup:false,
content:function(){
player.addTempSkill('sangu_viewas');
},
onremove:true,
intro:{
mark:function(dialog,storage,player){
if(!storage||!storage.length) return '当前无可用牌';
dialog.add([[storage[0]],'vcard']);
if(storage.length>1) dialog.addSmall([storage.slice(1),'vcard'])
},
content:'$',
},
},
viewas:{
mod:{
cardname:function(card,player){
var storage=player.getStorage('sangu_effect');
if(storage.length) return storage[0];
},
cardnature:function(card,player){
var storage=player.getStorage('sangu_effect');
if(storage.length) return false;
},
},
trigger:{player:['useCard','respond']},
forced:true,
charlotte:true,
filter:function(event,player){
return player.getStorage('sangu_effect').length>0;
},
content:function(){
player.unmarkAuto('sangu_effect',[player.getStorage('sangu_effect')[0]]);
},
},
},
},
yizu:{
audio:2,
trigger:{target:'useCardToTargeted'},
forced:true,
usable:1,
filter:function(event,player){
return player.isDamaged()&&player.hp<=event.player.hp&&(event.card.name=='sha'||event.card.name=='juedou');
},
content:function(){
player.recover();
},
ai:{
effect:{
target:function(card,player,target,current){
if(target.isHealthy()||(card.name!='sha'&&card.name!='juedou')) return;
if((target.storage.counttrigger&&target.storage.counttrigger.yizu)&&current<0) return 5;
if(player.hp<target.hp) return;
if(current>0) return 1.2;
if(get.attitude(player,target)>=0) return;
var copy=get.effect(target,{name:'shacopy'},player,player);
if(copy>0&&player.isPhaseUsing()&&Math.min(player.getCardUsable('sha'),player.countCards('hs',function(card){
return get.name(card)=='sha'&&player.canUse(card,target,null,true);
}))>=2) return;
return [0,2];
},
},
},
},
//轲比能
kousheng:{
audio:2,
@ -595,7 +791,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
});
'step 1'
if(result.bool){
player.gain(result.cards,target,'giveAuto').gaintag.add('xinkuangbi_keep');
target.give(result.cards,player,'giveAuto').gaintag.add('xinkuangbi_keep');
player.addTempSkill('xinkuangbi_keep');
target.addSkill('xinkuangbi_draw');
target.addMark('xinkuangbi_draw',result.cards.length,false);
@ -1408,7 +1604,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
};
"step 1"
if(result.bool){
player.gain(result.cards,targets[0],'give');
targets[0].give(result.cards,player,'give');
}
else{
if(targets[0].canUse('sha',targets[1])) targets[0].useCard({name:'sha',isCard:true},targets[1]);
@ -1605,7 +1801,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
'step 2'
var target=event.target;
if(result.bool){
player.gain(result.cards,target,'give');
target.give(result.cards,player,'give');
}
else{
player.addTempSkill('xintaoluan3');
@ -3224,7 +3420,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
"step 5"
if(result.targets.length){
result.targets[0].gain(event.togive,'draw');
result.targets[0].gain(event.togive,'draw').giver=player;
player.line(result.targets[0],'green');
game.log(result.targets[0],'获得了'+get.cnNumber(event.togive.length)+'张','#g“书”');
if(event.cards.length) event.goto(3);
@ -4273,7 +4469,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
'step 2'
var target=event.target;
if(result.bool){
player.gain(result.cards,target,'give');
target.give(result.cards,player);
}
else{
player.addTempSkill('taoluan3');
@ -4485,7 +4681,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
'step 2'
if(result.bool){
var card=result.links[0];
trigger.source.gain(card,player,'giveAuto');
trigger.source.gain(card,player,'giveAuto','bySelf');
trigger.cancel();
if(!player.storage.huisheng) player.storage.huisheng=[];
player.storage.huisheng.push(trigger.source);
@ -4984,7 +5180,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
'step 2'
if(result.bool&&result.cards&&result.cards.length){
player.gain(result.cards,target,'give');
target.give(result.cards,player);
}
},
ai:{
@ -6853,7 +7049,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
});
'step 1'
if(result.index==0){
player.gain(target.getCards('e'),'giveAuto',target);
target.give(target.getCards('e'),player);
player.storage.reyanzhu=true;
}
else{
@ -7054,7 +7250,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
'step 1'
if(result.bool){
var es=target.getCards('e');
player.gain(es,target,'give');
target.give(es,player,'give');
player.removeSkill('yanzhu');
}
else{
@ -7485,7 +7681,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
huomo:{
audio:2,
autoname:['huzhao'],
audioname:['huzhao'],
enable:'chooseToUse',
onChooseToUse:function(event){
if(game.online||event.huomo_list) return;
@ -7813,7 +8009,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
lose:false,
delay:false,
content:function(){
target.gain(cards,player,'giveAuto');
player.give(cards,target);
target.addTempSkill('mingjian2',{player:'phaseAfter'});
target.storage.mingjian2++;
target.updateMarks('mingjian2');
@ -7884,8 +8080,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
var target=result.targets[0];
target.addSkill('mingjian2_old');
var hs=player.getCards('h');
target.gain(hs,player);
player.$give(hs.length,target);
player.give(hs,target);
}
}
},
@ -9213,7 +9408,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return 0;
});
"step 2"
trigger.player.gain(result.cards,player,'giveAuto');
player.give(result.cards,trigger.player);
trigger.player.addSkill('xiantu4');
trigger.player.storage.xiantu4.push(player);
},
@ -9452,7 +9647,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
});
"step 3"
if(result.bool){
player.gain(result.cards,event.target,'giveAuto');
target.give(result.cards,player);
trigger.untrigger();
trigger.getParent().player=event.target;
game.log(event.target,'成为了',trigger.card,'的使用者');
@ -9501,7 +9696,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
});
"step 3"
if(result.bool){
player.gain(result.cards,event.target,'giveAuto');
target.give(result.cards,player);
trigger.untrigger();
trigger.getParent().player=event.target;
game.log(event.target,'成为了',trigger.card,'的使用者');
@ -9715,7 +9910,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
"step 0"
player.awakenSkill('xianzhou');
var cards=player.getCards('e');
target.gain(cards,player,'give');
player.give(cards,target);
event.num=cards.length;
game.delay();
"step 1"
@ -9916,7 +10111,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
"step 2"
if(result.bool){
player.gain(result.cards,event.target,'give');
target.give(result.cards,player);
if(get.name(result.cards[0])!='shan'){
trigger.getParent().targets.push(event.target);
trigger.getParent().triggeredTargets2.push(event.target);
@ -9958,7 +10153,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
"step 2"
if(result.bool){
player.gain(result.cards,event.target,'giveAuto');
target.give(result.cards,player);
game.delay();
}
else{
@ -10194,7 +10389,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
event.giver=giver;
'step 1'
var card=result.cards[0];
event.gainner.gain(card,event.giver,'giveAuto');
event.giver.give(card,event.gainner);
'step 2'
if(event.gainner.countCards('h')==event.giver.countCards('h')){
player.chooseDrawRecover(true);
@ -10253,7 +10448,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
delay:false,
content:function(){
"step 0"
targets[0].gain(cards,player,'give');
player.give(cards,targets[0],'visible');
"step 1"
if(!lib.filter.filterTarget({name:'sha',isCard:true},targets[0],targets[1])) event._result={control:'draw_card'};
else targets[0].chooseControl('draw_card','出杀',function(){
@ -10520,7 +10715,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}).set('check',check);
"step 2"
if(result.bool){
result.targets[0].gain(result.cards,event.player,'giveAuto');
player.give(result.cards,result.targets[0]);
player.line(result.targets,'green');
}
},
@ -11117,7 +11312,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(num!=2) event.finish();
'step 1'
if(result.cards){
player.gain(result.cards,target,'giveAuto');
target.give(result.cards,player);
}
},
ai:{
@ -11381,9 +11576,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
});
"step 1"
if(result.bool){
player.gain(result.links);
player.$draw(result.links);
game.delay(2);
player.gain(result.links,'draw');
}
for(var i=event.cards.length-1;i>=0;i--){
if(!result.bool||!result.links.contains(event.cards[i])){
@ -11434,7 +11627,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
"step 0"
event.num=trigger.num;
"step 1"
trigger.source.chooseCard('交给'+get.translation(player)+'一张手牌或流失一点体力').set('ai',function(card){
trigger.source.chooseCard('选择一张手牌交给'+get.translation(player)+',或点“取消”失去一点体力').set('ai',function(card){
if(get.attitude(_status.event.player,_status.event.getParent().player)>0){
return 11-get.value(card);
}
@ -11444,7 +11637,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
});
"step 2"
if(result.bool){
player.gain(result.cards,trigger.source,'giveAuto');
trigger.source.give(result.cards,player);
}
else{
trigger.source.loseHp();
@ -11515,7 +11708,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
content:function(){
"step 0"
trigger.source.chooseCard('交出一张红桃牌或流失一点体力',function(card){
trigger.source.chooseCard('选择一张红桃牌交给'+get.translation(player)+',或点“取消”失去一点体力',function(card){
return get.suit(card)=='heart';
}).set('ai',function(card){
if(get.attitude(_status.event.player,_status.event.getParent().player)>0){
@ -11527,7 +11720,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
});
"step 1"
if(result.bool){
player.gain(result.cards,'giveAuto',trigger.source);
trigger.source(result.cards,player);
}
else{
trigger.source.loseHp();
@ -11562,21 +11755,22 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
content:function(){
"step 0"
target.gain(cards,player,'give');
player.give(cards,target);
// game.delay();
"step 1"
player.gainPlayerCard(target,'he',true);
"step 2"
var source=target;
event.card=result.links[0];
player.chooseTarget('选择一个目标送出'+get.translation(event.card),function(card,player,target){
if(player.getCards('h').contains(event.card)) player.chooseTarget(''+get.translation(event.card)+'交给另一名其他角色',function(card,player,target){
return target!=_status.event.sourcex&&target!=player;
}).set('ai',function(target){
return get.attitude(_status.event.player,target);
}).set('sourcex',target);
else event.finish();
"step 3"
if(result.bool){
result.targets[0].gain(card,player,'give');
player.give(card,result.targets[0],'give');
game.delay();
}
},
@ -11843,7 +12037,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
'step 0'
player.turnOver();
'step 1'
trigger.player.gain(player.getCards('h'),'give',player);
player.give(player.getCards('h'),trigger.player);
'step 2'
trigger.player.recover();
},
@ -12473,7 +12667,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
caozhen:['re_caozhen','xin_caozhen','caozhen','old_caozhen'],
wuyi:['re_wuyi','wuyi'],
sunluban:['re_sunluban','xin_sunluban','sunluban'],
zhuhuan:['zhuhuan','old_zhuhuan'],
zhuhuan:['re_zhuhuan','zhuhuan','old_zhuhuan'],
caoxiu:['re_caoxiu','caoxiu','old_caoxiu'],
xiahoushi:['re_xiahoushi','xiahoushi'],
zhangyi:['re_zhangyi','zhangyi'],
@ -12746,10 +12940,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
sidi:'司敌',
sidi2:'司敌',
sidi3:'司敌',
sidi_info:'当你使用或其他角色在你的回合内使用【闪】时,你可以将牌堆顶的一张牌正面向上置于你的武将牌上;一名其他角色的出牌阶段开始时,你可以移去一张“司敌”牌,然后该角色本阶段可使用杀的次数上限-1',
sidi_info:'当你使用或其他角色在你的回合内使用【闪】时,你可以将牌堆顶的一张牌正面向上置于你的武将牌上;一名其他角色的出牌阶段开始时,你可以移去一张“司敌”牌,然后该角色本阶段可使用杀的次数上限-1',
xinsidi:'司敌',
xinsidi2:'司敌',
xinsidi_info:'其他角色出牌阶段开始时,你可以弃置一张与你装备区里的牌颜色相同的非基本牌,然后该角色于此阶段内不能使用和打出与此牌颜色相同的牌。此阶段结束时,若其此阶段没有使用【杀】,视为你对其使用了【杀】',
xinsidi_info:'其他角色出牌阶段开始时,你可以弃置一张与你装备区里的牌颜色相同的非基本牌,然后该角色于此阶段内不能使用和打出与此牌颜色相同的牌。此阶段结束时,若其此阶段没有使用【杀】,视为你对其使用了【杀】',
dangxian:'当先',
dangxian_info:'锁定技,准备阶段,你执行一个额外的出牌阶段',
xindangxian:'当先',
@ -13087,8 +13281,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
lkzhongzhuang:'忠壮',
lkzhongzhuang_info:'锁定技。当你因执行【杀】的效果而造成伤害时若你的攻击范围大于3则此伤害+1小于3则此伤害改为1。',
kebineng:'轲比能',
kousheng:'寇',
kousheng:'寇',
kousheng_info:'①出牌阶段开始时,你可以选择任意张手牌,这些牌称为“寇胜”直到回合结束。②你的“寇胜”均视为【杀】且无次数限制。③当你因执行对应实体牌包含“寇胜”的【杀】的效果而造成伤害后,你展示所有“寇胜”牌,然后目标角色可以用所有手牌交换这些牌。',
zhugeshang:'诸葛尚',
sangu:'三顾',
sangu_info:'出牌阶段结束时,你可以选择至多三个{【杀】或不为notarget或singleCard的普通锦囊牌}中的牌名然后令一名其他角色记录这些牌名。该角色的下个出牌阶段开始时其的手牌均视为其记录中的第一张牌直到此阶段结束且当其使用或打出牌时移除这些牌中的第一张牌。若你以此法选择过的牌名中包含你本阶段内未使用过的牌名则你失去1点体力。',
yizu:'轶祖',
yizu_info:'锁定技。每回合限一次当你成为【杀】或【决斗】的目标后若你的体力值不大于使用者的体力值则你回复1点体力。',
yijiang_2011:'一将成名2011',
yijiang_2012:'一将成名2012',

View File

@ -1132,7 +1132,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(result.bool){
var target=result.targets[0];
player.logSkill('xuanbei_give',target);
target.gain(cards,'gain2');
target.gain(cards,'gain2').giver=player;
}
else player.storage.counttrigger.xuanbei_give--;
},
@ -1327,7 +1327,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(!target.storage.caozhao_info) target.storage.caozhao_info={};
target.storage.caozhao_info[cards[0].cardid]=lib.skill.caozhao_backup.cardname;
target.addSkill('caozhao_info');
target.gain(cards,player,'give').gaintag.add('caozhao');
player.give(cards,target,'give').gaintag.add('caozhao');
}
else{
if(!player.storage.caozhao_info) player.storage.caozhao_info={};
@ -1991,7 +1991,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
'step 0'
trigger.player.chooseCard('he',true,'将一张牌交给'+get.translation(player));
'step 1'
if(result.bool) player.gain(result.cards,trigger.player,'giveAuto');
if(result.bool) trigger.player.give(result.cards,player);
'step 2'
var card=player.getEquip('cheliji_feilunzhanyu');
if(card) player.discard(card);
@ -2073,7 +2073,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
var cards=player.getExpansions('qiaoyan');
if(cards.length){
var source=trigger.source;
source.gain(cards,player,'give');
source.gain(cards,player,'give','bySelf');
event.finish();
}
else{
@ -2119,7 +2119,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
content:function(){
'step 0'
event.cards=player.getExpansions('qiaoyan');
player.chooseTarget(true,'请选择【献珠】的目标','令一名角色获得'+get.translation(event.cards)+'。若该角色不为你自己,则你令其视为对其攻击范围内的另一名角色使用【杀】').set('ai',function(target){
player.chooseTarget(true,'请选择【献珠】的目标',''+get.translation(event.cards)+'交给一名角色。若该角色不为你自己,则你令其视为对其攻击范围内的另一名角色使用【杀】').set('ai',function(target){
var player=_status.event.player;
var eff=get.sgn(get.attitude(player,target))*get.value(_status.event.getParent().cards[0],target);
if(player!=target) eff+=Math.max.apply(null,game.filterPlayer(function(current){
@ -2134,7 +2134,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
var target=result.targets[0];
event.target=target;
player.logSkill('xianzhu',target);
target.gain(cards,player,'give');
player.give(cards,target,'give');
}
else event.finish();
'step 2'
@ -2607,7 +2607,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return target!=player&&target.hasZhuSkill('ruilve',player)&&!target.hasSkill('ruilve3');
},
content:function(){
target.gain(cards,player,'giveAuto');
player.give(cards,target);
target.addTempSkill('ruilve3','phaseUseEnd');
},
ai:{
@ -2748,8 +2748,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
player.chooseToCompare(target);
'step 1'
if(result.bool&&target.isAlive()){
var cards=target.getCards('h');
if(cards.length) player.gain(cards,target,'giveAuto');
var num=target.countCards('h');
if(num>0) player.gainPlayerCard(target,true,'h',num);
}
else event.finish();
'step 2'
@ -2757,7 +2757,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(num&&target.isAlive()) player.chooseCard('h',num,true,'交给'+get.translation(target)+get.cnNumber(num)+'张牌')
else event.finish();
'step 3'
if(result.bool&&result.cards&&result.cards.length) target.gain(result.cards,player,'giveAuto');
if(result.bool&&result.cards&&result.cards.length) player.give(result.cards,target);
},
ai:{
order:1,

View File

@ -1,5 +1,5 @@
window.noname_asset_list=[
'v1.9.117.2',
'v1.9.118',
'audio/background/aozhan_chaoming.mp3',
'audio/background/aozhan_online.mp3',
'audio/background/aozhan_rewrite.mp3',
@ -203,6 +203,14 @@ window.noname_asset_list=[
'audio/die/quanhuijie.mp3',
'audio/die/re_zhuhuan.mp3',
'audio/die/yinfuren.mp3',
'audio/die/clan_wuban.mp3',
'audio/die/clan_wuxian.mp3',
'audio/die/dc_liuye.mp3',
'audio/die/dc_zhaoyǎn.mp3',
'audio/die/luyi.mp3',
'audio/die/shen_zhangfei.mp3',
'audio/die/wangwei.mp3',
'audio/die/zhugeshang.mp3',
'audio/die/baosanniang.mp3',
'audio/die/beimihu.mp3',
@ -1138,6 +1146,44 @@ window.noname_asset_list=[
'audio/skill/refenli2.mp3',
'audio/skill/repingkou1.mp3',
'audio/skill/repingkou2.mp3',
'audio/skill/clanguixiang1.mp3',
'audio/skill/clanguixiang2.mp3',
'audio/skill/clanmuyin_clan_wuban1.mp3',
'audio/skill/clanmuyin_clan_wuban2.mp3',
'audio/skill/clanmuyin_clan_wuxian1.mp3',
'audio/skill/clanmuyin_clan_wuxian2.mp3',
'audio/skill/clanyirong1.mp3',
'audio/skill/clanyirong2.mp3',
'audio/skill/clanzhanding1.mp3',
'audio/skill/clanzhanding2.mp3',
'audio/skill/dcbingji1.mp3',
'audio/skill/dcbingji2.mp3',
'audio/skill/dcfuning1.mp3',
'audio/skill/dcfuning2.mp3',
'audio/skill/dcfuxue1.mp3',
'audio/skill/dcfuxue2.mp3',
'audio/skill/dchuace1.mp3',
'audio/skill/dchuace2.mp3',
'audio/skill/dcpoyuan1.mp3',
'audio/skill/dcpoyuan2.mp3',
'audio/skill/dcruizhan1.mp3',
'audio/skill/dcruizhan2.mp3',
'audio/skill/dcshilie1.mp3',
'audio/skill/dcshilie2.mp3',
'audio/skill/dcshoutan1.mp3',
'audio/skill/dcshoutan2.mp3',
'audio/skill/dcyaoyi1.mp3',
'audio/skill/dcyaoyi2.mp3',
'audio/skill/huomo_huzhao1.mp3',
'audio/skill/huomo_huzhao2.mp3',
'audio/skill/sangu1.mp3',
'audio/skill/sangu2.mp3',
'audio/skill/shencai1.mp3',
'audio/skill/shencai2.mp3',
'audio/skill/xunshi1.mp3',
'audio/skill/xunshi2.mp3',
'audio/skill/yizu1.mp3',
'audio/skill/yizu2.mp3',
'audio/skill/aichen1.mp3',
'audio/skill/aichen2.mp3',
@ -4778,6 +4824,7 @@ window.noname_asset_list=[
'image/card/lukai_heart.png',
'image/card/lukai_spade.png',
'image/card/dagongche.png',
'image/card/handcard.png',
'image/card/bagua.png',
'image/card/baihupifeng.png',
@ -5826,6 +5873,14 @@ window.noname_asset_list=[
'image/character/quanhuijie.jpg',
'image/character/re_zhuhuan.jpg',
'image/character/yinfuren.jpg',
'image/character/clan_wuban.jpg',
'image/character/clan_wuxian.jpg',
'image/character/dc_liuye.jpg',
'image/character/dc_zhaoyǎn.jpg',
'image/character/luyi.jpg',
'image/character/shen_zhangfei.jpg',
'image/character/wangwei.jpg',
'image/character/zhugeshang.jpg',
'image/character/baiwuchang.jpg',
'image/character/baosanniang.jpg',

View File

@ -20,7 +20,7 @@ window.config={
zhinang_tricks:['guohe','wuxie','wuzhong','dongzhuxianji'],
connect_zhinang_tricks:['guohe','wuxie','wuzhong','dongzhuxianji'],
all:{
sgscharacters:['standard','shenhua','xinghuoliaoyuan','refresh','yijiang','sp','sp2','extra','old','mobile','tw','yingbian','offline','sb'],
sgscharacters:['standard','shenhua','xinghuoliaoyuan','refresh','yijiang','sp','sp2','extra','old','mobile','tw','yingbian','offline','sb','clan'],
sgscards:['standard','extra','sp','guozhan','zhulu','yingbian','yongjian'],
sgsmodes:['identity','guozhan','versus','doudizhu','single','brawl','connect'],
stockmode:['identity','guozhan','versus','boss','doudizhu','single','chess','stone','connect','brawl','tafang'],
@ -133,7 +133,7 @@ window.config={
sort:'type_sort',
cards:['standard','extra'],
characters:['standard','shenhua','sp','sp2','yijiang','refresh','xinghuoliaoyuan','mobile','extra','yingbian','sb','tw','offline'],
characters:['standard','shenhua','sp','sp2','yijiang','refresh','xinghuoliaoyuan','mobile','extra','yingbian','sb','tw','offline','clan'],
connect_characters:['diy'],
connect_cards:['huanlekapai','guozhan','sp','zhulu','yingbian','yongjian'],
plays:[],

View File

@ -4830,14 +4830,6 @@
guozhan:{
name:'国战',
connect:{
update:function(config,map){
if(config.connect_onlyguozhan){
map.connect_junzhu.show();
}
else{
map.connect_junzhu.hide();
}
},
connect_guozhan_mode:{
name:'游戏模式',
init:'normal',
@ -10234,12 +10226,14 @@
diamond:"♦︎",
spade:"♠︎",
club:"♣︎",
none:'◎',
ghujia:'护甲',
ghujia_bg:'甲',
heart2:"红桃",
diamond2:"方片",
spade2:"黑桃",
club2:"梅花",
none2:'无色',
red:'红色',
black:'黑色',
ok:"确定",
@ -11273,25 +11267,18 @@
while(ui.dialogs.length){
ui.dialogs[0].close();
}
if(!player.noPhaseDelay&&lib.config.show_phase_prompt){
player.popup('回合开始');
}
if(lib.config.glow_phase){
if(_status.currentPhase){
_status.currentPhase.classList.remove('glow_phase');
game.broadcast(function(player){
player.classList.remove('glow_phase');
},_status.currentPhase);
}
player.classList.add('glow_phase');
game.broadcast(function(player){
player.classList.add('glow_phase');
},player);
}
_status.currentPhase=player;
_status.discarded=[];
game.phaseNumber++;
player.phaseNumber++;
game.broadcastAll(function(player,player2,num,popup){
if(lib.config.glow_phase){
if(player2) player2.classList.remove('glow_phase');
player.classList.add('glow_phase');
}
player.phaseNumber=num;
if(popup&&lib.config.show_phase_prompt) player.popup('回合开始',null,false);
},player,_status.currentPhase,player.phaseNumber,!player.noPhaseDelay);
_status.currentPhase=player;
_status.discarded=[];
game.syncState();
game.addVideo('phaseChange',player);
if(game.phaseNumber==1){
@ -11944,7 +11931,8 @@
str=get.prompt(event.skill,trigger[info.logTarget],player);
}
else if(typeof info.logTarget=='function'){
str=get.prompt(event.skill,info.logTarget(trigger,player),player);
var logTarget=info.logTarget(trigger,player);
if(get.itemtype(logTarget).indexOf('player')==0) str=get.prompt(event.skill,logTarget,player);
}
else{
str=get.prompt(event.skill,null,player);
@ -12329,8 +12317,13 @@
"step 5"
player.phaseJieshu();
},
phaseZhunbei:function(){
event.trigger(event.name);
game.log(player,'进入了准备阶段');
},
phaseJudge:function(){
"step 0"
game.log(player,'进入了判定阶段');
event.cards=player.getCards('j');
if(!event.cards.length) event.finish();
"step 1"
@ -12394,6 +12387,7 @@
},
phaseDraw:function(){
"step 0"
game.log(player,'进入了摸牌阶段');
event.trigger("phaseDrawBegin1");
"step 1"
event.trigger("phaseDrawBegin2");
@ -12422,7 +12416,11 @@
}
},
phaseUse:function(){
"step 0";
"step 0"
if(!event.logged){
game.log(player,'进入了出牌阶段');
event.logged=true;
}
var next=player.chooseToUse();
if(!lib.config.show_phaseuse_prompt){
next.set('prompt',false);
@ -12459,6 +12457,7 @@
},
phaseDiscard:function(){
"step 0"
game.log(player,'进入了弃牌阶段');
event.num=player.needsToDiscard();
if(event.num<=0) event.finish();
else{
@ -12472,6 +12471,10 @@
"step 2"
event.cards=result.cards;
},
phaseJieshu:function(){
event.trigger(event.name);
game.log(player,'进入了结束阶段');
},
chooseToUse:function(){
"step 0"
if(event.responded) return;
@ -12595,7 +12598,7 @@
ui.click.ok();
}
else if(ai.basic.chooseCard(event.ai1)){
if(ai.basic.chooseTarget(event.ai2)){
if(ai.basic.chooseTarget(event.ai2)&&(!event.filterOk||event.filterOk())){
ui.click.ok();
event._aiexcludeclear=true;
}
@ -12780,7 +12783,7 @@
ui.click.ok();
}
else if(ai.basic.chooseCard(event.ai1||event.ai)){
if(ai.basic.chooseTarget(event.ai2)){
if(ai.basic.chooseTarget(event.ai2)&&(!event.filterOk||event.filterOk())){
ui.click.ok();
event._aiexcludeclear=true;
}
@ -13021,7 +13024,7 @@
"step 1"
if(event.result=='ai'){
game.check();
if(ai.basic.chooseCard(event.ai)||forced){
if((ai.basic.chooseCard(event.ai)||forced)&&(!event.filterOk||event.filterOk())){
ui.click.ok();
}
else if(event.skill){
@ -13071,12 +13074,73 @@
else{
event.done=player.discard(event.result.cards);
}
event.done.discarder=player;
}
if(event.dialog&&event.dialog.close) event.dialog.close();
},
gaincardMultiple:function(){
'step 0'
event.type='gain';
if(event.animate=='give'||event.animate=='gain2') event.visible=true;
if(player&&cards) player.lose(cards,ui.special).set('type','gain').set('forceDie',true).set('getlx',false);
'step 1'
switch(event.animate){
case 'draw':
game.delay(0,get.delayx(500,500));
for(var i of event.gain_list){
if(get.itemtype(i[1])=='card') i[1]=[i[1]];
i[0].$draw(i[1].length);
}
break;
case 'gain':
game.delay(0,get.delayx(700,700));
for(var i of event.gain_list){
if(get.itemtype(i[1])=='card') i[1]=[i[1]];
i[0].$gain(i[1].length);
}
break;
case 'gain2': case 'draw2':
game.delay(0,get.delayx(500,500));
for(var i of event.gain_list){
if(get.itemtype(i[1])=='card') i[1]=[i[1]];
i[0].$gain2(i[1]);
}
break;
case 'give': case 'giveAuto':
if(!player) break;
var evt=event.getl(player);
game.delay(0,get.delayx(500,500));
for(var i of event.gain_list){
if(get.itemtype(i[1])=='card') i[1]=[i[1]];
var shown=i[1].slice(0),hidden=[];
if(event.animate=='giveAuto'){
for(var card of i[1]){
if(evt.hs.contains(card)){
shown.remove(card);
hidden.push(card);
}
}
}
if(shown.length>0) player.$give(shown,i[0]);
if(hidden.length>0) player.$giveAuto(hidden,i[0]);
}
default:
event.finish();
}
for(var i of event.gain_list){
var next=i[0].gain(i[1]);
next.getlx=false;
if(event.visible) next.visible=true;
if(event.giver) next.giver=event.giver;
if(event.gaintag) next.gaintag.addArray(event.gaintag);
}
'step 2'
game.delayx();
},
discardMultiple:function(){
'step 0'
event.type='discard';
event.visible=true;
if(!event.position) event.position=ui.discardPile;
var cards=[];
event.cards=cards;
@ -13667,7 +13731,7 @@
}
else{
game.check();
if(ai.basic.chooseButton(event.ai)||forced) ui.click.ok();
if((ai.basic.chooseButton(event.ai)||forced)&&(!event.filterOk||event.filterOk())) ui.click.ok();
else ui.click.cancel();
}
}
@ -13878,7 +13942,7 @@
"step 1"
if(event.result=='ai'){
game.check();
if(ai.basic.chooseCard(event.ai)||forced){
if((ai.basic.chooseCard(event.ai)||forced)&&(!event.filterOk||event.filterOk())){
ui.click.ok();
}
else if(event.skill){
@ -13949,7 +14013,7 @@
"step 1"
if(event.result=='ai'){
game.check();
if(ai.basic.chooseTarget(event.ai)||forced){
if((ai.basic.chooseTarget(event.ai)||forced)&&(!event.filterOk||event.filterOk())){
ui.click.ok();
}
else{
@ -14002,7 +14066,7 @@
if(event.result=='ai'){
game.check();
if(ai.basic.chooseCard(event.ai1)){
if(ai.basic.chooseTarget(event.ai2)){
if(ai.basic.chooseTarget(event.ai2)&&(!event.filterOk||event.filterOk())){
ui.click.ok();
_status.event._aiexclude.length=0;
}
@ -14405,7 +14469,7 @@
"step 1"
if(event.result=='ai'){
game.check();
if(ai.basic.chooseButton(event.ai)||forced) ui.click.ok();
if((ai.basic.chooseButton(event.ai)||forced)&&(!event.filterOk||event.filterOk())) ui.click.ok();
else ui.click.cancel();
}
event.dialog.close();
@ -14523,7 +14587,7 @@
"step 1"
if(event.result=='ai'){
game.check();
if(ai.basic.chooseButton(event.ai)||forced) ui.click.ok();
if((ai.basic.chooseButton(event.ai)||forced)&&(!event.filterOk||event.filterOk())) ui.click.ok();
else ui.click.cancel();
}
event.dialog.close();
@ -14553,6 +14617,7 @@
if(!event.chooseonly){
var next=target.discard(event.cards);
if(player!=target) next.notBySelf=true;
next.discarder=player;
event.done=next;
if(event.delay===false){
next.set('delay',false);
@ -14669,7 +14734,7 @@
"step 1"
if(event.result=='ai'){
game.check();
if(ai.basic.chooseButton(event.ai)||forced) ui.click.ok();
if((ai.basic.chooseButton(event.ai)||forced)&&(!event.filterOk||event.filterOk())) ui.click.ok();
else ui.click.cancel();
}
event.dialog.close();
@ -15869,8 +15934,12 @@
cards2:event.cards2,
}).setContent('swapHandcardsx');
'step 1'
player.gain(event.cards2);
target.gain(event.cards1);
game.loseAsync({
gain_list:[
[player,event.cards2],
[target,event.cards1]
],
}).setContent('gaincardMultiple');
'step 2'
game.delayx();
},
@ -17282,6 +17351,25 @@
},
player:{
//新函数
hasClan:function(clan,unseen){
if(unseen||!this.isUnseen(0)){
var info=lib.character[this.name1];
if(info&&info[4]){
for(var i of info[4]){
if(typeof i=='string'&&i.indexOf('clan:')==0&&i.slice(5)==clan) return true;
}
}
}
if(this.name2&&(unseen||!this.isUnseen(1))){
var info=lib.character[this.name2];
if(info&&info[4]){
for(var i of info[4]){
if(typeof i=='string'&&i.indexOf('clan:')==0&&i.slice(5)==clan) return true;
}
}
}
return false;
},
changeZhuanhuanji:function(skill){
var player=this,info=get.info(skill),zhuanhuan=info.zhuanhuanji;
if(typeof zhuanhuan=='function') zhuanhuan(player,skill);
@ -17398,6 +17486,10 @@
next.toShow=toShow;
next._args=arguments;
next.setContent('showCharacter');
var evt=_status.event;
evt.next.remove(next);
if(evt.logSkill) evt=evt.getParent();
evt.after.push(next);
return next;
},
$showCharacter:function(num,log){
@ -19446,7 +19538,7 @@
phaseZhunbei:function(){
var next=game.createEvent('phaseZhunbei');
next.player=this;
next.setContent('emptyEvent');
next.setContent('phaseZhunbei');
return next;
},
phaseJudge:function(){
@ -19480,7 +19572,7 @@
phaseJieshu:function(){
var next=game.createEvent('phaseJieshu');
next.player=this;
next.setContent('emptyEvent');
next.setContent('phaseJieshu');
return next;
},
chooseToUse:function(use){
@ -19528,7 +19620,9 @@
if(next.selectTarget==undefined){
next.selectTarget=lib.filter.selectTarget;
}
next.position='hs';
if(next.position==undefined){
next.position='hs';
}
if(next.ai1==undefined) next.ai1=get.order;
if(next.ai2==undefined) next.ai2=get.effect_use;
next.setContent('chooseToUse');
@ -20965,6 +21059,10 @@
});
return map;
};
next.getg=function(player){
if(this.getlx===false||player!=this.player) return [];
return this.cards.slice(0);
}
next.gaintag=[];
return next;
},
@ -21050,6 +21148,7 @@
var next=target.gain(cards,this);
next.animate=visible?'give':'giveAuto';
next.giver=this;
return next;
},
lose:function(){
var next=game.createEvent('lose');
@ -26123,6 +26222,7 @@
_skillChoice:this._skillChoice,
ai1:this.ai1,
ai2:this.ai2,
filterOk:this.filterOk,
}
if(skill){
var info=get.info(skill);
@ -26141,17 +26241,21 @@
if(!evt.ignoreMod&&player){
var mod=game.checkMod(card,player,'unchanged','cardEnabled2',player);
if(mod!='unchanged') return mod;
if(evt._backup&&evt._backup.filterCard){
var cardx2=lib.skill[evt.skill].viewAs(ui.selected.cards.concat([card]),player);
if(get.is.object(cardx2)){
var cardx=get.autoViewAs(cardx2,ui.selected.cards.concat([card]));
if(!get.filter(evt._backup.filterCard)(cardx,player,evt)) return false;
}
}
}
return get.filter(evt.filterCard2).apply(this,arguments);
};
}
if(info.filterOk==undefined){
this.filterOk=function(){
var evt=_status.event;
var card=get.card(),player=get.player();
var filter=evt._backup.filterCard;
if(filter&&!filter(card,player,evt)) return false;
if(evt._backup.filterOk) return evt._backup.filterOk();
return true;
};
}
else this.filterOk=info.filterOk;
if(info.selectCard!=undefined) this.selectCard=info.selectCard;
if(info.position!=undefined) this.position=info.position;
if(info.forced!=undefined) this.forced=info.forced;
@ -26174,14 +26278,21 @@
if(!evt.ignoreMod&&player){
var mod=game.checkMod(card,player,'unchanged','cardEnabled2',player);
if(mod!='unchanged') return mod;
if(evt._backup&&evt._backup.filterCard){
var cardx=get.autoViewAs(lib.skill[evt.skill].viewAs,ui.selected.cards.concat([card]));
if(!get.filter(evt._backup.filterCard)(cardx,player,evt)) return false;
};
}
return get.filter(evt.filterCard2).apply(this,arguments);
};
}
if(info.filterOk==undefined){
this.filterOk=function(){
var evt=_status.event;
var card=get.card(),player=get.player();
var filter=evt._backup.filterCard;
if(filter&&!filter(card,player,evt)) return false;
if(evt._backup.filterOk) return evt._backup.filterOk()
return true;
};
}
else this.filterOk=info.filterOk;
if(info.selectCard!=undefined) this.selectCard=info.selectCard;
if(info.position!=undefined) this.position=info.position;
if(info.forced!=undefined) this.forced=info.forced;
@ -26205,6 +26316,7 @@
this.complexTarget=info.complexTarget;
if(info.ai1!=undefined) this.ai1=info.ai1;
if(info.ai2!=undefined) this.ai2=info.ai2;
this.filterOk=info.filterOk;
}
delete this.fakeforce;
}
@ -26232,6 +26344,7 @@
this._cardChoice=this._backup._cardChoice;
this._targetChoice=this._backup._targetChoice;
this._skillChoice=this._backup._skillChoice;
this.filterOk=this._backup.filterOk;
}
delete this.skill;
delete this.ignoreMod;
@ -27172,7 +27285,11 @@
},
targetEnabledx:function(card,player,target){
if(!card) return false;
if(_status.event.addCount_extra&&!lib.filter.cardUsable2(card,player)&&!game.checkMod(card,player,target,false,'cardUsableTarget',player)) return false;
var event=_status.event;
if(event._backup&&event._backup.filterCard==lib.filter.filterCard&&(!lib.filter.cardEnabled(card,player,event)||!lib.filter.cardUsable(card,player,event))) return false;
if(event.addCount_extra){
if(!lib.filter.cardUsable2(card,player)&&!game.checkMod(card,player,target,false,'cardUsableTarget',player)) return false;
}
var info=get.info(card);
if(info.singleCard&&info.filterAddedTarget&&ui.selected.targets.length) return info.filterAddedTarget(card,player,target,ui.selected.targets[ui.selected.targets.length-1]);
return lib.filter.targetEnabled.apply(this,arguments);
@ -27793,6 +27910,7 @@
},
},
dualside:{
charlotte:true,
subSkill:{
turn:{
trigger:{player:['turnOverAfter','dieBefore']},
@ -29449,6 +29567,7 @@
},
loseAsync:function(arg){
var next=game.createEvent('loseAsync');
next.forceDie=true;
next.getd=function(player,key,position){
if(!position) position=ui.discardPile;
if(!key) key='cards';
@ -29485,6 +29604,16 @@
});
return map;
};
next.getg=function(player){
var that=this;
var cards=[];
player.getHistory('gain',function(evt){
if(evt.parent==that){
cards.addArray(evt.cards);
}
});
return cards;
};
if(arg&&get.is.object(arg)){
for(var i in arg) next[i]=arg[i];
}
@ -29509,6 +29638,25 @@
return history;
}
},
getAllGlobalHistory:function(key,filter){
var list=[];
var all=_status.globalHistory;
for(var j=0;j<all.length;j++){
if(!key||!all[j][key]){
list.push(all[j]);
}
else{
if(!filter) list.addArray(all[j][key]);
else{
var history=all[j][key].slice(0);
for(var i=0;i<history.length;i++){
if(filter(history[i])) list.push(history[i]);
}
}
}
}
return list;
},
cardsDiscard:function(cards){
var type=get.itemtype(cards);
if(type!='cards'&&type!='card') return;
@ -34436,7 +34584,7 @@
}
}
}
if(ok&&auto&&(auto_confirm||(skillinfo&&skillinfo.direct))&&(!_status.mousedragging||!_status.mouseleft)&&
if(ok&&(!event.filterOk||event.filterOk())&&auto&&(auto_confirm||(skillinfo&&skillinfo.direct))&&(!_status.mousedragging||!_status.mouseleft)&&
!_status.mousedown&&!_status.touchnocheck){
if(ui.confirm){
if(!skillinfo||!skillinfo.preservecancel){
@ -34459,7 +34607,7 @@
if(!_status.noconfirm&&!_status.event.noconfirm){
if(!_status.mousedown||_status.mouseleft){
var str='';
if(ok) str+='o';
if(ok&&(!event.filterOk||event.filterOk())) str+='o';
if(!event.forced&&!event.fakeforce&&get.noSelected()) str+='c';
ui.create.confirm(str);
}
@ -51846,7 +51994,7 @@
id:function(){
return (Math.floor(1000000+9000000*Math.random())).toString()+(10+lib.status.globalId++);
},
zhu:function(player,skill,unseen){
zhu:function(player,skill,group){
if(typeof player=='string'){
skill=player;
player=null;
@ -51883,7 +52031,7 @@
if(player.identity==game.players[i].identity){
return game.players[i];
}
else if(unseen&&player._group==game.players[i].identity){
else if(group&&group==game.players[i].identity){
return game.players[i];
}
}
@ -52509,16 +52657,11 @@
return card.name;
},
suit:function(card,player){
if(get.itemtype(card)=='cards'){
if(Array.isArray(card)){
if(card.length==1) return get.suit(card[0],player);
return 'none';
//var suit=get.suit(card[0])
//for(var i=1;i<card.length;i++){
// if(get.suit(card[i])!=suit) return 'none';
//}
//return suit;
}
else if(get.itemtype(card.cards)=='cards'&&card.suit!='none'&&!lib.suit.contains(card.suit)){
else if(Array.isArray(card.cards)&&card.suit!='none'&&!lib.suit.contains(card.suit)){
return get.suit(card.cards,player);
}
else{
@ -52528,23 +52671,25 @@
return game.checkMod(card,card.suit,'suit',owner);
}
}
return card.suit;
if(lib.suit.contains(card.suit)) return card.suit;
return 'none';
}
},
color:function(card,player){
if(get.itemtype(card)=='cards'){
var color=get.color(card[0],player)
if(Array.isArray(card)){
var color=get.color(card[0],player);
for(var i=1;i<card.length;i++){
if(get.color(card[i],player)!=color) return 'none';
}
return color;
}
else if(get.itemtype(card.cards)=='cards'&&card.suit!='none'&&!lib.suit.contains(card.suit)){
else if(Array.isArray(card.cards)&&card.suit!='none'&&!lib.suit.contains(card.suit)){
return get.color(card.cards,player);
}
else{
if(get.suit(card,player)=='spade'||get.suit(card,player)=='club') return 'black';
if(get.suit(card,player)=='heart'||get.suit(card,player)=='diamond') return 'red';
var suit=get.suit(card,player);
if(suit=='spade'||suit=='club') return 'black';
if(suit=='heart'||suit=='diamond') return 'red';
return 'none';
}
},
@ -54141,7 +54286,7 @@
else{
if(lib.translate[name+'_info']){
if(!uiintro.nosub){
if(get.subtype(node)=='equip1'){
if(get.subtype(name)=='equip1'){
var added=false;
if(lib.card[node.name]&&lib.card[node.name].distance){
var dist=lib.card[node.name].distance;
@ -54154,8 +54299,8 @@
uiintro.add('<div class="text center">攻击范围1</div>');
}
}
else if(get.subtype(node)){
uiintro.add('<div class="text center">'+get.translation(get.subtype(node))+'</div>');
else if(get.subtype(name)){
uiintro.add('<div class="text center">'+get.translation(get.subtype(name))+'</div>');
}
else if(lib.card[name]&&lib.card[name].addinfomenu){
uiintro.add('<div class="text center">'+lib.card[name].addinfomenu+'</div>');

View File

@ -7,6 +7,7 @@ window.noname_package={
yijiang:'一将成名',
sp:'璀璨星河',
yingbian:'文德武备',
clan:'门阀士族',
sp2:'系列专属',
extra:'神将',
mobile:'移动版',

View File

@ -14,6 +14,7 @@ window.noname_source_list=[
'card/yunchou.js',
'card/zhenfa.js',
'card/zhulu.js',
'character/clan.js',
'character/diy.js',
'character/extra.js',
'character/gujian.js',

View File

@ -1,16 +1,17 @@
window.noname_update={
version:'1.9.117.2',
update:'1.9.117.1',
version:'1.9.118',
update:'1.9.117.2',
changeLog:[
'新的dialog Button',
'OL神孙权',
'十周年界李儒、界朱桓、陈珪、黄权、胡班、丁尚涴、柯比能、全惠解、尹夫人',
'其他技能调整和bug修复', 'players://["chengui","dc_huangquan","dc_huban","dc_liru","dingshangwan","junk_sunquan","kebineng","quanhuijie","re_zhuhuan","yinfuren"]',
'部分代码大改',
'OL族吴苋、族吴班',
'十周年神张飞、卢弈、诸葛尚、刘晔、赵俨、王威',
'其他技能调整和bug修复',
'players://["clan_wuban","clan_wuxian","dc_liuye","dc_zhaoyǎn","luyi","shen_zhangfei","wangwei","zhugeshang"]',
],
files:[
//'card/extra.js',
'card/extra.js',
//'card/gujian.js',
//'card/guozhan.js',
'card/guozhan.js',
//'card/gwent.js',
//'card/huanlekapai.js',
//'card/mtg.js',
@ -18,10 +19,11 @@ window.noname_update={
'card/standard.js',
//'card/swd.js',
//'card/yunchou.js',
//'card/yingbian.js',
//'card/yongjian.js',
'card/yingbian.js',
'card/yongjian.js',
//'card/zhenfa.js',
//'card/zhulu.js',
'character/clan.js',
'character/diy.js',
'character/extra.js',
//'character/hearth.js',
@ -35,32 +37,32 @@ window.noname_update={
//'character/ow.js',
'character/rank.js',
'character/refresh.js',
//'character/sb.js',
//'character/shenhua.js',
'character/sb.js',
'character/shenhua.js',
'character/sp.js',
'character/sp2.js',
//'character/standard.js',
'character/standard.js',
'character/tw.js',
//'character/swd.js',
//'character/xianjian.js',
//'character/xinghuoliaoyuan.js',
'character/yingbian.js',
'character/xinghuoliaoyuan.js',
'character/yijiang.js',
'character/yingbian.js',
//'character/yxs.js',
//'extension/boss/extension.js',
//'font/suits.ttf',
'layout/default/layout.css',
'layout/default/menu.css',
//'layout/default/menu.css',
//'layout/long2/layout.css',
//'layout/mobile/equip.css',
//'layout/mobile/layout.css',
//'layout/newlayout/global.css',
//'layout/nova/layout.css',
//'mode/boss.js',
//'mode/brawl.js',
'mode/brawl.js',
//'mode/chess.js',
//'mode/connect.js',
//'mode/doudizhu.js',
'mode/doudizhu.js',
'mode/guozhan.js',
//'mode/identity.js',
//'mode/single.js',
@ -70,10 +72,10 @@ window.noname_update={
'game/game.js',
//'game/keyWords.js',
//'game/NoSleep.js',
//'game/config.js',
//'game/package.js',
'game/config.js',
'game/package.js',
//'game/asset.js',
//'game/source.js',
'game/source.js',
//'theme/style/hp/custom.css',
//'theme/style/hp/emotion.css',
//'theme/style/hp/glass.css',

BIN
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View File

@ -1733,7 +1733,10 @@ div:not(.handcards)>.card>.info>span,
}
.content>div {
position: relative;
margin: 8px;
margin-top: 8px;
margin-bottom: 8px;
margin-left: 4px;
margin-right: 4px;
}
.content>.caption + .buttons:not(*:last-child){
margin-top: 0;

View File

@ -1938,7 +1938,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
var map3=[];
var list1=['司','夏','诸','皇'];
var list2=['马','侯','葛','甫'];
var exclude=['界','新','大','旧','☆','神'];
var exclude=['界','新','大','旧','☆','神','晋','族','谋'];
for(var i in lib.character){
if(lib.filter.characterDisabled(i)) continue;
if(lib.character[i][1]=='key') continue;

View File

@ -2236,7 +2236,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
}
else event.finish();
'step 2'
if(result.bool&&result.cards&&result.cards.length) target.gain(result.cards,player,'giveAuto');
if(result.bool&&result.cards&&result.cards.length) player.give(result.cards,target);
},
ai:{
viewHandcard:true,

View File

@ -1993,7 +1993,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
}
}
'step 2'
if(result.bool) event.gainner.gain(result.cards,event.giver,'giveAuto');
if(result.bool) event.giver.give(result.cards,event.gainner,'giveAuto');
'step 3'
if(target.isIn()) player.chooseBool('纵横:是否令'+get.translation(target)+'获得【锋略】?').set('ai',function(){
var evt=_status.event.getParent();
@ -2053,7 +2053,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
}
}
'step 2'
if(result.bool) event.gainner.gain(result.cards,event.giver,'giveAuto');
if(result.bool) event.giver.give(result.cards,event.gainner,'giveAuto');
},
ai:{
order:8,
@ -2617,7 +2617,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
}
else event.goto(3);
'step 2'
target.gain(result.cards,player,'giveAuto');
player.give(result.cards,target);
'step 3'
if(target.isIn()&&event.name=='gzweimeng') player.chooseBool('纵横:是否令'+get.translation(target)+'获得【危盟】?').set('ai',function(){
var evt=_status.event.getParent();
@ -3359,6 +3359,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
})
},
filterCard:true,
position:'he',
filterTarget:function(card,player,target){
return target!=player&&target.countCards('he')>0;
},
@ -3376,7 +3377,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
player.gainPlayerCard(target,'he',true);
event.finish();
}
else player.gain(result.cards,target,'give');
else target.give(result.cards,player);
'step 2'
if(result.bool&&result.cards&&result.cards.length&&
target.isIn()&&player.isIn()&&get.suit(result.cards[0],target)=='spade'&&target.canUse('sha',player,false)) target.useCard({name:'sha',isCard:true},false,player);
@ -4169,7 +4170,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
},
content:function(){
'step 0'
target.gain(cards,player,'giveAuto');
player.give(cards,target);
'step 1'
player.chooseJunlingFor(target);
'step 2'
@ -4494,6 +4495,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
filter:function(event,player){
return !player.getHistory('useCard').length||!player.getHistory('sourceDamage').length;
},
check:()=>false,
content:function(){
lib.skill.rekuangcai.change(player,player.getHistory('useCard').length?-1:1);
},
@ -4996,7 +4998,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
'step 2'
if(result.bool){
event.card=result.cards[0];
player.gain(result.cards,target,'give').gaintag.add('gzwenji');
target.give(result.cards,player).gaintag.add('gzwenji');
}
'step 3'
if(target.identity=='unknown'||target.isFriendOf(player)){
@ -5015,7 +5017,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
else event.finish();
'step 4'
if(result.bool){
target.gain(result.cards,player,'give');
player.give(result.cards,target);
player.removeGaintag('gzwenji');
}
else{
@ -6032,7 +6034,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
else event.finish();
'step 3'
if(result.cards){
target.gain(result.cards,player,'giveAuto');
player.give(result.cards,target);
}
},
group:['gzweidi_ft','gzweidi_ftc'],
@ -6161,7 +6163,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
'step 1'
if(result.bool){
player.logSkill('gzfudi',trigger.source);
trigger.source.gain(result.cards,player,'giveAuto');
player.give(result.cards,trigger.source);
}
else event.finish();
'step 2'
@ -6516,7 +6518,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
player.line(result.targets,'green');
if(result.cards.length){
event.cards=result.cards;
result.targets[0].gain(result.cards,player,'give');
player.give(result.cards,result.cards[0]);
}
else{
player.storage.gzzhengbi_eff1=result.targets[0];
@ -6537,7 +6539,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
else{
if(target.countCards('h')){
var cards=target.getCards('h');
player.gain(cards,target,'giveAuto');
target.give(cards,player);
event.finish();
}
else event.finish();
@ -6547,7 +6549,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
target.chooseCard('he',(check?1:2),{type:(check?['trick','delay','equip']:'basic')},true);
'step 5'
if(result.cards){
player.gain(result.cards,target,'giveAuto');
target.give(result.cards,player);
}
},
subSkill:{
@ -6703,7 +6705,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
if(result.bool){
event.target=result.targets[0];
player.logSkill('gzjieyue',result.targets);
result.targets[0].gain(result.cards[0],player,'giveAuto');
player.give(result.cards[0],result.targets[0]);
player.chooseJunlingFor(result.targets[0]);
}
else event.finish();
@ -7093,7 +7095,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
});
'step 1'
if(result.bool){
player.gain(result.cards[0],trigger.source,'giveAuto');
trigger.source.give(result.cards[0],player,'giveAuto');
}
else trigger.source.loseHp();
},
@ -7867,15 +7869,15 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
},
frequent:true,
preHidden:true,
filter:function(event){
return (event.num>0)
},
content:function(){
"step 0"
'step 0'
event.cards=game.cardsGotoOrdering(get.cards(2)).cards;
"step 1"
'step 1'
if(_status.connectMode) game.broadcastAll(function(){_status.noclearcountdown=true});
event.given_map={};
'step 2'
if(event.cards.length>1){
player.chooseCardButton('将“遗计”牌分配给任意角色',true,event.cards,[1,event.cards.length]).set('ai',function(button){
player.chooseCardButton('遗计:请选择要分配的牌',true,event.cards,[1,event.cards.length]).set('ai',function(button){
if(ui.selected.buttons.length==0) return 1;
return 0;
});
@ -7886,13 +7888,11 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
else{
event.finish();
}
"step 2"
'step 3'
if(result.bool){
for(var i=0;i<result.links.length;i++){
event.cards.remove(result.links[i]);
}
event.cards.removeArray(result.links);
event.togive=result.links.slice(0);
player.chooseTarget(''+get.translation(result.links)+'交给一名角色',true).set('ai',function(target){
player.chooseTarget('选择一名角色获得'+get.translation(result.links),true).set('ai',function(target){
var att=get.attitude(_status.event.player,target);
if(_status.event.enemy){
return -att;
@ -7903,15 +7903,30 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
else{
return att/100;
}
}).set('enemy',get.value(event.togive[0])<0);
}).set('enemy',get.value(event.togive[0],player,'raw')<0);
}
"step 3"
'step 4'
if(result.targets.length){
result.targets[0].gain(event.togive,'draw');
player.line(result.targets[0],'green');
game.log(result.targets[0],'获得了'+get.cnNumber(event.togive.length)+'张牌');
event.goto(1);
var id=result.targets[0].playerid,map=event.given_map;
if(!map[id]) map[id]=[];
map[id].addArray(event.togive);
}
if(cards.length>0) event.goto(2);
'step 5'
if(_status.connectMode){
game.broadcastAll(function(){delete _status.noclearcountdown;game.stopCountChoose()});
}
var list=[];
for(var i in event.given_map){
var source=(_status.connectMode?lib.playerOL:game.playerMap)[i];
player.line(source,'green');
list.push([source,event.given_map[i]]);
}
game.loseAsync({
gain_list:list,
giver:player,
animate:'draw',
}).setContent('gaincardMultiple');
},
ai:{
maixie:true,
@ -8620,12 +8635,12 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
return 5-get.value(card);
},
selectCard:[1,3],
prepare:'give',
discard:false,
// delay:0.5,
lose:false,
delay:false,
content:function(){
"step 0"
target.gain(cards,player);
player.give(cards,target);
"step 1"
if(!target.isUnseen()){
player.draw(cards.length);
@ -9829,12 +9844,11 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
var card=list.randomGet();
var owner=get.owner(card);
if(owner){
player.gain(card,owner,'give');
player.gain(card,owner,'give','bySelf');
player.line(owner,'green');
}
else{
player.gain(card,'log');
player.$draw(card);
player.gain(card,'gain2');
}
}
},
@ -9952,7 +9966,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
}
}
var owner=get.owner(cards[0]);
if(owner) player.gain(cards,'give',owner);
if(owner) player.gain(cards,'give',owner,'bySelf');
else player.gain(cards,'gain2');
},
group:'zhangwu_draw',
@ -10170,7 +10184,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
if(result.bool){
var card=result.links[0];
player.logSkill('ziliang',trigger.player);
trigger.player.gain(card,player,'give');
player.give(card,trigger.player);
}
}
},
@ -10213,7 +10227,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
target.equip(card);
}
else{
target.gain(card,player,'giveAuto');
player.give(card,target);
event.finish();
}
}
@ -11009,7 +11023,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
},
content:function(){
'step 0'
if(player.phaseNumber==1&&player.isUnseen(0)&&(_status.connectMode?!lib.configOL.junzhu:get.config('junzhu'))){
if(player.phaseNumber==1&&player.isUnseen(0)&&(_status.connectMode?lib.configOL.junzhu:get.config('junzhu'))){
var name=player.name1;
if(name.indexOf('gz_')!=0||!lib.junList.contains(name.slice(3))){
event.goto(3);
@ -12241,6 +12255,21 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
// }
}
},
dynamicTranslate:{
gzzhaosong:function(player){
var storage=player.getStorage('gzzhaosong');
var list1=['效果①','效果②','效果③'];
var str='每局游戏每项限一次。';
var list2=['①一名角色进入濒死状态时你可以令其回复至2点体力并摸一张牌。','②出牌阶段,你可观看一名其他角色的所有暗置武将牌和手牌,然后可以获得其区域内的一张牌。','③一名角色使用【杀】选择唯一目标后,你可以为此【杀】增加两个目标。'];
for(var i=0;i<3;i++){
var bool=storage.contains(list1[i]);
if(bool) str+='<span style="text-decoration:line-through">';
str+=list2[i];
if(bool) str+='</span>';
}
return str;
},
},
translate:{
ye:'野',
ye2:'野心家',
@ -13286,7 +13315,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
'step 2'
if(event.junling=='junling2'&&source!=player){
if(result.cards.length&&event.ing){
source.gain(result.cards,player,'giveAuto');
player.give(result.cards,source);
}
event.num++;
if(event.num<3){
@ -13858,7 +13887,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
wontYe:function(group){
if(!group) group=lib.character[this.name1][1];
if(_status.yeidentity&&_status.yeidentity.contains(group)) return false;
if(get.zhu(this,null,true)) return true;
if(get.zhu(this,null,group)) return true;
return get.totalPopulation(group)+1<=get.population()/2;
},
perfectPair:function(choosing){