1944 lines
63 KiB
JavaScript
1944 lines
63 KiB
JavaScript
import { lib, game, ui, get, ai, _status } from "../noname.js";
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game.import("character", function () {
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return {
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name: "onlyOL",
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connect: true,
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character: {
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ol_sb_jiangwei: ["male", "shu", 4, ["olsbzhuri", "olsbranji"]],
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ol_caozhang: ["male", "wei", 4, ["oljiangchi"], ["die_audio:xin_caozhang"]],
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ol_jianyong: [
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"male",
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"shu",
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3,
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["olqiaoshui", "jyzongshi"],
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["tempname:re_jianyong", "die_audio:re_jianyong"],
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],
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ol_lingtong: ["male", "wu", 4, ["olxuanfeng"], ["die_audio:re_lingtong"]],
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ol_sb_guanyu: ["male", "shu", 4, ["olsbweilin", "olsbduoshou"]],
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ol_sb_taishici: ["male", "wu", 4, ["olsbdulie", "olsbdouchan"]],
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ol_gaoshun: ["male", "qun", 4, ["olxianzhen", "decadejinjiu"], ["die_audio:re_gaoshun"]],
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ol_sb_yuanshao: [
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"male",
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"qun",
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4,
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["olsbhetao", "olsbshenli", "olsbyufeng", "olsbshishou"],
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["zhu"],
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],
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ol_yufan: [
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"male",
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"wu",
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3,
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["olzongxuan", "olzhiyan"],
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["tempname:re_yufan", "die_audio:re_yufan"],
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],
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ol_chengpu: [
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"male",
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"wu",
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4,
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["dclihuo", "olchunlao"],
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["tempname:xin_chengpu", "die_audio:xin_chengpu"],
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],
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ol_wangyi: ["female", "wei", 3, ["olzhenlie", "olmiji"]],
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},
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characterSort: {
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onlyOL: {
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onlyOL_yijiang1: ["ol_jianyong", "ol_lingtong", "ol_gaoshun"],
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onlyOL_yijiang2: ["ol_caozhang", "ol_chengpu", "ol_wangyi"],
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onlyOL_yijiang3: ["ol_yufan"],
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onlyOL_sb: ["ol_sb_jiangwei", "ol_sb_guanyu", "ol_sb_taishici", "ol_sb_yuanshao"],
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},
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},
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characterIntro: {},
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characterReplace: {},
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characterSubstitute: {
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ol_sb_yuanshao: [],
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},
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card: {
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sizhaojian: {
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derivation: "ol_sb_yuanshao",
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cardcolor: "diamond",
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fullskin: true,
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type: "equip",
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subtype: "equip1",
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get destroy() {
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return !lib.card.sizhaojian.inShanShanFestival();
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},
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inShanShanFestival() {
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//闪闪节外离开装备区会销毁
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const date = new Date();
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return date.getMonth() + 1 == 3 && date.getDate() >= 2 && date.getDate() <= 15;
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},
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distance: { attackFrom: -1 },
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ai: { basic: { equipValue: 7 } },
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skills: ["olsbyufeng_sizhaojian"],
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},
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},
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skill: {
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//王异
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olzhenlie: {
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audio: 2,
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inherit: "zhenlie",
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async content(event, trigger, player) {
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const target = trigger.player;
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if (get.attitude(player, target) < 0 && target.countDiscardableCards(player, "he"))
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player.addTempSkill("zhenlie_lose");
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await player.loseHp();
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player.removeSkill("zhenlie_lose");
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trigger.getParent().excluded.add(player);
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if (!player.isIn()) return;
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const goon = target.hasCard((card) => {
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if (get.position(card) == "h") return true;
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return lib.filter.canBeGained(card, player, target);
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}, "he");
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if (goon || player.isDamaged()) {
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let result;
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if (goon && player.isDamaged())
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result = await player
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.chooseControl()
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.set("choiceList", [
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"获得" + get.translation(target) + "的一张牌",
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"发动一次〖秘计〗",
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])
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.set("ai", () => {
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const player = get.event("player"),
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target = get.event().getTrigger().player;
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return get.effect(target, { name: "shunshou_copy2" }, player, player) >
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get.effect(player, { name: "draw" }, player, player) *
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player.getDamagedHp()
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? 0
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: 1;
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})
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.forResult();
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else result = { index: goon ? 0 : 1 };
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if (result.index == 0) {
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await player.gainPlayerCard(target, "he", true);
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} else {
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await player.useSkill("olmiji");
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}
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}
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},
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},
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olmiji: {
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audio: 2,
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trigger: { player: "phaseJieshuBegin" },
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filter(event, player) {
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return player.isDamaged();
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},
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async content(event, trigger, player) {
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let num = player.getDamagedHp();
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await player.draw(num);
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if (player.countCards("he") && game.hasPlayer((target) => target != player)) {
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if (_status.connectMode) game.broadcastAll(() => (_status.noclearcountdown = true));
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let given_map = [];
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while (
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num > 0 &&
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player.hasCard((card) => !card.hasGaintag("olsujian_given"), "he")
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) {
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const {
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result: { bool, cards, targets },
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} = await player.chooseCardTarget({
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filterCard(card, player) {
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return !card.hasGaintag("olsujian_given");
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},
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selectCard: [1, num],
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position: "he",
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filterTarget: lib.filter.notMe,
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prompt: "秘计:请选择要分配的卡牌和目标",
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prompt2: "(还可分配" + num + "张)",
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ai1(card) {
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return !ui.selected.cards.length && card.name == "du" ? 1 : 0;
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},
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ai2(target) {
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const player = get.event("player");
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const card = ui.selected.cards[0];
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if (card) return get.value(card, target) * get.attitude(player, target);
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return 0;
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},
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});
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if (bool) {
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num -= cards.length;
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const target = targets[0];
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if (given_map.some((i) => i[0] == target)) {
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given_map[
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given_map.indexOf(given_map.find((i) => i[0] == target))
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][1].addArray(cards);
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} else given_map.push([target, cards]);
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player.addGaintag(cards, "olsujian_given");
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} else break;
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}
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if (_status.connectMode) {
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game.broadcastAll(() => {
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delete _status.noclearcountdown;
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game.stopCountChoose();
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});
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}
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if (given_map.length) {
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await game
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.loseAsync({
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gain_list: given_map,
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player: player,
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cards: given_map.slice().map((list) => list[1]),
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giver: player,
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animate: "giveAuto",
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})
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.setContent("gaincardMultiple");
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}
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}
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},
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},
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//程普
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dclihuo: {
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audio: "relihuo",
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trigger: { player: "useCard1" },
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filter(event, player) {
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return event.card.name == "sha" && !game.hasNature(event.card, "fire");
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},
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check(event, player) {
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let card = new lib.element.VCard(get.copy(event.card));
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game.setNature(card, "fire");
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const eff1 = event.targets.reduce((sum, target) => {
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return sum + get.effect(target, event.card, player, player);
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}, 0);
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let targets = event.targets.slice();
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if (get.info("lihuo2").filter(event, player)) {
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let targetx = game.filterPlayer((target) => {
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return (
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!targets.includes(target) &&
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player.canUse(card, target) &&
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get.effect(target, card, player, player) > 0
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);
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});
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if (targetx.length)
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targets.add(
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targetx.sort((a, b) => {
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return (
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get.effect(b, card, player, player) -
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get.effect(a, card, player, player)
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);
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})[0]
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);
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}
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const eff2 = targets.reduce((sum, target) => {
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return sum + get.effect(target, card, player, player);
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}, 0);
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return eff2 > eff1;
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},
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content() {
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game.log(player, "将", trigger.card, "改为了火属性");
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game.setNature(trigger.card, "fire");
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player
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.when("useCardAfter")
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.filter((evt) => evt == trigger)
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.then(() => {
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if (
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game.hasPlayer2((target) => {
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return target.getHistory(
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"damage",
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(evt) => evt.card && evt.card == trigger.card
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).length;
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})
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) {
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player
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.chooseToDiscard("he", "疠火:弃置一张牌,或失去1点体力")
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.set("ai", (card) => {
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const player = get.event("player");
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if (
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(get.name(card) == "tao" || get.name(card) == "jiu") &&
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lib.filter.cardSavable(card, player, player)
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)
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return -1;
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if (player.hp <= 1) {
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if (
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cards.length < player.getEnemies().length &&
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player.hasCard((cardx) => {
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return (
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(get.name(cardx) == "tao" ||
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get.name(cardx) == "jiu") &&
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lib.filter.cardSavable(cardx, player, player)
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);
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}, "hs")
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)
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return 7 - get.value(card);
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return -1;
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}
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return (
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24 -
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5 * cards.length -
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2 * Math.min(4, player.getHp()) -
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get.value(card)
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);
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});
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} else event.finish();
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})
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.then(() => {
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if (!result.bool) player.loseHp();
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});
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},
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ai: { fireAttack: true },
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group: "dclihuo_add",
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subSkill: {
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add: {
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inherit: "lihuo2",
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async content(event, trigger, player) {
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const {
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result: { bool, targets },
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} = await player
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.chooseTarget(
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get.prompt("dclihuo"),
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"为" + get.translation(trigger.card) + "增加一个目标",
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(card, player, target) => {
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const trigger = get.event().getTrigger();
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return (
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!trigger.targets.includes(target) &&
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player.canUse(trigger.card, target)
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);
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}
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)
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.set("card", trigger.card)
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.set("ai", (target) => {
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const player = get.event("player"),
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trigger = get.event().getTrigger();
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return get.effect(target, trigger.card, player, player);
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});
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if (bool) {
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player.logSkill("dclihuo", targets);
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trigger.targets.addArray(targets);
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}
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},
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},
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},
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},
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olchunlao: {
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audio: "chunlao",
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audioname: ["xin_chengpu"],
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trigger: {
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player: "loseAfter",
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global: "loseAsyncAfter",
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},
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filter(event, player) {
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if (event.type != "discard" || event.getlx === false) return false;
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const evt = event.getl(player);
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return (
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evt && evt.cards2 && evt.cards2.some((i) => i.name == "sha" && get.position(i) == "d")
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);
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},
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forced: true,
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locked: false,
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content() {
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const evt = trigger.getl(player);
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player
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.addToExpansion(
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evt.cards2.filter((i) => i.name == "sha" && get.position(i) == "d"),
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"gain2"
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)
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.gaintag.add("olchunlao");
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},
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ai: {
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effect: {
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player(card, player, target) {
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if (_status.currentPhase != player) return;
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if (
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card.name == "sha" &&
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!player.getExpansions("olchunlao").length &&
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target.hp > 1
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) {
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return "zeroplayertarget";
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}
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},
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},
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},
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intro: {
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content: "expansion",
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markcount: "expansion",
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},
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onremove(player, skill) {
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var cards = player.getExpansions(skill);
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if (cards.length) player.loseToDiscardpile(cards);
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},
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group: "olchunlao_save",
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subSkill: {
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save: {
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inherit: "chunlao2",
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filter(event, player) {
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return (
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event.type == "dying" &&
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event.dying &&
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event.dying.hp <= 0 &&
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player.getExpansions("olchunlao").length
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);
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},
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async content(event, trigger, player) {
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const target = event.targets[0];
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const {
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result: { bool, links },
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} = await player.chooseCardButton(
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get.translation("olchunlao"),
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player.getExpansions("olchunlao"),
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true
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);
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if (bool) {
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player.logSkill("olchunlao", target);
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await player.loseToDiscardpile(links);
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event.type = "dying";
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await target.useCard({ name: "jiu", isCard: true }, target);
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}
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},
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ai: {
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save: true,
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skillTagFilter(player) {
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return player.getExpansions("olchunlao").length;
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},
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order: 6,
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result: { target: 1 },
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},
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},
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},
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},
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//虞翻
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olzongxuan: {
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audio: "rezongxuan",
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trigger: { global: ["loseAfter", "loseAsyncAfter"] },
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filter(event, player) {
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if (event.type != "discard" || event.getlx === false) return false;
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return get.info("olzongxuan").getCards(event, player).length;
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},
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check(event, player) {
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if (event.getParent(3).name != "phaseDiscard") return false;
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const cards = get.info("olzongxuan").getCards(event, player);
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return game.hasPlayer((target) => {
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if (
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cards.some((i) => get.type(i, target) == "equip") &&
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(get.attitude(player, target) > 0 ||
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get.recoverEffect(target, player, player) > 0)
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)
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return true;
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if (
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cards.some((i) => get.type(i, target) != "equip") &&
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target.getHp() >= player.getHp() &&
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get.effect(target, { name: "losehp" }, player, player) > 0
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)
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return true;
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return false;
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});
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},
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async content(event, trigger, player) {
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const {
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result: { bool, moved },
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} = await player
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.chooseToMove("纵玄:将任意张牌置于牌堆顶", true)
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.set("list", [
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["本次弃置的牌", get.info("olzongxuan").getCards(trigger, player)],
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["牌堆顶"],
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])
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.set("filterOk", (moved) => moved[1].length)
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.set("processAI", (list) => {
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const player = get.event("player");
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const cards = list[0][1].slice(),
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cards2 = cards.filter((card) => {
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return game.hasPlayer((target) => {
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if (
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get.type(card, target) == "equip" &&
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(get.attitude(player, target) > 0 ||
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get.recoverEffect(target, player, player) > 0)
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)
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return true;
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if (
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get.type(card, target) != "equip" &&
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target.getHp() >= player.getHp() &&
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get.effect(target, { name: "losehp" }, player, player) > 0
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)
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return true;
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return false;
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});
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}),
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cards3 = cards2.length ? cards2.randomGet() : cards.randomGet();
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return [[], [cards3]];
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});
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if (bool) {
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let cards = moved[1].slice();
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game.log(player, "将", cards, "置于了牌堆顶");
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while (cards.length) {
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ui.cardPile.insertBefore(cards.pop().fix(), ui.cardPile.firstChild);
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}
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}
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},
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getCards(event, player) {
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let cards = [];
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for (const target of [player, player.getPrevious()]) {
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const evt = event.getl(target);
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if (evt && evt.cards2 && evt.cards2.some((i) => get.position(i) == "d"))
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cards.addArray(evt.cards2.filter((i) => get.position(i) == "d"));
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}
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return cards;
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},
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},
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olzhiyan: {
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audio: "zhiyan",
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audioname: ["re_yufan"],
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trigger: { global: "phaseJieshuBegin" },
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filter(event, player) {
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return event.player == player || event.player == player.getPrevious();
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},
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direct: true,
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async content(event, trigger, player) {
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const {
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result: { bool, targets },
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} = await player
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.chooseTarget(get.prompt2("olzhiyan"))
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.set("ai", (target) => {
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const player = get.event("player"),
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cards = get.event("cards");
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if (!cards.length) return 0;
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const card = cards[0],
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att = get.attitude(player, target);
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if (
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get.type(card, target) == "equip" &&
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(get.attitude(player, target) > 0 ||
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get.recoverEffect(target, player, player) > 0)
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)
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return get.recoverEffect(target, player, player) * 20 + att / 114514;
|
||
if (get.type(card, target) != "equip") {
|
||
if (target.getHp() >= player.getHp())
|
||
return (
|
||
get.effect(target, { name: "losehp" }, player, player) * 20 -
|
||
att / 114514
|
||
);
|
||
return get.effect(target, { name: "draw" }, player, player);
|
||
}
|
||
return 0;
|
||
})
|
||
.set("cards", Array.from(ui.cardPile.childNodes || []) || []);
|
||
if (bool) {
|
||
const target = targets[0];
|
||
player.logSkill("olzhiyan", target);
|
||
const { result } = await target.draw("visible");
|
||
if (result) {
|
||
const card = result[0];
|
||
if (get.type(card, target) == "equip") {
|
||
if (target.getCards("h").includes(card) && target.hasUseTarget(card)) {
|
||
const {
|
||
result: { bool },
|
||
} = await target.chooseUseTarget(card, true, "nopopup");
|
||
if (bool) await target.recover();
|
||
}
|
||
} else if (target.getHp() >= player.getHp()) await target.loseHp();
|
||
}
|
||
}
|
||
},
|
||
ai: { expose: 0.2 },
|
||
},
|
||
//OL谋袁绍
|
||
//真·四世三公——袁神,启动
|
||
olsbhetao: {
|
||
audio: 3,
|
||
audioname: ["ol_sb_yuanshao_shadow"],
|
||
trigger: { global: "useCardToPlayered" },
|
||
filter(event, player) {
|
||
return (
|
||
event.player != player &&
|
||
event.isFirstTarget &&
|
||
event.targets.length > 1 &&
|
||
player.countCards("he", (card) => {
|
||
if (get.position(card) == "h" && _status.connectMode) return true;
|
||
return (
|
||
get.color(card) == get.color(event.card) &&
|
||
lib.filter.cardDiscardable(card, player)
|
||
);
|
||
})
|
||
);
|
||
},
|
||
direct: true,
|
||
async content(event, trigger, player) {
|
||
const {
|
||
result: { bool, cards, targets },
|
||
} = await player
|
||
.chooseCardTarget({
|
||
prompt: get.prompt("olsbhetao"),
|
||
filterCard(card, player) {
|
||
return (
|
||
get.color(card) == get.color(get.event().getTrigger().card) &&
|
||
lib.filter.cardDiscardable(card, player)
|
||
);
|
||
},
|
||
position: "he",
|
||
filterTarget(card, player, target) {
|
||
return get.event().getTrigger().targets.includes(target);
|
||
},
|
||
ai1(card) {
|
||
return 7.5 - get.value(card);
|
||
},
|
||
ai2(target) {
|
||
const player = get.event("player"),
|
||
trigger = get.event().getTrigger();
|
||
const att = get.attitude(player, target),
|
||
eff = get.effect(target, trigger.card, trigger.player, player);
|
||
if (trigger.card.name == "tiesuo")
|
||
return eff > 0 ? 0 : get.sgn(att) * (2 + get.sgn(att));
|
||
const sum = trigger.targets.reduce(
|
||
(i, j) => i + get.effect(j, trigger.card, trigger.player, player),
|
||
0
|
||
);
|
||
return get.sgn(att) * (eff * 2 - sum);
|
||
},
|
||
})
|
||
.set(
|
||
"prompt2",
|
||
"弃置一张" +
|
||
get.translation(get.color(trigger.card)) +
|
||
"牌,令" +
|
||
get.translation(trigger.card) +
|
||
"改为对其中一个目标结算两次"
|
||
);
|
||
if (bool) {
|
||
const target = targets[0];
|
||
player.logSkill("olsbhetao", target);
|
||
player.changeSkin("olsbhetao", "ol_sb_yuanshao");
|
||
player.discard(cards);
|
||
trigger.getParent().effectCount++;
|
||
trigger
|
||
.getParent()
|
||
.excluded.addArray(
|
||
game.filterPlayer((i) => trigger.targets.includes(i) && target != i)
|
||
);
|
||
}
|
||
},
|
||
ai: { threaten: 3.5 },
|
||
global: "olsbhetao_ai",
|
||
subSkill: {
|
||
ai: {
|
||
effect: {
|
||
player(card, player) {
|
||
if (
|
||
!game.hasPlayer((target) => {
|
||
return (
|
||
target.hasSkill("olsbhetao") &&
|
||
(get.attitude(player, target) < 0 ||
|
||
get.attitude(target, player) < 0)
|
||
);
|
||
}) ||
|
||
game.countPlayer((target) => {
|
||
return player.canUse(card, target);
|
||
}) < 2
|
||
)
|
||
return;
|
||
const select = get.copy(get.info(card).selectTarget);
|
||
let range;
|
||
if (select == undefined) range = [1, 1];
|
||
else if (typeof select == "number") range = [select, select];
|
||
else if (get.itemtype(select) == "select") range = select;
|
||
else if (typeof select == "function") range = select(card, player);
|
||
game.checkMod(card, player, range, "selectTarget", player);
|
||
if (
|
||
range[1] == -1 ||
|
||
(range[1] > 1 && ui.selected.targets && ui.selected.targets.length)
|
||
)
|
||
return "zeroplayertarget";
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
olsbshenli: {
|
||
audio: 3,
|
||
audioname: ["ol_sb_yuanshao_shadow"],
|
||
trigger: { player: "useCardToPlayered" },
|
||
filter(event, player) {
|
||
if (!player.isPhaseUsing() || player.hasSkill("olsbshenli_used")) return false;
|
||
return (
|
||
event.card.name == "sha" &&
|
||
game.hasPlayer((target) => {
|
||
return (
|
||
!event.targets.includes(target) && player.canUse(event.card, target, false)
|
||
);
|
||
}) &&
|
||
event.isFirstTarget
|
||
);
|
||
},
|
||
check(event, player) {
|
||
const targets = game.filterPlayer((target) => player.canUse(event.card, target, false));
|
||
const num1 = event.targets.reduce(
|
||
(sum, target) => sum + get.effect(target, event.card, player, player),
|
||
0
|
||
);
|
||
const num2 = targets.reduce(
|
||
(sum, target) => sum + get.effect(target, event.card, player, player),
|
||
0
|
||
);
|
||
if (num2 >= num1) return true;
|
||
let num = event.baseDamage || 1;
|
||
if (event.extraDamage) num += event.extraDamage;
|
||
let extra_num = 0;
|
||
for (const target of targets) {
|
||
if (
|
||
target.mayHaveShan(
|
||
player,
|
||
"use",
|
||
target.getCards("h", (i) => {
|
||
return i.hasGaintag("sha_notshan");
|
||
})
|
||
) &&
|
||
!player.hasSkillTag(
|
||
"directHit_ai",
|
||
true,
|
||
{
|
||
target: target,
|
||
card: event.card,
|
||
},
|
||
true
|
||
)
|
||
) {
|
||
if (player.hasSkill("jueqing") || target.hasSkill("gangzhi")) extra_num--;
|
||
else if (
|
||
target.hasSkillTag("filterDamage", null, {
|
||
player: event.player,
|
||
card: event.card,
|
||
})
|
||
)
|
||
extra_num++;
|
||
} else extra_num += num;
|
||
}
|
||
const sum = targets.length + extra_num;
|
||
return (
|
||
num2 +
|
||
(sum > player.countCards("h") ? Math.min(5, sum) : 0) +
|
||
(sum > player.getHp() ? num2 : 0) >=
|
||
num1
|
||
);
|
||
},
|
||
async content(event, trigger, player) {
|
||
player.changeSkin("olsbshenli", "ol_sb_yuanshao_shadow");
|
||
player.addTempSkill("olsbshenli_used", "phaseUseAfter");
|
||
trigger.getParent().targets.addArray(
|
||
game.filterPlayer((target) => {
|
||
return (
|
||
!trigger.targets.includes(target) &&
|
||
player.canUse(trigger.card, target, false)
|
||
);
|
||
})
|
||
);
|
||
player
|
||
.when("useCardAfter")
|
||
.filter((evt) => evt == trigger.getParent())
|
||
.then(() => {
|
||
const sum = player
|
||
.getHistory("sourceDamage", (evt) => evt.card && evt.card == trigger.card)
|
||
.reduce((num, evt) => {
|
||
return num + evt.num;
|
||
}, 0);
|
||
const bool = sum > player.countCards("h"),
|
||
goon = sum > player.getHp();
|
||
if (bool) player.draw(Math.min(5, sum));
|
||
if (goon) {
|
||
const targets = game.filterPlayer(
|
||
(target) =>
|
||
trigger.targets.includes(target) &&
|
||
player.canUse(trigger.card, target, false)
|
||
);
|
||
if (
|
||
targets.length &&
|
||
(!trigger.cards ||
|
||
!trigger.cards.length ||
|
||
trigger.cards.every((card) => {
|
||
return !get.owner(card);
|
||
}))
|
||
)
|
||
player.useCard(trigger.card, targets, false);
|
||
}
|
||
});
|
||
},
|
||
ai: { threaten: 3.5 },
|
||
subSkill: { used: { charlotte: true } },
|
||
},
|
||
olsbyufeng: {
|
||
audio: 2,
|
||
audioname2: {
|
||
ol_sb_yuanshao_shadow: "olsbyufeng_ol_sb_yuanshao_shadow",
|
||
},
|
||
trigger: {
|
||
global: "phaseBefore",
|
||
player: "enterGame",
|
||
},
|
||
filter(event, player) {
|
||
const card =
|
||
get.cardPile("sizhaojian", "field") || game.createCard2("sizhaojian", "diamond", 6);
|
||
return (event.name != "phase" || game.phaseNumber == 0) && player.canEquip(card, true);
|
||
},
|
||
forced: true,
|
||
locked: false,
|
||
async content(event, trigger, player) {
|
||
if (lib.card.sizhaojian.inShanShanFestival()) {
|
||
game.broadcastAll(() => lib.inpile.add("sizhaojian"));
|
||
}
|
||
const card =
|
||
get.cardPile("sizhaojian", "field") || game.createCard2("sizhaojian", "diamond", 6);
|
||
if (get.owner(card)) get.owner(card).$give(card, player, false);
|
||
else {
|
||
player.$gain2(card, false);
|
||
game.delayx();
|
||
}
|
||
player.equip(card);
|
||
},
|
||
subSkill: {
|
||
ol_sb_yuanshao_shadow: {
|
||
audio: 1,
|
||
},
|
||
sizhaojian: {
|
||
equipSkill: true,
|
||
mod: {
|
||
aiOrder(player, card, num) {
|
||
if (card.name == "sha" && typeof get.number(card) == "number")
|
||
return num + get.number(card) / 114514;
|
||
},
|
||
},
|
||
trigger: { player: "useCardToPlayered" },
|
||
filter(event, player) {
|
||
return event.card.name == "sha" && typeof get.number(event.card) == "number";
|
||
},
|
||
forced: true,
|
||
locked: false,
|
||
logTarget: "target",
|
||
async content(event, trigger, player) {
|
||
const target = trigger.target;
|
||
target.addTempSkill("olsbyufeng_block");
|
||
target.markAuto("olsbyufeng_block", [trigger.card]);
|
||
},
|
||
},
|
||
block: {
|
||
mod: {
|
||
cardEnabled(card, player) {
|
||
if (!player.storage.olsbyufeng_block) return;
|
||
const storage = player.getStorage("olsbyufeng_block");
|
||
let evt = _status.event;
|
||
if (evt.name != "chooseToUse") evt = evt.getParent("chooseToUse");
|
||
if (!evt || !evt.respondTo || !storage.includes(evt.respondTo[1])) return;
|
||
const num = get.number(card);
|
||
if (
|
||
num != "unsure" &&
|
||
typeof num == "number" &&
|
||
num < get.number(evt.respondTo[1])
|
||
)
|
||
return false;
|
||
},
|
||
},
|
||
onremove(player) {
|
||
delete player.storage.olsbyufeng_block;
|
||
},
|
||
charlotte: true,
|
||
trigger: {
|
||
player: ["damageBefore", "damageCancelled", "damageZero"],
|
||
target: ["shaMiss", "useCardToExcluded", "useCardToEnd"],
|
||
global: ["useCardEnd"],
|
||
},
|
||
filter(event, player) {
|
||
if (!event.card || !player.storage.olsbyufeng_block) return false;
|
||
return player.getStorage("olsbyufeng_block").includes(event.card);
|
||
},
|
||
forced: true,
|
||
popup: false,
|
||
firstDo: true,
|
||
content() {
|
||
player.unmarkAuto("olsbyufeng_block", [trigger.card]);
|
||
if (!player.getStorage("olsbyufeng_block").length)
|
||
player.removeSkill("olsbyufeng_block");
|
||
},
|
||
},
|
||
},
|
||
},
|
||
olsbshishou: {
|
||
unique: true,
|
||
audio: 3,
|
||
audioname: ["ol_sb_yuanshao_shadow"],
|
||
trigger: {
|
||
global: [
|
||
"loseAfter",
|
||
"equipAfter",
|
||
"addJudgeAfter",
|
||
"gainAfter",
|
||
"loseAsyncAfter",
|
||
"addToExpansionAfter",
|
||
],
|
||
},
|
||
filter(event, player) {
|
||
if (player.getEquip(1)) return false;
|
||
const card =
|
||
get.cardPile("sizhaojian", "field") || game.createCard2("sizhaojian", "diamond", 6);
|
||
if (!player.canEquip(card, true)) return false;
|
||
return game.hasPlayer((target) => {
|
||
if (target == player || target.group != "qun") return false;
|
||
const evt = event.getl(target);
|
||
return evt && evt.player == target && evt.es && evt.es.length > 0;
|
||
});
|
||
},
|
||
direct: true,
|
||
zhuSkill: true,
|
||
async content(event, trigger, player) {
|
||
const targets = game
|
||
.filterPlayer((target) => {
|
||
if (target == player || target.group != "qun") return false;
|
||
const evt = trigger.getl(target);
|
||
return evt && evt.player == target && evt.es && evt.es.length > 0;
|
||
})
|
||
.sortBySeat();
|
||
const card =
|
||
get.cardPile("sizhaojian", "field") || game.createCard2("sizhaojian", "diamond", 6);
|
||
for (const target of targets) {
|
||
const {
|
||
result: { bool },
|
||
} = await target
|
||
.chooseBool(
|
||
get.prompt("olsbshishou", player),
|
||
"将" + get.translation(card) + "置入" + get.translation(player) + "的装备区中"
|
||
)
|
||
.set("choice", get.attitude(target, player) > 0);
|
||
if (bool) {
|
||
target.logSkill("olsbshishou", player);
|
||
if (get.owner(card)) get.owner(card).$give(card, player, false);
|
||
else {
|
||
player.$gain2(card, false);
|
||
game.delayx();
|
||
}
|
||
player.equip(card);
|
||
break;
|
||
}
|
||
}
|
||
},
|
||
ai: { combo: "olsbyufeng" },
|
||
},
|
||
//界高顺
|
||
olxianzhen: {
|
||
audio: "rexianzhen",
|
||
inherit: "xianzhen",
|
||
async content(event, trigger, player) {
|
||
const target = event.target;
|
||
const {
|
||
result: { bool },
|
||
} = await player.chooseToCompare(target);
|
||
if (bool) {
|
||
player.storage.xinxianzhen = target;
|
||
player.addTempSkill("xinxianzhen2");
|
||
} else {
|
||
player.markAuto("olxianzhen_buff", [target]);
|
||
player.addTempSkill("olxianzhen_buff");
|
||
}
|
||
},
|
||
subSkill: {
|
||
buff: {
|
||
charlotte: true,
|
||
onremove: true,
|
||
mod: {
|
||
playerEnabled(card, player, target) {
|
||
if (
|
||
get.name(card, player) == "sha" &&
|
||
player.getStorage("olxianzhen_buff").includes(target)
|
||
)
|
||
return false;
|
||
},
|
||
ignoredHandcard(card, player) {
|
||
if (get.name(card, player) == "sha") return true;
|
||
},
|
||
cardDiscardable(card, player, name) {
|
||
if (name == "phaseDiscard" && get.name(card, player) == "sha") return false;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//新OL谋关羽
|
||
olsbweilin: {
|
||
audio: 2,
|
||
enable: "chooseToUse",
|
||
filter(event, player) {
|
||
return get
|
||
.inpileVCardList((info) => {
|
||
const name = info[2];
|
||
if (name != "sha" && name != "jiu") return false;
|
||
return get.type(name) == "basic";
|
||
})
|
||
.some((card) =>
|
||
player.hasCard(
|
||
(cardx) =>
|
||
event.filterCard(
|
||
{ name: card[2], nature: card[3], cards: [cardx] },
|
||
player,
|
||
event
|
||
),
|
||
"hes"
|
||
)
|
||
);
|
||
},
|
||
usable: 1,
|
||
chooseButton: {
|
||
dialog(event, player) {
|
||
const list = get
|
||
.inpileVCardList((info) => {
|
||
const name = info[2];
|
||
if (name != "sha" && name != "jiu") return false;
|
||
return get.type(name) == "basic";
|
||
})
|
||
.filter((card) =>
|
||
player.hasCard(
|
||
(cardx) =>
|
||
event.filterCard(
|
||
{ name: card[2], nature: card[3], cards: [cardx] },
|
||
player,
|
||
event
|
||
),
|
||
"hes"
|
||
)
|
||
);
|
||
return ui.create.dialog("威临", [list, "vcard"]);
|
||
},
|
||
filter(button, player) {
|
||
return _status.event
|
||
.getParent()
|
||
.filterCard(
|
||
{ name: button.link[2], nature: button.link[3] },
|
||
player,
|
||
_status.event.getParent()
|
||
);
|
||
},
|
||
check(button) {
|
||
if (_status.event.getParent().type != "phase") return 1;
|
||
const player = get.event("player"),
|
||
value = player.getUseValue({ name: button.link[2], nature: button.link[3] });
|
||
if (
|
||
button.link[2] == "sha" &&
|
||
!player.getHistory("useCard", (evt) => get.type(evt.card) == "basic").length
|
||
) {
|
||
if (value > 0) return value + 20;
|
||
}
|
||
return value;
|
||
},
|
||
backup(links, player) {
|
||
return {
|
||
audio: "olsbweilin",
|
||
filterCard: true,
|
||
popname: true,
|
||
check(card) {
|
||
const name = lib.skill.olsbweilin_backup.viewAs.name,
|
||
color = get.color(card);
|
||
const phase = _status.event.getParent().type == "phase";
|
||
if (phase && name == "sha" && color == "red") return 10 - get.value(card);
|
||
if (name == "tao")
|
||
return (
|
||
7 +
|
||
[-2, 0, 2][["black", "red", "none"].indexOf(color)] -
|
||
get.value(card)
|
||
);
|
||
return 6 - get.value(card);
|
||
},
|
||
position: "hse",
|
||
viewAs: { name: links[0][2], nature: links[0][3] },
|
||
precontent() {
|
||
if (!player.storage.olsbweilin_backup) {
|
||
player.storage.olsbweilin_backup = true;
|
||
player
|
||
.when("useCardToTargeted")
|
||
.filter(
|
||
(evt) =>
|
||
evt.getParent().skill == "olsbweilin_backup" &&
|
||
evt.getParent().triggeredTargets3.length == evt.targets.length
|
||
)
|
||
.then(() => {
|
||
delete player.storage.olsbweilin_backup;
|
||
const targets = trigger.targets.slice().sortBySeat();
|
||
player.line(targets);
|
||
for (const target of targets) {
|
||
target.addTempSkill("olsbweilin_wusheng");
|
||
target.markAuto("olsbweilin_wusheng", [
|
||
get.color(trigger.card),
|
||
]);
|
||
}
|
||
});
|
||
}
|
||
},
|
||
ai: {
|
||
directHit_ai: true,
|
||
skillTagFilter(player, tag, arg) {
|
||
if (get.event("skill") != "olsbweilin_backup") return false;
|
||
return (
|
||
arg &&
|
||
arg.card &&
|
||
arg.card.name == "sha" &&
|
||
get.color(arg.card) == "red"
|
||
);
|
||
},
|
||
},
|
||
};
|
||
},
|
||
prompt(links, player) {
|
||
return (
|
||
"将一张牌当作" +
|
||
(get.translation(links[0][3]) || "") +
|
||
"【" +
|
||
get.translation(links[0][2]) +
|
||
"】使用"
|
||
);
|
||
},
|
||
},
|
||
hiddenCard(player, name) {
|
||
if (!lib.inpile.includes(name) || name != "jiu") return false;
|
||
return (
|
||
get.type(name) == "basic" &&
|
||
!player.getStat("skill").olsbweilin &&
|
||
player.countCards("hes")
|
||
);
|
||
},
|
||
ai: {
|
||
fireAttack: true,
|
||
respondSha: true,
|
||
skillTagFilter(player, tag, arg) {
|
||
if (arg == "respond") return false;
|
||
if (player.getStat("skill").olsbweilin || !player.countCards("hes")) return false;
|
||
},
|
||
order(item, player) {
|
||
if (
|
||
player &&
|
||
_status.event.type == "phase" &&
|
||
player.hasValueTarget({ name: "sha" }, true, true)
|
||
) {
|
||
let max = 0,
|
||
names = get.inpileVCardList((info) => {
|
||
const name = info[2];
|
||
if (name != "sha" && name != "jiu") return false;
|
||
return get.type(name) == "basic";
|
||
});
|
||
names = names.map((namex) => {
|
||
return { name: namex[2], nature: namex[3] };
|
||
});
|
||
names.forEach((card) => {
|
||
if (player.getUseValue(card) > 0) {
|
||
let temp = get.order(card);
|
||
if (card.name == "jiu") {
|
||
let cards = player.getCards("hs", (cardx) => get.value(cardx) < 8);
|
||
cards.sort((a, b) => get.value(a) - get.value(b));
|
||
if (
|
||
!cards.some(
|
||
(cardx) =>
|
||
get.name(cardx) == "sha" &&
|
||
!cards.slice(0, 2).includes(cardx)
|
||
)
|
||
)
|
||
temp = 0;
|
||
}
|
||
if (temp > max) max = temp;
|
||
}
|
||
});
|
||
if (max > 0) max += 15;
|
||
return max;
|
||
}
|
||
return 0.5;
|
||
},
|
||
result: {
|
||
player(player) {
|
||
if (_status.event.dying) return get.attitude(player, _status.event.dying);
|
||
return 1;
|
||
},
|
||
},
|
||
},
|
||
subSkill: {
|
||
backup: {},
|
||
wusheng: {
|
||
charlotte: true,
|
||
onremove: true,
|
||
mod: {
|
||
cardname(card, player) {
|
||
if (player.getStorage("olsbweilin_wusheng").includes(get.color(card)))
|
||
return "sha";
|
||
},
|
||
},
|
||
intro: { content: "手牌中所有$牌均视为【杀】" },
|
||
},
|
||
},
|
||
},
|
||
olsbduoshou: {
|
||
init(player) {
|
||
if (player.getHistory("useCard", (evt) => get.color(evt.card) == "red").length)
|
||
player.addTempSkill("olsbduoshou_used");
|
||
},
|
||
mod: {
|
||
targetInRange(card, player, target) {
|
||
if (get.color(card) == "red" && !player.hasSkill("olsbduoshou_used")) return true;
|
||
},
|
||
},
|
||
audio: 2,
|
||
trigger: {
|
||
player: "useCard",
|
||
source: "damageSource",
|
||
},
|
||
filter(event, player) {
|
||
if (event.name == "damage") return player.getHistory("sourceDamage").indexOf(event) == 0;
|
||
if (get.color(event.card) == "red" && !player.hasSkill("olsbduoshou_used")) return true;
|
||
return (
|
||
get.type(event.card) == "basic" &&
|
||
player.getHistory("useCard", (evt) => get.type(evt.card) == "basic").indexOf(event) ==
|
||
0
|
||
);
|
||
},
|
||
forced: true,
|
||
async content(event, trigger, player) {
|
||
if (trigger.name == "damage") player.draw();
|
||
else {
|
||
if (get.color(trigger.card) == "red" && !player.hasSkill("olsbduoshou_used")) {
|
||
game.log(trigger.card, "无距离限制");
|
||
player.addTempSkill("olsbduoshou_used");
|
||
}
|
||
if (
|
||
get.type(trigger.card) == "basic" &&
|
||
player
|
||
.getHistory("useCard", (evt) => get.type(evt.card) == "basic")
|
||
.indexOf(trigger) == 0
|
||
) {
|
||
game.log(trigger.card, "不计入次数上限");
|
||
if (trigger.addCount !== false) {
|
||
trigger.addCount = false;
|
||
const stat = player.stat[player.stat.length - 1].card;
|
||
if (typeof stat[trigger.card.name] === "number") stat[trigger.card.name]--;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
subSkill: { used: { charlotte: true } },
|
||
},
|
||
//OL谋太史慈
|
||
olsbdulie: {
|
||
audio: 2,
|
||
trigger: { target: "useCardToTarget" },
|
||
filter(event, player) {
|
||
if (event.player == player || !event.isFirstTarget || event.targets.length != 1)
|
||
return false;
|
||
if (player.getAttackRange() <= 0) return;
|
||
return ["basic", "trick"].includes(get.type(event.card));
|
||
},
|
||
prompt2(event, player) {
|
||
return (
|
||
"令" +
|
||
get.translation(event.card) +
|
||
"额外结算一次,此牌结算完毕后,你摸等同于你攻击范围的牌"
|
||
);
|
||
},
|
||
check(event, player) {
|
||
const num = Math.min(5, player.getAttackRange());
|
||
if (get.effect(player, event.card, event.player, player) > 0) return true;
|
||
if (
|
||
event.card.name == "guohe" ||
|
||
event.card.name == "shunshou" ||
|
||
event.card.name == "zhujinqiyuan"
|
||
)
|
||
return num > (event.effectCount || 0);
|
||
if (!get.tag(event.card, "damage")) return true;
|
||
return num > 1;
|
||
},
|
||
usable: 1,
|
||
async content(event, trigger, player) {
|
||
trigger.getParent().effectCount++;
|
||
player
|
||
.when({ global: "useCardAfter" })
|
||
.filter((evt) => evt == trigger.getParent())
|
||
.then(() => {
|
||
const num = Math.min(5, player.getAttackRange());
|
||
if (num > 0) player.draw(num);
|
||
});
|
||
},
|
||
},
|
||
olsbdouchan: {
|
||
audio: 2,
|
||
trigger: { player: "phaseZhunbeiBegin" },
|
||
forced: true,
|
||
async content(event, trigger, player) {
|
||
const card = get.cardPile2((card) => card.name == "juedou");
|
||
if (card) player.gain(card, "gain2");
|
||
else if (player.countMark("olsbdouchan") < game.players.length + game.dead.length)
|
||
player.addMark("olsbdouchan", 1, false);
|
||
},
|
||
mod: {
|
||
attackRange(player, num) {
|
||
return num + player.countMark("olsbdouchan");
|
||
},
|
||
cardUsable(card, player, num) {
|
||
if (card.name == "sha") return num + player.countMark("olsbdouchan");
|
||
},
|
||
},
|
||
intro: { content: "<li>攻击距离+#<br><li>使用【杀】的次数上限+#" },
|
||
},
|
||
//OL谋关羽
|
||
//可以和手杀谋关羽组成卧龙凤雏了
|
||
olsbfumeng: {
|
||
audio: 2,
|
||
trigger: { global: "roundStart" },
|
||
filter(event, player) {
|
||
return player.countCards("h", (card) => {
|
||
if (_status.connectMode) return true;
|
||
return get.name(card, player) != "sha";
|
||
});
|
||
},
|
||
direct: true,
|
||
async content(event, trigger, player) {
|
||
const {
|
||
result: { bool, cards },
|
||
} = await player
|
||
.chooseCard(get.prompt2("olsbfumeng"), [1, Infinity], (card, player) => {
|
||
return get.name(card, player) != "sha";
|
||
})
|
||
.set("ai", (card) => {
|
||
const player = get.event("player");
|
||
if (player.hasSkill("olsbfumeng")) return 7 - get.value(card);
|
||
return 4.5 - get.value(card);
|
||
});
|
||
if (!bool) return;
|
||
player.logSkill("olsbfumeng");
|
||
player.addSkill("olsbfumeng_buff");
|
||
player.addGaintag(cards, "olsbfumeng_buff");
|
||
},
|
||
subSkill: {
|
||
buff: {
|
||
charlotte: true,
|
||
mod: {
|
||
cardname: function (card) {
|
||
if (get.itemtype(card) == "card" && card.hasGaintag("olsbfumeng_buff"))
|
||
return "sha";
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
olsbguidao: {
|
||
audio: 2,
|
||
enable: "phaseUse",
|
||
filter(event, player) {
|
||
if (event.olsbguidao_num > 2) return false;
|
||
const card = new lib.element.VCard({ name: "juedou", storage: { olsbguidao: true } });
|
||
return (
|
||
game.hasPlayer((target) => {
|
||
return player.canUse(card, target, false);
|
||
}) &&
|
||
player.countCards("he", (cardx) => {
|
||
return player.canRecast(cardx);
|
||
}) >= 2 &&
|
||
player.countCards("he", (cardx) => {
|
||
return get.name(cardx, player) == "sha" && player.canRecast(cardx);
|
||
}) >= event.olsbguidao_num
|
||
);
|
||
},
|
||
onChooseToUse(event) {
|
||
if (!game.online && !event.olsbguidao_num) {
|
||
const player = event.player,
|
||
history = player.getHistory("custom", (evt) => evt.olsbguidao_num);
|
||
if (!history.length) event.set("olsbguidao_num", 1);
|
||
else {
|
||
const evt = history[history.length - 1];
|
||
event.set("olsbguidao_num", evt.olsbguidao_num);
|
||
}
|
||
}
|
||
},
|
||
filterCard(card, player) {
|
||
const num = get.event("olsbguidao_num");
|
||
if (
|
||
ui.selected.cards.filter((cardx) => get.name(cardx, player) == "sha").length < num &&
|
||
get.name(card, player) != "sha"
|
||
)
|
||
return false;
|
||
return player.canRecast(card);
|
||
},
|
||
selectCard: 2,
|
||
position: "he",
|
||
check(card) {
|
||
const player = get.event("player");
|
||
if (get.name(card, player) == "sha") return 1 / (get.value(card) || 0.5);
|
||
return 7 - get.value(card);
|
||
},
|
||
complexCard: true,
|
||
lose: false,
|
||
discard: false,
|
||
delay: 0,
|
||
filterTarget(card, player, target) {
|
||
const cardx = new lib.element.VCard({ name: "juedou", storage: { olsbguidao: true } });
|
||
return player.canUse(cardx, target, false);
|
||
},
|
||
prompt() {
|
||
let str = "重铸两张牌";
|
||
const num = get.event("olsbguidao_num");
|
||
if (num > 0) str += "(至少重铸" + get.cnNumber(num) + "张【杀】)";
|
||
str += "并视为使用【决斗】";
|
||
return str;
|
||
},
|
||
async content(event, trigger, player) {
|
||
const target = event.target,
|
||
cards = event.cards;
|
||
player.getHistory("custom").push({
|
||
olsbguidao_num: cards.filter((card) => get.name(card, player) == "sha").length + 1,
|
||
});
|
||
const card = new lib.element.VCard({ name: "juedou", storage: { olsbguidao: true } });
|
||
await player.recast(cards);
|
||
player.addTempSkill("olsbguidao_buff");
|
||
if (player.canUse(card, target, false)) player.useCard(card, target, false);
|
||
},
|
||
ai: {
|
||
order(item, player) {
|
||
const card = new lib.element.VCard({ name: "juedou", storage: { olsbguidao: true } });
|
||
const order = get.order(card, player);
|
||
if (order <= 0) return 0;
|
||
return order + 0.1;
|
||
},
|
||
result: {
|
||
target(player, target) {
|
||
const card = new lib.element.VCard({
|
||
name: "juedou",
|
||
storage: { olsbguidao: true },
|
||
});
|
||
return (
|
||
get.sgn(get.attitude(player, target)) *
|
||
get.effect(target, card, player, player)
|
||
);
|
||
},
|
||
},
|
||
},
|
||
subSkill: {
|
||
buff: {
|
||
charlotte: true,
|
||
trigger: { global: "damageBegin3" },
|
||
filter(event, player) {
|
||
if (!event.card || !event.card.storage || !event.card.storage.olsbguidao)
|
||
return false;
|
||
if (!event.source || event.source != player) return false;
|
||
const evt = event.getParent("useCard");
|
||
return evt.player == player && evt.targets.includes(event.player);
|
||
},
|
||
forced: true,
|
||
popup: false,
|
||
async content(event, trigger, player) {
|
||
const target = trigger.player;
|
||
const {
|
||
result: { control },
|
||
} = await target
|
||
.chooseControl("【杀】更多", "非【杀】更多")
|
||
.set(
|
||
"prompt",
|
||
"归刀:请猜测" +
|
||
get.translation(player) +
|
||
"手牌中【杀】与非【杀】牌数哪个更多"
|
||
)
|
||
.set(
|
||
"prompt2",
|
||
"若猜错,则" + get.translation(trigger.card) + "对你造成的伤害+1"
|
||
)
|
||
.set("ai", () => _status.event.controls.randomGet());
|
||
const goon1 =
|
||
player.countCards("h", (card) => get.name(card, player) == "sha") >=
|
||
player.countCards("h", (card) => get.name(card, player) != "sha");
|
||
const goon2 =
|
||
player.countCards("h", (card) => get.name(card, player) != "sha") >=
|
||
player.countCards("h", (card) => get.name(card, player) == "sha");
|
||
if ((goon1 && control == "【杀】更多") || (goon2 && control == "非【杀】更多")) {
|
||
target.popup("洗具");
|
||
game.log(target, "猜测", "#g正确");
|
||
} else {
|
||
target.popup("杯具");
|
||
game.log(target, "猜测", "#y错误");
|
||
trigger.increase("num");
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//OL谋姜维
|
||
olsbzhuri: {
|
||
audio: 2,
|
||
trigger: {
|
||
player: [
|
||
"phaseZhunbeiEnd",
|
||
"phaseJudgeEnd",
|
||
"phaseDrawEnd",
|
||
"phaseUseEnd",
|
||
"phaseDiscardEnd",
|
||
"phaseJieshuEnd",
|
||
],
|
||
},
|
||
filter: function (event, player) {
|
||
if (player.hasSkill("olsbzhuri_block")) return false;
|
||
if (!game.hasPlayer((target) => player.canCompare(target))) return false;
|
||
return (
|
||
player.getHistory("gain", (evt) => evt.getParent(event.name) == event).length +
|
||
player.getHistory(
|
||
"lose",
|
||
(evt) => evt.getParent(event.name) == event && evt.hs.length
|
||
).length
|
||
);
|
||
},
|
||
direct: true,
|
||
content: function* (event, map) {
|
||
var player = map.player;
|
||
var trigger = map.trigger;
|
||
var result = yield player
|
||
.chooseTarget(
|
||
get.prompt("olsbzhuri"),
|
||
"与一名角色进行拼点,若你赢,你可以使用其中的一张拼点牌;若你没赢,你失去1点体力或令此技能于本回合失效",
|
||
(card, player, target) => {
|
||
return player.canCompare(target);
|
||
}
|
||
)
|
||
.set("ai", (target) => {
|
||
var player = _status.event.player;
|
||
var ts = target.getCards("h").sort((a, b) => get.number(a) - get.number(b));
|
||
if (get.attitude(player, target) < 0) {
|
||
var hs = player.getCards("h").sort((a, b) => get.number(b) - get.number(a));
|
||
var ts = target.getCards("h").sort((a, b) => get.number(b) - get.number(a));
|
||
if (get.number(hs[0]) > get.number(ts[0])) return 1;
|
||
if (get.effect(player, { name: "losehp" }, player, player) > 0)
|
||
return Math.random() + 0.2;
|
||
if (player.getHp() > 2) return Math.random() - 0.5;
|
||
return 0;
|
||
}
|
||
return 0;
|
||
});
|
||
if (result.bool) {
|
||
var target = result.targets[0];
|
||
player.logSkill("olsbzhuri", target);
|
||
var result2 = yield player.chooseToCompare(target);
|
||
if (result2.bool) {
|
||
var cards = [result2.player, result2.target].filterInD("d");
|
||
cards = cards.filter((card) => player.hasUseTarget(card));
|
||
if (cards.length) {
|
||
var result3 = yield player
|
||
.chooseButton(["是否使用其中的牌?", cards])
|
||
.set("ai", (button) => _status.event.player.getUseValue(button.link));
|
||
if (result3.bool) {
|
||
var card = result3.links[0];
|
||
player.$gain2(card, false);
|
||
game.delayx();
|
||
player.chooseUseTarget(true, card, false);
|
||
}
|
||
}
|
||
} else {
|
||
var list = lib.skill.olsbranji.getList(trigger);
|
||
var result3 = yield player
|
||
.chooseControl("失去体力", "技能失效")
|
||
.set("prompt", "逐日:失去1点体力,或令此技能于本回合失效")
|
||
.set("ai", () => {
|
||
var player = _status.event.player;
|
||
if (player.getHp() > 2) {
|
||
var list = _status.event.list;
|
||
list.removeArray(player.skipList);
|
||
if (list.includes("phaseDraw") || list.includes("phaseUse"))
|
||
return "失去体力";
|
||
}
|
||
if (get.effect(player, { name: "losehp" }, player, player) > 0)
|
||
return "失去体力";
|
||
return "技能失效";
|
||
})
|
||
.set("list", list.slice(trigger.getParent().num, list.length));
|
||
player[result3.control == "失去体力" ? "loseHp" : "addTempSkill"](
|
||
result3.control == "失去体力" ? 1 : "olsbzhuri_block"
|
||
);
|
||
}
|
||
}
|
||
},
|
||
subSkill: {
|
||
block: {
|
||
charlotte: true,
|
||
mark: true,
|
||
marktext: '<span style="text-decoration: line-through;">日</span>',
|
||
intro: { content: "追不动太阳了" },
|
||
},
|
||
},
|
||
},
|
||
olsbranji: {
|
||
audio: 2,
|
||
trigger: { player: "phaseJieshuBegin" },
|
||
prompt2: function (event, player) {
|
||
var str = "获得技能";
|
||
var num = lib.skill.olsbranji.getNum(player);
|
||
if (num >= player.getHp()) str += "【困奋】";
|
||
if (num == player.getHp()) str += "和";
|
||
if (num <= player.getHp()) str += "【诈降】";
|
||
str += ",然后";
|
||
var num1 = player.countCards("h") - player.getHandcardLimit();
|
||
if (num1 || player.isDamaged()) {
|
||
if (num1)
|
||
str +=
|
||
num1 < 0
|
||
? "摸" + get.cnNumber(-num1) + "张牌"
|
||
: "弃置" + get.cnNumber(num1) + "张牌";
|
||
if (num1 && player.isDamaged()) str += "或";
|
||
if (player.isDamaged()) str += "回复" + player.getDamagedHp() + "点体力";
|
||
str += ",最后";
|
||
}
|
||
str += "你不能回复体力直到你杀死角色。";
|
||
return str;
|
||
},
|
||
check: function (event, player) {
|
||
var num = lib.skill.olsbranji.getNum(player);
|
||
if (num == player.getHp()) return true;
|
||
return (
|
||
player.getHandcardLimit() - player.countCards("h") >= 3 || player.getDamagedHp() >= 2
|
||
);
|
||
},
|
||
limited: true,
|
||
skillAnimation: true,
|
||
animationColor: "fire",
|
||
content: function* (event, map) {
|
||
var player = map.player;
|
||
var trigger = map.trigger;
|
||
player.awakenSkill("olsbranji");
|
||
var num = lib.skill.olsbranji.getNum(player);
|
||
const skills = [];
|
||
if (num >= player.getHp()) {
|
||
skills.push("kunfen");
|
||
player.storage.kunfen = true;
|
||
}
|
||
if (num <= player.getHp()) skills.push("zhaxiang");
|
||
player.addSkills(skills);
|
||
if (player.countCards("h") != player.getHandcardLimit() || player.isDamaged()) {
|
||
var result,
|
||
num1 = player.countCards("h") - player.getHandcardLimit();
|
||
if (!num1) result = { index: 1 };
|
||
else if (player.isHealthy()) result = { index: 0 };
|
||
else {
|
||
result = yield player
|
||
.chooseControl("手牌数", "体力值")
|
||
.set("choiceList", [
|
||
num1 < 0
|
||
? "摸" + get.cnNumber(-num1) + "张牌"
|
||
: "弃置" + get.cnNumber(num1) + "张牌",
|
||
"回复" + player.getDamagedHp() + "点体力",
|
||
])
|
||
.set("ai", () => {
|
||
var player = _status.event.player;
|
||
var list = _status.event.list;
|
||
var num1 = get.effect(player, { name: "draw" }, player, player);
|
||
var num2 = get.recoverEffect(player, player, player);
|
||
return num1 * list[0] > num2 * list[1] ? 0 : 1;
|
||
})
|
||
.set("list", [-num1, player.getDamagedHp()]);
|
||
}
|
||
if (result.index == 0) {
|
||
if (num1 < 0) yield player.drawTo(player.getHandcardLimit());
|
||
else yield player.chooseToDiscard(num1, "h", true);
|
||
} else {
|
||
yield player.recover(player.maxHp - player.hp);
|
||
}
|
||
}
|
||
player.addSkill("olsbranji_norecover");
|
||
player.when({ source: "dieAfter" }).then(() => player.removeSkill("olsbranji_norecover"));
|
||
},
|
||
derivation: ["kunfenx", "zhaxiang"],
|
||
getList: function (event) {
|
||
return event.getParent().phaseList.map((list) => list.split("|")[0]);
|
||
},
|
||
getNum: function (player) {
|
||
return player
|
||
.getHistory("useCard", (evt) => {
|
||
return lib.phaseName.some((name) => {
|
||
return evt.getParent(name).name == name;
|
||
});
|
||
})
|
||
.reduce((list, evt) => {
|
||
return list.add(
|
||
evt.getParent(lib.phaseName.find((name) => evt.getParent(name).name == name))
|
||
);
|
||
}, []).length;
|
||
},
|
||
subSkill: {
|
||
norecover: {
|
||
charlotte: true,
|
||
mark: true,
|
||
intro: { content: "不能回复体力" },
|
||
trigger: { player: "recoverBefore" },
|
||
forced: true,
|
||
firstDo: true,
|
||
content: function () {
|
||
trigger.cancel();
|
||
},
|
||
ai: {
|
||
effect: {
|
||
target: function (card, player, target) {
|
||
if (get.tag(card, "recover")) return "zeroplayertarget";
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
kunfenx: {
|
||
audio: "kunfen",
|
||
audioname: ["ol_sb_jiangwei"],
|
||
},
|
||
//界曹彰
|
||
oljiangchi: {
|
||
audio: "rejiangchi",
|
||
trigger: { player: "phaseDrawEnd" },
|
||
direct: true,
|
||
content: function* (event, map) {
|
||
var player = map.player;
|
||
var choiceList = [
|
||
"摸一张牌,本回合使用【杀】的次数上限-1,且【杀】不计入手牌上限。",
|
||
"重铸一张牌,本回合使用【杀】无距离限制,且使用【杀】的次数上限+1。",
|
||
],
|
||
list = ["cancel2"];
|
||
if (player.countCards("he", (card) => player.canRecast(card))) list.unshift("重铸,+1");
|
||
else choiceList[1] = '<span style="opacity:0.5">' + choiceList[1] + "</span>";
|
||
list.unshift("摸牌,-1");
|
||
var result = yield player
|
||
.chooseControl(list)
|
||
.set("ai", () => {
|
||
var player = _status.event.player;
|
||
var controls = _status.event.controls.slice();
|
||
if (
|
||
controls.includes("重铸,+1") &&
|
||
player.countCards(
|
||
"hs",
|
||
(card) => get.name(card) == "sha" && player.hasValueTarget(card)
|
||
) >= 2
|
||
)
|
||
return "重铸,+1";
|
||
return "摸牌,-1";
|
||
})
|
||
.set("choiceList", choiceList)
|
||
.set("prompt", get.prompt("oljiangchi"));
|
||
if (result.control != "cancel2") {
|
||
player.logSkill("oljiangchi");
|
||
if (result.control == "摸牌,-1") {
|
||
player.draw();
|
||
player.addTempSkill("oljiangchi_less");
|
||
player.addMark("oljiangchi_less", 1, false);
|
||
} else {
|
||
var result2 = yield player.chooseCard(
|
||
"he",
|
||
"将驰:请重铸一张牌",
|
||
true,
|
||
(card, player) => player.canRecast(card)
|
||
);
|
||
if (result2.bool) {
|
||
player.recast(result2.cards);
|
||
player.addTempSkill("oljiangchi_more");
|
||
player.addMark("oljiangchi_more", 1, false);
|
||
}
|
||
}
|
||
}
|
||
},
|
||
subSkill: {
|
||
less: {
|
||
charlotte: true,
|
||
onremove: true,
|
||
mod: {
|
||
cardUsable: function (card, player, num) {
|
||
if (card.name == "sha") return num - player.countMark("oljiangchi_less");
|
||
},
|
||
ignoredHandcard: function (card, player) {
|
||
if (card.name == "sha") return true;
|
||
},
|
||
cardDiscardable: function (card, player, name) {
|
||
if (name == "phaseDiscard" && card.name == "sha") return false;
|
||
},
|
||
},
|
||
},
|
||
more: {
|
||
charlotte: true,
|
||
onremove: true,
|
||
mod: {
|
||
cardUsable: function (card, player, num) {
|
||
if (card.name == "sha") return num + player.countMark("oljiangchi_more");
|
||
},
|
||
targetInRange: function (card, player) {
|
||
if (card.name == "sha") return true;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//界简雍
|
||
olqiaoshui: {
|
||
audio: "reqiaoshui",
|
||
inherit: "reqiaoshui",
|
||
filter: function (event, player) {
|
||
return player.countCards("h") > 0 && !player.hasSkill("olqiaoshui_used");
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
player.chooseToCompare(target);
|
||
"step 1";
|
||
if (result.bool) player.addTempSkill("qiaoshui3", { player: "phaseUseAfter" });
|
||
else {
|
||
player.addTempSkill("qiaoshui2");
|
||
player.addTempSkill("olqiaoshui_used");
|
||
}
|
||
},
|
||
subSkill: {
|
||
used: {
|
||
charlotte: true,
|
||
mark: true,
|
||
marktext: '<span style="text-decoration: line-through;">说</span>',
|
||
intro: { content: "被迫闭嘴" },
|
||
},
|
||
},
|
||
},
|
||
//界凌统
|
||
olxuanfeng: {
|
||
audio: "xuanfeng",
|
||
audioname: ["boss_lvbu3"],
|
||
audioname2: {
|
||
lingtong: "xuanfeng",
|
||
ol_lingtong: "xuanfeng_re_lingtong",
|
||
},
|
||
trigger: {
|
||
player: ["loseAfter"],
|
||
global: [
|
||
"equipAfter",
|
||
"addJudgeAfter",
|
||
"gainAfter",
|
||
"loseAsyncAfter",
|
||
"addToExpansionAfter",
|
||
],
|
||
},
|
||
filter: function (event, player) {
|
||
var evt = event.getl(player);
|
||
return evt && (evt.es.length || evt.cards2.length > 1);
|
||
},
|
||
direct: true,
|
||
content: function () {
|
||
"step 0";
|
||
event.count = 2;
|
||
event.logged = false;
|
||
"step 1";
|
||
player
|
||
.chooseTarget(
|
||
get.prompt("olxuanfeng"),
|
||
"弃置一名其他角色的一张牌",
|
||
function (card, player, target) {
|
||
if (player == target) return false;
|
||
return target.countDiscardableCards(player, "he");
|
||
}
|
||
)
|
||
.set("ai", function (target) {
|
||
return -get.attitude(_status.event.player, target);
|
||
});
|
||
"step 2";
|
||
if (result.bool) {
|
||
if (!event.logged) {
|
||
player.logSkill("olxuanfeng", result.targets);
|
||
event.logged = true;
|
||
} else player.line(result.targets[0], "green");
|
||
player.discardPlayerCard(result.targets[0], "he", true);
|
||
event.count--;
|
||
} else event.finish();
|
||
"step 3";
|
||
if (event.count) event.goto(1);
|
||
},
|
||
ai: {
|
||
reverseEquip: true,
|
||
noe: true,
|
||
effect: {
|
||
target: function (card, player, target, current) {
|
||
if (get.type(card) == "equip" && !get.cardtag(card, "gifts")) return [1, 3];
|
||
},
|
||
},
|
||
},
|
||
},
|
||
xuanfeng_re_lingtong: { audio: 2 },
|
||
},
|
||
dynamicTranslate: {},
|
||
translate: {
|
||
ol_lingtong: "OL界凌统",
|
||
ol_lingtong_prefix: "OL界",
|
||
olxuanfeng: "旋风",
|
||
olxuanfeng_info:
|
||
"当你一次性失去至少两张牌后,或失去装备区的牌后,你可以依次弃置一至两名其他角色的共计两张牌。",
|
||
ol_jianyong: "OL界简雍",
|
||
ol_jianyong_prefix: "OL界",
|
||
olqiaoshui: "巧说",
|
||
olqiaoshui_info:
|
||
"出牌阶段,你可与一名其他角色拼点。若你赢,你使用的下一张基本牌或普通锦囊牌可以额外指定任意一名其他角色为目标或减少指定一个目标;若你没赢,此技能于本回合失效且本回合你不能使用锦囊牌。",
|
||
ol_caozhang: "OL界曹彰",
|
||
ol_caozhang_prefix: "OL界",
|
||
oljiangchi: "将驰",
|
||
oljiangchi_info:
|
||
"摸牌阶段结束时,你可以选择一项:①摸一张牌,本回合使用【杀】的次数上限-1,且【杀】不计入手牌上限。②重铸一张牌,本回合使用【杀】无距离限制,且使用【杀】的次数上限+1。",
|
||
ol_sb_jiangwei: "OL谋姜维",
|
||
ol_sb_jiangwei_prefix: "OL谋",
|
||
olsbzhuri: "逐日",
|
||
olsbzhuri_info:
|
||
"你的阶段结束时,若你本阶段失去过手牌或得到过牌,则你可以与一名角色拼点。若你赢,你可以使用其中一张拼点牌;若你没赢,你失去1点体力或令此技能于本回合无效。",
|
||
olsbranji: "燃己",
|
||
olsbranji_info:
|
||
"限定技,结束阶段。若你本回合使用过牌的阶段数大于等于/小于等于体力值,你可以获得技能〖困奋〗/〖诈降〗(同时满足则都获得,以此法获得的〖困奋〗直接修改为非锁定技)。若如此做,你将手牌数调整至手牌上限或将体力值回复至体力上限,然后你不能回复体力直到你杀死角色。",
|
||
kunfenx: "困奋",
|
||
kunfenx_info: "结束阶段开始时,你可以失去1点体力,然后摸两张牌。",
|
||
ol_sb_guanyu: "OL谋关羽",
|
||
ol_sb_guanyu_prefix: "OL谋",
|
||
olsbfumeng: "赴梦",
|
||
olsbfumeng_info: "一轮游戏开始时,你可以令任意张手牌的牌名视为【杀】。",
|
||
olsbguidao: "归刀",
|
||
olsbguidao_info:
|
||
"出牌阶段,你可以重铸两张牌并视为使用一张【决斗】(重铸的【杀】数须比本回合上次发动〖归刀〗重铸的【杀】数多)。目标角色受到此牌伤害时,其须猜测你手牌中牌名为【杀】的牌数量多还是牌名不为【杀】的牌数多,若其猜错,则此【决斗】对其造成的伤害+1。",
|
||
ol_sb_taishici: "OL谋太史慈",
|
||
ol_sb_taishici_prefix: "OL谋",
|
||
olsbdulie: "笃烈",
|
||
olsbdulie_info:
|
||
"每回合限一次,当你成为其他角色使用基本牌或普通锦囊牌的唯一目标时,你可以令此牌额外结算一次。若如此做,此牌结算完毕后,你摸X张牌(X为你的攻击范围且至多为5)。",
|
||
olsbdouchan: "斗缠",
|
||
olsbdouchan_info:
|
||
"锁定技,准备阶段,你从牌堆中获得一张【决斗】,若牌堆没有【决斗】,则你的攻击范围和出牌阶段使用【杀】的次数上限+1(增加次数不超过游戏人数)。",
|
||
olsbweilin: "威临",
|
||
olsbweilin_info:
|
||
"每回合限一次,你可以将一张牌当作任意【杀】或【酒】使用,且你以此法使用的牌指定最后一个目标后,你令所有目标角色本回合与此牌颜色相同的手牌均视为【杀】。",
|
||
olsbduoshou: "夺首",
|
||
olsbduoshou_info:
|
||
"锁定技。①你每回合使用的第一张红色牌无距离限制。②你每回合使用的第一张基本牌不计入使用次数。③你每回合第一次造成伤害后,你摸一张牌。",
|
||
ol_gaoshun: "OL界高顺",
|
||
ol_gaoshun_prefix: "OL界",
|
||
olxianzhen: "陷阵",
|
||
olxianzhen_info:
|
||
"出牌阶段限一次,你可以与一名角色拼点。若你赢,本回合你无视该角色的防具且对其使用牌没有次数和距离限制,且当你使用【杀】或普通锦囊牌指定其他角色为唯一目标时可以令该角色也成为此牌的目标;若你没赢,本回合你不能对其使用【杀】且你的【杀】不计入手牌上限。",
|
||
ol_sb_yuanshao: "OL谋袁绍",
|
||
ol_sb_yuanshao_prefix: "OL谋",
|
||
olsbhetao: "合讨",
|
||
olsbhetao_info:
|
||
"其他角色使用牌执行第一个目标后,若此牌指定的目标数大于1,则你可以弃置一张与此牌颜色相同的牌并令此牌改为对其中一名目标角色结算两次。",
|
||
olsbshenli: "神离",
|
||
olsbshenli_info:
|
||
"出牌阶段限一次,当你使用【杀】指定目标后,你可以令所有可成为此牌目标的其他角色均成为此牌目标,此牌结算完毕后,若你因此牌造成的伤害值X:大于你的手牌数,你摸X张牌(至多摸五张);大于你的体力值,你再次对所有目标角色中可以成为此牌目标的角色使用此牌。",
|
||
olsbyufeng: "玉锋",
|
||
olsbyufeng_sizhaojian: "思召剑",
|
||
olsbyufeng_block: "思召剑",
|
||
olsbyufeng_info: "游戏开始时,你将【思召剑】置入装备区。",
|
||
sizhaojian: "思召剑",
|
||
sizhaojian_info:
|
||
"当你使用有点数的【杀】指定目标后,你令目标角色只能使用无点数或点数大于等于此【杀】的【闪】响应此牌。",
|
||
sizhaojian_append:
|
||
'<span class="text" style="font-family: yuanli">【思召剑】于闪闪节(3月2日-3月15日)外离开装备区后,销毁此牌</span>',
|
||
olsbshishou: "士首",
|
||
olsbshishou_info:
|
||
"主公技,其他群势力角色失去装备区的牌后,若你的装备区中没有武器牌,其可将【思召剑】置入你的装备区。",
|
||
ol_yufan: "OL界虞翻",
|
||
ol_yufan_prefix: "OL界",
|
||
olzongxuan: "纵玄",
|
||
olzongxuan_info:
|
||
"当你或你的上家因弃置而失去牌后,你可以将位于弃牌堆的这些牌中的任意牌以任意顺序置于牌堆顶。",
|
||
olzhiyan: "直言",
|
||
olzhiyan_info:
|
||
"你或你的上家的结束阶段,你可以令一名角色正面朝上摸一张牌,然后若此牌:为装备牌,则其使用此牌并回复1点体力;不为装备牌且其体力值大于等于你,则其失去1点体力。",
|
||
ol_chengpu: "OL界程普",
|
||
ol_chengpu_prefix: "OL界",
|
||
dclihuo: "疠火",
|
||
dclihuo_info:
|
||
"①你使用的非火【杀】可以改为火【杀】,若如此做,此牌结算完毕后,若此牌造成过伤害,则你弃置一张牌或失去1点体力。②你使用火【杀】可以额外指定一个目标。",
|
||
olchunlao: "醇醪",
|
||
olchunlao_info:
|
||
"①当你的【杀】因弃置进入弃牌堆后,你将位于弃牌堆的这些牌称为“醇”置于武将牌上。②一名角色处于濒死状态时,你可以将一张“醇”置入弃牌堆,然后令其视为使用一张【酒】。",
|
||
ol_wangyi: "OL界王异",
|
||
ol_wangyi_prefix: "OL界",
|
||
olzhenlie: "贞烈",
|
||
olzhenlie_info:
|
||
"当你成为其他角色使用【杀】或普通锦囊牌的目标后,你可以失去1点体力并令此牌对你无效,然后你选择一项:①获得使用者的一张牌;②发动一次〖秘计〗。",
|
||
olmiji: "秘计",
|
||
olmiji_info:
|
||
"结束阶段,若你已受伤,则你可以摸X张牌,然后你可以将至多X张牌任意分配给其他角色(X为你已损失的体力值)。",
|
||
|
||
onlyOL_yijiang1: "OL专属·将1",
|
||
onlyOL_yijiang2: "OL专属·将2",
|
||
onlyOL_yijiang3: "OL专属·将3",
|
||
onlyOL_sb: "OL专属·上兵伐谋",
|
||
},
|
||
};
|
||
});
|