删除牵招,防止与cop的重复
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a9d9483456
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179
character/sp.js
179
character/sp.js
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@ -13,7 +13,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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sp_huben:['duanjiong','ol_mengda',"caohong","xiahouba","zhugeke","zumao","wenpin","litong","mazhong","heqi","quyi","luzhi","zangba","yuejin","dingfeng","wuyan","ol_zhuling","tianyu","huojun",'zhaoyǎn','dengzhong','ol_furong','macheng','ol_zhangyì','ol_zhujun','maxiumatie','luoxian','ol_huban','haopu'],
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sp_liesi:['mizhu','weizi','ol_liuba','zhangshiping'],
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sp_default:["sp_diaochan","sp_zhaoyun","sp_sunshangxiang","sp_caoren","sp_jiangwei","sp_machao","sp_caiwenji","jsp_guanyu","jsp_huangyueying","sp_pangde","sp_jiaxu","yuanshu",'sp_zhangliao','sp_ol_zhanghe','sp_menghuo'],
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sp_waitforsort:['ol_qianzhao'],
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sp_waitforsort:[],
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sp_qifu:["caoying",'panshu',"caochun","yuantanyuanshang",'caoshuang','wolongfengchu','guansuo','baosanniang','fengfangnv','jin_zhouchu'],
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sp_wanglang:['ol_wanglang','ol_puyuan','ol_zhouqun'],
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sp_zhongdan:["cuiyan","huangfusong"],
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@ -27,7 +27,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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character:{
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ol_qianzhao:['male','wei',4,['olweifu','olkuanse']],
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niujin:['male','wei',4,['olcuorui','liewei']],
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hejin:['male','qun',4,['olmouzhu','olyanhuo']],
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hansui:['male','qun',4,['olniluan','olxiaoxi']],
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@ -692,177 +691,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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skill:{
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//牵招
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olweifu:{
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audio:2,
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enable:'phaseUse',
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filter:function(event,player){
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return player.countDiscardableCards(player,'he');
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},
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filterCard:lib.filter.cardDiscardable,
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position:'he',
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check:function(player){
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var player=_status.event.player;
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var storage=player.getStorage('olweifu_buff');
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if(storage.some(cardx=>get.type2(cardx)==get.type2(card))) return 0;
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var cards=player.getCards('hs').filter(card=>{
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if(storage.some(cardx=>get.type2(cardx)==get.type2(card))) return false;
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return player.getCardUsable(card,true)>0&&get.type(card)!='delay'&&get.type(card)!='equip'&&player.hasValueTarget(card,false);
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});
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cards=cards.filter(card=>{
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var num=0;
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var info=get.info(card,false);
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if(!info.notarget&&(info.toself||info.singleCard||!info.selectTarget||info.selectTarget==1)) num++;
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else if(info.selectTarget!=undefined){
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if(Array.isArray(info.selectTarget)){
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if(info.selectTarget[0]<0||info.selectTarget[0]!=1||info.selectTarget[1]!=1) num+=game.countPlayer();
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else num+=info.selectTarget[1];
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}
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else{
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if(info.selectTarget<0) num+=game.countPlayer();
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else num+=info.selectTarget;
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}
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}
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num=Math.min(num,game.countPlayer(current=>get.effect(current,card,player,player)>0&&lib.filter.targetEnabled2(card,player,current)));
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return num<game.countPlayer(current=>get.effect(current,card,player,player)>0&&lib.filter.targetEnabled2(card,player,current));
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});
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cards.sort((a,b)=>player.getUseValue(b)-player.getUseValue(a));
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if(card==cards[0]) return 0;
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return 7-get.value(card);
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},
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content:function(){
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'step 0'
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player.judge();
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'step 1'
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player.addTempSkill('olweifu_buff');
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player.markAuto('olweifu_buff',[result.card]);
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if(get.type2(result.card)==get.type2(cards[0])) player.draw();
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},
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getType:function(storage){
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var list=[];
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for(var i=0;i<storage.length;i++){
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list.push(get.type2(storage[i],false));
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}
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return list;
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},
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subSkill:{
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buff:{
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charlotte:true,
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mark:true,
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intro:{
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markcount:function(storage,player){
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return lib.skill.olweifu.getType(storage).length;
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},
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content:function(storage,player){
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return '使用'+get.translation(lib.skill.olweifu.getType(storage))+'牌获得增益';
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},
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},
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mod:{
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targetInRange:function(card,player){
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//if(_status.event.name=='olweifu_buff') return true;
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var storage=player.getStorage('olweifu_buff');
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if(storage.some(cardx=>get.type2(cardx)==get.type2(card))) return true;
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},
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},
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audio:'olweifu',
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trigger:{player:'useCard2'},
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filter:function(event,player){
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if(!event.targets) return false;
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var storage=player.getStorage('olweifu_buff');
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if(!storage.some(cardx=>get.type2(cardx)==get.type2(event.card))) return false;
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return game.hasPlayer(current=>!event.targets.contains(current)&&lib.filter.targetEnabled2(event.card,player,current));
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},
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direct:true,
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content:function(){
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'step 0'
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player.unmarkAuto('olweifu_buff',player.getStorage('olweifu_buff').filter(cardx=>get.type2(cardx)==get.type2(trigger.card)));
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player.chooseTarget(get.prompt('olweifu'),'为'+get.translation(trigger.card)+'增加一个目标',function(card,player,target){
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var trigger=_status.event.getTrigger();
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return !trigger.targets.contains(target)&&lib.filter.targetEnabled2(trigger.card,player,current);
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}).set('ai',function(target){
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var player=_status.event.player;
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var trigger=_status.event.getTrigger();
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return get.effect(target,trigger.card,player,player);
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});
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'step 1'
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if(result.bool){
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var target=result.targets[0];
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player.logSkill('olweifu_buff',target);
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trigger.targets.add(target);
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game.log(target,'被加入',trigger.card,'的目标');
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}
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else event.finish();
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'step 2'
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game.delayx();
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},
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},
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},
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ai:{
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order:function(item,player){
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if(player.countCards('hes')<=1) return 0;
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var storage=player.getStorage('olweifu_buff');
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var cards=player.getCards('hs').filter(card=>{
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if(storage.some(cardx=>get.type2(cardx)==get.type2(card))) return false;
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return player.getCardUsable(card,true)>0&&get.type(card)!='delay'&&get.type(card)!='equip'&&player.hasValueTarget(card,false);
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});
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cards=cards.filter(card=>{
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var num=0;
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var info=get.info(card,false);
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if(!info.notarget&&(info.toself||info.singleCard||!info.selectTarget||info.selectTarget==1)) num++;
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else if(info.selectTarget!=undefined){
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if(Array.isArray(info.selectTarget)){
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if(info.selectTarget[0]<0||info.selectTarget[0]!=1||info.selectTarget[1]!=1) num+=game.countPlayer();
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else num+=info.selectTarget[1];
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}
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else{
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if(info.selectTarget<0) num+=game.countPlayer();
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else num+=info.selectTarget;
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}
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}
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num=Math.min(num,game.countPlayer(current=>get.effect(current,card,player,player)>0&&lib.filter.targetEnabled2(card,player,current)));
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return num<game.countPlayer(current=>get.effect(current,card,player,player)>0&&lib.filter.targetEnabled2(card,player,current));
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});
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if(!cards.length) return 0;
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cards.sort((a,b)=>player.getUseValue(b)-player.getUseValue(a));
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return get.order(card)+0.001;
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},
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result:{player:1},
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},
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},
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olkuanse:{
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audio:2,
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trigger:{global:'useCardToPlayered'},
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filter:function(event,player){
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if(!event.isFirstTarget) return false;
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return event.targets.length>player.getHp();
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},
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direct:true,
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content:function(){
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'step 0'
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player.chooseTarget(get.prompt2('olkuanse'),function(card,player,target){
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return _status.event.getTrigger().contains(target);
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}).set('ai',function(target){
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if(get.attitude(player,target)>0&&player.isHealthy()) return 0;
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return 2+get.sgn(get.attitude(player,target));
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});
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'step 1'
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if(result.bool){
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var target=result.targets[0];
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event.target=target;
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player.logSkill('olkuanse',target);
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var str='';
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if(player.isDamaged()) str+=(',或令'+get.translation(player)+'回复1点体力');
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target.chooseCard('款塞:交给'+get.translation(player)+'一张牌'+str).set('ai',card=>{
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if(_status.event.eff) return 0;
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return 6-get.value(card);
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}).set('forced',player.isDamaged()).set('eff',get.attitude(player,target)>0);
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}
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else event.finish();
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'step 2'
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if(result.bool) player.gain(result.cards,target,'giveAuto');
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else player.recover();
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},
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},
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//牛金
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olcuorui:{
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audio:'cuorui',
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@ -24577,11 +24405,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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olniluan_info:'体力值大于你的其他角色的结束阶段,若其本回合内使用过【杀】,则你可以将一张黑色牌当作【杀】对其使用(无距离限制)。',
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olxiaoxi:'骁袭',
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olxiaoxi_info:'新的一轮开始时,你可以视为使用一张无距离限制的【杀】。',
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ol_qianzhao:'牵招',
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olweifu:'威抚',
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olweifu_info:'出牌阶段,你可以弃置一张牌并进行一次判定。本回合你使用的下一张与判定牌类别相同的牌无距离限制且可多选择一个目标。然后若弃置牌与判定牌的类别相同,你摸一张牌。',
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olkuanse:'款塞',
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olkuanse_info:'当一名角色使用牌指定第一个目标后,若此牌目标数大于你的体力值,则你可以令其中一名目标角色选择一项:①交给你一张牌;②令你回复1点体力。',
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sp_tianji:'天极·皇室宗亲',
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sp_sibi:'四弼·辅国文曲',
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