删除牵招,防止与cop的重复

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mengxinzxz 2023-09-15 21:39:17 +08:00 committed by GitHub
parent a9d9483456
commit 01fcf76005
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1 changed files with 1 additions and 178 deletions

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@ -13,7 +13,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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'],
sp_liesi:['mizhu','weizi','ol_liuba','zhangshiping'],
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'],
sp_waitforsort:['ol_qianzhao'],
sp_waitforsort:[],
sp_qifu:["caoying",'panshu',"caochun","yuantanyuanshang",'caoshuang','wolongfengchu','guansuo','baosanniang','fengfangnv','jin_zhouchu'],
sp_wanglang:['ol_wanglang','ol_puyuan','ol_zhouqun'],
sp_zhongdan:["cuiyan","huangfusong"],
@ -27,7 +27,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
},
character:{
ol_qianzhao:['male','wei',4,['olweifu','olkuanse']],
niujin:['male','wei',4,['olcuorui','liewei']],
hejin:['male','qun',4,['olmouzhu','olyanhuo']],
hansui:['male','qun',4,['olniluan','olxiaoxi']],
@ -692,177 +691,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
},
skill:{
//牵招
olweifu:{
audio:2,
enable:'phaseUse',
filter:function(event,player){
return player.countDiscardableCards(player,'he');
},
filterCard:lib.filter.cardDiscardable,
position:'he',
check:function(player){
var player=_status.event.player;
var storage=player.getStorage('olweifu_buff');
if(storage.some(cardx=>get.type2(cardx)==get.type2(card))) return 0;
var cards=player.getCards('hs').filter(card=>{
if(storage.some(cardx=>get.type2(cardx)==get.type2(card))) return false;
return player.getCardUsable(card,true)>0&&get.type(card)!='delay'&&get.type(card)!='equip'&&player.hasValueTarget(card,false);
});
cards=cards.filter(card=>{
var num=0;
var info=get.info(card,false);
if(!info.notarget&&(info.toself||info.singleCard||!info.selectTarget||info.selectTarget==1)) num++;
else if(info.selectTarget!=undefined){
if(Array.isArray(info.selectTarget)){
if(info.selectTarget[0]<0||info.selectTarget[0]!=1||info.selectTarget[1]!=1) num+=game.countPlayer();
else num+=info.selectTarget[1];
}
else{
if(info.selectTarget<0) num+=game.countPlayer();
else num+=info.selectTarget;
}
}
num=Math.min(num,game.countPlayer(current=>get.effect(current,card,player,player)>0&&lib.filter.targetEnabled2(card,player,current)));
return num<game.countPlayer(current=>get.effect(current,card,player,player)>0&&lib.filter.targetEnabled2(card,player,current));
});
cards.sort((a,b)=>player.getUseValue(b)-player.getUseValue(a));
if(card==cards[0]) return 0;
return 7-get.value(card);
},
content:function(){
'step 0'
player.judge();
'step 1'
player.addTempSkill('olweifu_buff');
player.markAuto('olweifu_buff',[result.card]);
if(get.type2(result.card)==get.type2(cards[0])) player.draw();
},
getType:function(storage){
var list=[];
for(var i=0;i<storage.length;i++){
list.push(get.type2(storage[i],false));
}
return list;
},
subSkill:{
buff:{
charlotte:true,
mark:true,
intro:{
markcount:function(storage,player){
return lib.skill.olweifu.getType(storage).length;
},
content:function(storage,player){
return '使用'+get.translation(lib.skill.olweifu.getType(storage))+'牌获得增益';
},
},
mod:{
targetInRange:function(card,player){
//if(_status.event.name=='olweifu_buff') return true;
var storage=player.getStorage('olweifu_buff');
if(storage.some(cardx=>get.type2(cardx)==get.type2(card))) return true;
},
},
audio:'olweifu',
trigger:{player:'useCard2'},
filter:function(event,player){
if(!event.targets) return false;
var storage=player.getStorage('olweifu_buff');
if(!storage.some(cardx=>get.type2(cardx)==get.type2(event.card))) return false;
return game.hasPlayer(current=>!event.targets.contains(current)&&lib.filter.targetEnabled2(event.card,player,current));
},
direct:true,
content:function(){
'step 0'
player.unmarkAuto('olweifu_buff',player.getStorage('olweifu_buff').filter(cardx=>get.type2(cardx)==get.type2(trigger.card)));
player.chooseTarget(get.prompt('olweifu'),'为'+get.translation(trigger.card)+'增加一个目标',function(card,player,target){
var trigger=_status.event.getTrigger();
return !trigger.targets.contains(target)&&lib.filter.targetEnabled2(trigger.card,player,current);
}).set('ai',function(target){
var player=_status.event.player;
var trigger=_status.event.getTrigger();
return get.effect(target,trigger.card,player,player);
});
'step 1'
if(result.bool){
var target=result.targets[0];
player.logSkill('olweifu_buff',target);
trigger.targets.add(target);
game.log(target,'被加入',trigger.card,'的目标');
}
else event.finish();
'step 2'
game.delayx();
},
},
},
ai:{
order:function(item,player){
if(player.countCards('hes')<=1) return 0;
var storage=player.getStorage('olweifu_buff');
var cards=player.getCards('hs').filter(card=>{
if(storage.some(cardx=>get.type2(cardx)==get.type2(card))) return false;
return player.getCardUsable(card,true)>0&&get.type(card)!='delay'&&get.type(card)!='equip'&&player.hasValueTarget(card,false);
});
cards=cards.filter(card=>{
var num=0;
var info=get.info(card,false);
if(!info.notarget&&(info.toself||info.singleCard||!info.selectTarget||info.selectTarget==1)) num++;
else if(info.selectTarget!=undefined){
if(Array.isArray(info.selectTarget)){
if(info.selectTarget[0]<0||info.selectTarget[0]!=1||info.selectTarget[1]!=1) num+=game.countPlayer();
else num+=info.selectTarget[1];
}
else{
if(info.selectTarget<0) num+=game.countPlayer();
else num+=info.selectTarget;
}
}
num=Math.min(num,game.countPlayer(current=>get.effect(current,card,player,player)>0&&lib.filter.targetEnabled2(card,player,current)));
return num<game.countPlayer(current=>get.effect(current,card,player,player)>0&&lib.filter.targetEnabled2(card,player,current));
});
if(!cards.length) return 0;
cards.sort((a,b)=>player.getUseValue(b)-player.getUseValue(a));
return get.order(card)+0.001;
},
result:{player:1},
},
},
olkuanse:{
audio:2,
trigger:{global:'useCardToPlayered'},
filter:function(event,player){
if(!event.isFirstTarget) return false;
return event.targets.length>player.getHp();
},
direct:true,
content:function(){
'step 0'
player.chooseTarget(get.prompt2('olkuanse'),function(card,player,target){
return _status.event.getTrigger().contains(target);
}).set('ai',function(target){
if(get.attitude(player,target)>0&&player.isHealthy()) return 0;
return 2+get.sgn(get.attitude(player,target));
});
'step 1'
if(result.bool){
var target=result.targets[0];
event.target=target;
player.logSkill('olkuanse',target);
var str='';
if(player.isDamaged()) str+=(',或令'+get.translation(player)+'回复1点体力');
target.chooseCard('款塞:交给'+get.translation(player)+'一张牌'+str).set('ai',card=>{
if(_status.event.eff) return 0;
return 6-get.value(card);
}).set('forced',player.isDamaged()).set('eff',get.attitude(player,target)>0);
}
else event.finish();
'step 2'
if(result.bool) player.gain(result.cards,target,'giveAuto');
else player.recover();
},
},
//牛金
olcuorui:{
audio:'cuorui',
@ -24577,11 +24405,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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)。',
olxiaoxi:'骁袭',
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】。',
ol_qianzhao:'牵招',
olweifu:'威抚',
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。',
olkuanse:'款塞',
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。',
sp_tianji:'天极·皇室宗亲',
sp_sibi:'四弼·辅国文曲',