手杀新将bugfix
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647e6b289b
commit
0ff2dc60d9
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@ -128,7 +128,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(wuqinxi=='鹿'){
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player.logSkill('wuling_wuqinxi');
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player.recover();
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player.discard(player.getCards('j'));
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player.discard(player.getCards('j')).discarder=player;
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}
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},
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ai:{
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@ -156,7 +156,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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trigger:{
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source:'damageBegin1',
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player:['phaseBegin','damageBegin2','phaseUseBegin'],
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player:['phaseBegin','damageBegin4','phaseUseBegin'],
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},
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filter:function(event,player,name){
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var wuqinxi=player.storage.wuling_wuqinxi;
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@ -167,15 +167,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(wuqinxi!='虎'||!event.card) return false;
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var evt=event.getParent('useCard');
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return evt.targets&&evt.targets.length==1&&evt.targets.includes(event.player);
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break;
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case 'damageBegin2':
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case 'damageBegin4':
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return wuqinxi=='熊';
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break;
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default:
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if(wuqinxi=='鹤') return true;
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if(wuqinxi!='猿') return false;
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return game.hasPlayer(target=>target.countGainableCards(player,'e'));
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break;
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}
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},
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forced:true,
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@ -197,7 +194,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger.num++;
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event.finish();
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break;
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case 'damageBegin2':
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case 'damageBegin4':
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trigger.num--;
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event.finish();
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break;
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@ -259,11 +256,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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content:function(){
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'step 0'
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var cards=_status.renku.slice();
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game.cardsDiscard(cards);
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game.cardsDiscard(cards).fromRenku=true;
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_status.renku.removeArray(cards);
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player.$throw(cards,1000);
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game.updateRenku();
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game.log(cards,'被置入了弃牌堆');
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game.log(cards,'从仁库进入了弃牌堆');
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'step 1'
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var targets=game.filterPlayer();
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player.line(targets);
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@ -411,7 +411,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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var num=player.countDiscardableCards(player,'he');
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if(num){
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var result=yield player.chooseToDiscard('纳学:弃置任意张牌并摸等量的牌',[1,num],true).set('ai',lib.skill.zhiheng.check);
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if(result.bool) player.draw(result.cards.length);
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if(result.bool) yield player.draw(result.cards.length);
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}
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if(player.countCards('he')){
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var result2=yield player.chooseCardTarget({
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@ -449,16 +449,25 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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forced:true,
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forceDie:true,
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skillAnimation:true,
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animationColor:'orange',
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logTarget:function(event,player){
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return game.filterPlayer(target=>target!=player);
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},
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content:function(){
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'step 0'
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var targets=game.filterPlayer(target=>target!=player);
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var sum=targets.reduce((num,target)=>num+=target.hp,0);
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sum=Math.max(1,Math.floor(sum/targets.length));
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targets.forEach(target=>{
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if(target.hp!=sum){
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game.log(target,'将体力从',target.hp,'改为',sum);
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target.changeHp(sum-target.hp)._triggered=null;
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event.num=sum;
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event.targets=targets;
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'step 1'
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var target=targets.shift();
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var delta=target.hp-num;
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if(delta!=0){
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target[delta>0?'loseHp':'recover'](Math.abs(delta));
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}
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});
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if(targets.length) event.redo();
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},
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},
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//阎象
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@ -15745,7 +15754,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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naxue:'纳学',
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naxue_info:'你可以跳过出牌阶段。若如此做,你弃置任意张牌并摸等量的牌,然后交给一名其他角色至多两张牌。',
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yijie:'遗诫',
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yijie_info:'锁定技,当你死亡时,所有其他角色将体力调整为X(X为所有其他角色的体力值之和除以所有其他角色数,向下取整,且X至少为1)。',
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yijie_info:'锁定技。当你死亡时,你令所有其他角色将体力回复或失去至X(X为所有其他角色的体力之和除以所有其他角色数,向下取整,且X至少为1)。',
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mobile_standard:'手杀异构·标准包',
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mobile_shenhua_feng:'手杀异构·其疾如风',
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128
character/sb.js
128
character/sb.js
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@ -61,32 +61,19 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(get.type2(card)=='trick') return true;
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},
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},
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init:function(player){
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var skill='sbqicai_'+player.playerid;
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if(!lib.skill[skill]){
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lib.skill[skill]={
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onremove:true,
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mark:true,
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marktext:'奇',
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intro:{
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markcount:function(storage){
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return (storage||0).toString();
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},
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content:function(storage){
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return '已被掠夺'+(storage||0)+'张普通锦囊牌';
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},
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},
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};
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lib.translate[skill]='奇才';
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lib.translate[skill+'_bg']='奇';
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}
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},
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getLimit:3,
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audio:2,
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enable:'phaseUse',
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onChooseToUse:function(event){
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if(!event.sbqicai&&!game.online){
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const player=get.player();
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const cards=Array.from(ui.discardPile.childNodes).filter(card=>lib.skill.sbqicai.filterCardx(card,player));
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event.set('sbqicai',cards);
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}
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},
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filter:function(event,player){
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if(!game.hasPlayer(target=>target!=player&&target.hasEmptySlot(2))) return false;
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return player.countCards('h',card=>lib.skill.sbqicai.filterCardx(card,player))||Array.from(ui.discardPile.childNodes).some(card=>lib.skill.sbqicai.filterCardx(card,player));
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return player.countCards('h',card=>lib.skill.sbqicai.filterCardx(card,player))||event.sbqicai&&event.sbqicai.length;
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},
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filterCardx:function(card,player){
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if(player.getStorage('sbqicai').includes(card.name)) return false;
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@ -95,8 +82,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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usable:1,
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chooseButton:{
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dialog:function(event,player){
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var list1=player.getCards('h',card=>lib.skill.sbqicai.filterCardx(card,player));
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var list2=Array.from(ui.discardPile.childNodes).filter(card=>lib.skill.sbqicai.filterCardx(card,player));
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const list1=player.getCards('h',card=>lib.skill.sbqicai.filterCardx(card,player));
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const list2=event.sbqicai;
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var dialog=ui.create.dialog('###奇才###<div class="text center">请选择一张防具牌置入一名其他角色的装备区</div>');
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if(list1.length){
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dialog.add('<div class="text center">手牌区</div>');
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@ -105,6 +92,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(list2.length){
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dialog.add('<div class="text center">弃牌堆</div>');
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dialog.add(list2);
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if(list1.length) dialog.classList.add('fullheight');
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}
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return dialog;
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},
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@ -143,7 +131,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player.markAuto('sbqicai',[cards[0].name]);
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target.equip(cards[0]);
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player.addSkill('sbqicai_gain');
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target.addSkill('sbqicai_'+player.playerid);
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lib.skill.sbqicai.updateCounter(player,target,0);
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},
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ai:{
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result:{
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@ -161,6 +149,40 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return '请选择置入'+get.translation(links)+'的角色';
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},
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},
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updateCounter:function(player,target,num){
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const skill=`sbqicai_${player.playerid}`;
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game.broadcastAll(lib.skill.sbqicai.initSkill,skill);
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if(!target.hasSkill(skill)) target.addSkill(skill);
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if(num==0) target.clearMark(skill,false);
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else if(num>0) target.addMark(skill,num,false);
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if(target.countMark(skill)>=lib.skill.sbqicai.getLimit) target.removeSkill(skill);
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if(!_status.postReconnect.sbqicai){
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_status.postReconnect.sbqicai=[
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lib.skill.sbqicai.initSkill,
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[]
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];
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}
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_status.postReconnect.sbqicai[1].add(skill);
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},
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initSkill:skill=>{
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if(!lib.skill[skill]){
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lib.skill[skill]={
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onremove:true,
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mark:true,
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marktext:'奇',
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intro:{
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markcount:function(storage){
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return (storage||0).toString();
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},
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content:function(storage){
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return '已被掠夺'+get.cnNumber(storage||0)+'张普通锦囊牌';
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},
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},
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};
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lib.translate[skill]='奇才';
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lib.translate[skill+'_bg']='奇';
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}
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},
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ai:{
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order:7,
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result:{
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@ -170,6 +192,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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},
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marktext:'才',
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intro:{content:'已使用$发动过此技能'},
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subSkill:{
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gain:{
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@ -183,14 +206,24 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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});
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},
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forced:true,
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direct:true,
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charlotte:true,
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content:function(){
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'step 0'
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if(!event.checkedTargets) event.checkedTargets=[];
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var target=game.findPlayer(function(current){
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if(!trigger.getg(current).length||!current.hasSkill('sbqicai_'+player.playerid)) return false;
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if(event.checkedTargets.includes(current)) return false;
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if(current.countMark('sbqicai_'+player.playerid)>=lib.skill.sbqicai.getLimit) return false;
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return trigger.getg(current).some(card=>get.type(card)=='trick'&&lib.filter.canBeGained(card,current,player));
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});
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if(!target){
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event.finish();
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return;
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}
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event.target=target;
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player.logSkill('sbqicai_gain',target);
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event.checkedTargets.add(target);
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var cards=trigger.getg(target).filter(card=>get.type(card)=='trick'&&lib.filter.canBeGained(card,target,player));
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if(cards.length<=lib.skill.sbqicai.getLimit-target.countMark('sbqicai_'+player.playerid)) event._result={bool:true,links:cards};
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else{
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@ -201,9 +234,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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'step 1'
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if(result.bool){
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game.delaye(0.5);
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target.give(result.links,player);
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target.addMark('sbqicai_'+player.playerid,result.links.length,false);
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lib.skill.sbqicai.updateCounter(player,target,result.links.length);
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}
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event.goto(0);
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},
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},
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},
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@ -365,7 +400,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return event.player!=player&&player.getStorage('sbkanpo').includes(event.card.name);
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},
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prompt2:function(event,player){
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return '移除'+get.translation(event.card.name)+',令'+get.translation(event.card)+'失效';
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return '移除'+get.translation(event.card.name)+'的记录,令'+get.translation(event.card)+'无效';
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},
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check:function(event,player){
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var effect=0;
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@ -423,12 +458,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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var cards=player.getCards('s',card=>card.hasGaintag('sbguanxing'));
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if(cards.length){
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player.chooseToMove().set('list',[
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['“星”',cards],
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['你的“星”',cards],
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['牌堆顶'],
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]).set('prompt','观星:点击将牌移动到牌堆顶').set('processAI',function(list){
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var cards=list[0][1].slice(),player=_status.event.player;
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var name=_status.event.getTrigger().name;
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var target=(name=='phaseBegin'?player:target);
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var target=(name=='phaseZhunbei'?player:target);
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var top=[],att=get.sgn(get.attitude(player,target));
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if(att!=0&&(target!=player||!player.hasWuxie())){
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for(var i=0;i<judges.length;i++){
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@ -447,12 +482,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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'step 2'
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if(result.bool){
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var cards=result.moved[1];
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player.$throw(cards,1000);
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for(var i=cards.length-1;i>=0;i--){
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player.lose([cards[i]],ui.cardPile,'insert');
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player.loseToDiscardpile(cards,ui.cardPile,'insert').log=false;
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game.log(player,'将',cards,'置于了牌堆顶');
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}
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}
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else if(trigger.name=='phaseBegin') player.addTempSkill('sbguanxing_on');
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else if(trigger.name=='phaseZhunbei') player.addTempSkill('sbguanxing_on');
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},
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group:'sbguanxing_unmark',
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subSkill:{
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@ -495,22 +528,27 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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sbkongcheng:{
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audio:2,
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trigger:{player:'damageBegin2'},
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filter:function(event,player){
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trigger:{player:['damageBegin3','damageBegin4']},
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filter:function(event,player,name){
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return player.hasSkill('sbguanxing');
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},
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forced:true,
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content:function(){
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'step 0'
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var num=player.countCards('s',card=>card.hasGaintag('sbguanxing'));
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event.num=num;
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if(!num){
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trigger.num++;
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event.finish();
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if(!num&&event.triggername=='damageBegin3'){
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trigger.increase('num');
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}
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else if(num&&event.triggername=='damageBegin4'){
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player.judge(function(result){
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if(get.number(result)<=get.player().countCards('s',card=>card.hasGaintag('sbguanxing'))) return 2;
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return -1;
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}).set('judge2',result=>result.bool).set('callback',function(){
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if(event.judgeResult.number<=player.countCards('s',card=>card.hasGaintag('sbguanxing'))){
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event.getParent('sbkongcheng').getTrigger().decrease('num');
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}
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});
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}
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else player.judge();
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'step 1'
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if(result.number<=num) trigger.num--;
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},
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},
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//卢植
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@ -5571,14 +5609,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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sbkanpo:'看破',
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sbkanpo_info:'①一轮开始时,你清除“看破”记录的牌名,然后你可以记录三个非此次移去的牌名的牌名。②一名其他角色使用你“看破”记录的牌名的牌时,你可以从“看破”中移去此牌名,令此牌无效。',
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sbguanxing:'观星',
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sbguanxing_info:'①准备阶段,你将武将牌上所有“星”置入弃牌堆,将牌堆顶的X张牌称为“星”置于你的武将牌上(X为你此次移去的“星”数+1且至多为7,若本次为第一次发动〖观星〗则X为7),然后你可以将任意张“星”置于牌堆顶,若你未将任意“星”置于牌堆顶,你可以于结束阶段将任意张“星”置于牌堆顶。②你可以如手牌般使用或打出“星”。',
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sbguanxing_info:'①准备阶段,你将所有“星”置入弃牌堆,将牌堆顶的X张牌置于你的武将牌上,称为“星”。然后你可以将任意张“星”置于牌堆顶(X为你此次移去的“星”数+1且至多为7,若你此前未发动过〖观星①〗则X为7)。②结束阶段,若你未于本回合的准备阶段将“星”置于过牌堆顶,你可以将任意张“星”置于牌堆顶。③你可以如手牌般使用或打出“星”。',
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sbkongcheng:'空城',
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sbkongcheng_info:'锁定技,当你受到伤害时,若你拥有技能〖观星〗,则:若你有“星”,你进行一次判定,若判定结果点数小于等于你的“星”,则此伤害-1;没有“星”,此伤害+1。',
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sbkongcheng_info:'锁定技。当你受到伤害时,若你有〖观星〗,且若你:有“星”,你判定,若结果点数不大于你的“星”数,此伤害-1;没有“星”,此伤害+1。',
|
||||
sb_huangyueying:'谋黄月英',
|
||||
sb_huangyueying_prefix:'谋',
|
||||
sbqicai:'奇才',
|
||||
sbqicai_backup:'奇才',
|
||||
sbqicai_info:'①出牌阶段限一次,你可以将手牌中或弃牌堆中的一张防具牌置于一名其他角色的装备栏,然后其须将之后获得的前三张基本锦囊牌交给你。②你使用锦囊牌无距离限制。',
|
||||
sbqicai_info:'①出牌阶段限一次。你可以将手牌中或弃牌堆中的一张防具牌置于一名其他角色的防具栏,然后其获得如下效果:当其得到普通锦囊牌后,其将此牌交给你(限三张)。②你使用锦囊牌无距离限制。',
|
||||
sbjizhi:'集智',
|
||||
sbjizhi_info:'锁定技,当你使用一张普通锦囊牌时,你摸一张牌,且此牌本回合不计入你的手牌上限。',
|
||||
|
||||
|
|
|
@ -956,7 +956,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
game.checkGlobalHistory('cardMove',function(evt){
|
||||
if(evt.name=='cardsDiscard'&&evt.getParent('phaseDiscard')==event) cards.addArray(evt.cards);
|
||||
});
|
||||
return cards;
|
||||
return cards.filterInD('d');
|
||||
},
|
||||
audio:2,
|
||||
sunbenSkill:true,
|
||||
|
|
|
@ -404,6 +404,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
'step 1'
|
||||
if(result.bool){
|
||||
var suits=result.links.map(i=>i[2].slice(6));
|
||||
player.logSkill('qingbei');
|
||||
player.addTempSkill('qingbei_effect','roundStart');
|
||||
player.setStorage('qingbei_effect',suits);
|
||||
player.markSkill('qingbei_effect');
|
||||
|
@ -418,12 +419,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
trigger:{player:'useCardAfter'},
|
||||
charlotte:true,
|
||||
onremove:true,
|
||||
forced:true,
|
||||
filter:function(event,player){
|
||||
if(!lib.suit.includes(get.suit(event.card))) return false;
|
||||
return player.getStorage('qingbei_effect').length;
|
||||
},
|
||||
direct:true,
|
||||
firstDo:true,
|
||||
content:function(){
|
||||
player.draw(player.getStorage('qingbei_effect').length);
|
||||
},
|
||||
|
|
Loading…
Reference in New Issue