庞山民、乐蔡邕、曹轶;新增临时禁用技能相关方法
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@ -1172,6 +1172,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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delete player.storage[skill+'_roundcount'];
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resetSkills.add(skill);
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}
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if(player.storage[`temp_ban_${skill}`]){
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delete player.storage[`temp_ban_${skill}`];
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}
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if(player.awakenedSkills.contains(skill)){
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player.restoreSkill(skill);
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resetSkills.add(skill);
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@ -4,6 +4,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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name:'huicui',
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connect:true,
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character:{
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yue_caiyong:['male','qun',3,['dcjiaowei','dcfeibai']],
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pangshanmin:['male','wei',3,['dccaisi','dczhuoli']],
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dc_jiachong:['male','wei',3,['dcbeini','dcshizong']],
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dc_sunchen:['male','wu',4,['dczigu','dczuowei']],
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dc_zhangmancheng:['male','qun',4,['dclvecheng','dczhongji']],
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@ -91,7 +93,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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characterSort:{
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huicui:{
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sp_baigei:['re_panfeng','xingdaorong','caoxing','re_chunyuqiong','xiahoujie','dc_caiyang','zhoushan'],
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sp_caizijiaren:['re_dongbai','re_sunluyu','heyan','zhaoyan','wangtao','wangyue','zhangxuan','tengyin','zhangyao','xiahoulingnv','dc_sunru'],
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sp_caizijiaren:['re_dongbai','re_sunluyu','heyan','zhaoyan','wangtao','wangyue','zhangxuan','tengyin','zhangyao','xiahoulingnv','dc_sunru','pangshanmin'],
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sp_zhilan:['liuyong','wanniangongzhu','zhanghu','lvlingqi','tenggongzhu','panghui','dc_zhaotongzhaoguang','yuantanyuanxiyuanshang','yuechen'],
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sp_guixin:['re_kanze','re_chendeng','caimaozhangyun','dc_lvkuanglvxiang','dc_gaolan','yinfuren','chengui','chenjiao','dc_sp_jiaxu','qinlang'],
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sp_daihan:['mamidi','dc_jiling','zhangxun','dc_yuejiu','wanglie','leibo','qiaorui','dongwan','yuanyin'],
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@ -102,10 +104,168 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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sp_jishi:['dc_jiben','zhenghun','dc_sunhanhua','liuchongluojun'],
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sp_raoting:['dc_huanghao','dc_sunziliufang','dc_sunchen','dc_jiachong'],
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sp_yijun:['gongsundu','mengyou'],
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sp_zhengyin:['yue_caiwenji','yue_zhoufei'],
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sp_zhengyin:['yue_caiwenji','yue_zhoufei','yue_caiyong'],
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}
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},
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skill:{
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//乐蔡邕
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dcjiaowei:{
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audio:2,
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trigger:{
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global:'phaseBefore',
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player:'enterGame'
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},
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forced:true,
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filter:function(event,player){
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return (event.name!='phase'||game.phaseNumber==0);
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},
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group:'dcjiaowei_prevent',
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content:function*(event,map){
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const player=map.player;
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var cards=player.getCards('h');
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player.addGaintag(cards,'dcjiaowei_tag');
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},
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mod:{
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ignoredHandcard:function(card,player){
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if(card.hasGaintag('dcjiaowei_tag')) return true;
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},
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cardDiscardable:function(card,player,name){
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if(name=='phaseDiscard'&&card.hasGaintag('dcjiaowei_tag')) return false;
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},
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},
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subSkill:{
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prevent:{
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audio:'dcjiaowei',
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trigger:{
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player:'damageBegin4',
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},
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forced:true,
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filter:function(event,player){
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if(!event.source||!event.source.isIn()) return false;
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return event.source.countCards('h')<=player.countCards('h',card=>card.hasGaintag('dcjiaowei_tag'));
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},
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content:function*(event,map){
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map.trigger.cancel();
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},
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ai:{
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effect:{
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target:function(card,player,target){
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if(get.tag(card,'damage')){
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const num=target.countCards('h',card=>card.hasGaintag('dcjiaowei_tag'));
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let cards=[];
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if(card.cards) cards.addArray(card.cards);
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if(ui.selected.cards) cards.addArray(ui.selected.cards);
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cards=cards.filter(card=>{
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if(get.itemtype(card)!='card') return false;
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return get.owner(card)==player&&get.position(card)=='e';
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});
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if(player.countCards('h')-cards.length<=num) return 'zeroplayertarget';
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}
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},
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},
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},
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},
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},
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},
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dcfeibai:{
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audio:2,
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trigger:{player:'useCardAfter'},
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usable:1,
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locked:false,
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filter:function(event,player){
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return player.getHistory('useCard').indexOf(event)>0;
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},
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prompt2:function(event,player){
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const history=player.getHistory('useCard');
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const ind=history.indexOf(event)-1,evt=history[ind];
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const len=get.cardNameLength(event.card)+get.cardNameLength(evt.card);
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return `随机获得一张字数为${len}的牌`;
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},
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check:function(event,player){
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const history=player.getHistory('useCard');
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const ind=history.indexOf(event)-1,evt=history[ind];
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const len=get.cardNameLength(event.card)+get.cardNameLength(evt.card);
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return player.countCards('h',card=>card.hasGaintag('dcjiaowei_tag'))<=len||get.cardPile(card=>{
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return get.cardNameLength(card,false)==len;
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});
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},
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content:function*(event,map){
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const player=map.player,trigger=map.trigger;
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const history=player.getHistory('useCard');
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const ind=history.indexOf(trigger)-1,evt=history[ind];
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const len=get.cardNameLength(trigger.card)+get.cardNameLength(evt.card);
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const card=get.cardPile(card=>{
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return get.cardNameLength(card,false)==len;
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});
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if(card){
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yield player.gain(card,'gain2');
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}
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else{
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let str=`没有${len}字的牌…`;
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if(len==5&&Math.random()<=0.2) str='五字不行哇';
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player.chat(str);
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game.log(`但是找不到字数为${len}的牌!`);
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}
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if(player.countCards('h',card=>card.hasGaintag('dcjiaowei_tag'))<=len){
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player.storage.counttrigger.dcfeibai--;
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game.log(player,'重置了','#【飞白】');
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}
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},
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mod:{
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aiOrder:function(player,card,num){
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const evt=player.getLastUsed();
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if(!evt) return;
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const len=get.cardNameLength(card)+get.cardNameLength(evt.card);
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const cardx=get.cardPile(card=>{
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return get.cardNameLength(card,false)==len;
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});
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if(cardx) return num+8+(len==2||len==4?2:0);
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},
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}
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},
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//庞山民
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dccaisi:{
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audio:2,
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trigger:{player:'useCardAfter'},
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filter:function(event,player){
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if(get.type(event.card)!='basic') return false;
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if(player.getHistory('gain',evt=>evt.getParent().name=='dccaisi').length>player.maxHp) return false;
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return _status.currentPhase;
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},
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prompt2:function(event,player){
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return `从${player==_status.currentPhase?'牌堆':'弃牌'}堆中随机获得一张非基本牌`;
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},
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content:function*(event,map){
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const player=map.player,trigger=map.trigger;
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const position=player==_status.currentPhase?'cardPile':'discardPile';
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const card=get[position](card=>{
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return get.type(card,false)!='basic';
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});
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if(card){
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player.gain(card,'gain2');
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}
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else{
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player.chat('没有非基本牌…');
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game.log(`但是${position=='discardPile'?'弃':''}牌堆里没有非基本牌!`);
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}
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},
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},
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dczhuoli:{
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audio:2,
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trigger:{global:'phaseEnd'},
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forced:true,
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filter:function(event,player){
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return player.getHistory('useCard').length>player.maxHp;
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},
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content:function*(event,map){
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const player=map.player;
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if(player.maxHp<game.countPlayer()){
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yield player.gainMaxHp();
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}
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player.recover();
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}
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},
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//魏贾充
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dcbeini:{
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audio:2,
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@ -10895,6 +11055,18 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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dcbeini_info:'出牌阶段限一次。你可以将手牌调整至体力上限,然后令一名角色视为对另一名角色使用一张【杀】,且这些角色的非锁定技失效直到回合结束。',
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dcshizong:'恃纵',
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dcshizong_info:'当你需要使用一张基本牌时,你可以交给一名其他角色X张牌,然后其可以将一张牌置于牌堆底,视为你使用之。若其不为当前回合角色,此技能失效直到回合结束(X为你本回合发动〖恃纵〗的次数)。',
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pangshanmin:'庞山民',
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dccaisi:'才思',
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dccaisi_info:'当你于回合内/回合外使用基本牌结算结束后,若你本回合以此法得到的牌数不大于你的体力上限,你可以从牌堆/弃牌堆随机获得一张非基本牌。',
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dczhuoli:'擢吏',
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dczhuoli_info:'锁定技。一名角色的回合结束时,若你本回合使用的牌数大于体力上限,你加1点体力上限(不能超过存活角色数),回复1点体力。',
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yue_caiyong:'乐蔡邕',
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yue_caiyong_prefix:'乐',
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dcjiaowei:'焦尾',
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dcjiaowei_tag:'弦',
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dcjiaowei_info:'锁定技。①游戏开始时,你将所有手牌标记为“弦”。②你的“弦”牌不计入手牌上限。③当你受到伤害时,若来源的手牌数不大于你的“弦”牌数,防止此伤害。',
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dcfeibai:'飞白',
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dcfeibai_info:'每回合限一次。当你使用牌结算结束后,若你本回合使用过至少两张牌,你可以随机获得一张字数为X的牌。若你的“弦”数不大于X,你重置〖飞白〗(X为此牌与你使用的上一张牌的字数之和)。',
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sp_baigei:'无双上将',
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sp_caizijiaren:'才子佳人',
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@ -345,6 +345,7 @@ window.noname_character_rank={
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'jiangji',
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'tianshangyi',
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'malingli',
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'caoyi',
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],
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am:[
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'diy_caiwenji',
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@ -631,6 +632,7 @@ window.noname_character_rank={
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'yanxiang',
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'nezha',
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'dc_jiachong',
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'pangshanmin',
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],
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bp:[
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'chess_diaochan',
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@ -997,6 +999,7 @@ window.noname_character_rank={
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'xin_wuban',
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'ol_liuyan',
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'sunhuan',
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'yue_caiyong',
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],
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b:[
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'diy_feishi',
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@ -4,6 +4,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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name:'xianding',
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connect:true,
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character:{
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caoyi:['female','wei',4,['dcmiyi','dcyinjun']],
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malingli:['female','shu',3,['dclima','dcxiaoyin','dchuahuo']],
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wu_luxun:['male','wu',3,['dcxiongmu','dczhangcai','dcruxian']],
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dc_xujing:['male','shu',3,['dcshangyu','dccaixia']],
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@ -92,7 +93,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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sp2_huangjia:['caomao','liubian','dc_liuyu','quanhuijie','dingshangwan','yuanji','xielingyu','sunyu','ganfurenmifuren','dc_ganfuren','dc_mifuren','dc_shixie'],
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sp2_zhangtai:['guozhao','fanyufeng','ruanyu','yangwan','re_panshu'],
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sp2_jinse:['caojinyu','re_sunyi','re_fengfangnv','caohua','laiyinger','zhangfen'],
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sp2_yinyu:['zhouyi','luyi','sunlingluan'],
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sp2_yinyu:['zhouyi','luyi','sunlingluan','caoyi'],
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sp2_wangzhe:['dc_daxiaoqiao','dc_sp_machao'],
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sp2_doukou:['re_xinxianying','huaman','xuelingyun','dc_ruiji','duanqiaoxiao','tianshangyi','malingli'],
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sp2_jichu:['zhaoang','dc_liuye','dc_wangyun','yanghong','huanfan','xizheng'],
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@ -103,6 +104,128 @@ 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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//曹轶
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dcmiyi:{
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audio:2,
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trigger:{player:'phaseZhunbeiBegin'},
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direct:true,
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content:function*(event,map){
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const player=map.player;
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if(_status.connectMode) game.broadcastAll(()=>{_status.noclearcountdown=true});
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let result=yield player.chooseControl(['回复体力','受到伤害'],'cancel2').set('choiceList',[
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'令你即将选择的角色各回复1点体力',
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'令你即将选择的角色各受到你造成的1点伤害'
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]).set('prompt',get.prompt('dcmiyi')).set('ai',()=>{
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return get.event('choice');
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}).set('choice',(()=>{
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let damage=0;
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game.countPlayer(current=>{
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let eff=get.damageEffect(current,player,player);
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if(!current.isDamaged()){
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if(eff>0) eff=-eff;
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}
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else if(current.hasSkillTag('maixie')){
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if(get.attitude(player,current)<=0){
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if(current.getHp(true)>=2) eff=0;
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else eff/=10;
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}
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else if(current.getHp(true)>=2){
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eff+=30;
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}
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}
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else eff/=3;
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damage+=eff;
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})
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if(damage<-20) return 0;
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if(damage>5) return 1;
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if(lib.skill.mbhuiyao.getUnrealDamageTargets(player,[[player],game.filterPlayer()])) return 0;
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return 'cancel2';
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})());
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if(result.control=='cancel2'){
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if(_status.connectMode){game.broadcastAll(()=>{delete _status.noclearcountdown;game.stopCountChoose()})}
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return event.finish();
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}
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const func=['recover','damage'],ind=result.index;
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const fn=func[ind];
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result=yield player.chooseTarget(`蜜饴:令任意名角色${result.control.slice(0,2)}1点${result.control.slice(2)}`,[1,Infinity]).set('ai',target=>{
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const toDamage=get.event('toDamage');
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let eff=get.damageEffect(target,player,player);
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if(toDamage){
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if(target.hasSkillTag('maixie')){
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if(get.attitude(player,target)<=0){
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if(target.getHp(true)>=2) eff=0;
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else eff/=10;
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}
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else if(target.getHp(true)>=2){
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eff+=30;
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}
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}
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return eff;
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}
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if(!target.isDamaged()){
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eff*=-2;
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}
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if(target.getHp(true)>=2) return -eff;
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return 0;
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}).set('toDamage',result.index==1);
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if(_status.connectMode){game.broadcastAll(()=>{delete _status.noclearcountdown;game.stopCountChoose()})}
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if(!result.bool) return event.finish();
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const targets=result.targets.slice().sortBySeat();
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player.logSkill('dcmiyi',targets,fn=='damage'?'fire':'green');
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while(targets.length){
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const target=targets.shift();
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if(!target.isIn()) continue;
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target[fn]();
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target.when({global:'phaseJieshuBegin'}).vars({
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fn:func[ind^1],
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source:player,
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}).then(()=>{
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if(source.isIn()){
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if(!trigger._dcmiyi_logged){
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source.logSkill('dcmiyi');
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trigger._dcmiyi_logged=true;
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}
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source.line(player,fn=='damage'?'fire':'green');
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}
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player[fn](source);
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});
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}
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},
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},
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dcyinjun:{
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audio:2,
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trigger:{player:'useCardAfter'},
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filter:function(event,player){
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if(get.name(event.card,false)!='sha'&&get.type2(event.card)!='trick') return false;
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if(event.targets.length!=1||!event.targets[0].isIn()) return false;
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if(!player.canUse(new lib.element.VCard({name:'sha'}),event.targets[0])) return false;
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return player.hasHistory('lose',evt=>{
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if(evt.getParent()!=event) return false;
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return event.cards.every(card=>{
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return evt.hs.includes(card);
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});
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});
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},
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prompt2:function(event,player){
|
||||
return `视为对${get.translation(event.targets)}使用一张无伤害来源的【杀】`;
|
||||
},
|
||||
check:function(event,player){
|
||||
const sha=new lib.element.VCard({name:'sha'});
|
||||
return Math.max(...[event.targets[0],player].map(source=>get.effect(event.targets[0],sha,source,player)))>0;
|
||||
},
|
||||
logTarget:'targets',
|
||||
content:function*(event,map){
|
||||
const player=map.player,trigger=map.trigger,target=trigger.targets[0];
|
||||
yield player.useCard(new lib.element.VCard({name:'sha'}),target).oncard=()=>{
|
||||
get.event().customArgs.default.customSource={
|
||||
isDead:()=>true,
|
||||
}
|
||||
};
|
||||
if(player.getHistory('useSkill',evt=>evt.skill=='dcyinjun').length>player.getHp()){
|
||||
player.tempBanSkill('dcyinjun');
|
||||
}
|
||||
}
|
||||
},
|
||||
//马伶俐
|
||||
dclima:{
|
||||
audio:2,
|
||||
|
@ -13039,6 +13162,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
dcxiaoyin_info:'①准备阶段,你可以亮出牌堆顶的Y张牌(Y为你距离1以内的角色数),获得其中的红色牌,将其中任意张黑色牌置于等量名座次连续的其他角色的武将牌上,称为“硝引”。②当一名有“硝引”牌的角色受到伤害时,若此伤害为:火焰伤害,来源可以弃置一张其“硝引”牌包含的类型的牌,将其“硝引”置入弃牌堆,令此伤害+1;非火焰伤害,来源可以获得其“硝引”牌,将此伤害改为火焰伤害。',
|
||||
dchuahuo:'花火',
|
||||
dchuahuo_info:'出牌阶段限一次。你可以将一张红色手牌当不计入次数的火【杀】使用。然后当你使用此牌指定第一个目标后,若目标角色有“硝引”牌,你可以将此【杀】的目标改为所有有“硝引”牌的角色。',
|
||||
caoyi:'曹轶',
|
||||
dcmiyi:'蜜饴',
|
||||
dcmiyi_info:'准备阶段,你可以选择一项:1.回复1点体力;2.受到你造成的1点伤害。然后你令任意名角色执行该项。若如此做,这些角色于结束阶段执行另一项。',
|
||||
dcyinjun:'寅君',
|
||||
dcyinjun_info:'当你使用对应实体牌均为你的手牌的【杀】或锦囊牌结算结束后,若此牌目标为1,你可以视为对该目标使用一张无伤害来源的【杀】。然后若你本回合发动〖寅君〗的次数大于你的体力值,〖寅君〗失效直到回合结束。',
|
||||
|
||||
sp2_yinyu:'隐山之玉',
|
||||
sp2_huben:'百战虎贲',
|
||||
|
|
19
game/game.js
19
game/game.js
|
@ -27741,6 +27741,23 @@
|
|||
|
||||
return skill;
|
||||
}
|
||||
tempBanSkill(skill,expire,log){
|
||||
if(!this.hasSkill(skill)||this.hasStorage(`temp_ban_${skill}`)) return;
|
||||
this.setStorage(`temp_ban_${skill}`,true);
|
||||
|
||||
if(log!==false) game.log(this,'的技能',`#g【${get.translation(skill)}】`,'暂时失效了');
|
||||
|
||||
if(!expire) expire={global:['phaseAfter','phaseBeforeStart']};
|
||||
else if(typeof expire=='string'||Array.isArray(expire)) expire={global:expire};
|
||||
this.when(expire).assign({
|
||||
firstDo:true,
|
||||
}).vars({
|
||||
bannedSkill:skill,
|
||||
}).then(()=>{
|
||||
delete player.storage[`temp_ban_${bannedSkill}`];
|
||||
})
|
||||
return skill;
|
||||
}
|
||||
attitudeTo(target){
|
||||
if(typeof get.attitude=='function') return get.attitude(this,target);
|
||||
return 0;
|
||||
|
@ -32674,6 +32691,7 @@
|
|||
if(info.round&&(info.round-(game.roundNumber-player.storage[skill+'_roundcount'])>0)){
|
||||
return false;
|
||||
}
|
||||
if(player.storage[`temp_ban_${skill}`]===true) return false;
|
||||
return true;
|
||||
},
|
||||
characterDisabled:function(i,libCharacter){
|
||||
|
@ -41576,6 +41594,7 @@
|
|||
if(info.usable&&get.skillCount(skills2[i])>=info.usable) enable=false;
|
||||
if(info.chooseButton&&_status.event.noButton) enable=false;
|
||||
if(info.round&&(info.round-(game.roundNumber-player.storage[skills2[i]+'_roundcount'])>0)) enable=false;
|
||||
if(player.storage[`temp_ban_${skills2[i]}`]===true) enable=false;
|
||||
}
|
||||
if(enable){
|
||||
if(event.isMine()||!event._aiexclude.contains(skills2[i])){
|
||||
|
|
Loading…
Reference in New Issue