fix: format.
This commit is contained in:
parent
e78f942335
commit
15d15cdc69
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@ -1,6 +1,6 @@
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window.noname_character_rank = {
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s: [
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'sp_sunce',
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"sp_sunce",
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"gjqt_bailitusu",
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"gjqt_beiluo",
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"gjqt_xieyi",
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@ -1720,7 +1720,7 @@ window.noname_character_rank = {
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],
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rarity: {
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legend: [
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'sp_sunce',
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"sp_sunce",
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"star_caoren",
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"dc_zhaoyun",
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"dc_caocao",
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204
character/sp.js
204
character/sp.js
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@ -143,7 +143,7 @@ game.import("character", function () {
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"sp_zhangliao",
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"sp_ol_zhanghe",
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"sp_menghuo",
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'sp_sunce',
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"sp_sunce",
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],
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sp_qifu: [
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"ol_feiyi",
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@ -185,11 +185,11 @@ game.import("character", function () {
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return mode !== "guozhan";
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},
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ol_mengda(mode) {
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return mode!=='guozhan';
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return mode !== "guozhan";
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},
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},
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character: {
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sp_sunce:['male','qun',4,['olliantao']],
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sp_sunce: ["male", "qun", 4, ["olliantao"]],
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ol_liupi: ["male", "qun", 4, ["olyicheng"]],
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ol_lukai: ["male", "wu", 3, ["olxuanzhu", "oljiane"]],
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liupan: ["male", "qun", 4, ["olpijing"]],
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@ -970,98 +970,158 @@ game.import("character", function () {
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//SP孙策
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olliantao: {
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audio: 2,
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trigger:{player:'phaseUseBegin'},
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trigger: { player: "phaseUseBegin" },
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filter(event, player) {
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return game.hasPlayer(target=>target!=player);
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return game.hasPlayer((target) => target != player);
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},
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async cost(event, trigger, player) {
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event.result=await player.chooseTarget(get.prompt2('olliantao'),lib.filter.notMe).set('ai',target=>{
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const player=get.event('player'),att=get.attitude(player,target);
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const colors=Object.keys(lib.color).filter(i=>i!='none');
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if(!colors.some(color=>player.hasCard(card=>{
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const juedou=get.autoViewAs({name:'juedou'},[card]);
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event.result = await player
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.chooseTarget(get.prompt2("olliantao"), lib.filter.notMe)
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.set("ai", (target) => {
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const player = get.event("player"),
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att = get.attitude(player, target);
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const colors = Object.keys(lib.color).filter((i) => i != "none");
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if (
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!colors.some((color) =>
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player.hasCard((card) => {
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const juedou = get.autoViewAs({ name: "juedou" }, [card]);
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return player.canUse(juedou, target, false);
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},'h'))) return 20+(3-get.sgn(att))+Math.random();
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}, "h")
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)
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)
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return 20 + (3 - get.sgn(att)) + Math.random();
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const effs = colors.reduce((list, color) => {
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const cards=player.getCards('h',card=>{
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const juedou=get.autoViewAs({name:'juedou'},[card]);
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const cards = player.getCards("h", (card) => {
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const juedou = get.autoViewAs({ name: "juedou" }, [card]);
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return player.canUse(juedou, target, false);
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});
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if (cards.length) {
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list.push(cards.reduce((sum,card)=>{
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const juedou=get.autoViewAs({name:'juedou'},[card]);
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list.push(
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cards.reduce((sum, card) => {
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const juedou = get.autoViewAs({ name: "juedou" }, [card]);
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return sum + get.effect(target, card, player, player);
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},0));
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}, 0)
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);
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}
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return list;
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}, []);
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return Math[att>0?'max':'min'].apply(Math,list);
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}).forResult();
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return Math[att > 0 ? "max" : "min"].apply(Math, list);
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})
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.forResult();
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},
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async content(event, trigger, player) {
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const target = event.targets[0];
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const colors=Object.keys(lib.color).filter(i=>i!='none');
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if(colors.length&&player.countCards('h')){
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const result=await target.chooseControl(colors)
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.set('prompt','连讨:请选择一个颜色').set('ai',()=>{
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const player=get.event('player'),source=get.event().getParent().player;
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let controls=get.event('controls').slice();
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const colors = Object.keys(lib.color).filter((i) => i != "none");
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if (colors.length && player.countCards("h")) {
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const result = await target
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.chooseControl(colors)
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.set("prompt", "连讨:请选择一个颜色")
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.set("ai", () => {
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const player = get.event("player"),
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source = get.event().getParent().player;
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let controls = get.event("controls").slice();
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if (controls.length == 1) return controls[0];
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const getSum = function (color, player, source) {
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return source.getCards('h',card=>{
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return source
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.getCards("h", (card) => {
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if (get.color(card) != color) return false;
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const juedou=get.autoViewAs({name:'juedou'},[card]);
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const juedou = get.autoViewAs({ name: "juedou" }, [card]);
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return source.canUse(juedou, player, false);
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}).reduce((num,card)=>{
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const juedou=get.autoViewAs({name:'juedou'},[card]);
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})
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.reduce((num, card) => {
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const juedou = get.autoViewAs({ name: "juedou" }, [card]);
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return num + get.effect(player, card, source, player);
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}, 0);
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};
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return controls.sort((a,b)=>getSum(b,player,source)-getSum(a,player,source))[0];
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}).set('prompt2',get.translation(player)+'将对你依次使用由其手牌中所有此颜色的牌转化的【决斗】').forResult();
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return controls.sort(
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(a, b) => getSum(b, player, source) - getSum(a, player, source)
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)[0];
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})
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.set(
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"prompt2",
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get.translation(player) +
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"将对你依次使用由其手牌中所有此颜色的牌转化的【决斗】"
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)
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.forResult();
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const color = result.control;
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game.broadcastAll((color,target)=>{
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game.broadcastAll(
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(color, target) => {
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lib.skill.olliantao_backup.filterCardx = [color, target];
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lib.skill.olliantao_backup.filterCard = function (card, player) {
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const list = lib.skill.olliantao_backup.filterCardx;
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if (get.color(card) != list[0]) return false;
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const juedou=get.autoViewAs({name:'juedou'},[card]);
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const juedou = get.autoViewAs({ name: "juedou" }, [card]);
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return player.canUse(juedou, list[1], false);
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};
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},color,target);
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while(target.isIn()&&player.hasCard(card=>lib.skill.olliantao_backup.filterCard(card,player))&&!game.getGlobalHistory('everything',evt=>{
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return evt.name=='dying'&&[player,target].includes(evt.player)&&evt.getParent('olliantao')==event;
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}).length){
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await player.chooseToUse().set('forced',true)
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.set('openskilldialog','连讨:将一张'+get.translation(color)+'手牌当作【决斗】对'+get.translation(target)+'使用')
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.set('norestore',true).set('_backupevent','olliantao_backup').set('custom',{
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},
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color,
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target
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);
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while (
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target.isIn() &&
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player.hasCard((card) => lib.skill.olliantao_backup.filterCard(card, player)) &&
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!game.getGlobalHistory("everything", (evt) => {
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return (
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evt.name == "dying" &&
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[player, target].includes(evt.player) &&
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evt.getParent("olliantao") == event
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);
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}).length
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) {
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await player
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.chooseToUse()
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.set("forced", true)
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.set(
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"openskilldialog",
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"连讨:将一张" +
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get.translation(color) +
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"手牌当作【决斗】对" +
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get.translation(target) +
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"使用"
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)
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.set("norestore", true)
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.set("_backupevent", "olliantao_backup")
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.set("custom", {
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add: {},
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replace: { window: function () {} },
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}).backup('olliantao_backup').set('targetRequired',true).set('complexSelect',true)
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.set('filterTarget',function(card,player,target){
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if(target!=_status.event.sourcex&&!ui.selected.targets.includes(_status.event.sourcex)) return false;
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})
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.backup("olliantao_backup")
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.set("targetRequired", true)
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.set("complexSelect", true)
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.set("filterTarget", function (card, player, target) {
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if (
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target != _status.event.sourcex &&
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!ui.selected.targets.includes(_status.event.sourcex)
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)
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return false;
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return lib.filter.targetEnabled.apply(this, arguments);
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}).set('sourcex',target).set('addCount',false);
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})
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.set("sourcex", target)
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.set("addCount", false);
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}
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}
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const num=player.getHistory('sourceDamage',evt=>{
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const num = player
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.getHistory("sourceDamage", (evt) => {
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return evt.getParent(4) == event;
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}).reduce((sum,evt)=>sum+evt.num,0);
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})
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.reduce((sum, evt) => sum + evt.num, 0);
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if (num) await player.draw(num);
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if(!game.hasPlayer2(current=>{
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return current.getHistory('damage',evt=>{
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if (
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!game.hasPlayer2((current) => {
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return current.getHistory("damage", (evt) => {
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return evt.getParent(4) == event;
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}).length;
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})){
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})
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) {
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await player.draw(3);
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player.addTempSkill('olliantao_buff');
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player.addMark('olliantao_buff',3,false);
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player.addTempSkill("olliantao_buff");
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player.addMark("olliantao_buff", 3, false);
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}
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},
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subSkill: {
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backup: {
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viewAs:{name:'juedou'},
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position:'h',
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viewAs: { name: "juedou" },
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position: "h",
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check: () => 1 + Math.random(),
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precontent() {
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delete event.result.skill;
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@ -1072,13 +1132,13 @@ game.import("character", function () {
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onremove: true,
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mod: {
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maxHandcard(player, num) {
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return num+player.countMark('olliantao_buff');
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return num + player.countMark("olliantao_buff");
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},
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cardEnabled(card) {
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if(card.name=='sha') return false;
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if (card.name == "sha") return false;
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},
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},
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intro:{content:'手牌上限+#,不能使用【杀】'},
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intro: { content: "手牌上限+#,不能使用【杀】" },
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},
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},
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},
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@ -3395,9 +3455,8 @@ game.import("character", function () {
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];
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[0, 1, 2].forEach((item, index) => {
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if (event.list.includes(item)) {
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choiceList[
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index
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] = `<span style="text-decoration: line-through; opacity:0.5; ">${choiceList[index]}</span>`;
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choiceList[index] =
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`<span style="text-decoration: line-through; opacity:0.5; ">${choiceList[index]}</span>`;
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} else choices.push(`选项${get.cnNumber(index + 1, true)}`);
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});
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game.me
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@ -7028,7 +7087,7 @@ game.import("character", function () {
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delete stat.gushe;
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},
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ai: {
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combo: "gushe"
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combo: "gushe",
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},
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},
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//OL刘老板
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@ -12778,10 +12837,13 @@ game.import("character", function () {
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(_status.connectMode || current.hasSha())
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) {
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current
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.chooseToUse(function (card, player, event) {
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.chooseToUse(
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function (card, player, event) {
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if (get.name(card) != "sha") return false;
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return lib.filter.filterCard.apply(this, arguments);
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}, "同协:是否对" + get.translation(target) + "使用一张杀?")
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},
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"同协:是否对" + get.translation(target) + "使用一张杀?"
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)
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.set("targetRequired", true)
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.set("complexSelect", true)
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.set("filterTarget", function (card, player, target) {
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@ -17318,10 +17380,13 @@ game.import("character", function () {
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"step 0";
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var target = trigger.targets[0];
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target
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.chooseToUse(function (card, player, event) {
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.chooseToUse(
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function (card, player, event) {
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if (get.name(card) != "sha") return false;
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return lib.filter.filterCard.apply(this, arguments);
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}, "武娘:是否对" + get.translation(player) + "使用一张杀?")
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},
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"武娘:是否对" + get.translation(player) + "使用一张杀?"
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)
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.set("targetRequired", true)
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.set("complexSelect", true)
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.set("filterTarget", function (card, player, target) {
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@ -21948,7 +22013,7 @@ game.import("character", function () {
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},
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},
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ai: {
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combo: "wylianji"
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combo: "wylianji",
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},
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},
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jingong: {
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@ -28882,7 +28947,7 @@ game.import("character", function () {
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player.changeSkills(["xiaoji"], ["liangzhu"]);
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},
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ai: {
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combo: "liangzhu"
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combo: "liangzhu",
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},
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},
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mingshi: {
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@ -34505,10 +34570,11 @@ game.import("character", function () {
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olyicheng: "易城",
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olyicheng_info:
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"出牌阶段限一次,你可以亮出牌堆顶的三张牌,然后你可以以任意手牌交换这些牌,若这三张牌的点数和因此增加,则你可以选择用所有手牌交换这三张牌。最后你将这三张牌置于牌堆顶。",
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sp_sunce:'SP孙策',
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sp_sunce_prefix:'SP',
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olliantao:'连讨',
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olliantao_info:'出牌阶段开始时,你可以令一名其他角色选择一个颜色,然后你依次将此颜色的所有手牌当作【决斗】对其使用直到有一方进入濒死状态,然后你摸X张牌(X为你本次以此法造成的伤害数)。若没有角色因本次技能结算受到伤害,你摸三张牌,本回合手牌上限+3且本回合你不能使用【杀】。',
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sp_sunce: "SP孙策",
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sp_sunce_prefix: "SP",
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olliantao: "连讨",
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olliantao_info:
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"出牌阶段开始时,你可以令一名其他角色选择一个颜色,然后你依次将此颜色的所有手牌当作【决斗】对其使用直到有一方进入濒死状态,然后你摸X张牌(X为你本次以此法造成的伤害数)。若没有角色因本次技能结算受到伤害,你摸三张牌,本回合手牌上限+3且本回合你不能使用【杀】。",
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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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