fix: format.

This commit is contained in:
Rintim 2024-04-17 14:50:16 +08:00
parent e78f942335
commit 15d15cdc69
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GPG Key ID: BE9E1EA615BACFCF
2 changed files with 189 additions and 123 deletions

View File

@ -1,6 +1,6 @@
window.noname_character_rank = {
s: [
'sp_sunce',
"sp_sunce",
"gjqt_bailitusu",
"gjqt_beiluo",
"gjqt_xieyi",
@ -1720,7 +1720,7 @@ window.noname_character_rank = {
],
rarity: {
legend: [
'sp_sunce',
"sp_sunce",
"star_caoren",
"dc_zhaoyun",
"dc_caocao",

View File

@ -143,7 +143,7 @@ game.import("character", function () {
"sp_zhangliao",
"sp_ol_zhanghe",
"sp_menghuo",
'sp_sunce',
"sp_sunce",
],
sp_qifu: [
"ol_feiyi",
@ -185,11 +185,11 @@ game.import("character", function () {
return mode !== "guozhan";
},
ol_mengda(mode) {
return mode!=='guozhan';
return mode !== "guozhan";
},
},
character: {
sp_sunce:['male','qun',4,['olliantao']],
sp_sunce: ["male", "qun", 4, ["olliantao"]],
ol_liupi: ["male", "qun", 4, ["olyicheng"]],
ol_lukai: ["male", "wu", 3, ["olxuanzhu", "oljiane"]],
liupan: ["male", "qun", 4, ["olpijing"]],
@ -970,98 +970,158 @@ game.import("character", function () {
//SP孙策
olliantao: {
audio: 2,
trigger:{player:'phaseUseBegin'},
trigger: { player: "phaseUseBegin" },
filter(event, player) {
return game.hasPlayer(target=>target!=player);
return game.hasPlayer((target) => target != player);
},
async cost(event, trigger, player) {
event.result=await player.chooseTarget(get.prompt2('olliantao'),lib.filter.notMe).set('ai',target=>{
const player=get.event('player'),att=get.attitude(player,target);
const colors=Object.keys(lib.color).filter(i=>i!='none');
if(!colors.some(color=>player.hasCard(card=>{
const juedou=get.autoViewAs({name:'juedou'},[card]);
event.result = await player
.chooseTarget(get.prompt2("olliantao"), lib.filter.notMe)
.set("ai", (target) => {
const player = get.event("player"),
att = get.attitude(player, target);
const colors = Object.keys(lib.color).filter((i) => i != "none");
if (
!colors.some((color) =>
player.hasCard((card) => {
const juedou = get.autoViewAs({ name: "juedou" }, [card]);
return player.canUse(juedou, target, false);
},'h'))) return 20+(3-get.sgn(att))+Math.random();
}, "h")
)
)
return 20 + (3 - get.sgn(att)) + Math.random();
const effs = colors.reduce((list, color) => {
const cards=player.getCards('h',card=>{
const juedou=get.autoViewAs({name:'juedou'},[card]);
const cards = player.getCards("h", (card) => {
const juedou = get.autoViewAs({ name: "juedou" }, [card]);
return player.canUse(juedou, target, false);
});
if (cards.length) {
list.push(cards.reduce((sum,card)=>{
const juedou=get.autoViewAs({name:'juedou'},[card]);
list.push(
cards.reduce((sum, card) => {
const juedou = get.autoViewAs({ name: "juedou" }, [card]);
return sum + get.effect(target, card, player, player);
},0));
}, 0)
);
}
return list;
}, []);
return Math[att>0?'max':'min'].apply(Math,list);
}).forResult();
return Math[att > 0 ? "max" : "min"].apply(Math, list);
})
.forResult();
},
async content(event, trigger, player) {
const target = event.targets[0];
const colors=Object.keys(lib.color).filter(i=>i!='none');
if(colors.length&&player.countCards('h')){
const result=await target.chooseControl(colors)
.set('prompt','连讨:请选择一个颜色').set('ai',()=>{
const player=get.event('player'),source=get.event().getParent().player;
let controls=get.event('controls').slice();
const colors = Object.keys(lib.color).filter((i) => i != "none");
if (colors.length && player.countCards("h")) {
const result = await target
.chooseControl(colors)
.set("prompt", "连讨:请选择一个颜色")
.set("ai", () => {
const player = get.event("player"),
source = get.event().getParent().player;
let controls = get.event("controls").slice();
if (controls.length == 1) return controls[0];
const getSum = function (color, player, source) {
return source.getCards('h',card=>{
return source
.getCards("h", (card) => {
if (get.color(card) != color) return false;
const juedou=get.autoViewAs({name:'juedou'},[card]);
const juedou = get.autoViewAs({ name: "juedou" }, [card]);
return source.canUse(juedou, player, false);
}).reduce((num,card)=>{
const juedou=get.autoViewAs({name:'juedou'},[card]);
})
.reduce((num, card) => {
const juedou = get.autoViewAs({ name: "juedou" }, [card]);
return num + get.effect(player, card, source, player);
}, 0);
};
return controls.sort((a,b)=>getSum(b,player,source)-getSum(a,player,source))[0];
}).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();
return controls.sort(
(a, b) => getSum(b, player, source) - getSum(a, player, source)
)[0];
})
.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();
const color = result.control;
game.broadcastAll((color,target)=>{
game.broadcastAll(
(color, target) => {
lib.skill.olliantao_backup.filterCardx = [color, target];
lib.skill.olliantao_backup.filterCard = function (card, player) {
const list = lib.skill.olliantao_backup.filterCardx;
if (get.color(card) != list[0]) return false;
const juedou=get.autoViewAs({name:'juedou'},[card]);
const juedou = get.autoViewAs({ name: "juedou" }, [card]);
return player.canUse(juedou, list[1], false);
};
},color,target);
while(target.isIn()&&player.hasCard(card=>lib.skill.olliantao_backup.filterCard(card,player))&&!game.getGlobalHistory('everything',evt=>{
return evt.name=='dying'&&[player,target].includes(evt.player)&&evt.getParent('olliantao')==event;
}).length){
await player.chooseToUse().set('forced',true)
.set('openskilldialog','连讨:将一张'+get.translation(color)+'手牌当作【决斗】对'+get.translation(target)+'使用')
.set('norestore',true).set('_backupevent','olliantao_backup').set('custom',{
},
color,
target
);
while (
target.isIn() &&
player.hasCard((card) => lib.skill.olliantao_backup.filterCard(card, player)) &&
!game.getGlobalHistory("everything", (evt) => {
return (
evt.name == "dying" &&
[player, target].includes(evt.player) &&
evt.getParent("olliantao") == event
);
}).length
) {
await player
.chooseToUse()
.set("forced", true)
.set(
"openskilldialog",
"连讨:将一张" +
get.translation(color) +
"手牌当作【决斗】对" +
get.translation(target) +
"使用"
)
.set("norestore", true)
.set("_backupevent", "olliantao_backup")
.set("custom", {
add: {},
replace: { window: function () {} },
}).backup('olliantao_backup').set('targetRequired',true).set('complexSelect',true)
.set('filterTarget',function(card,player,target){
if(target!=_status.event.sourcex&&!ui.selected.targets.includes(_status.event.sourcex)) return false;
})
.backup("olliantao_backup")
.set("targetRequired", true)
.set("complexSelect", true)
.set("filterTarget", function (card, player, target) {
if (
target != _status.event.sourcex &&
!ui.selected.targets.includes(_status.event.sourcex)
)
return false;
return lib.filter.targetEnabled.apply(this, arguments);
}).set('sourcex',target).set('addCount',false);
})
.set("sourcex", target)
.set("addCount", false);
}
}
const num=player.getHistory('sourceDamage',evt=>{
const num = player
.getHistory("sourceDamage", (evt) => {
return evt.getParent(4) == event;
}).reduce((sum,evt)=>sum+evt.num,0);
})
.reduce((sum, evt) => sum + evt.num, 0);
if (num) await player.draw(num);
if(!game.hasPlayer2(current=>{
return current.getHistory('damage',evt=>{
if (
!game.hasPlayer2((current) => {
return current.getHistory("damage", (evt) => {
return evt.getParent(4) == event;
}).length;
})){
})
) {
await player.draw(3);
player.addTempSkill('olliantao_buff');
player.addMark('olliantao_buff',3,false);
player.addTempSkill("olliantao_buff");
player.addMark("olliantao_buff", 3, false);
}
},
subSkill: {
backup: {
viewAs:{name:'juedou'},
position:'h',
viewAs: { name: "juedou" },
position: "h",
check: () => 1 + Math.random(),
precontent() {
delete event.result.skill;
@ -1072,13 +1132,13 @@ game.import("character", function () {
onremove: true,
mod: {
maxHandcard(player, num) {
return num+player.countMark('olliantao_buff');
return num + player.countMark("olliantao_buff");
},
cardEnabled(card) {
if(card.name=='sha') return false;
if (card.name == "sha") return false;
},
},
intro:{content:'手牌上限+#,不能使用【杀】'},
intro: { content: "手牌上限+#,不能使用【杀】" },
},
},
},
@ -3395,9 +3455,8 @@ game.import("character", function () {
];
[0, 1, 2].forEach((item, index) => {
if (event.list.includes(item)) {
choiceList[
index
] = `<span style="text-decoration: line-through; opacity:0.5; ">${choiceList[index]}</span>`;
choiceList[index] =
`<span style="text-decoration: line-through; opacity:0.5; ">${choiceList[index]}</span>`;
} else choices.push(`选项${get.cnNumber(index + 1, true)}`);
});
game.me
@ -7028,7 +7087,7 @@ game.import("character", function () {
delete stat.gushe;
},
ai: {
combo: "gushe"
combo: "gushe",
},
},
//OL刘老板
@ -12778,10 +12837,13 @@ game.import("character", function () {
(_status.connectMode || current.hasSha())
) {
current
.chooseToUse(function (card, player, event) {
.chooseToUse(
function (card, player, event) {
if (get.name(card) != "sha") return false;
return lib.filter.filterCard.apply(this, arguments);
}, "同协:是否对" + get.translation(target) + "使用一张杀?")
},
"同协:是否对" + get.translation(target) + "使用一张杀?"
)
.set("targetRequired", true)
.set("complexSelect", true)
.set("filterTarget", function (card, player, target) {
@ -17318,10 +17380,13 @@ game.import("character", function () {
"step 0";
var target = trigger.targets[0];
target
.chooseToUse(function (card, player, event) {
.chooseToUse(
function (card, player, event) {
if (get.name(card) != "sha") return false;
return lib.filter.filterCard.apply(this, arguments);
}, "武娘:是否对" + get.translation(player) + "使用一张杀?")
},
"武娘:是否对" + get.translation(player) + "使用一张杀?"
)
.set("targetRequired", true)
.set("complexSelect", true)
.set("filterTarget", function (card, player, target) {
@ -21948,7 +22013,7 @@ game.import("character", function () {
},
},
ai: {
combo: "wylianji"
combo: "wylianji",
},
},
jingong: {
@ -28882,7 +28947,7 @@ game.import("character", function () {
player.changeSkills(["xiaoji"], ["liangzhu"]);
},
ai: {
combo: "liangzhu"
combo: "liangzhu",
},
},
mingshi: {
@ -34505,10 +34570,11 @@ game.import("character", function () {
olyicheng: "易城",
olyicheng_info:
"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。",
sp_sunce:'SP孙策',
sp_sunce_prefix:'SP',
olliantao:'连讨',
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】。',
sp_sunce: "SP孙策",
sp_sunce_prefix: "SP",
olliantao: "连讨",
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】。",
sp_tianji: "天极·皇室宗亲",
sp_sibi: "四弼·辅国文曲",