技能写法修改,Bugfix
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bbfa0e47e9
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@ -5543,7 +5543,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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content(){
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content(){
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player.removeMark('baonu',2);
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player.removeMark('baonu',2);
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player.addTempSkill('wushuang');
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player.addTempSkills('wushuang');
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player.popup('无双');
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player.popup('无双');
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game.log(player,'获得了技能','#g【无双】');
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game.log(player,'获得了技能','#g【无双】');
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target.addTempSkill('ol_wuqian_targeted');
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target.addTempSkill('ol_wuqian_targeted');
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@ -6439,7 +6439,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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var pos=lib.skill.midu_backup.equip;
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var pos=lib.skill.midu_backup.equip;
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if(pos<=0) player.enableJudge();
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if(pos<=0) player.enableJudge();
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else player.enableEquip(pos);
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else player.enableEquip(pos);
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player.addTempSkill('rehuomo',{player:'phaseBegin'});
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player.addTempSkills('rehuomo',{player:'phaseBegin'});
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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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@ -7151,7 +7151,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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var info=get.info(i);
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var info=get.info(i);
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return info&&!get.is.locked(i)&&!info.limited&&!info.juexingji&&!info.zhuSkill&&!info.charlotte;
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return info&&!get.is.locked(i)&&!info.limited&&!info.juexingji&&!info.zhuSkill&&!info.charlotte;
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});
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});
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target.addAdditionalSkill('dcjiezhen_blocker','bazhen');
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target.addAdditionalSkills('dcjiezhen_blocker','bazhen');
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target.addSkill('dcjiezhen_blocker');
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target.addSkill('dcjiezhen_blocker');
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target.markAuto('dcjiezhen_blocker',skills);
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target.markAuto('dcjiezhen_blocker',skills);
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player.addSkill('dcjiezhen_clear');
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player.addSkill('dcjiezhen_clear');
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@ -7297,7 +7297,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player.awakenSkill('dczecai');
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player.awakenSkill('dczecai');
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var target=result.targets[0];
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var target=result.targets[0];
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player.logSkill('dczecai',target);
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player.logSkill('dczecai',target);
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target.addAdditionalSkill('dczecai_effect','rejizhi');
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target.addAdditionalSkills('dczecai_effect','rejizhi');
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target.addTempSkill('dczecai_effect','roundStart');
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target.addTempSkill('dczecai_effect','roundStart');
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if(target==event.target){
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if(target==event.target){
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var evt=trigger._trigger;
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var evt=trigger._trigger;
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@ -2029,7 +2029,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return lib.filter.canBeDiscarded(card,player,target);
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return lib.filter.canBeDiscarded(card,player,target);
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},'e')){
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},'e')){
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player.discardPlayerCard(target,'e',true);
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player.discardPlayerCard(target,'e',true);
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target.addAdditionalSkill('jsrgqingzi_'+player.playerid,'xinshensu');
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target.addAdditionalSkills('jsrgqingzi_'+player.playerid,'xinshensu');
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player.markAuto('jsrgqingzi_clear',[target]);
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player.markAuto('jsrgqingzi_clear',[target]);
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}
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}
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event.num++;
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event.num++;
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@ -5914,7 +5914,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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delete player._mouduan_mark;
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delete player._mouduan_mark;
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}
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}
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},player);
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},player);
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player.removeAdditionalSkill('mouduan');
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player.removeAdditionalSkills('mouduan');
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},
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},
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trigger:{player:'loseEnd'},
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trigger:{player:'loseEnd'},
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forced:true,
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forced:true,
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@ -5930,7 +5930,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player._mouduan_mark.firstChild.innerHTML='文';
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player._mouduan_mark.firstChild.innerHTML='文';
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player._mouduan_mark.info.content='拥有技能【英姿】、【克己】';
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player._mouduan_mark.info.content='拥有技能【英姿】、【克己】';
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},player);
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},player);
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player.addAdditionalSkill('mouduan',['yingzi','keji']);
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player.addAdditionalSkills('mouduan',['yingzi','keji']);
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},
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},
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group:'mouduan2'
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group:'mouduan2'
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},
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},
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@ -5956,7 +5956,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player._mouduan_mark.firstChild.innerHTML='武';
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player._mouduan_mark.firstChild.innerHTML='武';
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player._mouduan_mark.info.content='拥有技能【激昂】、【谦逊】';
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player._mouduan_mark.info.content='拥有技能【激昂】、【谦逊】';
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},player);
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},player);
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player.addAdditionalSkill('mouduan',['jiang','qianxun']);
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player.addAdditionalSkills('mouduan',['jiang','qianxun']);
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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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@ -1137,7 +1137,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player.addTempSkill('drlt_jueyan2');
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player.addTempSkill('drlt_jueyan2');
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break;
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break;
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case 'equip5':
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case 'equip5':
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player.addTempSkill('rejizhi');
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player.addTempSkills('rejizhi');
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break;
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break;
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}
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}
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},
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},
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@ -14530,7 +14530,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return -1;
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return -1;
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};
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};
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'step 1'
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'step 1'
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if(result.bool) trigger.player.addTempSkill('yuxu');
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if(result.bool) trigger.player.addTempSkills('yuxu');
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},
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},
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ai:{
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ai:{
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expose:0.25,
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expose:0.25,
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@ -4239,9 +4239,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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var skill=result.control;
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var skill=result.control;
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if(skill!='cancel2'){
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if(skill!='cancel2'){
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event.skills.remove(skill);
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event.skills.remove(skill);
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target.addAdditionalSkill('jinghe_'+player.playerid,skill);
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target.addAdditionalSkills('jinghe_'+player.playerid,skill);
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target.popup(skill);
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target.popup(skill);
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game.log(target,'获得了技能','#g【'+get.translation(skill)+'】');
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}
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}
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if(event.num<event.targets.length) event.goto(1);
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if(event.num<event.targets.length) event.goto(1);
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if(target!=game.me&&!target.isOnline2()) game.delayx();
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if(target!=game.me&&!target.isOnline2()) game.delayx();
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@ -4258,7 +4257,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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clear:{
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clear:{
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onremove:function(player){
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onremove:function(player){
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game.countPlayer(function(current){
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game.countPlayer(function(current){
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current.removeAdditionalSkill('jinghe_'+player.playerid);
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current.removeAdditionalSkills('jinghe_'+player.playerid);
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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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@ -3725,7 +3725,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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})){
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})){
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player.line(target);
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player.line(target);
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target.markAuto('twlinglu',[player]);
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target.markAuto('twlinglu',[player]);
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target.addAdditionalSkill('twkunsi_temp','twlinglu');
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target.addAdditionalSkills('twkunsi_temp','twlinglu');
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player.markAuto('twkunsi_clear',[target]);
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player.markAuto('twkunsi_clear',[target]);
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player.addTempSkill('twkunsi_clear',{player:'phaseBegin'});
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player.addTempSkill('twkunsi_clear',{player:'phaseBegin'});
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}
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}
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@ -1722,9 +1722,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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else event.finish();
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else event.finish();
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'step 2'
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'step 2'
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target.line(player);
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target.line(player);
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player.addTempSkill(result.control,'phaseUseEnd');
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player.addTempSkills(result.control,'phaseUseEnd');
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player.popup(result.control);
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player.popup(result.control);
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game.log(player,'获得了','#g【'+get.translation(result.control)+'】');
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},
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},
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ai:{
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ai:{
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order:function(item,player){
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order:function(item,player){
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@ -1050,9 +1050,8 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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var target=result.targets[0],skill=event.skill;
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var target=result.targets[0],skill=event.skill;
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player.line(target);
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player.line(target);
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player.addTempSkill('gzrejinghe_clear',{player:'phaseBegin'});
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player.addTempSkill('gzrejinghe_clear',{player:'phaseBegin'});
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target.addAdditionalSkill('gzrejinghe_'+player.playerid,skill);
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target.addAdditionalSkills('gzrejinghe_'+player.playerid,skill);
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target.popup(skill);
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target.popup(skill);
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game.log(target,'获得了技能','#g【'+get.translation(skill)+'】');
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}
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}
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},
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},
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intro:{
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intro:{
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@ -1084,7 +1083,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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clear:{
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clear:{
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onremove:function(player){
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onremove:function(player){
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game.countPlayer(function(current){
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game.countPlayer(function(current){
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current.removeAdditionalSkill('gzrejinghe_'+player.playerid);
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current.removeAdditionalSkills('gzrejinghe_'+player.playerid);
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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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@ -2833,8 +2832,8 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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else player.chooseControl(skills).set('prompt','选择获得一个技能直到回合结束');
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else player.chooseControl(skills).set('prompt','选择获得一个技能直到回合结束');
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'step 2'
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'step 2'
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var skill=result.control;
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var skill=result.control;
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player.addTempSkill(skill);
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player.addTempSkills(skill);
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game.log(player,'获得了技能','#g【'+get.translation(skill)+'】');
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player.popup(skill);
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},
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},
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derivation:['gzqice','tiaoxin','gzzhiheng','new_chuli','gzsanchen'],
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derivation:['gzqice','tiaoxin','gzzhiheng','new_chuli','gzsanchen'],
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ai:{
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ai:{
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@ -4037,9 +4036,8 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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var skill=result.control;
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var skill=result.control;
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if(skill!='cancel2'){
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if(skill!='cancel2'){
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event.skills.remove(skill);
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event.skills.remove(skill);
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target.addAdditionalSkill('gzjinghe_'+player.playerid,skill);
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target.addAdditionalSkills('gzjinghe_'+player.playerid,skill);
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target.popup(skill);
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target.popup(skill);
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game.log(target,'获得了技能','#g【'+get.translation(skill)+'】');
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}
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}
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if(event.num<event.targets.length) event.goto(1);
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if(event.num<event.targets.length) event.goto(1);
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if(target!=game.me&&!target.isOnline2()) game.delayx();
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if(target!=game.me&&!target.isOnline2()) game.delayx();
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@ -4056,7 +4054,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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clear:{
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clear:{
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onremove:function(player){
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onremove:function(player){
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game.countPlayer(function(current){
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game.countPlayer(function(current){
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current.removeAdditionalSkill('gzjinghe_'+player.playerid);
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current.removeAdditionalSkills('gzjinghe_'+player.playerid);
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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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@ -5549,7 +5547,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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return player.countMark('gzsuzhi_count')<3;
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return player.countMark('gzsuzhi_count')<3;
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},
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},
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content:function(){
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content:function(){
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player.addTempSkill('gzfankui',{player:'phaseBegin'});
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player.addTempSkills('gzfankui',{player:'phaseBegin'});
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},
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},
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group:['gzsuzhi_damage','gzsuzhi_draw','gzsuzhi_gain'],
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group:['gzsuzhi_damage','gzsuzhi_draw','gzsuzhi_gain'],
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preHidden:['gzsuzhi_damage','gzsuzhi_draw','gzsuzhi_gain'],
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preHidden:['gzsuzhi_damage','gzsuzhi_draw','gzsuzhi_gain'],
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@ -9745,8 +9743,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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locked:false,
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locked:false,
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//priority:3,
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//priority:3,
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content:function(){
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content:function(){
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player.addTempSkill('baka_yingzi','phaseAfter');
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player.addTempSkills(['baka_yingzi','baka_yinghun']);
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player.addTempSkill('baka_yinghun','phaseAfter');
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},
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},
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ai:{
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ai:{
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threaten:function(player,target){
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threaten:function(player,target){
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@ -7296,12 +7296,13 @@ export class Player extends HTMLDivElement {
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return this.changeSkills([], Array.isArray(skill) ? skill : [skill]);
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return this.changeSkills([], Array.isArray(skill) ? skill : [skill]);
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}
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}
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changeSkills(addSkill = [], removeSkill = []){
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changeSkills(addSkill = [], removeSkill = []){
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const next = game.createEvent('changeSkills', false);
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next.player = this;
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if(!Array.isArray(addSkill) || !Array.isArray(removeSkill)){
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if(!Array.isArray(addSkill) || !Array.isArray(removeSkill)){
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console.warn(`警告:Player[${this.name}].changeSkills的参数错误,应当为数组形式。`);
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console.warn(`警告:Player[${this.name}].changeSkills的参数错误,应当为数组形式。`);
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return;
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return;
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}
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}
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const next = game.createEvent('changeSkills', false);
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next.player = this;
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next.forceDie = true;
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next.addSkill = addSkill.slice(0).unique();
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next.addSkill = addSkill.slice(0).unique();
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next.removeSkill = removeSkill.slice(0).unique();
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next.removeSkill = removeSkill.slice(0).unique();
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next.setContent('changeSkills');
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next.setContent('changeSkills');
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@ -7710,14 +7711,14 @@ export class Player extends HTMLDivElement {
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}
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}
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this.removeSkillTrigger(skill);
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this.removeSkillTrigger(skill);
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if (!info.keepSkill) {
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if (!info.keepSkill) {
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this.removeAdditionalSkill(skill);
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this.removeAdditionalSkills(skill);
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}
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}
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}
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}
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this.enableSkill(skill + '_awake');
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this.enableSkill(skill + '_awake');
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}
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}
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return skill;
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return skill;
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}
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}
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addTempSkills(skillsToAdd, expire, checkConflict){
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addTempSkills(skillsToAdd, expire){
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//请注意,该方法的底层实现并非tempSkill,而是additionalSkills和player.when!
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//请注意,该方法的底层实现并非tempSkill,而是additionalSkills和player.when!
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if (typeof skillsToAdd == 'string') skillsToAdd = [skillsToAdd];
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if (typeof skillsToAdd == 'string') skillsToAdd = [skillsToAdd];
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if(!Array.isArray(skillsToAdd) || !skillsToAdd.length){
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if(!Array.isArray(skillsToAdd) || !skillsToAdd.length){
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//确定技能要被移除的时机
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//确定技能要被移除的时机
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if (!expire) expire = { global: ['phaseAfter', 'phaseBeforeStart'] };
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if (!expire) expire = { global: ['phaseAfter', 'phaseBeforeStart'] };
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else if (typeof expire == 'string' || Array.isArray(expire)) expire = { global: expire };
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else if (typeof expire == 'string' || Array.isArray(expire)) expire = { global: expire };
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this.changeSkills(skillsToAdd, []).set('$handle', function(player, addSkills, removeSkills){
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return this.changeSkills(skillsToAdd, []).set('$handle', function(player, addSkills, removeSkills){
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if(addSkills.length){
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if(addSkills.length){
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game.log(player, '获得了技能', ...addSkills.map(i => {
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game.log(player, '获得了技能', ...addSkills.map(i => {
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return '#g【' + get.translation(i) + '】';
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return '#g【' + get.translation(i) + '】';
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