commit
1cf2c7c79e
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@ -77,7 +77,7 @@ const skills = {
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if (card.cards && (card.cards || []).some(i => get.position(i) == "h")) return false;
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},
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cardSavable() {
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return lib.skill.dctunchu.subSkill.debuff.mod.cardEnabled2.apply(this, arguments);
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return lib.skill.dctunchu.subSkill.debuff.mod.cardEnabled.apply(this, arguments);
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},
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},
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},
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@ -5241,7 +5241,7 @@ const skills = {
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//卢氏
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olzhuyan: {
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audio: 2,
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trigger: { player: "phaseJieshuBegin" },
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trigger: { player: "phaseDiscardEnd" },
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init: function (player) {
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player.addSkill("olzhuyan_record");
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},
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@ -1078,7 +1078,7 @@ const translates = {
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olxinggu_info: "①游戏开始时,你将牌堆中的三张坐骑牌扣置于武将牌上。②结束阶段,你可以将一张〖行贾①〗牌置于一名其他角色的装备区,然后你从牌堆获得一张♦牌。",
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lushi: "卢氏",
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olzhuyan: "驻颜",
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olzhuyan_info: "每名角色每项各限一次。结束阶段,你可以令一名角色将以下一项调整至与其上一个结束阶段结束后相同:1.体力值;2.手牌数(体力值至多失去至1,手牌数至多摸至5;若其未执行过准备阶段则改为游戏开始时)。",
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olzhuyan_info: "每名角色每项各限一次。弃牌阶段结束时,你可以令一名角色将以下一项调整至与其上一个结束阶段结束后相同:1.体力值;2.手牌数(体力值至多失去至1,手牌数至多摸至5;若其未执行过准备阶段则改为游戏开始时)。",
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olleijie: "雷劫",
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olleijie_info: "准备阶段,你可以令一名角色判定,若结果为♠2~9,其受到2点雷电伤害,否则其摸两张牌。",
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releijie: "雷劫",
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@ -1,5 +1,5 @@
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const characters = {
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dc_sb_jiaxu: ["male", "qun", 3, ["dcsbsushen", "dcsbrushi", "dcsbfumou"]],
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dc_sb_jiaxu: ["male", "qun", 3, ["dcsbsushen", "dcsbfumou"]],
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guanyue: ["male", "shu", 4, ["dcshouzhi", "dcfenhui"]],
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sp_zhenji: ["female", "qun", 3, ["dcjijie", "dchuiji"]],
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wu_guanyu: ["male", "shu", 5, ["dcjuewu", "dcwuyou", "dcyixian"]],
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@ -108,7 +108,7 @@ const skills = {
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num = Math.ceil(target.countCards("h")/2);
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player.changeZhuanhuanji("dcsbfumou");
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let cards = await player
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.choosePlayerCard("覆谋:展示" + get.translation(target) + "的至多" + get.cnNumber(num) + "张牌", target, "h", num, true)
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.choosePlayerCard("覆谋:选择展示" + get.translation(target) + "的" + get.cnNumber(num) + "张牌", target, "h", num, true)
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.set("ai", card => {
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const player = get.event("player"),
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storage = get.event("storage"),
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@ -132,31 +132,10 @@ const skills = {
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aim.chat("555一张都拿不到~");
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}
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} else {
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cards = cards.filter(card => {
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return target.hasUseTarget(card) && get.owner(card) == target && get.position(card) == "h";
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});
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while (
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cards.some(card => {
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return target.hasUseTarget(card) && get.owner(card) == target && get.position(card) == "h";
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})
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) {
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const result = await target
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.chooseToUse(
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true,
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function (card) {
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const event = get.event();
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if (!lib.filter.cardEnabled(card, event.player, event)) return false;
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return get.event("cards").includes(card);
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},
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"覆谋:请依次使用展示的牌"
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)
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.set("cards", cards)
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.forResult();
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if (result.bool) {
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cards = cards.filter(card => {
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return target.hasUseTarget(card) && get.owner(card) == target && get.position(card) == "h";
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});
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} else break;
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for (const card of cards) {
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if (target.hasUseTarget(card)) {
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await target.chooseUseTarget(card, true, false);
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}
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}
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}
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},
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@ -195,7 +174,7 @@ const skills = {
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return event.name != "phase" || game.phaseNumber == 0;
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},
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prompt2(event, player) {
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return "切换【腹谋】为状态" + (player.storage.dcsbfumou ? "阳" : "阴");
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return "切换【覆谋】为状态" + (player.storage.dcsbfumou ? "阳" : "阴");
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},
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check: () => Math.random() > 0.5,
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content() {
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@ -786,7 +786,7 @@ export class GameEvent {
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}
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trigger(name) {
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if (_status.video) return;
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if ((this.name === "gain" || this.name === "lose") && !_status.gameDrawed) return;
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if (!_status.gameDrawed && ["lose", "gain", "loseAsync", "equip", "addJudge", "addToExpansion"].includes(this.name)) return;
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if (name === "gameDrawEnd") _status.gameDrawed = true;
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if (name === "gameStart") {
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lib.announce.publish("Noname.Game.Event.GameStart", {});
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Reference in New Issue