The Use of Spies.
This commit is contained in:
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b7578780ec
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1d785b02c0
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@ -404,14 +404,15 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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audio:true,
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equipSkill:true,
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forced:true,
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trigger:{target:'_yongjian_zengyuBegin'},
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content:function(){
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trigger._zengyu_denied=true;
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game.log(player,'拒绝了',trigger.player,'发起的赠予');
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trigger:{target:'gift'},
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filter:(event,player)=>event.target!=player,
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logTarget:'player',
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content:()=>{
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trigger.deniedGift.add(trigger.card);
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},
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ai:{
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refuseGifts:true,
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},
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refuseGifts:true
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}
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},
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xinge:{
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audio:true,
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@ -595,6 +596,13 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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map.push([source,event.given_map[i]]);
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cards.addArray(event.given_map[i]);
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}
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player.showCards(cards,`${get.translation(player)}对${(targets=>{
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if(get.itemtype(targets)=='player') targets=[targets];
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if(targets[0]!=player) return get.translation(targets);
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const selfTargets=targets.slice();
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selfTargets[0]='自己';
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return get.translation(selfTargets);
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})(logs)}发动了【${get.skillTranslation(event.name,player)}】`);
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game.loseAsync({
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gain_list:map,
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player:player,
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@ -609,79 +617,37 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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_yongjian_zengyu:{
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enable:'phaseUse',
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forceLoad:true,
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filter:function(event,player){
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return player.hasCard((card)=>lib.skill._yongjian_zengyu.filterCard(card,player),'he');
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},
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filterCard:function(card,player){
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var mod=game.checkMod(card,player,'unchanged','cardZengyuable',player);
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if(mod!='unchanged') return mod;
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return get.position(card)=='h'&&get.cardtag(card,'gifts');
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},
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filterTarget:function(card,player,target){
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if(player==target) return false;
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var card=ui.selected.cards[0];
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if(get.type(card,false)=='equip'){
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return target.canEquip(card,true);
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}
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return true;
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},
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filter:(event,player)=>player.hasCard(card=>lib.skill._yongjian_zengyu.filterCard(card,player),lib.skill._yongjian_zengyu.position),
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filterCard:(card,player)=>game.hasPlayer(current=>player.canGift(card,current,true)),
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filterTarget:(card,player,target)=>ui.selected.cards.every(value=>player.canGift(value,target,true)),
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position:'he',
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discard:false,
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lose:false,
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delay:false,
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check:function(card){
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var player=_status.event.player;
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if(get.cardtag(card,'gifts')&&get.type(card,false)=='equip'&&game.hasPlayer(function(current){
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return current!=player&¤t.canEquip(card,true)&&!current.hasSkillTag('refuseGifts')&&get.effect(current,card,player,player)>0;
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})) return 2;
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check:card=>{
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const player=_status.event.player;
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if(game.hasPlayer(current=>player.canGift(card,current,true)&&!current.refuseGifts(card,player)&&get.effect(current,card,player,player)>0)) return 2;
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if(!player.needsToDiscard()&&get.position(card)=='h') return 0;
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return 1+Math.random();
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},
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content:function(){
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'step 0'
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if(event._zengyu_denied){
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player.loseToDiscardpile(cards);
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}
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else{
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if(get.type(cards[0],false)=='equip'){
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player.$give(cards[0],target,false);
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game.delay(0.5);
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target.equip(cards[0]);
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}
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else{
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target.gain(cards,player,'give');
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event.finish();
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}
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}
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'step 1'
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game.delayx();
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content:()=>{
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player.gift(cards,target);
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},
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ai:{
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order:function(item,player){
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if(player.hasCard(function(card){
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return get.cardtag(card,'gifts')&&get.type(card,false)=='equip'&&game.hasPlayer(function(current){
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return current!=player&¤t.canEquip(card,true)&&!current.hasSkillTag('refuseGifts')&&get.effect(current,card,player,player)>0;
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});
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},'h')) return 7;
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return 0.51;
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},
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order:(item,player)=>player.hasCard(card=>game.hasPlayer(current=>player.canGift(card,current,true)&&!current.refuseGifts(card,player)&&get.effect(current,card,player,player)>0),'h')?7:0.51,
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result:{
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target:function(player,target){
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var card=ui.selected.cards[0];
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if(!card||target.hasSkillTag('refuseGifts')) return 0;
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if(get.type(card,false)=='equip') return get.effect(target,card,target,target);
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if(card.name=='du') return player.hp>target.hp?-1:0;
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if(target.hasSkillTag('nogain')) return 0;
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return Math.max(1,get.value(card,player)-get.value(card,target));
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},
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},
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},
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},
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target:(player,target)=>{
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const result=ui.selected.cards.map(value=>player.getGiftAIResultTarget(value,target));
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return result.reduce((previousValue,currentValue)=>previousValue+currentValue,0)/result.length;
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}
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}
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}
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}
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},
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translate:{
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gifts_tag:'赠',
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du:'毒',
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du_info:'①当此牌正面向上离开你的手牌区,或作为你的拼点牌而亮出时,你失去1点体力。②当你因摸牌或分发起始手牌而获得【毒】后,你可将其分配给其他角色(正面朝上移动,且不触发〖毒①〗)。',
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du_info:'①当此牌正面向上离开你的手牌区,或作为你的拼点牌而亮出时,你失去1点体力。②当你因摸牌或分发起始手牌而获得【毒】后,你可展示之并交给其他角色(不触发〖毒①〗)。',
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g_du:'毒',
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g_du_give:'赠毒',
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du_given:'已分配',
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@ -707,7 +673,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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yonglv_info:'锁定技。①你至其他角色的距离-1。②其他角色至你的距离视为1。',
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yonglv_append:'<span class="text" style="font-family: yuanli">它旁边的就是王仲宣。</span>',
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zhanxiang:'战象',
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zhanxiang_info:'锁定技。①其他角色至你的距离+1。②当你成为〖赠予〗的目标后,你将此次赠予的效果改为“将赠予牌移动至弃牌堆”。',
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zhanxiang_info:'锁定技。①其他角色至你的距离+1。②其他角色对你赠予的牌视为赠予失败。',
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xinge:'信鸽',
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xinge_info:'出牌阶段限一次。你可以将一张手牌交给一名其他角色。',
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xinge_append:'<span class="text" style="font-family: yuanli">咕咕咕。</span>',
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@ -1243,20 +1243,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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lose:false,
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delay:false,
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promptfunc:()=>'出牌阶段,你可以赠予一张“米券”,然后执行一项本回合内未被选择过的效果:⒈对其造成1点伤害;⒉摸两张牌;⒊弃置其的两张牌;⒋亮出牌堆顶的一张牌,然后你可以使用之。',
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check:function(card){
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var player=_status.event.player;
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if(get.cardtag(card,'gifts')&&get.type(card,false)=='equip'&&game.hasPlayer(function(current){
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return current!=player&¤t.canEquip(card,true)&&!current.hasSkillTag('refuseGifts')&&get.effect(current,card,player,player)>0;
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})) return 2;
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return 1+Math.random();
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check:card=>{
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const player=_status.event.player;
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return get.type(card,false)=='equip'&&game.hasPlayer(current=>player.canGift(card,current,true)&&!current.refuseGifts(card,player)&&get.effect(current,card,player,player)>0)?2:1+Math.random();
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},
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content:function(){
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'step 0'
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var next=game.createEvent('_yongjian_zengyu');
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next.player=player;
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next.target=target;
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next.cards=cards;
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next.setContent(lib.skill._yongjian_zengyu.content);
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player.gift(cards,target);
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'step 1'
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var list=player.getStorage('minagi_peiquan_yukito');
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if(list.length>=4) event.finish();
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@ -1300,12 +1293,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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ai:{
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order:4,
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result:{
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player:function(player,target){
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var baseEffect=Math.min(3,get.effect(target,'_yongjian_zengyu',player,player));
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var choices=['damage','draw','discard','use'];
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player:(player,target)=>{
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const giftEffects=ui.selected.cards.map(value=>player.getGiftEffect(value,target));
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const baseEffect=Math.min(3,giftEffects.reduce((previousValue,currentValue)=>previousValue+currentValue,0)/giftEffects.length);
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const choices=['damage','draw','discard','use'];
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choices.removeArray(player.getStorage('minagi_peiquan_yukito'));
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if(choices.length<=0) return baseEffect;
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var eff=Math.max.apply(Math,choices.map(function(choice){
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return baseEffect+Math.max(...choices.map(choice=>{
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switch(choice){
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case 'damage':return get.damageEffect(target,player,player);
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case 'draw':return get.effect(player,{name:'wuzhong'},player,player);
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@ -1313,9 +1307,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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case 'use':return _status.event.getRand('minagi_peiquan')*4;
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}
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}));
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return baseEffect+eff;
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},
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},
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}
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}
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},
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group:'minagi_peiquan_umareta',
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subSkill:{
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@ -8514,7 +8507,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return true;
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}
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else if(event.name=='gain'){
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if(event.giver||event.getParent().name=='_yongjian_zengyu') return false;
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if(event.giver||event.getParent().name=='gift') return false;
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var cards=event.getg(event.player);
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if(!cards.length) return false;
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return game.hasPlayer(function(current){
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@ -3652,7 +3652,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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mod:{
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cardZengyuable:function(card,player){
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cardGiftable:function(card,player){
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return get.type(card)=='equip';
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}
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}
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@ -3786,19 +3786,17 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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//群曹操
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yjxiandao:{
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trigger:{player:'_yongjian_zengyuEnd'},
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trigger:{player:'giftAccepted'},
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usable:1,
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forced:true,
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locked:false,
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filter:function(event,player){
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return !event._zengyu_denied&&event.target.isIn();
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},
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filter:(event,player)=>event.target!=player&&event.target.isIn(),
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logTarget:'target',
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content:function(){
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'step 0'
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event.target=trigger.target;
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event.card=trigger.cards[0];
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event.target.markAuto('yjxiandao',[get.suit(event.card,false)])
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event.card=trigger.card;
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event.target.markAuto('yjxiandao_block',[get.suit(event.card,false)]);
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event.target.addTempSkill('yjxiandao_block');
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'step 1'
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var type=get.type(card,false);
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@ -3859,14 +3857,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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});
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'step 2'
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if(result.bool){
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player.line(result.targets[0],'green');
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var next=game.createEvent('_yongjian_zengyu');
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next.player=player;
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next.target=result.targets[0];
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next.cards=result.cards;
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next.setContent(lib.skill._yongjian_zengyu.content);
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var target=result.targets[0];
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player.line(target,'green');
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player.gift(result.cards,target);
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}
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}
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},
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},
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yjyibing:{
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trigger:{
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@ -3875,7 +3870,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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direct:true,
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filter:function(event,player){
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if(event.getParent().name=='_yongjian_zengyu') return false;
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if(event.getParent().name=='gift') return false;
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if(event.getParent('yjyibing').player==player) return false;
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var evt=event.getParent('phaseDraw'),hs=player.getCards('h'),cards=event.getg(player);
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return cards.length>0&&(!evt||evt.player!=player)&&cards.filter(function(card){
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@ -6403,11 +6398,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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//用间
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yj_caocao:'SP曹操',
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yjxiandao:'献刀',
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yjxiandao_info:'每回合限一次。当你对其他角色发动〖赠予〗后,你令其不能使用或打出与本次赠予移动的牌A花色相同的牌直到回合结束。然后若牌A:为锦囊牌,你摸两张牌。为装备牌,你获得其一张不为A的牌。为武器牌,你对其造成1点伤害。',
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yjxiandao_info:'每回合限一次。当你赠予其他角色一张牌后,你令其不能使用或打出与本次赠予移动的牌A花色相同的牌直到回合结束。然后若牌A:为锦囊牌,你摸两张牌。为装备牌,你获得其一张不为A的牌。为武器牌,你对其造成1点伤害。',
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yjsancai:'散财',
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yjsancai_info:'出牌阶段限一次,你可以展示所有手牌。若这些牌的类别均相同,则你可以发动一次〖赠予〗(可以选择任意手牌)。',
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yjsancai_info:'出牌阶段限一次,你可以展示所有手牌。若这些牌的类别均相同,则你可以赠予一名其他角色一张手牌。',
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yjyibing:'义兵',
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yjyibing_info:'当你不因〖赠予〗且不因〖义兵〗的嵌套结算而于摸牌阶段外获得牌时,你可以将此次获得的所有牌当做【杀】使用(无距离限制且不计入使用次数)。',
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yjyibing_info:'当你不因赠予且不因〖义兵〗的嵌套结算而于摸牌阶段外获得牌时,你可以将此次获得的所有牌当做【杀】使用(无距离限制且不计入使用次数)。',
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yj_caohong:'用间曹洪',
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yj_caohong_ab:'曹洪',
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yjlifeng:'厉锋',
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@ -7023,7 +7023,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return true;
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}
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else if(event.name=='gain'){
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if(event.giver||event.getParent().name=='_yongjian_zengyu') return false;
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if(event.giver||event.getParent().name=='gift') return false;
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var cards=event.getg(event.player);
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if(!cards.length) return false;
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return game.hasPlayer(function(current){
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@ -4884,7 +4884,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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else if(evt.type=='gain'){
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var evtx=evt.getParent();
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if(evtx.giver||evtx.getParent().name=='_yongjian_zengyu') return false;
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if(evtx.giver||evtx.getParent().name=='gift') return false;
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var cards=evtx.getg(target);
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if(!cards.length) return false;
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var cards2=evtx.getl(current).cards2;
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@ -4895,7 +4895,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return false;
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})) guojue=true;
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if(!renzhi&¤t.hasHistory('gain',evt=>{
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if(evt.giver!=target||evt.getParent().name=='_yongjian_zengyu') return false;
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if(evt.giver!=target||evt.getParent().name=='gift') return false;
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return evt.cards.length;
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})) renzhi=true;
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});
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@ -4927,7 +4927,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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else if(evt.type=='gain'){
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var evtx=evt.getParent();
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if(evtx.giver||evtx.getParent().name=='_yongjian_zengyu') return false;
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if(evtx.giver||evtx.getParent().name=='gift') return false;
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var cards=evtx.getg(target);
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if(!cards.length) return false;
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var cards2=evtx.getl(current).cards2;
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@ -4938,7 +4938,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return false;
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})) guojue=true;
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if(!renzhi&¤t.hasHistory('gain',evt=>{
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if(evt.giver!=target||evt.getParent().name=='_yongjian_zengyu') return false;
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if(evt.giver!=target||evt.getParent().name=='gift') return false;
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return evt.cards.length;
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})) renzhi=true;
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});
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113
game/game.js
113
game/game.js
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@ -10711,6 +10711,36 @@
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emptyEvent:function(){
|
||||
event.trigger(event.name);
|
||||
},
|
||||
//Gift
|
||||
//赠予
|
||||
gift:()=>{
|
||||
'step 0'
|
||||
event.num=0;
|
||||
'step 1'
|
||||
if(num<cards.length){
|
||||
event.card=cards[num];
|
||||
event.trigger('gift');
|
||||
}
|
||||
else event.finish();
|
||||
'step 2'
|
||||
if(event.deniedGifts.includes(card)){
|
||||
game.log(target,'拒绝了',player,'赠予的',card);
|
||||
event.trigger('giftDeny');
|
||||
player.loseToDiscardpile(card).log=false;
|
||||
event.trigger('giftDenied');
|
||||
return;
|
||||
}
|
||||
game.log(player,'将',card,'赠予了',target);
|
||||
player.$give(card,target,false);
|
||||
game.delay(0.5);
|
||||
event.trigger('giftAccept');
|
||||
if(get.type(card,false)=='equip') target.equip(card).log=false;
|
||||
else target.gain(card,player).visible=true;
|
||||
event.trigger('giftAccepted');
|
||||
'step 3'
|
||||
event.num++;
|
||||
event.goto(1);
|
||||
},
|
||||
//Recast
|
||||
//重铸
|
||||
recast:()=>{
|
||||
|
@ -10719,6 +10749,7 @@
|
|||
if(typeof event.recastingLose!='function') return;
|
||||
event.trigger('recastingLose');
|
||||
var recastingLosingEvents=event.recastingLose(player,cards);
|
||||
event.trigger('recastingLost');
|
||||
if(get.itemtype(recastingLosingEvents)=='event') event.recastingLosingEvents.push(event.recastingLosingEvents);
|
||||
else if(Array.isArray(recastingLosingEvents)) event.recastingLosingEvents.push(...recastingLosingEvents);
|
||||
'step 1'
|
||||
|
@ -10727,6 +10758,7 @@
|
|||
if(typeof event.recastingGain!='function') return;
|
||||
event.trigger('recastingGain');
|
||||
var recastingGainingEvents=event.recastingGain(player,cards);
|
||||
event.trigger('recastingGained');
|
||||
if(get.itemtype(recastingGainingEvents)=='event') event.recastingGainingEvents.push(event.recastingGainingEvents);
|
||||
else if(Array.isArray(recastingGainingEvents)) event.recastingGainingEvents.push(...recastingGainingEvents);
|
||||
'step 3'
|
||||
|
@ -10942,7 +10974,7 @@
|
|||
},subtype);
|
||||
player.$equip(card);
|
||||
game.addVideo('equip',player,get.cardInfo(card));
|
||||
game.log(player,'装备了',card);
|
||||
if(event.log!=false) game.log(player,'装备了',card);
|
||||
if(event.updatePile) game.updateRoundNumber();
|
||||
"step 6"
|
||||
var info=get.info(card,false);
|
||||
|
@ -17067,7 +17099,7 @@
|
|||
},get.delayx(500,500));
|
||||
}
|
||||
else if(event.animate=='gain'){
|
||||
player.$gain(cards);
|
||||
player.$gain(cards,event.log);
|
||||
game.pause();
|
||||
setTimeout(function(){
|
||||
addv();
|
||||
|
@ -17081,7 +17113,7 @@
|
|||
}
|
||||
else if(event.animate=='gain2'||event.animate=='draw2'){
|
||||
var gain2t=300;
|
||||
if(player.$gain2(cards)&&player==game.me){
|
||||
if(player.$gain2(cards,event.log)&&player==game.me){
|
||||
gain2t=500;
|
||||
}
|
||||
game.pause();
|
||||
|
@ -17100,14 +17132,14 @@
|
|||
if(event.animate=='give'){
|
||||
for(var i in evtmap){
|
||||
var source=(_status.connectMode?lib.playerOL:game.playerMap)[i];
|
||||
source.$give(evtmap[i][0],player)
|
||||
source.$give(evtmap[i][0],player,event.log)
|
||||
}
|
||||
}
|
||||
else{
|
||||
for(var i in evtmap){
|
||||
var source=(_status.connectMode?lib.playerOL:game.playerMap)[i];
|
||||
if(evtmap[i][1].length) source.$giveAuto(evtmap[i][1],player);
|
||||
if(evtmap[i][2].length) source.$give(evtmap[i][2],player);
|
||||
if(evtmap[i][1].length) source.$giveAuto(evtmap[i][1],player,event.log);
|
||||
if(evtmap[i][2].length) source.$give(evtmap[i][2],player,event.log);
|
||||
}
|
||||
}
|
||||
game.pause();
|
||||
|
@ -17143,9 +17175,6 @@
|
|||
broadcast();
|
||||
event.finish();
|
||||
}
|
||||
if(event.log){
|
||||
game.log(player,'获得了',cards);
|
||||
}
|
||||
"step 4"
|
||||
game.delayx();
|
||||
if(event.updatePile) game.updateRoundNumber();
|
||||
|
@ -18287,6 +18316,46 @@
|
|||
canIgnoreHandcard:function(card){
|
||||
return lib.filter.ignoredHandcard(card,this);
|
||||
},
|
||||
//Gift
|
||||
//赠予
|
||||
gift:function(cards,target){
|
||||
const gift=game.createEvent('gift');
|
||||
gift.player=this;
|
||||
gift.target=target;
|
||||
const isArray=Array.isArray(cards);
|
||||
if(cards&&!isArray) gift.cards=[cards];
|
||||
else if(isArray&&cards.length) gift.cards=cards;
|
||||
else _status.event.next.remove(gift);
|
||||
gift.deniedGifts=[];
|
||||
gift.setContent('gift');
|
||||
gift._args=Array.from(arguments);
|
||||
return gift;
|
||||
},
|
||||
//Check if the player can gift the card
|
||||
//检测角色是否能赠予此牌
|
||||
canGift:function(card,target,strict){
|
||||
return lib.filter.cardGiftable(card,this,target,strict);
|
||||
},
|
||||
//Check if the player refuses gifts
|
||||
//检测角色是否拒绝赠予
|
||||
refuseGifts:function(card,player){
|
||||
return this.hasSkillTag('refuseGifts',null,{
|
||||
player:player,
|
||||
card:card
|
||||
});
|
||||
},
|
||||
//Gift AI related
|
||||
//赠予AI相关
|
||||
getGiftAIResultTarget:function(card,target){
|
||||
if(!card||target.refuseGifts(card,this)) return 0;
|
||||
if(get.type(card,false)=='equip') return get.effect(target,card,target,target);
|
||||
if(card.name=='du') return this.hp>target.hp?-1:0;
|
||||
if(target.hasSkillTag('nogain')) return 0;
|
||||
return Math.max(1,get.value(card,this)-get.value(card,target));
|
||||
},
|
||||
getGiftEffect:function(card,target){
|
||||
return this.getGiftAIResultTarget(card,target)*get.attitude(this,target);
|
||||
},
|
||||
//Recast
|
||||
//重铸
|
||||
recast:function(cards,recastingLose,recastingGain){
|
||||
|
@ -18307,13 +18376,9 @@
|
|||
return recast;
|
||||
},
|
||||
//Check if the player can recast the card
|
||||
//检查角色是否能重铸此牌
|
||||
//检测角色是否能重铸此牌
|
||||
canRecast:function(card,source,strict){
|
||||
const cardRecastable=lib.filter.cardRecastable(card,this,source,strict);
|
||||
if(cardRecastable!='unchanged') return cardRecastable;
|
||||
if(get.position(card)!='h') return false;
|
||||
const info=get.info(card);
|
||||
return typeof info.chongzhu=='function'?info.chongzhu(_status.event,this):info.chongzhu;
|
||||
return lib.filter.cardRecastable(card,this,source,strict);
|
||||
},
|
||||
//装备栏相关
|
||||
//判断一名角色的某个区域是否被废除
|
||||
|
@ -28403,11 +28468,25 @@
|
|||
//Check if the card does not count toward the player's hand limit
|
||||
//检测此牌是否不计入此角色的手牌上限
|
||||
ignoredHandcard:(card,player)=>game.checkMod(card,player,false,'ignoredHandcard',player),
|
||||
//Check if the card is giftable
|
||||
//检测此牌是否可赠予
|
||||
cardGiftable:(card,player,target,strict)=>{
|
||||
const mod=game.checkMod(card,player,target,'unchanged','cardGiftable',player);
|
||||
if(!mod||strict&&(mod=='unchanged'&&(get.position(card)!='h'||!get.cardtag(card,'gifts'))||player==target)) return false;
|
||||
return get.type(card,false)!='equip'||target.canEquip(card,true);
|
||||
},
|
||||
//Check if the card is recastable
|
||||
//检查此牌是否可重铸
|
||||
cardRecastable:(card,player,source,raw)=>{
|
||||
cardRecastable:(card,player,source,strict)=>{
|
||||
if(typeof player=='undefined') player=get.owner(card);
|
||||
return game.checkMod(card,player,source,!raw||'unchanged','cardRecastable',player);
|
||||
const mod=game.checkMod(card,player,source,'unchanged','cardRecastable',player);
|
||||
if(!mod) return false;
|
||||
if(strict&&mod=='unchanged'){
|
||||
if(get.position(card)!='h') return false;
|
||||
const info=get.info(card);
|
||||
return typeof info.chongzhu=='function'?info.chongzhu(_status.event,player):info.chongzhu;
|
||||
}
|
||||
return true;
|
||||
},
|
||||
//装备栏相关
|
||||
canBeReplaced:function(card,player){
|
||||
|
|
Loading…
Reference in New Issue