修复【逊贤】【崖柴】【桃】
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@ -469,14 +469,13 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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return 2;
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},
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target_use:(player,target,card)=>{
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if(player===_status.currentPhase&&player.hasSkillTag('nokeep',true,{
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if(!player.isPhaseUsing()||player.hasSkillTag('nokeep',true,{
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card:card,
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target:target
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},true)) return 2;
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let mode = get.mode(),
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taos = player.getCards('hs',i=>get.name(i)==='tao'&&lib.filter.cardEnabled(i,target,'forceEnable'));
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if(target.hp>0){
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if(!player.isPhaseUsing()) return 0;
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let min = 7.2-4*player.hp/player.maxHp,
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nd = player.needsToDiscard(0,(i,player)=>{
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return !player.canIgnoreHandcard(i)&&(taos.includes(i)||get.value(i)>=min);
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@ -3420,7 +3420,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return get.itemtype(player.storage.mia_qianmeng)=='card';
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},
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async cost(event, trigger, player){
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event.result = await
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event.result = await
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player.chooseTarget(get.prompt('mia_qianmeng'),'令一名角色获得牌堆中所有点数为'+player.storage.mia_qianmeng.number+'的牌',lib.filter.notMe).forResult();
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},
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async content(event, trigger, player){
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@ -6689,7 +6689,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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var next=get.copy(lib.skill.kud_qiaoshou_backupx);
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next.cardname=links[0][2];
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return next;
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},
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},
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prompt(links){
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return '将一张手牌置于武将牌上,然后视为装备'+get.translation(links[0][2]);
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},
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@ -9357,7 +9357,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if (result.bool) event.result = {
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bool: true,
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cards: result.links,
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}
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}
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},
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logTarget: 'player',
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async content(event, trigger, player){
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@ -9946,11 +9946,19 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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intro:{content:'不能使用手牌'},
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charlotte:true,
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mod:{
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cardEnabled:function(card){
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if(get.position(card)=='h') return false;
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cardEnabled:function(card,player){
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let hs=player.getCards('h'),cards=[card];
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if(Array.isArray(card.cards)) cards.addArray(card.cards);
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for(let i of cards){
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if(hs.includes(i)) return false;
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}
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},
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cardSavable:function(card){
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if(get.position(card)=='h') return false;
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cardSavable:function(card,player){
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let hs=player.getCards('h'),cards=[card];
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if(Array.isArray(card.cards)) cards.addArray(card.cards);
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for(let i of cards){
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if(hs.includes(i)) return false;
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}
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},
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},
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},
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@ -1365,7 +1365,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player:["useCardAfter","respond"],
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},
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filter:function (event,player){
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if(get.itemtype(event.cards)!='cards') return false;
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if(get.itemtype(event.cards)!=='cards'||!game.hasPlayer(current=>{
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if(current===player) return false;
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return current.getHp()>player.getHp()||current.countCards('h')>player.countCards('h');
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})) return false;
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for(var i=0;i<event.cards.length;i++){
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if(event.cards[i].isInPile()){
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return true;
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@ -1373,35 +1376,29 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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return false;
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},
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direct:true,
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content:function (){
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'step 0'
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player.chooseTarget(get.prompt2('xinfu_xunxian'),function(card,player,target){
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if(target==player) return false;
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return target.countCards('h')>player.countCards('h')||Math.max(0,target.hp)>Math.max(0,player.hp);
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}).set('ai',function(target){
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async cost(event, trigger, player){
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event.result = await player.chooseTarget(get.prompt2('xinfu_xunxian'),(card,player,target)=>{
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if(target===player) return false;
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return target.getHp()>player.getHp()||target.countCards('h')>player.countCards('h');
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}).set('ai',(target)=>{
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let att=get.attitude(_status.event.player,target),name=_status.event.cards[0].name;
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if(att<3) return 0;
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if(target.hasJudge('lebu')) att/=5;
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if(name==='sha'&&target.hasSha()) att/=5;
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if(name==='wuxie'&&target.needsToDiscard(_status.event.cards)) att/=5;
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return att/(1+get.distance(player,target,'absolute'));
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}).set('cards',trigger.cards);
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'step 1'
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if(result.bool){
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var list=[];
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for(var i=0;i<trigger.cards.length;i++){
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if(trigger.cards[i].isInPile()){
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list.push(trigger.cards[i]);
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}
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}).set('cards',trigger.cards).forResult();
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},
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async content(event, trigger, player){
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let list=[];
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for(let i=0;i<trigger.cards.length;i++){
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if(trigger.cards[i].isInPile()){
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list.push(trigger.cards[i]);
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}
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player.logSkill('xinfu_xunxian',result.targets[0]);
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result.targets[0].gain(list,'gain2').giver=player;
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}
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},
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ai:{
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expose:0.3,
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},
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if(get.mode()!=='identity'||player.identity!=='nei') player.addExpose(0.2);
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event.targets[0].gain(list,'gain2').giver=player;
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}
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},
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"xinfu_kannan":{
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audio:2,
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@ -1740,7 +1737,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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"xinfu_limu_info":"出牌阶段,你可以将一张♦牌当做【乐不思蜀】对自己使用,然后回复1点体力。只要你的判定区内有牌,你对攻击范围内的其他角色使用牌便没有次数和距离限制。",
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xinyingshi:'应势',
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xinyingshi_info:'出牌阶段开始时,若场上所有角色的武将牌上均没有“酬”,则你可以将任意张牌置于一名角色的武将牌上,称为“酬”。若如此做:当有角色使用牌对有“酬”的角色造成伤害后,其可以获得一张“酬”,并获得牌堆中所有与“酬”花色点数均相同的牌;有“酬”的角色死亡时,你获得其所有“酬”。',
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xinghuoliaoyuan_tianfu:'天府',
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xinghuoliaoyuan_tianliang:'天梁',
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xinghuoliaoyuan_tianji:'天机',
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