国战亮将/起许劭【盈门】同步修改
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@ -5861,23 +5861,23 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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str=get.prompt(event.skill,trigger[info.logTarget],player);
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str=get.prompt(event.skill,trigger[info.logTarget],player);
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}
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}
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else if(typeof info.logTarget=='function'){
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else if(typeof info.logTarget=='function'){
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var logTarget=info.logTarget(trigger,player);
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var logTarget=info.logTarget(trigger,player,trigger.triggername,trigger.indexedData);
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if(get.itemtype(logTarget).indexOf('player')==0) str=get.prompt(event.skill,logTarget,player);
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if(get.itemtype(logTarget).indexOf('player')==0) str=get.prompt(event.skill,logTarget,player);
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}
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}
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else{
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else{
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str=get.prompt(event.skill,null,player);
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str=get.prompt(event.skill,null,player);
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}
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}
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}
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}
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if(typeof str=='function'){str=str(trigger,player)}
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if(typeof str=='function'){str=str(trigger,player,trigger.triggername,trigger.indexedData)}
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var next=player.chooseBool('评鉴:'+str);
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var next=player.chooseBool('评鉴:'+str);
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next.set('yes',!info.check||info.check(trigger,player));
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next.set('yes',!info.check||info.check(trigger,player,trigger.triggername,trigger.indexedData));
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next.set('hsskill',event.skill);
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next.set('hsskill',event.skill);
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next.set('forceDie',true);
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next.set('forceDie',true);
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next.set('ai',function(){
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next.set('ai',function(){
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return _status.event.yes;
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return _status.event.yes;
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});
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});
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if(typeof info.prompt2=='function'){
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if(typeof info.prompt2=='function'){
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next.set('prompt2',info.prompt2(trigger,player));
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next.set('prompt2',info.prompt2(trigger,player,trigger.triggername,trigger.indexedData));
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}
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}
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else if(typeof info.prompt2=='string'){
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else if(typeof info.prompt2=='string'){
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next.set('prompt2',info.prompt2);
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next.set('prompt2',info.prompt2);
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@ -13131,7 +13131,7 @@ return event.junling=='junling5'?1:0;});
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}
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}
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var info=get.info(trigger.skill);
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var info=get.info(trigger.skill);
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var next=player.chooseBool('是否明置'+get.translation(event.name)+'以发动【'+get.translation(trigger.skill)+'】?');
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var next=player.chooseBool('是否明置'+get.translation(event.name)+'以发动【'+get.translation(trigger.skill)+'】?');
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next.set('yes',!info.check||info.check(trigger._trigger,player));
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next.set('yes',!info.check||info.check(trigger._trigger,player,trigger.triggername,trigger.indexedData));
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next.set('hsskill',trigger.skill);
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next.set('hsskill',trigger.skill);
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next.set('ai',nai);
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next.set('ai',nai);
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}
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}
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@ -2198,7 +2198,7 @@ export const Content = {
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game.expandSkills(invisible);
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game.expandSkills(invisible);
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if (hidden.includes(event.skill)) {
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if (hidden.includes(event.skill)) {
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if (!info.silent && player.hasSkillTag('nomingzhi', false, null, true)) event.finish();
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if (!info.silent && player.hasSkillTag('nomingzhi', false, null, true)) event.finish();
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else if (!info.direct) event.trigger('triggerHidden');
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else if (!info.direct && typeof info.cost !== 'function') event.trigger('triggerHidden');
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else event.skillHidden = true;
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else event.skillHidden = true;
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}
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}
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else if (invisible.includes(event.skill)) event.trigger('triggerInvisible');
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else if (invisible.includes(event.skill)) event.trigger('triggerInvisible');
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@ -2226,7 +2226,7 @@ export const Content = {
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event._result = { bool: true };
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event._result = { bool: true };
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event._direct = true;
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event._direct = true;
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}
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}
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else if(info.cost){
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else if(typeof info.cost === 'function'){
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if (checkFrequent(info)) event.frequentSkill = true;
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if (checkFrequent(info)) event.frequentSkill = true;
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if (player.isUnderControl()) game.swapPlayerAuto(player);
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if (player.isUnderControl()) game.swapPlayerAuto(player);
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//创建cost事件
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//创建cost事件
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