杨彪修改

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copcap 2024-04-27 02:44:24 +08:00
parent 7cea2e335a
commit 2c598863b7
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GPG Key ID: 30E7AB6699451AEE
1 changed files with 174 additions and 16 deletions

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@ -5488,7 +5488,7 @@ game.import("character", function () {
},
target,
target
))
))
);
})
.set("card", card);
@ -7727,7 +7727,6 @@ game.import("character", function () {
var evt = lib.skill.dcjianying.getLastUsed(player, trigger.getParent());
player.draw(trigger.targets.filter((target) => evt.targets.includes(target)).length);
},
locked: false,
mod: {
aiOrder: function (player, card, num) {
var evt = player.getLastUsed();
@ -8578,13 +8577,13 @@ game.import("character", function () {
},
},
},
dcjinjie: {
audio: 2,
oldjinjie: {
audio: "dcjinjie",
trigger: { global: "dying" },
hasPhase: function (player) {
var history = player.actionHistory;
for (var i = history.length - 1; i >= 0; i--) {
if (history[i].isMe) return true;
if (history[i].isMe && !history[i].isSkipped) return true;
if (history[i].isRound) break;
}
return false;
@ -8593,28 +8592,28 @@ game.import("character", function () {
content: function () {
"step 0";
player
.chooseBool(get.prompt("dcjinjie", trigger.player), "令其摸一张牌")
.chooseBool(get.prompt("oldjinjie", trigger.player), "令其摸一张牌")
.set("ai", () => {
return get.attitude(_status.event.player, _status.event.getTrigger().player) > 0;
});
"step 1";
if (result.bool) {
player.logSkill("dcjinjie", trigger.player);
player.logSkill("oldjinjie", trigger.player);
trigger.player.draw();
} else event.finish();
if (lib.skill.dcjinjie.hasPhase(player)) event.finish();
if (lib.skill.oldjinjie.hasPhase(player)) event.finish();
"step 2";
var num = 0;
var history = player.actionHistory;
for (var i = history.length - 1; i >= 0; i--) {
for (var evt of history[i].useSkill) {
if (evt.skill == "dcjinjie") num++;
if (evt.skill == "oldjinjie") num++;
}
if (history[i].isRound) break;
}
if (num == 0) {
player
.chooseBool(get.prompt("dcjinjie", trigger.player), "令其回复1点体力")
.chooseBool(get.prompt("oldjinjie", trigger.player), "令其回复1点体力")
.set("ai", () => {
var player = _status.event.player;
return (
@ -8629,7 +8628,7 @@ game.import("character", function () {
} else {
player
.chooseToDiscard(
get.prompt("dcjinjie", trigger.player),
get.prompt("oldjinjie", trigger.player),
"弃置" + get.cnNumber(num) + "张牌令其回复1点体力",
"he",
num
@ -8648,8 +8647,101 @@ game.import("character", function () {
}
},
},
dcjue: {
dcjinjie: {
audio: 2,
trigger: { global: "dying" },
async cost(event, trigger, player) {
const target = trigger.player;
const result = await player
.chooseControl(
[0, 1, 2, 3].map(i => get.cnNumber(i, true)),
"cancel2"
)
.set("prompt", get.prompt("dcjinjie", target))
.set("prompt2", `${get.translation(target)}摸至多三张牌然后你可以弃置等量的牌令其回复1点体力。`)
.set("ai", () => {
return get.event("choice");
})
.set(
"choice",
(() => {
if (get.attitude(player, target) <= 0) return "cancel2";
if (target === player) return 3;
const unusefulCount = player.countCards("he", card => {
return lib.filter.cardDiscardable(card, player, "dcjinjie") && get.value(card) < 5 && !player.canSaveCard(card, target);
});
if (
[player, target]
.unique()
.map(current => {
return current.countCards("hs", card => {
return player.canSaveCard(card, target);
});
})
.reduce((p, c) => p + c) > unusefulCount
) {
return 3;
}
return Math.min(3, unusefulCount);
})()
)
.forResult();
if (result.control !== "cancel2") {
event.result = {
bool: true,
cost_data: {
index: result.index,
},
};
}
},
round: 1,
logTarget: "player",
async content(event, trigger, player) {
const num = event.cost_data.index,
target = trigger.player;
if (num > 0) await target.draw(num);
let next;
if (num > 0) {
next = player
.chooseToDiscard(`尽节:是否弃置${get.cnNumber(num)}张牌,令${get.translation(target)}回复1点体力`, num, "he")
.set("ai", card => {
if (get.event("goon")) {
return 100 / Math.max(0.01, get.value(card) + 20);
}
return 0;
})
.set(
"goon",
(() => {
if (get.attitude(player, target) <= 0) return false;
const count = player.countCards("hs", card => {
return player.canSaveCard(card, target);
});
return (
!count ||
(count > 0 &&
player.countCards("he", card => {
return get.value(card) < 5;
}) >= num)
);
})()
);
} else {
next = player.chooseBool(`尽节:是否令${get.translation(target)}回复1点体力`).set("choice", get.attitude(player, target) > 0);
}
const bool = await next.forResultBool();
if (bool) {
player.line(target, "green");
await target.recover();
}
},
subSkill:{
round:{},
}
},
oldjue: {
audio: "dcjue",
trigger: { player: "phaseZhunbeiBegin" },
direct: true,
filter: function (event, player) {
@ -8664,7 +8756,7 @@ game.import("character", function () {
"step 0";
player
.chooseTarget(
get.prompt("dcjue"),
get.prompt("oldjue"),
"视为对一名体力值或手牌数大于你的角色使用一张【杀】",
(card, player, target) => {
return (
@ -8680,11 +8772,72 @@ game.import("character", function () {
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("dcjue", target);
player.logSkill("oldjue", target);
player.useCard({ name: "sha", isCard: true }, target, false);
}
},
},
dcjue: {
audio: 2,
trigger: { global: "phaseJieshuBegin" },
filter(event, player) {
if (!lib.skill.dcjue.getCards().length) return false;
return (
(event.player !== player && event.player.isIn()) ||
(event.player === player &&
game.hasPlayer(current => {
return current.isIn();
}))
);
},
round: 1,
async cost(event, trigger, player) {
let maxLimit = lib.skill.dcjue.getCards().length;
if (trigger.player === player) {
event.result = await player
.chooseTarget(get.prompt("dcjue"), `选择一名其他角色视为对其依次随机使用X次【杀】/【过河拆桥】/【五谷丰登】X为${maxLimit}与其体力上限中的较小值)。`)
.set("filterTarget", lib.filter.notMe)
.set("ai", target => {
return -get.attitude(get.player(), target);
})
.forResult();
} else {
const target = trigger.player;
maxLimit = Math.min(maxLimit, target.maxHp);
event.result = await player
.chooseBool(get.prompt("dcjue", target), `视为对${get.translation(target)}依次随机使用${get.cnNumber(maxLimit)}次【杀】/【过河拆桥】/【五谷丰登】。`)
.set("choice", get.attitude(player, target) < 0)
.forResult();
}
},
logTarget: "player",
getCards() {
const cards = [];
game.countPlayer2(current => {
current.getHistory("lose", evt => {
if (evt.type == "discard") cards.addArray(evt.cards2.filterInD("d"));
});
});
return cards;
},
async content(event, trigger, player) {
const target = event.targets ? event.targets[0] : trigger.player;
const nameList = ["sha", "guohe", "wugu"];
let maxLimit = Math.min(lib.skill.dcjue.getCards().length, target.maxHp);
while (maxLimit--) {
if (!target.isIn()) return;
const list = nameList.slice().randomSort();
for (const name of list) {
const card = new lib.element.VCard({ name });
if (player.canUse(card, target)) {
await player.useCard(card, target);
await game.asyncDelayx();
break;
}
}
}
},
},
//杨弘
dcjianji: {
audio: 2,
@ -19368,11 +19521,16 @@ game.import("character", function () {
dczhaohan: "昭汉",
dczhaohan_info:
"摸牌阶段你可以多摸两张牌然后你于得到牌后选择一项1.将两张手牌交给一名没有手牌的角色2.弃置两张手牌。",
oldjinjie: "尽节",
oldjinjie_info:
"当一名角色进入濒死状态时你可以令其摸一张牌。然后若你本轮未进行过回合你可以弃置X张手牌令其回复1点体力X为本轮你发动过〖尽节〗的次数。",
dcjinjie: "尽节",
dcjinjie_info:
"当一名角色进入濒死状态时可以令其摸一张牌。然后若你本轮未进行过回合你可以弃置X张手牌令其回复1点体力X为本轮你发动过〖尽节〗的次数。",
"每轮限一次。当一名角色进入濒死状态时你可以声明一个整数XX∈[0,3]令其摸X张牌然后你可以弃置X张牌令其回复1点体力若X为0则跳过摸牌和弃牌的步骤。",
oldjue: "举讹",
oldjue_info: "准备阶段,你可以视为对一名体力值或手牌数大于你的角色使用一张【杀】。",
dcjue: "举讹",
dcjue_info: "准备阶段,你可以视为对一名体力值或手牌数大于你的角色使用一张【杀】。",
dcjue_info: "每轮限一次。一名角色的结束阶段,你可以视为对其随机使用【杀】/【过河拆桥】/【五谷丰登】直到你以此法使用的牌数不小于YY为本回合因弃置进入弃牌堆的牌数且至多为其体力上限。若此时是你的回合改为你选择一名其他角色。",
dc_tengfanglan: "滕芳兰",
dcluochong: "落宠",
dcluochong_info: