杨彪修改
This commit is contained in:
parent
7cea2e335a
commit
2c598863b7
|
@ -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", `令${get.translation(target)}摸至多三张牌,然后你可以弃置等量的牌令其回复1点体力。`)
|
||||
.set("ai", () => {
|
||||
return get.event("choice");
|
||||
})
|
||||
.set(
|
||||
"choice",
|
||||
(() => {
|
||||
if (get.attitude(player, target) <= 0) return "cancel2";
|
||||
if (target === player) return 3;
|
||||
const unusefulCount = player.countCards("he", card => {
|
||||
return lib.filter.cardDiscardable(card, player, "dcjinjie") && get.value(card) < 5 && !player.canSaveCard(card, target);
|
||||
});
|
||||
if (
|
||||
[player, target]
|
||||
.unique()
|
||||
.map(current => {
|
||||
return current.countCards("hs", card => {
|
||||
return player.canSaveCard(card, target);
|
||||
});
|
||||
})
|
||||
.reduce((p, c) => p + c) > unusefulCount
|
||||
) {
|
||||
return 3;
|
||||
}
|
||||
return Math.min(3, unusefulCount);
|
||||
})()
|
||||
)
|
||||
.forResult();
|
||||
if (result.control !== "cancel2") {
|
||||
event.result = {
|
||||
bool: true,
|
||||
cost_data: {
|
||||
index: result.index,
|
||||
},
|
||||
};
|
||||
}
|
||||
},
|
||||
round: 1,
|
||||
logTarget: "player",
|
||||
async content(event, trigger, player) {
|
||||
const num = event.cost_data.index,
|
||||
target = trigger.player;
|
||||
if (num > 0) await target.draw(num);
|
||||
let next;
|
||||
if (num > 0) {
|
||||
next = player
|
||||
.chooseToDiscard(`尽节:是否弃置${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X(X∈[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Y(Y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:
|
||||
|
|
Loading…
Reference in New Issue