commit
3f7bd95de3
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@ -604,7 +604,7 @@ game.import('character', function () {
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filter(event,player){
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filter(event,player){
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return (event.name!='phase'||game.phaseNumber==0)&&game.hasPlayer(current=>{
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return (event.name!='phase'||game.phaseNumber==0)&&game.hasPlayer(current=>{
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return current!==player&¤t.hasEnabledSlot(1);
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return current!==player&¤t.hasEnabledSlot(1);
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});
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})&&get.mode()=='identity';
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},
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},
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async cost(event,trigger,player){
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async cost(event,trigger,player){
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event.result = await player.chooseTarget(get.prompt('mbcuizhen'), '废除至多两名其他角色的武器栏', [1, 2], (card, player, target) => {
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event.result = await player.chooseTarget(get.prompt('mbcuizhen'), '废除至多两名其他角色的武器栏', [1, 2], (card, player, target) => {
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@ -17545,7 +17545,8 @@ game.import('character', function () {
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mb_sp_guanqiujian:'SP毌丘俭',
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mb_sp_guanqiujian:'SP毌丘俭',
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mb_sp_guanqiujian_prefix:'SP',
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mb_sp_guanqiujian_prefix:'SP',
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mbcuizhen:'摧阵',
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mbcuizhen:'摧阵',
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mbcuizhen_info:'①游戏开始时,你可以废除至多两名其他角色的武器栏。②当你于出牌阶段使用伤害类牌指定其他角色为目标后,若目标角色的手牌数不小于体力值,你可以废除其武器栏。③摸牌阶段,你令额定摸牌数+X(X为所有角色被废除的武器栏数之和,至多为2)。',
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mbcuizhen_info_identity:'①游戏开始时,你可以废除至多两名其他角色的武器栏。②当你于出牌阶段使用伤害类牌指定其他角色为目标后,若目标角色的手牌数不小于体力值,你可以废除其武器栏。③摸牌阶段,你令额定摸牌数+X(X为所有角色被废除的武器栏数之和,至多为2)。',
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mbcuizhen_info:'①当你于出牌阶段使用伤害类牌指定其他角色为目标后,若目标角色的手牌数不小于体力值,你可以废除其武器栏。②摸牌阶段,你令额定摸牌数+X(X为所有角色被废除的武器栏数之和,至多为2)。',
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mbkuili:'溃离',
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mbkuili:'溃离',
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mbkuili_info:'锁定技。当你受到伤害后,你弃置等同于伤害值的手牌;若来源有被废除的武器栏,你令其恢复武器栏。',
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mbkuili_info:'锁定技。当你受到伤害后,你弃置等同于伤害值的手牌;若来源有被废除的武器栏,你令其恢复武器栏。',
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mb_caomao:'手杀曹髦',
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mb_caomao:'手杀曹髦',
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@ -1388,13 +1388,15 @@ game.import('character', function () {
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}
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}
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}
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}
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}
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}
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let result;
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const transList=list.map(i=>get.translation(i));
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const transList=list.map(i=>get.translation(i));
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const {result:{bool,links}}=await player.chooseButton([
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if(transList.length<=num) result={bool:true,links:transList};
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else result=await player.chooseButton([
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'劫囚:请选择你要恢复的装备栏',
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'劫囚:请选择你要恢复的装备栏',
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[transList,'tdnodes'],
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[transList,'tdnodes'],
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],Math.min(transList.length,num),true).set('map',map)
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],Math.min(transList.length,num),true).set('map',map)
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.set('ai',button=>['equip5','equip4','equip1','equip3','equip2'].indexOf(get.event('map')[button.link])+2);
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.set('ai',button=>['equip5','equip4','equip1','equip3','equip2'].indexOf(get.event('map')[button.link])+2).forResult();
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if(bool) await player.enableEquip(links.slice().map(i=>map[i]));
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if(result.bool) await player.enableEquip(result.links.slice().map(i=>map[i]));
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},
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},
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group:['twjieqiu_end'],
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group:['twjieqiu_end'],
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},
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},
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@ -1442,13 +1444,15 @@ game.import('character', function () {
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list.push('equip'+i);
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list.push('equip'+i);
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}
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}
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}
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}
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let result;
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const transList=list.map(i=>get.translation(i));
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const transList=list.map(i=>get.translation(i));
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const {result:{bool,links}}=await player.chooseButton([
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if(transList.length==1) result={bool:true,links:transList};
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else result=await player.chooseButton([
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'恩仇:请选择'+get.translation(target)+'要恢复的装备栏',
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'恩仇:请选择'+get.translation(target)+'要恢复的装备栏',
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[transList,'tdnodes'],
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[transList,'tdnodes'],
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],true).set('map',map)
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],true).set('map',map)
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.set('ai',button=>1/(['equip5','equip4','equip1','equip3','equip2'].indexOf(get.event('map')[button.link])+2));
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.set('ai',button=>1/(['equip5','equip4','equip1','equip3','equip2'].indexOf(get.event('map')[button.link])+2)).forResult();
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if(bool) await target.enableEquip(links.slice().map(i=>map[i]));
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if(result.bool) await target.enableEquip(result.links.slice().map(i=>map[i]));
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},
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},
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ai:{
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ai:{
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order:9,
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order:9,
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@ -509,6 +509,7 @@ game.import('character', function () {
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}).sortBySeat()];
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}).sortBySeat()];
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},
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},
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filter(event,player,triggername,targets){
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filter(event,player,triggername,targets){
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if(player.getStorage('dcjijie_used').includes(event.name=='recover'?'recover':'draw')) return false;
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if(event.name==='recover') return targets[0]!==player&&_status.currentPhase!==targets[0]&&player.isDamaged();
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if(event.name==='recover') return targets[0]!==player&&_status.currentPhase!==targets[0]&&player.isDamaged();
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return targets.some(current=>{
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return targets.some(current=>{
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return current!==player&&_status.currentPhase!==current&&event.getg(current).length>0;
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return current!==player&&_status.currentPhase!==current&&event.getg(current).length>0;
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@ -520,7 +521,9 @@ game.import('character', function () {
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return targets;
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return targets;
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},
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},
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async content(event,trigger,player){
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async content(event,trigger,player){
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player.addTempSkill('dcjijie_used');
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if (trigger.name === 'recover') {
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if (trigger.name === 'recover') {
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player.markAuto('dcjijie_used',['recover']);
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await player.recover(trigger.num);
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await player.recover(trigger.num);
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}
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}
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else{
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else{
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@ -528,9 +531,16 @@ game.import('character', function () {
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if(current === player || _status.currentPhase === current) return 0;
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if(current === player || _status.currentPhase === current) return 0;
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return trigger.getg(current).length;
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return trigger.getg(current).length;
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});
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});
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player.markAuto('dcjijie_used',['draw']);
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await player.draw(count);
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await player.draw(count);
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}
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}
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},
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},
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subSkill:{
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used:{
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charlotte:true,
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onremove:true,
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},
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},
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},
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},
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dchuiji:{
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dchuiji:{
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audio:2,
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audio:2,
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sp_zhenji:'SP甄宓',
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sp_zhenji:'SP甄宓',
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sp_zhenji_prefix:'SP',
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sp_zhenji_prefix:'SP',
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dcjijie:'己诫',
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dcjijie:'己诫',
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dcjijie_info:'锁定技。每回合限一次,当其他角色于其回合外得到牌后/回复体力后,你摸等量的牌/回复等量的体力。',
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dcjijie_info:'锁定技。每回合每项各限一次,其他角色于其回合外得到牌后/回复体力后,你摸等量的牌/回复等量的体力。',
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dchuiji:'惠济',
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dchuiji:'惠济',
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dchuiji_info:'出牌阶段限一次。你可以令一名角色摸两张牌或从牌堆中随机使用一张不为赠物的装备牌,然后若其手牌数不小于存活角色数,其视为使用一张【五谷丰登】。系统不于此牌使用准备工作结束时执行亮出牌堆顶的牌的动作,改为你令其将所有手牌置于处理区,然后令所有目标角色依次获得其中一张牌。当这些牌因执行【五谷丰登】的执行动作而置于弃牌堆后,你令其获得这些牌。',
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dchuiji_info:'出牌阶段限一次。你可以令一名角色摸两张牌或从牌堆中随机使用一张不为赠物的装备牌,然后若其手牌数不小于存活角色数,其视为使用一张【五谷丰登】。系统不于此牌使用准备工作结束时执行亮出牌堆顶的牌的动作,改为你令其将所有手牌置于处理区,然后令所有目标角色依次获得其中一张牌。当这些牌因执行【五谷丰登】的执行动作而置于弃牌堆后,你令其获得这些牌。',
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