commit
3f89406e90
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@ -6671,7 +6671,7 @@ const skills = {
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var count = player.getHistory("useSkill", evt => {
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return (
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evt.skill == "jsrgguanhuo_viewas" &&
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evt.getParent("phaseUse") === trigger.getParent("phaseUse")
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evt.event.getParent("phaseUse") === trigger.getParent("phaseUse")
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);
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}).length;
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if (count == 1) {
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@ -6688,13 +6688,13 @@ const skills = {
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if (_status.event.getParent().skill == "jsrgguanhuo_viewas" && player.getHistory("useSkill", evt => {
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return (
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evt.skill == "jsrgguanhuo_viewas" &&
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evt.getParent("phaseUse") === _status.event.getParent("phaseUse")
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evt.event.getParent("phaseUse") === _status.event.getParent("phaseUse")
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);
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}).length == 1) return "zeroplayertarget";
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if (_status.event.type == "phase" && _status.event.skill == "jsrgguanhuo_viewas" && player.getHistory("useSkill", evt => {
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return (
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evt.skill == "jsrgguanhuo_viewas" &&
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evt.getParent("phaseUse") === _status.event.getParent("phaseUse")
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evt.event.getParent("phaseUse") === _status.event.getParent("phaseUse")
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);
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}).length > 1 && player.countCards("h") <= 3) return [0, 0];
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},
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@ -688,14 +688,80 @@ const skills = {
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result: { bool },
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} = await player.chooseToCompare(target);
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if (bool) {
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player.storage.xinxianzhen = target;
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player.addTempSkill("xinxianzhen2");
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player.markAuto("olxianzhen_effect", [target]);
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player.addTempSkill("olxianzhen_effect");
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} else {
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player.markAuto("olxianzhen_buff", [target]);
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player.addTempSkill("olxianzhen_buff");
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}
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},
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subSkill: {
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effect: {
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charlotte: true,
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onremove: true,
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audio: "rexianzhen",
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mod: {
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targetInRange(card, player, target) {
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if (player.getStorage("olxianzhen_effect").includes(target)) return true;
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},
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cardUsableTarget(card, player, target) {
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if (player.getStorage("olxianzhen_effect").includes(target)) return true;
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},
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},
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trigger: { player: "useCard2" },
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filter(event, player) {
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if (event.card.name != "sha" && get.type(event.card) != "trick") return false;
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if (!Array.isArray(event.targets)) return false;
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return game.hasPlayer(target => {
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if (!player.getStorage("olxianzhen_effect").includes(target)) return false;
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return !event.targets.includes(target) && lib.filter.targetEnabled2(event.card, player, target);
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});
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},
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async cost(event, trigger, player) {
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const targets = game.filterPlayer(target => {
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if (!player.getStorage("olxianzhen_effect").includes(target)) return false;
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return trigger.targets.includes(target) && lib.filter.targetEnabled2(trigger.card, player, target);
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});
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if (targets.length == 1) {
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const target = targets[0];
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const bool = await player.chooseBool(get.prompt("olxianzhen_effect", target), "令" + get.translation(target) + "也成为" + get.translation(trigger.card) + "的目标").forResult("bool");
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event.result = { bool: bool, targets: targets };
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} else {
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event.result = await player
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.chooseTarget(get.prompt("olxianzhen_effect"), "令任意名【陷阵】拼点成功的目标角色也成为" + get.translation(trigger.card) + "的目标", (card, player, target) => {
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const trigger = get.event().getTrigger();
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if (!player.getStorage("olxianzhen_effect").includes(target)) return false;
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return trigger.targets.includes(target) && lib.filter.targetEnabled2(trigger.card, player, target);
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})
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.set("ai", target => {
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const player = get.event("player"),
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trigger = get.event().getTrigger();
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return get.effect(target, trigger.card, player, player);
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})
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.forResult();
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}
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},
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content() {
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trigger.targets.addArray(event.targets);
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game.log(event.targets, "成为了", trigger.card, "的额外目标");
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},
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ai: {
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unequip: true,
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skillTagFilter(player, tag, arg) {
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if (!arg || !arg.target || !player.getStorage("olxianzhen_effect").includes(arg.target)) return false;
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},
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effect: {
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player(card, player, target, current, isLink) {
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if (isLink || !target) return;
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if (!player.getStorage("olxianzhen_effect").includes(target) && ["sha", "guohe", "shunshou", "huogong", "juedou"].includes(card.name)) {
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if (get.effect(target, card, player, player) > 0) {
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return [1, 2];
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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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buff: {
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charlotte: true,
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onremove: true,
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@ -38,7 +38,7 @@ const translates = {
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ol_gaoshun: "OL界高顺",
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ol_gaoshun_prefix: "OL界",
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olxianzhen: "陷阵",
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olxianzhen_info: "出牌阶段限一次,你可以与一名角色拼点。若你赢,本回合你无视该角色的防具且对其使用牌没有次数和距离限制,且当你使用【杀】或普通锦囊牌指定其他角色为唯一目标时可以令该角色也成为此牌的目标;若你没赢,本回合你不能对其使用【杀】且你的【杀】不计入手牌上限。",
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olxianzhen_info: "出牌阶段限一次,你可以与一名角色拼点。若你赢,本回合你无视该角色的防具且对其使用牌没有次数和距离限制,且当你使用【杀】或普通锦囊牌指定目标时,可以令该角色也成为此牌的目标;若你没赢,本回合你不能对其使用【杀】且你的【杀】不计入手牌上限。",
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ol_sb_yuanshao: "OL谋袁绍",
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ol_sb_yuanshao_prefix: "OL谋",
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olsbhetao: "合讨",
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@ -138,6 +138,7 @@ window.noname_character_rank = {
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"xia_yuzhenzi",
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"dc_simashi",
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"dc_sb_simayi",
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"dc_sb_jiaxu",
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"caofang",
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"dc_shen_huatuo",
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"sp_zhenji",
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@ -376,6 +377,7 @@ window.noname_character_rank = {
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"ol_jianyong",
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"ol_sb_jiangwei",
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"dc_sb_zhouyu",
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"dc_sb_lusu",
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"dc_lingcao",
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"jsrg_zhugeliang",
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"shen_lusu",
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@ -688,7 +690,6 @@ window.noname_character_rank = {
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"dc_dongzhao",
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"zhugeruoxue",
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"zhugemengxue",
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"dc_sb_lusu",
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"mb_huban",
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"jsrg_simayi",
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"jsrg_zhaoyun",
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@ -2207,9 +2208,11 @@ window.noname_character_rank = {
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"ol_jianyong",
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"ol_sb_jiangwei",
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"dc_sb_zhouyu",
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"dc_sb_lusu",
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"xia_shitao",
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"bailingyun",
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"dc_sb_simayi",
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"dc_sb_jiaxu",
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"caofang",
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"mb_caomao",
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"dc_shen_huatuo",
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@ -2710,7 +2713,6 @@ window.noname_character_rank = {
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"yue_zhoufei",
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"ol_dingshangwan",
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"ol_liwan",
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"dc_sb_lusu",
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"clan_wangmingshan",
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"chengji",
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"mb_sp_guanqiujian",
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@ -103,7 +103,7 @@ const dynamicTranslates = {
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str += "阴,并将这些牌交给另一名其他角色B,然后你与A各摸X张牌(X为A以此法失去的手牌数);";
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if (!storage) str += "</span>";
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if (storage) str += '<span class="bluetext">';
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str += "阳,令A依次使用这些牌中所有其可以使用的牌。";
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str += "阳,令A依次使用这些牌中所有其可以使用的牌(无距离限制且不可被响应)。";
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if (storage) str += "</span>";
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return str;
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},
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@ -59,12 +59,15 @@ const skills = {
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if (player.countCards("h") < storage[1]) {
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yield player.drawTo(storage[1]);
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} else {
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yield player.chooseToDiscard("h", true, storage[1] - player.countCards("h"));
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yield player.chooseToDiscard("h", true, player.countCards("h") - storage[1]);
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}
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}
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if (player.getHp() != storage[2]) {
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yield player[player.getHp() > storage[2] ? "loseHp" : "recover"](Math.abs(player.getHp() - storage[2]));
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}
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if (player.getStat("skill").dcsbfumou) {
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delete player.getStat("skill").dcsbfumou;
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}
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},
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ai: {
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//waiting for PZ157
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@ -75,23 +78,23 @@ const skills = {
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audioname: ["dc_sb_jiaxu_shadow"],
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enable: "phaseUse",
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filter(event, player) {
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return (
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game.hasPlayer(target => {
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return game.hasPlayer(target => {
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return target != player && target.countCards("h");
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}) && game.countPlayer(target => target != player) >= (player.storage.dcsbfumou ? 1 : 2)
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);
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});
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},
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filterTarget(card, player, target) {
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if (target == player) return false;
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if (!ui.selected.targets.length) return target.countCards("h");
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return !player.storage.dcsbfumou;
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return !player.storage.dcsbfumou && game.countPlayer(target => target != player) > 1;
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},
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selectTarget() {
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const player = get.event("player");
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if (game.countPlayer(target => target != player) == 1) return [1, 2];
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return player.storage.dcsbfumou ? [1, 2] : 2;
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},
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targetprompt() {
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const player = get.event("player");
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if (game.countPlayer(target => target != player) == 1) return "";
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return player.storage.dcsbfumou ? "" : ["看牌角色", "得牌角色"][ui.selected.targets.length - 1];
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},
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prompt() {
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@ -114,7 +117,7 @@ const skills = {
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storage = get.event("storage"),
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target = get.event().getParent().targets[0];
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if (!storage) return get.value(card) * -get.attitude(player, target);
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return target.getUseValue(card) * get.attitude(player, target);
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return target.getUseValue(card, false) * get.attitude(player, target);
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})
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.set("visible", true)
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.set("storage", storage)
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@ -123,18 +126,25 @@ const skills = {
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await player.showCards(cards, get.translation(player) + "发动了【覆谋】");
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if (!storage) {
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const aim = event.targets[1];
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if (aim) {
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cards = cards.filter(card => lib.filter.canBeGained(card, aim, target));
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if (cards.length) {
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await aim.gain(cards, target, "give");
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await game.asyncDraw([player, target], cards.length);
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} else {
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aim.popup("杯具");
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aim.chat("555一张都拿不到~");
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aim.chat("555一张都拿不到");
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}
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} else {
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player.chat("只是看看,但给不了...");
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}
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} else {
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for (const card of cards) {
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if (target.hasUseTarget(card)) {
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await target.chooseUseTarget(card, true, false);
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if (target.hasUseTarget(card, false)) {
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await target.chooseUseTarget(card, true, false, "nodistance").set("oncard", card => {
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game.log(_status.event.card, "不可被响应");
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_status.event.directHit.addArray(game.players);
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});
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}
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}
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}
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@ -144,7 +154,7 @@ const skills = {
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mark: true,
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intro: {
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content(storage) {
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if (storage) return "转换技,出牌阶段限一次,你可以观看一名其他角色的手牌并展示其一半手牌,令其依次使用这些牌中所有其可以使用的牌。";
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if (storage) return "转换技,出牌阶段限一次,你可以观看一名其他角色的手牌并展示其一半手牌,令其依次使用这些牌中所有其可以使用的牌(无距离限制且不可被响应)。";
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return "转换技,出牌阶段限一次,你可以观看一名其他角色A的手牌并展示其一半手牌并将这些牌交给另一名其他角色B,然后你与A各摸X张牌(X为A以此法失去的手牌数)。";
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},
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},
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@ -13,7 +13,7 @@ const characterSort = {
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sp2_qifu: ["dc_guansuo", "xin_baosanniang", "dc_zhaoxiang"],
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sp2_gaoshan: ["wanglang", "liuhui", "zhangjian"],
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sp2_wumiao: ["wu_zhugeliang", "wu_luxun", "wu_guanyu"],
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sp2_mouding: ["dc_sb_lusu", "dc_sb_zhouyu", "dc_sb_simayi"],
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sp2_mouding: ["dc_sb_jiaxu", "dc_sb_lusu", "dc_sb_zhouyu", "dc_sb_simayi"],
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};
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const characterSortTranslate = {
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@ -455,8 +455,8 @@ const translates = {
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dc_xiahouba_prefix: "新杀",
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old_huangfusong: "新杀皇甫嵩",
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old_huangfusong_prefix: "新杀",
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dc_sp_machao: "群马超",
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dc_sp_machao_prefix: "群",
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dc_sp_machao: "新杀SP马超",
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dc_sp_machao_prefix: "新杀SP",
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dc_shixie: "新杀士燮",
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dc_shixie_prefix: "新杀",
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dc_guansuo: "新杀关索",
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@ -596,9 +596,9 @@ const translates = {
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dcsbsushen: "肃身",
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dcsbsushen_info: "限定技,出牌阶段,你可以记录你当前〖覆谋〗的状态、你的手牌数和你的体力值,然后获得技能〖入世〗。",
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dcsbrushi: "入世",
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dcsbrushi_info: "限定技,出牌阶段,你可以将你当前〖覆谋〗的状态、你的手牌数和你的体力值调整为你发动〖肃身〗时的记录。",
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dcsbrushi_info: "限定技,出牌阶段,你可以将你当前〖覆谋〗的状态、你的手牌数和你的体力值调整为你发动〖肃身〗时的记录,然后重置〖覆谋〗的发动次数。",
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dcsbfumou: "覆谋",
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dcsbfumou_info: "转换技,出牌阶段限一次,你可以观看一名其他角色A的手牌并展示其一半手牌:阴,并将这些牌交给另一名其他角色B,然后你与A各摸X张牌(X为A以此法失去的手牌数);阳,令A依次使用这些牌中所有其可以使用的牌。",
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dcsbfumou_info: "转换技,出牌阶段限一次,你可以观看一名其他角色A的手牌并展示其一半手牌:阴,并将这些牌交给另一名其他角色B,然后你与A各摸X张牌(X为A以此法失去的手牌数);阳,令A依次使用这些牌中所有其可以使用的牌(无距离限制且不可被响应)。",
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};
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export default translates;
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|
|
|
@ -222,7 +222,7 @@ const translates = {
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xianzhen: "陷阵",
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xianzhen_info: "出牌阶段限一次,你可以与一名角色拼点。若你赢,你获得以下效果直到回合结束:无视与该角色的距离;无视该角色的防具且对其使用【杀】没有次数限制。若你没赢,你不能使用【杀】直到回合结束。",
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xinxianzhen: "陷阵",
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xinxianzhen_info: "出牌阶段限一次,你可以与一名角色拼点。若你赢,你获得以下效果直到回合结束:无视该角色的防具且对其使用牌没有次数和距离限制,且当你使用【杀】或普通锦囊牌指定其他角色为唯一目标时可以令该角色也成为此牌的目标。若你没赢,你不能使用【杀】且你的【杀】不计入手牌上限直到回合结束。",
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xinxianzhen_info: "出牌阶段限一次,你可以与一名角色拼点。若你赢,你获得以下效果直到回合结束:无视该角色的防具且对其使用牌没有次数和距离限制,且当你使用【杀】或普通锦囊牌指定唯一目标时,可以令该角色也成为此牌的目标。若你没赢,你不能使用【杀】且你的【杀】不计入手牌上限直到回合结束。",
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xinxianzhen2: "陷阵",
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jinjiu: "禁酒",
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jinjiu_info: "锁定技,你的【酒】均视为【杀】。",
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|
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Loading…
Reference in New Issue