关宁修改
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cadb62580d
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411dbb774e
201
character/sp2.js
201
character/sp2.js
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@ -192,7 +192,7 @@ game.import("character", function () {
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order: 9,
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result: {
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player(player, target) {
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let res = 2 * get.effect(player, { name: "draw", player, player });
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let res = 2 * get.effect(player, { name: "draw" }, player, player);
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if (player !== target)
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res += get.effect(player, { name: "losehp" }, player, player);
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return res;
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@ -1434,7 +1434,7 @@ game.import("character", function () {
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list.length > 1
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? `,令${get.translation(event.card)}目标改为${get.translation(
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list
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)}中的一名随机角色`
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)}中的一名随机角色`
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: ""
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}。${gainText}`;
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},
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@ -2252,8 +2252,8 @@ game.import("character", function () {
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filter: function (event, player) {
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return player.countCards("h") > 0;
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},
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getSkills: function (target) {
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return target.getSkills(null, false).filter((skill) => {
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getSkills(target, skills) {
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return (target && !skills ? target.getSkills(null, false) : skills).filter((skill) => {
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var str = get.skillInfoTranslation(skill, target);
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if (str.indexOf("当你于出牌阶段") != -1) return true;
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var skills = game.expandSkills([skill]);
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@ -2381,91 +2381,140 @@ game.import("character", function () {
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});
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},
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async cost(event, trigger, player) {
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const func = function (player) {
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game.countPlayer((target) => {
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if (target != player) {
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const skills = lib.skill.dclongsong.getSkills(target);
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if (skills.length) {
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target.prompt(skills.map((i) => get.translation(i)).join("<br>"));
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}
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}
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});
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};
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if (event.player == game.me) func(player);
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else if (event.isOnline()) player.send(func, player);
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event.result = await player
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.chooseTarget(get.prompt2("longsong"), (card, player, target) => {
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if (target == player) return false;
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return target.hasCard((card) => {
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if (get.position(card) == "h") return true;
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.chooseCardTarget({
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prompt: get.prompt2("longsong"),
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filterTarget(card, player, target) {
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if (target === player) return false;
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const skills = lib.skill.dclongsong
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.getSkills(target)
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.map((skill) => get.translation(skill));
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if (skills.length) {
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target.prompt(skills.join("<br>"));
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}
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return target.hasCard((card) => {
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if (get.position(card) == "h") return true;
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return (
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get.color(card) == "red" &&
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lib.filter.canBeGained(card, player, target)
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);
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}, "he");
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},
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filterCard: { color: "red" },
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selectCard: [0, 1],
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ai1(card) {
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const ai2 = get.event("ai2");
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if (
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game.hasPlayer((current) => {
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return ai2(current) > 0;
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})
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) {
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return -1 - get.value(card);
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}
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return 6 - get.value(card);
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},
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ai2(target) {
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const player = get.event("player"),
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att = get.attitude(player, target);
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if (
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att > 0 &&
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!target
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.getGainableCards(player, "he")
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.some((card) => get.color(card) == "red")
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)
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return 0;
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return (
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get.color(card) == "red" && lib.filter.canBeGained(card, player, target)
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lib.skill.dclongsong.getSkills(target).length +
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(att > 0
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? 0
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: Math.max(
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0,
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get.effect(target, { name: "shunshou_copy2" }, player, player)
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))
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);
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}, "he");
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})
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.set("ai", (target) => {
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const player = get.event("player"),
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att = get.attitude(player, target);
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if (
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att > 0 &&
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!target
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.getGainableCards(player, "he")
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.some((card) => get.color(card) == "red")
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)
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return 0;
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return (
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lib.skill.dclongsong.getSkills(target).length +
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(att > 0
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? 0
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: Math.max(
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0,
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get.effect(target, { name: "shunshou_copy2" }, player, player)
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))
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);
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},
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})
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.forResult();
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},
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async content(event, trigger, player) {
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const target = event.targets[0],
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cards = target
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card = event.cards[0],
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gainableCards = target
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.getGainableCards(player, "he")
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.filter((card) => get.color(card) == "red");
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if (cards.length) {
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let dialog = ["龙诵:获得" + get.translation(target) + "的一张红色牌"];
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let cards1 = cards.filter((i) => get.position(i) == "h"),
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cards2 = cards.filter((i) => get.position(i) == "e");
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if (cards1.length) {
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dialog.push('<div class="text center">手牌区</div>');
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if (player.hasSkillTag("viewHandcard", null, target, true)) dialog.push(cards1);
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else dialog.push([cards1.randomSort(), "blank"]);
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}
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if (cards2.length) {
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dialog.push('<div class="text center">装备区</div>');
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dialog.push(cards2);
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}
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const {
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result: { bool, links },
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} = await player.chooseButton(dialog, true).set("ai", (button) => {
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const player = get.event("player"),
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target = get.event().getParent().targets[0];
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return get.value(button.link, player) * get.value(button.link, target) * (1 + Math.random());
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});
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if (bool) {
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if (card) {
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await player.give(card, target);
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} else {
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if (gainableCards.length) {
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let dialog = ["龙诵:获得" + get.translation(target) + "的一张红色牌"];
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let cards1 = cards.filter((i) => get.position(i) == "h"),
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cards2 = cards.filter((i) => get.position(i) == "e");
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if (cards1.length) {
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dialog.push('<div class="text center">手牌区</div>');
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if (player.hasSkillTag("viewHandcard", null, target, true))
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dialog.push(cards1);
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else dialog.push([cards1.randomSort(), "blank"]);
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}
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if (cards2.length) {
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dialog.push('<div class="text center">装备区</div>');
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dialog.push(cards2);
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}
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const {
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result: { bool, links },
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} = await player.chooseButton(dialog, true).set("ai", (button) => {
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const player = get.event("player"),
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target = get.event().getParent().targets[0];
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return (
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get.value(button.link, player) *
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get.value(button.link, target) *
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(1 + Math.random())
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);
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});
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if (!bool) return;
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await player.gain(links, target, "giveAuto", "bySelf");
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const skills = lib.skill.dclongsong.getSkills(target);
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if (skills.length) {
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if (!event.isMine() && !event.isOnline()) await game.asyncDelayx();
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for (const skill of skills) {
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player.popup(skill, "thunder");
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await player.addTempSkills(skill, ["phaseUseAfter", "phaseAfter"]);
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}
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} else {
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player.popup("杯具");
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player.chat("无牌可得?!");
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game.log("但是", target, "没有红色牌可被" + get.translation(player) + "获得!");
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return;
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}
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}
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let skills = lib.skill.dclongsong.getSkills(target), fromTarget = true;
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if (!skills.length) {
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if (!_status.characterlist) {
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lib.skill.pingjian.initList();
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}
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const allList = _status.characterlist.slice(0);
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allList.randomSort();
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for (const name of allList) {
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const curSkills = lib.character[name][3];
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const filteredSkills = lib.skill.dclongsong.getSkills(null, curSkills);
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if (filteredSkills.length > 0) {
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skills = filteredSkills.randomGets();
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fromTarget = false;
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break;
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}
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}
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} else {
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player.popup("杯具");
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player.chat("无牌可得?!");
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game.log("但是", target, "没有红色牌可被" + get.translation(player) + "获得!");
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}
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if (!skills.length) return;
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if (!event.isMine() && !event.isOnline()) await game.asyncDelayx();
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skills.forEach((skill) => {
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player.popup(skill, "thunder");
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});
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if (fromTarget) {
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target.disableSkill("dclongsong_back", skills);
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target.markAuto("dclongsong_back", skills);
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target.addTempSkill("dclongsong_back", ["phaseUseAfter", "phaseAfter"]);
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let str = "";
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for (let i = 0; i < skills.length; i++) {
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str += "【" + get.translation(skills[i]) + "】";
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if (i != skills.length - 1) str += "、";
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}
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game.log(target, "的技能", "#g" + str, "失效了");
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}
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player.addTempSkill("dclongsong_remove", ["phaseUseAfter", "phaseAfter"]);
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player.markAuto("dclongsong_remove", skills);
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await player.addTempSkills(skills, ["phaseUseAfter", "phaseAfter"]);
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},
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},
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//伏完
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@ -14459,7 +14508,7 @@ game.import("character", function () {
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"出牌阶段开始时,你可以将一张红色牌交给一名其他角色。然后其须选择其所有的发动时机包含“出牌阶段”的技能,其于此阶段这些技能失效,你获得这些技能且至多可以发动一次。",
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longsong: "龙诵",
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longsong_info:
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"出牌阶段开始时,你可以获得一名其他角色的一张红色牌,然后你本阶段视为拥有其所有的发动时机包含“出牌阶段”的技能。",
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"出牌阶段开始时,你可以将一张红色牌交给一名其他角色或获得一名其他角色的一张红色牌,然后你本阶段获得其所有的发动时机包含“出牌阶段”的技能且至多可以发动一次,若其没有符合条件的技能,则改为随机获得一个满足条件的技能。",
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dc_mengda: "孟达",
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dclibang: "利傍",
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dclibang_info:
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