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b/audio/skill/zhuiyi1.mp3 differ diff --git a/audio/skill/zhuiyi2.mp3 b/audio/skill/zhuiyi2.mp3 index c98d925e4..98e648fb2 100644 Binary files a/audio/skill/zhuiyi2.mp3 and b/audio/skill/zhuiyi2.mp3 differ diff --git a/character/huicui.js b/character/huicui.js index 53fffbdc9..312c23e05 100644 --- a/character/huicui.js +++ b/character/huicui.js @@ -123,7 +123,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){ audio:2, enable:'phaseUse', filter(event,player){ - return player.getDiscardableCards(player,'h').some(card=>!player.getStorage('dcfuli').includes(get.type2(card))); + return player.countDiscardableCards(player,'h'); }, usable:1, async content(event,trigger,player){ @@ -133,11 +133,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){ if(num===-1) num=3; return num; }; - const types=player.getDiscardableCards(player,'h').filter(card=>{ - return !player.getStorage('dcfuli').includes(get.type2(card)); - }).reduce((list,card)=>list.add(get.type2(card)),[]).sort((a,b)=>{ - return getNum(a)-getNum(b); - }); + const types=player.getDiscardableCards(player,'h').reduce((list,card)=>{ + return list.add(get.type2(card)); + },[]).sort((a,b)=>getNum(a)-getNum(b)); if(types.length){ const {result:{control}}=await player.chooseControl(types).set('ai',()=>{ const player=get.event('player'),types=get.event('controls').slice(); @@ -158,10 +156,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){ })[0]; }).set('prompt','弃置一种类别的所有手牌,然后摸这些牌的名字字数之和的牌'); if(control){ - if(!player.storage.dcfuli){ - player.when({global:'phaseAfter'}).then(()=>delete player.storage.dcfuli); - } - player.markAuto('dcfuli',[control]); const cards=player.getDiscardableCards(player,'h').filter(card=>get.type2(card)==control); await player.discard(cards); const max=game.findPlayer(target=>target.isMaxHandcard()).countCards('h'); @@ -191,7 +185,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){ order:1, result:{ player(player){ - const types=player.getDiscardableCards(player,'h').filter(card=>!player.getStorage('dcfuli').includes(get.type2(card))); + const types=player.getDiscardableCards(player,'h').reduce((list,card)=>{ + return list.add(get.type2(card)); + },[]); if(!types.some(type=>{ const cards=player.getDiscardableCards(player,'h').filter(card=>get.type2(card)==type); const countCards=(target,player,cards)=>{ @@ -1173,14 +1169,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){ return _status.currentPhase; }, prompt2:function(event,player){ - const num=player.hasSkill('dccaisi_more')?2:1; + const num=player.countMark('dccaisi_more')+1; return `从${player==_status.currentPhase?'牌堆':'弃牌'}堆中随机获得${get.cnNumber(num)}张非基本牌`; }, content:function*(event,map){ const player=map.player,trigger=map.trigger; const position=player==_status.currentPhase?'cardPile':'discardPile'; - let cards=[],num=player.hasSkill('dccaisi_more')?2:1; - player.removeSkill('dccaisi_more'); + let cards=[],num=player.countMark('dccaisi_more')+1; while(num>0){ num--; let card=get[position](card=>get.type(card)!='basic'&&!cards.includes(card)); @@ -1193,8 +1188,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){ game.log(`但是${position=='discardPile'?'弃':''}牌堆里没有非基本牌!`); } player.addTempSkill('dccaisi_more'); + player.addMark('dccaisi_more',1,false); }, - subSkill:{more:{charlotte:true}}, + subSkill:{more:{charlotte:true,onremove:true}}, }, dczhuoli:{ audio:2, @@ -3033,11 +3029,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){ audio:2, enable:['chooseToUse','chooseToRespond'], hiddenCard:function(player,name){ - if(player.getStorage('dcgue').includes(_status.currentPhase)) return false; + if(player.hasSkill('dcgue_blocker',null,null,false)) return false; return name=='sha'||name=='shan'; }, filter:function(event,player){ - //if(event.dcgue||event.type=='wuxie'||player==_status.currentPhase||player.getStorage('dcgue').includes(_status.currentPhase)) return false; if(event.dcgue||event.type=='wuxie'||player==_status.currentPhase) return false; if(!player.countCards('h')||player.hasSkill('dcgue_blocker',null,null,false)) return false; for(var name of ['sha','shan']){ @@ -3081,7 +3076,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){ delete evt.openskilldialog; return; } - //else player.markAuto('dcgue',[_status.currentPhase]); game.delayx(); }, } @@ -3091,14 +3085,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){ } }, subSkill:{blocker:{charlotte:true}}, - //intro:{content:'已于$的回合发动过技能'}, ai:{ order:1, respondSha:true, respondShan:true, - skillTagFilter:function(player,tag,arg){ - //if(player.getStorage('dcgue').includes(_status.currentPhase)) return false; - if(player.countCards('h',{name:['sha','shan']})>1) return false; + skillTagFilter:function(player){ + if(player.hasSkill('dcgue_blocker',null,null,false)) return false; }, result:{ player:function(player){ @@ -11987,7 +11979,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){ dcqinghuang_info:'出牌阶段开始时,你可以减1点体力上限,然后你于本回合发动〖踏寂〗时额外随机执行一种效果。', dc_huojun:'霍峻', dcgue:'孤扼', - dcgue_info:'每回合限一次。当你需要使用或打出【杀】或【闪】时,若你有手牌,你可以展示之。若其中【杀】和【闪】的数量之和不超过1,你视为使用或打出此牌。', + dcgue_info:'每回合限一次。当你需要于回合外使用或打出【杀】或【闪】时,若你有手牌,你可以展示之。若其中【杀】和【闪】的数量之和不超过1,你视为使用或打出此牌。', dcsigong:'伺攻', dcsigong_info:'其他角色的回合结束时,若其于本回合内使用牌被响应过,你可以将手牌摸至或弃置至1,视为对其使用一张需使用X张【闪】抵消的【杀】,且此【杀】的伤害基数+1(X为你以此法弃置的牌数且至少为1)。当你以此法造成伤害后,该技能于本轮失效。', peiyuanshao:'裴元绍', @@ -12063,7 +12055,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){ dcshizong_info:'当你需要使用一张基本牌时,你可以交给一名其他角色X张牌,然后其可以将一张牌置于牌堆底,视为你使用之。若其不为当前回合角色,此技能失效直到回合结束(X为你本回合发动〖恃纵〗的次数)。', pangshanmin:'庞山民', dccaisi:'才思', - dccaisi_info:'当你于回合内/回合外使用基本牌结算结束后,若你本回合以此法得到的牌数小于你的体力上限,你可以从牌堆/弃牌堆随机获得一张非基本牌,然后本回合下次发动此技能获得的牌数+1。', + dccaisi_info:'当你于回合内/回合外使用基本牌结算结束后,若你本回合以此法得到的牌数小于你的体力上限,你可以从牌堆/弃牌堆随机获得一张非基本牌,然后本回合发动此技能获得的牌数+1。', dczhuoli:'擢吏', dczhuoli_info:'锁定技。一名角色的回合结束时,若你本回合使用或获得的牌数大于体力值,你加1点体力上限(不能超过存活角色数),回复1点体力。', yue_caiyong:'乐蔡邕', @@ -12114,7 +12106,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){ dcshoucheng_info:'一名角色于其回合外失去最后的手牌后,你可令其摸两张牌。', dc_liuli:'刘理', dcfuli:'抚黎', - dcfuli_info:'出牌阶段限一次,你可以展示手牌并弃置一种类别的所有手牌(每种类别每回合限一次),然后摸X张牌(X为这些牌的牌名字数和且X至多为场上手牌数最多的角色的手牌数)。若你因此弃置了伤害类卡牌,则你可以选择一名角色,令其攻击范围-1直到你的下个回合开始。', + dcfuli_info:'出牌阶段限一次,你可以展示手牌并弃置一种类别的所有手牌,然后摸X张牌(X为这些牌的牌名字数和且X至多为场上手牌数最多的角色的手牌数)。若你因此弃置了伤害类卡牌,则你可以选择一名角色,令其攻击范围-1直到你的下个回合开始。', dcdehua:'德化', dcdehua_info:'锁定技。①一轮游戏开始时,若有你可以使用的非延时类伤害类牌的牌名,你选择其中一个并视为使用之,然后你不能从手牌中使用此牌名的牌,然后若你已选择过所有的伤害类牌牌名,你失去〖德化〗。②你的手牌上限+Y(Y为你〖德化①〗选择过的牌名数)。', diff --git a/character/sp.js b/character/sp.js index 2a9e9bf4d..b44d53cdd 100755 --- a/character/sp.js +++ b/character/sp.js @@ -8144,7 +8144,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){ }, //曹宪曹华 huamu:{ - audio:2, + audio:6, trigger:{player:'useCardAfter'}, locked:false, filter:function(event,player){ diff --git a/character/sp2.js b/character/sp2.js index dd945bd38..69cfd7cf1 100644 --- a/character/sp2.js +++ b/character/sp2.js @@ -162,7 +162,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){ const type=get.type(card,player); if(type!='basic'&&type!='trick') return false; return lib.filter.cardUsable(card,player)&&game.hasPlayer(target=>{ - return lib.filter.targetEnabled2(card,player,target)&&lib.filter.targetInRange(card,player,target); + return lib.filter.targetEnabled2(card,player,target)/*&&lib.filter.targetInRange(card,player,target)*/; }); }); if(!cards.length) return false; @@ -177,7 +177,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){ const type=get.type(card,player); if(type!='basic'&&type!='trick') return false; return lib.filter.cardUsable(card,player)&&game.hasPlayer(target=>{ - return lib.filter.targetEnabled2(card,player,target)&&lib.filter.targetInRange(card,player,target); + return lib.filter.targetEnabled2(card,player,target)/*&&lib.filter.targetInRange(card,player,target)*/; }); }); if(!cards.includes(card)) return false; @@ -195,14 +195,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){ else if(typeof select=='function') range=select(card,player); game.checkMod(card,player,range,'selectTarget',player); const cards=player.getCards('h',cardx=>card!=cardx&&get.suit(card,player)==get.suit(cardx,player)); - let targets=game.filterPlayer(target=>lib.filter.targetEnabled2(card,player,target)&&lib.filter.targetInRange(card,player,target)&&get.effect(target,card,player,player)>0); + let targets=game.filterPlayer(target=>lib.filter.targetEnabled2(card,player,target)/*&&lib.filter.targetInRange(card,player,target)*/&&get.effect(target,card,player,player)>0); const max=range[1],max2=Math.min(cards.length,targets.length); if(max>max2) return 0; targets=targets.sort((a,b)=>get.effect(b,card,player,player)-get.effect(a,card,player,player)).slice(0,max2); const sum=targets.reduce((num,target)=>num+get.effect(target,card,player,player),0); if(max==-1){ if(game.filterPlayer(target=>{ - return lib.filter.targetEnabled2(card,player,target)&&lib.filter.targetInRange(card,player,target); + return lib.filter.targetEnabled2(card,player,target)/*&&lib.filter.targetInRange(card,player,target)*/; }).reduce((num,target)=>num+get.effect(target,card,player,player),0)>sum) return 0; } return sum; @@ -217,7 +217,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){ const cardx=new lib.element.VCard({name:get.name(card,player),nature:get.nature(card,player),cards:cards}); const {result:{bool,targets}}=await player.chooseTarget((card,player,target)=>{ //return player.canUse(get.event('cardx'),target); - return lib.filter.targetEnabled2(get.event('cardx'),player,target)&&lib.filter.targetInRange(get.event('cardx'),player,target); + return lib.filter.targetEnabled2(get.event('cardx'),player,target)/*&&lib.filter.targetInRange(get.event('cardx'),player,target)*/; },true).set('cardx',cardx).set('selectTarget',[1,cards.length]) .set('prompt','请选择'+(game.hasNature(cardx)?get.translation(get.nature(cardx)):'')+'【'+get.translation(cardx)+'】('+get.translation(cards)+')的目标') .set('ai',target=>{ @@ -11391,7 +11391,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){ starxiaoyan:'硝焰', starxiaoyan_info:'锁定技,游戏开始时,你对所有其他角色各造成1点火属性伤害,然后这些角色可依次交给你一张牌并回复1点体力。', starzongshi:'纵势', - starzongshi_info:'出牌阶段,你可以展示一张可展示目标的基本牌或普通锦囊牌,然后你将手牌中所有与此牌花色相同的其他牌当作此牌使用,且此牌至多指定转化牌数的目标。', + starzongshi_info:'出牌阶段,你可以展示一张可展示目标的基本牌或普通锦囊牌,然后你将手牌中所有与此牌花色相同的其他牌当作此牌使用(无距离限制),且此牌至多指定转化牌数的目标。', starjiaowang:'骄妄', starjiaowang_info:'锁定技,非首轮游戏开始时,若上一轮没有角色死亡(因〖硝焰〗死亡的角色除外),则你失去1点体力并发动〖硝焰〗。', staraoshi:'傲势', diff --git a/character/xianding.js b/character/xianding.js index e05dc0318..72627c7f4 100644 --- a/character/xianding.js +++ b/character/xianding.js @@ -212,7 +212,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){ }, frequent:true, async content(event,trigger,player){ - let cards=get.cards(3,true); + let cards=get.cards(3); const {result:{bool,links}}=await player.chooseButton(['灵慧:是否使用其中的一张牌并随机获得其中一张剩余牌?',cards]).set('ai',button=>{ return get.event('player').getUseValue(button.link); }); @@ -224,6 +224,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){ await player.chooseUseTarget(true,card,false); if(cards.length) await player.gain(cards.randomGet(),'gain2'); } + if(cards.length){ + for(let i=cards.length-1;i--;i>=0){ + ui.cardPile.insertBefore(cards[i],ui.cardPile.firstChild); + } + } + game.updateRoundNumber(); }, }, dcxiace:{