Merge pull request #183 from copcap/dev

解救被回滚掉的族王允;bug修复
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Spmario233 2023-07-30 23:46:39 +08:00 committed by GitHub
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14 changed files with 374 additions and 43 deletions

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@ -16,16 +16,264 @@ game.import('character',function(lib,game,ui,get,ai,_status){
clan_wukuang:['male','qun',4,['clanlianzhu','clanmuyin'],['clan:陈留吴氏']],
clan_wangling:['male','wei',4,['clanbolong','clanzhongliu'],['clan:太原王氏']],
clan_zhongyan:['female','jin',3,['clanguangu','clanxiaoyong','clanbaozu'],['clan:颍川钟氏']],
clan_wangyun:['male','qun',3,['clanjiexuan','clanmingjie','clanzhongliu'],['clan:太原王氏']],
},
characterSort:{
clan:{
clan_wu:['clan_wuxian','clan_wuban','clan_wukuang'],
clan_xun:['clan_xunshu','clan_xunchen','clan_xuncai','clan_xuncan'],
clan_han:['clan_hanshao','clan_hanrong'],
clan_wang:['clan_wangling'],
clan_wang:['clan_wangling','clan_wangyun'],
clan_zhong:['clan_zhongyan'],
},
},
skill:{
//族王允
clanjiexuan:{
audio:2,
enable:'phaseUse',
limited:true,
zhuanhuanji:'number',
mark:true,
marktext:'☯',
intro:{
markcount:()=>0,
content:function(storage){
return '限定技,转换技。你可以将一张'+((storage||0)%2?'黑色牌当【过河拆桥】':'红色牌当【顺手牵羊】')+'使用。';
},
},
viewAs:function(cards,player){
var storage=player.storage.clanjiexuan;
var name=(storage||0)%2?'guohe':'shunshou';
return {name:name};
},
check:function(card){
var player=_status.event.player;
var storage=player.storage.clanjiexuan;
var name=(storage||0)%2?'guohe':'shunshou';
var fix=player.hasSkill('clanzhongliu')&&get.position(card)!='h'?2:1;
return get.value({name:name},player)-get.value(card)+fix;
},
position:'hes',
filterCard:function(card,player){
var storage=player.storage.clanjiexuan;
return get.color(card)==((storage||0)%2?'black':'red');
},
skillAnimation:true,
animationColor:'thunder',
precontent:function(){
'step 0'
var skill='clanjiexuan';
player.logSkill(skill);
player.changeZhuanhuanji(skill);
player.awakenSkill(skill,true);
delete event.result.skill;
},
ai:{
order:function(item,player){
player=player||_status.event.player;
var storage=_status.event.player.storage.clanjiexuan;
var name=(storage||0)%2?'guohe':'shunshou';
return get.order({name:name})+0.1;
},
},
},
clanmingjie:{
audio:2,
enable:'phaseUse',
limited:true,
filterTarget:true,
skillAnimation:true,
animationColor:'thunder',
content:function(){
'step 0'
player.awakenSkill('clanmingjie');
player.addSkill('clanmingjie_effect');
player.markAuto('clanmingjie_effect',[target]);
target.addTempSkill('clanmingjie_targeted',{player:'phaseAfter'});
target.markAuto('clanmingjie_targeted',[player]);
},
ai:{
order:10,
result:{
target:function(player,target){
if(player.getStorage('clanmingjie_effect').contains(target)) return 0;
if(player.hasSkill('clanzhongliu')||player.hp==1){
if(!player.hasCard(card=>{
var info=get.info(card);
if(info.allowMultiple==false) return false;
if(!lib.filter.targetEnabled2(card,player,target)) return false;
return game.hasPlayer(current=>{
return player.canUse(card,current)&&get.effect(current,card,player,player)>0&&current!=target&&get.effect(target,card,player,player)>0;
});
},'hs')) return 0;
}
else{
if(player.countCards('hs',card=>{
var info=get.info(card);
if(info.allowMultiple==false) return false;
if(!lib.filter.targetEnabled2(card,player,target)) return false;
return game.hasPlayer(current=>{
return player.canUse(card,current)&&get.effect(current,card,player,player)>0&&current!=target&&get.effect(target,card,player,player)>0;
});
})<3) return 0;
}
return get.sgnAttitude(player,target);
},
}
},
subSkill:{
effect:{
trigger:{player:'useCard2'},
charlotte:true,
filter:function(event,player){
var card=event.card;
var info=get.info(card);
if(info.allowMultiple==false) return false;
if(event.targets&&!info.multitarget){
if(player.getStorage('clanmingjie_effect').some(current=>{
return current.isIn()&&!event.targets.contains(current)&&lib.filter.targetEnabled2(card,player,current);
})){
return true;
}
}
return false;
},
prompt:'是否发动【铭戒】?',
prompt2:function(event,player){
var list=player.getStorage('clanmingjie_effect').filter(target=>{
if(event.targets.contains(target)||!target.isIn()) return false;
return lib.filter.targetEnabled2(event.card,player,target);
});
return '令'+get.translation(list)+'也成为'+get.translation(event.card)+'的目标';
},
logTarget:function(event,player){
return player.getStorage('clanmingjie_effect').filter(target=>{
if(event.targets.contains(target)||!target.isIn()) return false;
return lib.filter.targetEnabled2(event.card,player,target);
});
},
check:function(event,player){
var eff=0;
var list=player.getStorage('clanmingjie_effect').filter(target=>{
if(event.targets.contains(target)||!target.isIn()) return false;
return lib.filter.targetEnabled2(event.card,player,target);
});
for(var i of list) eff+=get.effect(i,event.card,player,player);
return eff>0;
},
content:function(){
var list=player.getStorage('clanmingjie_effect').filter(target=>{
if(trigger.targets.contains(target)||!target.isIn()) return false;
return lib.filter.targetEnabled2(trigger.card,player,target);
});
if(list.length>0){
trigger.targets.addArray(list);
game.log(list,'也成为了',trigger.card,'的目标');
}
},
intro:{
content:'使用牌时可以额外指定$为目标',
},
ai:{
effect:{
player:function(card,player,target){
if(_status.event.getParent('useCard',true)||_status.event.getParent('_wuxie',true)) return;
if(player.getStorage('clanmingjie_effect').contains(target)) return [1,-0.5];
},
},
},
},
targeted:{
trigger:{
player:'phaseEnd',
},
filter:function(event,player){
return player.getStorage('clanmingjie_targeted').length;
},
forced:true,
popup:false,
onremove:['clanmingjie_targeted','clanmingjie_record'],
charlotte:true,
group:'clanmingjie_record',
content:function(){
'step 0'
var targets=player.getStorage('clanmingjie_targeted').slice();
targets.sortBySeat();
event.targets=targets;
event.targetsx=targets.slice();
var cards=[];
var list=player.getStorage('clanmingjie_record');
if(list.length){
cards.addArray(list);
}
cards=cards.filterInD('d');
if(cards.length){
event.cards=cards;
}
else event.goto(6);
'step 1'
event.target=targets.shift();
event.cards2=cards.filterInD('d');
'step 2'
target.chooseButton(['铭戒:是否使用这些牌?',event.cards2]).set('filterButton',button=>{
return _status.event.player.hasUseTarget(button.link);
}).set('ai',button=>{
return _status.event.player.getUseValue(button.link);
});
'step 3'
if(result.bool){
var card=result.links[0];
event.cards2.remove(card);
target.$gain2(card,false);
game.delayx();
target.chooseUseTarget(card,true);
}
else event.goto(5);
'step 4'
if(event.cards2.filter(card=>{
return get.position(card,true)=='d'&&target.hasUseTarget(card);
}).length) event.goto(2);
'step 5'
if(targets.length) event.goto(1);
'step 6'
event.targetsx.forEach(target=>{
target.unmarkAuto('clanmingjie_effect',[player]);
});
player.removeSkill('clanmingjie_targeted');
},
marktext:'戒',
intro:{
content:'已被$指定为〖铭戒〗目标',
},
},
record:{
trigger:{
global:['shaMiss','eventNeutralized','useCard1','phaseAfter'],
},
silent:true,
forced:true,
charlotte:true,
filter:function(event,player){
if(_status.currentPhase!=player) return false;
if(event.name=='useCard'){
return get.suit(event.card)=='spade';
}
if(event.name=='phase') return true;
if(event.type!='card') return false;
return true;
},
content:function(){
'step 0'
if(trigger.name=='phase'){
delete player.storage.clanmingjie_record;
return;
}
player.markAuto('clanmingjie_record',trigger.cards);
}
}
}
},
//钟琰族钟琰
clanguangu:{
audio:2,
@ -36,7 +284,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
marktext:'☯',
intro:{
content:function(storage){
return '转换技。出牌阶段限一次,你可以观看'+(storage?'一名角色的至多四张手':'牌堆顶的至多四张')+'牌,然后可以使用其中的一张牌';
return '转换技。出牌阶段限一次,你可以观看'+(storage?'一名角色的至多四张手':'牌堆顶的至多四张')+'牌,然后可以使用其中的一张牌';
},
},
filter:function(event,player){
@ -132,7 +380,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
nature:get.nature(card,get.owner(card)),
cards:[card],
}
return player.hasUseTarget(cardx);
return player.hasUseTarget(cardx,null,false);
}).set('ai',button=>{
var len=_status.event.len;
var card=button.link;
@ -159,7 +407,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
nature:get.nature(card,get.owner(card)),
cards:[card],
}
var next=player.chooseUseTarget(cardx,[card],true).set('oncard',(card)=>{
var next=player.chooseUseTarget(cardx,[card],true,false).set('oncard',(card)=>{
var owner=_status.event.getParent().owner;
if(owner) owner.$throw(card.cards);
});
@ -348,7 +596,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
clanzhongliu:{
audio:2,
audioname:['clan_wangling'],
audioname:['clan_wangling','clan_wangyun'],
trigger:{player:'useCard'},
forced:true,
clanSkill:true,
@ -958,6 +1206,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
direct:true,
forced:true,
filter:function(event,player){
if(!game.hasPlayer(current=>current!=player)) return false;
var card=event.card,type=get.type2(card);
for(var i=player.actionHistory.length-1; i>=0; i--){
var history=player.actionHistory[i].useCard;
@ -1392,7 +1641,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(cards.length) player.discard(cards);
}
'step 1'
if(!player.isIn()) event.finish();
if(!player.isIn()||!game.hasPlayer(current=>current!=player)) event.finish();
else player.chooseTarget('烈誓:令一名其他角色选择另一项',lib.filter.notMe,true).set('ai',target=>{
var player=_status.event.player,chosen=_status.event.getParent().choice,att=get.attitude(player,target);
if(chosen=='damage'){
@ -1881,6 +2130,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
clanxiaoyong_info:'锁定技。当你于回合内首次使用字数为X的牌时你重置〖观骨〗X为你上次发动〖观骨〗观看的牌数。',
clanbaozu:'保族',
clanbaozu_info:'宗族技限定技。当一名同族角色进入濒死状态时你可以令其横置并回复1点体力。',
clan_wangyun:'族王允',
clanjiexuan:'解悬',
clanjiexuan_info:'限定技,转换技。阴:你可以将一张红色牌当【顺手牵羊】使用;阳:你可以将一张黑色牌当【过河拆桥】使用。',
clanmingjie:'铭戒',
clanmingjie_info:'限定技。出牌阶段,你可以选择一名角色,然后直到其下回合结束时,当你使用牌时你可以指定其为额外目标。然后其下回合结束时,你可以使用本回合使用过的黑桃牌和被抵消过的牌。',
clan_wu:'陈留·吴氏',
clan_xun:'颍川·荀氏',

View File

@ -8817,7 +8817,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return result.bool;
};
'step 1'
if(result.bool){
if(result.bool&&game.hasPlayer(current=>current!=player)){
player.chooseTarget(lib.filter.notMe,true,'选择一名其他角色对其造成1点雷属性伤害').set('ai',function(target){
var player=_status.event.player;
return get.damageEffect(target,player,player,'thunder');
@ -12731,6 +12731,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
popup:false,
charlotte:true,
filter:function(event,player){
if(!game.hasPlayer(current=>current!=player)) return false;
return event.skill=='junktaoluan_backup'||event.skill=='junktaoluan5'||event.skill=='junktaoluan4';
},
content:function(){

View File

@ -1483,11 +1483,16 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return ui.discardPile.childNodes.length>0;
},
onremove:true,
mark:true,
marktext:'灵',
intro:{
name2:'灵',
content:'mark',
mark:function(dialog,storage,player){
dialog.addText('共有'+player.countMark(storage)+'个标记');
dialog.addText('注:图标的颜色代表弃牌堆中较多的颜色');
},
},
global:'dchuiling_hint',
content:function(){
'step 0'
var mark=false;
@ -1527,6 +1532,48 @@ game.import('character',function(lib,game,ui,get,ai,_status){
player.discardPlayerCard(target,'he',true);
}
},
subSkill:{
hint:{
trigger:{
global:['loseAfter','loseAsyncAfter','cardsDiscardAfter','equipAfter'],
},
forced:true,
popup:false,
lastDo:true,
forceDie:true,
forceOut:true,
filter:function(event,player){
if(event._dchuiling_checked) return false;
event._dchuiling_checked=true;
var cards=event.getd();
if(!cards.filterInD('d').length) return false;
return true;
},
markColor:[
['rgba(241, 42, 42, 0.75)', 'black'],
['',''],
['rgba(18, 4, 4, 0.75)', 'rgb(200, 200, 200)']
],
content:function(){
'step 0'
var red=0,black=0;
for(var i=0;i<ui.discardPile.childNodes.length;i++){
var color=get.color(ui.discardPile.childNodes[i]);
if(color=='red') red++;
if(color=='black') black++;
}
game.broadcastAll(function(ind){
var bgColor=lib.skill.dchuiling_hint.markColor[ind][0],text='<span style="color: '+lib.skill.dchuiling_hint.markColor[ind][1]+'">灵</span>';
for(var player of game.players){
if(player.marks.dchuiling){
player.marks.dchuiling.firstChild.style.backgroundColor=bgColor;
player.marks.dchuiling.firstChild.innerHTML=text;
}
}
},Math.sign(black-red)+1);
},
}
},
mod:{
aiOrder:function(player,card,num){
if(get.itemtype(card)!='card') return;
@ -1575,7 +1622,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
filterCard:()=>false,
selectCard:[0,1],
prompt:function(){
return '限定技。你可以失去〖汇灵〗,增加'+_status.event.player.countMark('dchuiling')+'点体力上限,然后获得〖踏寂〗和〖清荒〗。'
return '限定技。你可以失去〖汇灵〗,增加'+Math.min(game.countPlayer(),_status.event.player.countMark('dchuiling'))+'点体力上限,然后获得〖踏寂〗和〖清荒〗。'
},
filter:function(event,player){
return player.countMark('dchuiling')>=4;
@ -1583,7 +1630,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
content:function(){
'step 0'
player.awakenSkill('dcchongxu');
player.gainMaxHp(player.countMark('dchuiling'));
player.gainMaxHp(Math.min(game.countPlayer(),player.countMark('dchuiling')));
player.removeSkill('dchuiling');
'step 1'
player.addSkillLog('dctaji');
@ -1598,7 +1645,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
result:{
player:function(player){
return (player.countMark('dchuiling')>=6||player.hp<=2)?1:0;
var count=player.countMark('dchuiling');
if(count>=game.countPlayer()-1) return 1;
return (count>=6||player.hp<=2)?1:0;
}
}
}
@ -1764,6 +1813,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
get.translation(mark)+'】</div><div>'+lib.translate[mark+'_info']+'</div></div>'])
}
var target=game.filterPlayer(i=>i!=player)[0];
if(!game.hasPlayer(current=>current!=player)) target=player;
event.target=target;
player.chooseButton(['引路:令'+get.translation(target)+'获得2枚〖引路〗标记',[list,'textbutton']]).set('ai',button=>{
var mark=button.link;
@ -3214,7 +3264,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
direct:true,
onremove:['dcsilve','dcsilve_self'],
filter:function(event,player){
return (event.name!='phase'||game.phaseNumber==0);
return game.hasPlayer(current=>current!=player)&&(event.name!='phase'||game.phaseNumber==0);
},
content:function(){
'step 0'
@ -4113,6 +4163,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
audio:2,
enable:'phaseUse',
usable:2,
filter:function(event,player){
return game.hasPlayer(current=>current!=player);
},
chooseButton:{
dialog:function(event,player){
var dialog=ui.create.dialog('劝谏:令一名其他角色…','hidden');
@ -6487,7 +6540,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
'step 0'
player.draw();
'step 1'
if(player.countCards('h')>0){
if(player.countCards('h')>0&&game.hasPlayer(current=>current!=player)){
var suits=lib.suit.slice(0),cards=player.getExpansions('yuanyu');
for(var i of cards) suits.remove(get.suit(i,false));
var str='选择一张手牌,作为“怨”置于武将牌上;同时选择一名其他角色,令该角色获得〖怨语〗的后续效果。'
@ -8414,6 +8467,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
direct:true,
filter:function(event,player,name){
if(player.hasSkill('zhiwei2')) return false;
if(!game.hasPlayer(current=>current!=player)) return false;
if(get.mode()=='guozhan') return event.name=='showCharacter'&&(event.toShow.contains('gz_luyusheng')||event.toShow.contains('luyusheng'));
return event.name!='showCharacter'&&(name!='phaseBefore'||game.phaseNumber==0);
},
@ -10119,7 +10173,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
dchuiling:'汇灵',
dchuiling_info:'锁定技。当你使用牌时若此牌颜色为弃牌堆中数量较少的颜色你获得1枚“灵”标记。若弃牌堆中红色牌数大于黑色牌数你回复1点体力黑色牌数大于红色牌数你可以弃置一名其他角色的一张牌。',
dcchongxu:'冲虚',
dcchongxu_info:'限定技。出牌阶段若“灵”数不小于4你可以失去〖汇灵〗增加等同于“灵”数的体力上限,然后获得〖踏寂〗和〖清荒〗。',
dcchongxu_info:'限定技。出牌阶段若“灵”数不小于4你可以失去〖汇灵〗增加等同于“灵”数的体力上限(至多增加场上人数的体力上限),然后获得〖踏寂〗和〖清荒〗。',
dctaji:'踏寂',
dctaji_info:'当你失去手牌后根据你失去牌的原因执行以下效果1.使用你弃置其他角色一张牌2.打出你摸一张牌3.弃置你回复1点体力4.其他:你下一次对其他角色造成伤害时,此伤害+1。',
dcqinghuang:'清荒',

View File

@ -2011,7 +2011,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
direct:true,
group:['sbanguo_move','sbanguo_damage','sbanguo_dying'],
filter:function(event,player){
return (event.name!='phase'||game.phaseNumber==0);
return game.hasPlayer(current=>current!=player)&&(event.name!='phase'||game.phaseNumber==0);
},
content:function(){
'step 0'
@ -2423,6 +2423,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
direct:true,
group:['yijin_upstart','yijin_die'],
filter:function(event,player){
if(!game.hasPlayer(current=>current!=player)) return false;
return lib.skill.yijin.getKane(player).length;
},
getKane:function(player){
@ -2691,7 +2692,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
enable:'phaseUse',
usable:1,
filter:function(event,player){
return game.countPlayer()>2;
return game.countPlayer(current=>current!=player)>=2;
},
filterTarget:lib.filter.notMe,
selectTarget:2,
@ -8079,7 +8080,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
else event.finish();
}
'step 1'
if(result.bool){
if(result.bool&&game.hasPlayer(current=>current!=player)){
event.card=result.links[0];
player.chooseTarget(true,lib.filter.notMe,'选择一名其他角色获得'+get.translation(event.card)).set('ai',function(target){
return get.value(_status.event.getParent().card,target)*get.attitude(_status.event.player,target);
@ -9172,7 +9173,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
else event.finish();
'step 2'
var max=Math.min(player.hp,target.countCards('he'));
if(max>0){
if(max>0&&target.isIn()){
player.choosePlayerCard('he',target,true,[1,max]).set('forceAuto',true).set('prompt','将'+get.translation(target)+'的至多'+get.cnNumber(max)+'张牌置于其武将牌上');
}
else event.finish();

View File

@ -3726,7 +3726,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
direct:true,
dutySkill:true,
filter:function(event,player){
return (event.name!='phase'||game.phaseNumber==0);
return game.hasPlayer(current=>current!=player)&&(event.name!='phase'||game.phaseNumber==0);
},
content:function(){
'step 0'

View File

@ -12145,7 +12145,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
forced:true,
filter:function(event){
return game.players.length>1&&(event.name!='phase'||game.phaseNumber==0);
return game.hasPlayer(current=>current!=player)&&(event.name!='phase'||game.phaseNumber==0);
},
audio:6,
content:function(){
@ -18744,6 +18744,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
global:'loseAsyncAfter',
},
filter:function(event,player){
if(!game.hasPlayer(current=>current!=player)) return false;
if(event.type!='discard'||event.getlx===false) return false;
var evt=event.getl(player);
if(!evt||!evt.cards2) return false;

View File

@ -3816,7 +3816,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
event.finish();
'step 6'
player.chooseTarget('令一名其他角色弃置一张点数为6的牌否则交给你一张牌',true,function(card,player,current){
if(!game.hasPlayer(current=>current!=player)) event.finish();
else player.chooseTarget('令一名其他角色弃置一张点数为6的牌否则交给你一张牌',true,function(card,player,current){
return current!=player&&current.countCards('he')>0;
}).set('ai',function(target){
var player=_status.event.player,att=get.attitude(player,target);
@ -4504,7 +4505,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
trigger:{player:'phaseBegin'},
direct:true,
filter:function(event,player){
return player.phaseNumber==1&&!player.storage.jielie;
return player.phaseNumber==1&&!player.storage.jielie&&game.hasPlayer(current=>current!=player);
},
content:function(){
'step 0'
@ -9648,7 +9649,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
forced:true,
filter:function(event){
return game.players.length>1&&(event.name!='phase'||game.phaseNumber==0);
return game.hasPlayer(current=>current!=player)&&(event.name!='phase'||game.phaseNumber==0);
},
content:function(){
'step 0'

View File

@ -713,7 +713,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
direct:true,
onremove:true,
filter:function(event,player){
return (event.name!='phase'||game.phaseNumber==0);
return game.hasPlayer(current=>current!=player)&&(event.name!='phase'||game.phaseNumber==0);
},
group:['twyanshi_hurt','twyanshi_damage'],
content:function(){
@ -5019,7 +5019,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
else event.finish();
'step 2'
game.delayx();
if(player.getExpansions('twxingwu').length<3) event.finish();
if(player.getExpansions('twxingwu').length<3||!game.hasPlayer(current=>current!=player)) event.finish();
'step 3'
player.chooseButton(['是否移去三张“星舞”牌并发射核弹?',player.getExpansions('twxingwu')],3).set('ai',function(button){
if(_status.event.goon) return 1;
@ -8300,7 +8300,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
audio:3,
trigger:{global:'phaseBefore',player:'enterGame'},
filter:function(event,player){
return event.name!='phase'||game.phaseNumber==0;
return game.hasPlayer(current=>current!=player)&&(event.name!='phase'||game.phaseNumber==0);
},
forced:true,
content:function(){
@ -10710,7 +10710,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
};
} else event.finish();
'step 3'
if(result.bool){
if(result.bool&&game.hasPlayer(current=>current!=player)){
player.chooseTarget('选择一名其他角色对其造成2点雷电伤害',lib.filter.notMe,true).set('ai',target=>get.damageEffect(target,player,player,'thunder'));
}
'step 4'
@ -13294,6 +13294,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
content:function(){
'step 0'
var choiceList=['令一名其他角色与你各摸一张牌','令自己下个出牌阶段可以多发动一次【外使】'];
event.count=0;
if(game.hasPlayer(current=>current!=player)){
choiceList.shift();
event.count++;
}
if(lib.skill.chijie.filter&&lib.skill.chijie.filter({},player)) choiceList.push('将自己的势力变更为场上存在的一个其他势力');
player.chooseControl('cancel2').set('prompt',get.prompt('renshe')).set('choiceList',choiceList).set('ai',function(){
if(game.hasPlayer(function(current){
@ -13306,13 +13311,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
else{
event.index=result.index;
player.logSkill('renshe');
if(event.index==0){
if(event.index+event.count==0){
player.chooseTarget('请选择一名角色,与其各摸一张牌',lib.filter.notMe,true).ai=function(target){
if(target.hasSkillTag('nogain')) return 0.1;
return get.attitude(_status.event.player,target);
};
}
else if(result.index==1){
else if(result.index+event.count==1){
player.storage.waishi++;
event.finish();
}

View File

@ -1384,11 +1384,15 @@ game.import('character',function(lib,game,ui,get,ai,_status){
'step 2'
if(get.position(card)=='h'&&get.owner(card)==player&&player.hasUseTarget(card)){
player.chooseUseTarget(card,true);
event.finish();
}
'step 3'
player.link(true);
target.link(true);
if(player.hasHistory('useCard',evt=>{
return evt.getParent(2).name=='dcjianzheng'&&evt.targets.contains(target);
})){
player.link(true);
target.link(true);
}
else event.finish();
'step 4'
target.viewHandcards(player);
},
@ -1491,7 +1495,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
'step 5'
if(event.targets.length) event.goto(3);
else if(event.num) event.goto(1);
// else if(event.num) event.goto(1);
},
ai:{
maixie:true,
@ -2207,7 +2211,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
content:function(){
'step 0'
player.recover();
player.chooseTarget('残肆:选择一名其他角色',true,lib.filter.notMe).set('ai',target=>{
if(!game.hasPlayer(current=>current!=player)) event.finish();
else player.chooseTarget('残肆:选择一名其他角色',true,lib.filter.notMe).set('ai',target=>{
var player=_status.event.player;
var list=['recover','sha','juedou','huogong'];
return list.reduce((p,c)=>{
@ -3140,8 +3145,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
else choiceList[0]='<span style="opacity:0.5; ">'+choiceList[0]+(used?'(同名牌被使用过)':'(已选择)')+'</span>';
if(!player.hasSkill('dczhanmeng_choice1')) list.push('选项二');
else choiceList[1]='<span style="opacity:0.5">'+choiceList[1]+'(已选择)</span>';
if(!player.hasSkill('dczhanmeng_choice2')) list.push('选项三');
else choiceList[2]='<span style="opacity:0.5">'+choiceList[2]+'(已选择)</span>';
var other=game.hasPlayer(current=>current!=player);
if(!player.hasSkill('dczhanmeng_choice2')&&other) list.push('选项三');
else choiceList[2]='<span style="opacity:0.5">'+choiceList[2]+(!other?'(没人啦)':'(已选择)')+'</span>';
list.push('cancel2');
player.chooseControl(list).set('prompt',get.prompt('dczhanmeng')).set('ai',()=>{
var choices=_status.event.controls.slice().remove('cancel2');
@ -3375,7 +3381,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
forced:true,
direct:true,
filter:function(event,player){
return (event.name!='phase'||game.phaseNumber==0);
return game.hasPlayer(current=>current!=player)&&(event.name!='phase'||game.phaseNumber==0);
},
content:function(){
'step 0'
@ -4157,7 +4163,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
} else event.redo();
event.nowProperty++;
'step 2'
player.chooseTarget('梦解对一名其他角色造成1点伤害',true,lib.filter.notMe).set('ai',target=>get.damageEffect(target,player,player));
if(!game.hasPlayer(current=>current!=player)) event._result={bool:false};
else player.chooseTarget('梦解对一名其他角色造成1点伤害',true,lib.filter.notMe).set('ai',target=>get.damageEffect(target,player,player));
'step 3'
if(result.bool){
player.logSkill('dcmengjie',result.targets[0]);
@ -4196,7 +4203,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
game.delayx();
event.goto(1);
'step 10'
player.chooseTarget('梦解:令一名其他角色将手牌补至上限',true,(card,player,target)=>{
if(!game.hasPlayer(current=>current!=player)) event._result={bool:false};
else player.chooseTarget('梦解:令一名其他角色将手牌补至上限',true,(card,player,target)=>{
return target!=player;
}).set('ai',target=>{
var att=get.attitude(_status.event.player,target);
@ -8836,6 +8844,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
direct:true,
skillAnimation:true,
animationColor:'gray',
filter:function(event,player){
return game.hasPlayer(current=>current!=player);
},
content:function(){
'step 0'
player.chooseTarget('请选择【毒逝】的目标','选择一名其他角色,令其获得技能【毒逝】',true,lib.filter.notMe).set('forceDie',true).set('ai',function(target){
@ -10918,7 +10929,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
dcxinyou_info:'出牌阶段限一次。你可以将体力回复至上限并将手牌补至体力上限。若你以此法获得了至少两张牌你于结束阶段失去1点体力回复了体力你于结束阶段弃置两张牌。',
zerong:'笮融',
dccansi:'残肆',
dccansi_info:'锁定技。准备阶段你回复1点体力并选择一名其他角色其回复1点体力然后你视为对其依次使用以下能使用的牌【杀】无距离限制、【决斗】、【火攻】。当其以此法受到1点伤害后你摸两张牌。',
dccansi_info:'锁定技。准备阶段你回复1点体力然后选择一名其他角色其回复1点体力你视为对其依次使用以下能使用的牌【杀】无距离限制、【决斗】、【火攻】。当其以此法受到1点伤害后你摸两张牌。',
dcfozong:'佛宗',
dcfozong_info:'锁定技。出牌阶段开始时若你的手牌数大于7你将X张手牌置于武将牌上X为你的手牌数-7。然后若你的武将牌上有至少七张牌其他角色依次选择一项1.获得其中的一张牌并令你回复1点体力2.令你失去1点体力。',
dc_ruiji:'芮姬',
@ -10931,9 +10942,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
dcliying_info:'每回合限一次。当你于摸牌阶段外获得牌后,你可以将这些牌中的任意张交给一名其他角色,然后摸一张牌。',
huanfan:'桓范',
dcjianzheng:'谏诤',
dcjianzheng_info:'出牌阶段限一次。你可以观看一名其他角色的手牌,然后若其中有你可以使用的手牌,你获得并使用其中一张。若你以此法使用牌,你令你与其横置,然后其观看你的手牌。',
dcjianzheng_info:'出牌阶段限一次。你可以观看一名其他角色的手牌,然后若其中有你可以使用的手牌,你获得并使用其中一张。若你以此法使用牌指定了其为目标,你令你与其横置,然后其观看你的手牌。',
dcfumou:'腹谋',
dcfumou_info:'当你受到1点伤害后你可以令至多X名角色依次选择一项1.移动场上的一张牌2.弃置所有手牌并摸两张牌3.弃置装备区里的所有牌并回复1点体力X为你已损失的体力值。',
dcfumou_info:'当你受到伤害后你可以令至多X名角色依次选择一项1.移动场上的一张牌2.弃置所有手牌并摸两张牌3.弃置装备区里的所有牌并回复1点体力X为你已损失的体力值。',
chentai:'陈泰',
dcctjiuxian:'救陷',
dcctjiuxian_info:'出牌阶段限一次。你可以重铸一半数量的手牌向上取整然后视为使用一张【决斗】。当此牌对目标角色造成伤害后你可以令其攻击范围内的一名其他角色回复1点体力。',

View File

@ -2409,6 +2409,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
popup:false,
charlotte:true,
filter:function(event,player){
if(!game.hasPlayer(current=>current!=player)) return false;
return event.skill=='xintaoluan_backup'||event.skill=='xintaoluan5'||event.skill=='xintaoluan4';
},
content:function(){
@ -5084,6 +5085,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
popup:false,
charlotte:true,
filter:function(event,player){
if(!game.hasPlayer(current=>current!=player)) return false;
return event.skill=='taoluan_backup'||event.skill=='taoluan5'||event.skill=='taoluan4';
},
content:function(){

View File

@ -22462,6 +22462,7 @@
}
if(!name) return false;
if(this.hasJudge(name)) return false;
if(this.isOut()) return false;
var mod=game.checkMod(card,this,this,'unchanged','targetEnabled',this);
if(mod!='unchanged') return mod;
return true;

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@ -2642,7 +2642,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
forced:true,
content:function(){
'step 0'
var list=game.players.slice(0);
var list=game.filterPlayer();
list.remove(player);
if(list.length){
var target=list.randomGet();