commit
4f4aa3df86
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@ -82,7 +82,7 @@ const skills = {
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}
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list.forEach(name => {
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if (name !== "dc_wuyi") {
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const skills = get.character(name).skills;
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const skills = get.character(name, 3);
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skills.forEach(skill => {
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if (skill in _status.dcbenxi_map) return;
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const voices = game.parseSkillText(skill, name);
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@ -807,11 +807,14 @@ const skills = {
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},
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noname_duocai2: { charlotte: true },
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nsbizhao: {
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unique: true,
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trigger: { player: "showCharacterAfter" },
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forced: true,
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hiddenSkill: true,
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filter(event, player) {
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return event.toShow && event.toShow.includes("ns_yanghu") && player != _status.currentPhase;
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return event.toShow && event.toShow.some(name => {
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return get.character(name, 3).includes("nsbizhao");
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}) && player != _status.currentPhase;
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},
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content() {
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player.addTempSkill("nsbizhao2", {
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@ -12198,7 +12198,9 @@ const skills = {
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filter: function (event, player, name) {
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if (player.hasSkill("zhiwei2")) return false;
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if (!game.hasPlayer(current => current != player)) return false;
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if (get.mode() == "guozhan") return event.name == "showCharacter" && (event.toShow.includes("gz_luyusheng") || event.toShow.includes("luyusheng"));
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if (get.mode() == "guozhan") return event.name == "showCharacter" && event.toShow(name => {
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return get.character(name, 3).includes("zhiwei");
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});
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return event.name != "showCharacter" && (name != "phaseBefore" || game.phaseNumber == 0);
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},
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content: function () {
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@ -12298,8 +12300,8 @@ const skills = {
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player.removeSkill("zhiwei2");
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if (trigger.name != "die" || get.mode() != "guozhan") event.finish();
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"step 1";
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if (player.name1 == "gz_luyusheng" || player.name1 == "luyusheng") player.hideCharacter(0);
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if (player.name2 == "gz_luyusheng" || player.name2 == "luyusheng") player.hideCharacter(1);
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if (get.character(player.name1, 3).includes("zhiwei")) player.hideCharacter(0);
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if (get.character(player.name2, 3).includes("zhiwei")) player.hideCharacter(1);
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},
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},
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},
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@ -12369,49 +12371,53 @@ const skills = {
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player: "damageEnd",
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source: "damageSource",
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},
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direct: true,
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filter: function (event, player) {
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return player.hasSkill("wanggui") && !player.hasSkill("wanggui2");
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if (player.isUnseen()) return false;
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if (!player.isUnseen(2)) return true;
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return (
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!player.isUnseen(0) && get.character(player.name1, 3).includes("wanggui") ||
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!player.isUnseen(1) && get.character(player.name2, 3).includes("wanggui")
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);
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},
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usable: 1,
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preHidden: true,
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content: function () {
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"step 0";
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player.addTempSkill("wanggui2");
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var bool = player.isUnseen(2);
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if (bool) {
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player
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.chooseTarget("望归:是否对一名势力不同的角色造成1点伤害?", function (card, player, target) {
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async cost(event, trigger, player) {
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if (player.isUnseen(2)) event.result = await player
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.chooseTarget(
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get.prompt("wanggui"),
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"望归:是否对与你势力不同的一名角色造成1点伤害?",
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(card, player, target) => {
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return target.isEnemyOf(player);
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})
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.set("ai", function (target) {
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var player = _status.event.player;
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}
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)
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.set("ai", (target) => {
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let player = _status.event.player;
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return get.damageEffect(target, player, player);
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})
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.setHiddenSkill("wanggui");
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} else event.goto(2);
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"step 1";
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if (result.bool) {
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var target = result.targets[0];
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player.logSkill("wanggui", target);
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target.damage();
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.setHiddenSkill("wanggui")
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.forResult();
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else event.result = await player
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.chooseBool("望归:是否令与你势力相同的角色各摸一张牌?")
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.setHiddenSkill("wanggui")
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.set("logSkill", ["wanggui", game.filterPlayer(current => {
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return current.isFriendOf(player);
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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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if (player.isUnseen(2)) {
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const target = event.targets[0];
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target.damage("nocard");
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}
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event.finish();
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"step 2";
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player.chooseBool("望归:是否令所有与自己势力相同的角色各摸一张牌?").setHiddenSkill("wanggui");
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"step 3";
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if (result.bool) {
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var targets = game.filterPlayer(function (current) {
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else {
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const targets = game.filterPlayer(current => {
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return current.isFriendOf(player);
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});
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targets.sortBySeat();
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player.logSkill("wanggui", targets);
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game.asyncDraw(targets);
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} else event.finish();
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"step 4";
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game.delayx();
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}
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},
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},
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wanggui2: {},
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xibing: {
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audio: 2,
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trigger: { global: "useCardToPlayered" },
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@ -463,6 +463,8 @@ const skills = {
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},
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//加纳天善(旧)
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tenzen_yixing: {
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unique: true,
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forceunique: true,
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trigger: {
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global: "damageEnd",
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},
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@ -4756,6 +4758,8 @@ const skills = {
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},
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},
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yukito_yaxiang: {
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unique: true,
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forceunique: true,
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enable: "chooseToUse",
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limited: true,
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filter(event, player) {
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@ -10574,9 +10578,15 @@ const skills = {
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},
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},
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umi_qihuan: {
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unique: true,
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forceunique: true,
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enable: "chooseToUse",
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filter(summer, umi) {
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return summer.type == "dying" && umi.isDying();
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return (
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summer.type == "dying" &&
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umi.isDying() &&
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[umi.name1, umi.name2].includes("key_umi")
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);
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},
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limited: true,
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skillAnimation: true,
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@ -5075,6 +5075,7 @@ const skills = {
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},
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},
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dcxunbie: {
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unique: true,
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audio: 2,
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trigger: {
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player: "dying",
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@ -5090,7 +5091,9 @@ const skills = {
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characters.remove("dc_mifuren");
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}
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});
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return characters.length;
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return characters.length && [player.name1, player.name2].some(name => {
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return get.character(name, 3).includes("dcxunbie");
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});
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},
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check: () => true,
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skillAnimation: true,
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@ -5100,7 +5103,6 @@ const skills = {
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content: function () {
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"step 0";
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player.awakenSkill("dcxunbie");
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if (player.name1 == "ganfurenmifuren" || player.name2 == "ganfurenmifuren") {
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var characters = ["dc_ganfuren", "dc_mifuren"];
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game.countPlayer(current => {
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if (current.name1 == "dc_ganfuren" || current.name2 == "dc_ganfuren") {
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@ -5117,13 +5119,14 @@ const skills = {
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.set("dialog", ["选择要替换成的武将", [characters, "character"]])
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.set("ai", () => [0, 1].randomGet());
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}
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} else event.goto(2);
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"step 1";
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var character = result.control;
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if (!_status.characterlist) {
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lib.skill.pingjian.initList();
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}
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player.reinitCharacter("ganfurenmifuren", character);
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player.reinitCharacter((get.character(player.name2, 3).includes("dcxunbie") ?
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player.name2 : player.name1
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), character);
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"step 2";
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player.recover(1 - player.hp);
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player.addTempSkill("dcxunbie_muteki", { player: "phaseAfter" });
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@ -946,12 +946,15 @@ const skills = {
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},
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},
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gaoling: {
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unique: true,
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audio: 2,
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trigger: { player: "showCharacterAfter" },
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hiddenSkill: true,
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filter: function (event, player) {
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return (
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event.toShow.includes("xuangongzhu") &&
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event.toShow.some(name => {
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return get.character(name, 3).includes("gaoling");
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}) &&
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player != _status.currentPhase &&
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game.hasPlayer(function (current) {
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return current.isDamaged();
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@ -2674,8 +2674,15 @@ game.import("mode", function (lib, game, ui, get, ai, _status) {
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},
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},
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fakezhiwei: {
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unique: true,
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audio: "zhiwei",
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inherit: "zhiwei",
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filter: function (event, player, name) {
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if (!game.hasPlayer(current => current != player)) return false;
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return event.name == "showCharacter" && event.toShow(name => {
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return get.character(name, 3).includes("fakezhiwei");
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});
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},
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content() {
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"step 0";
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player
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@ -4914,6 +4921,7 @@ game.import("mode", function (lib, game, ui, get, ai, _status) {
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},
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},
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fakebaoqie: {
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unique: true,
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audio: "baoqie",
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trigger: { player: "showCharacterEnd" },
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filter(event, player) {
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@ -5087,6 +5095,7 @@ game.import("mode", function (lib, game, ui, get, ai, _status) {
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},
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},
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fakehuirong: {
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unique: true,
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audio: "huirong",
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trigger: { player: "showCharacterEnd" },
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filter(event, player) {
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@ -5258,6 +5267,7 @@ game.import("mode", function (lib, game, ui, get, ai, _status) {
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},
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},
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fakeshiren: {
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unique: true,
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audio: "shiren",
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trigger: { player: "showCharacterEnd" },
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filter(event, player) {
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@ -6439,8 +6449,8 @@ game.import("mode", function (lib, game, ui, get, ai, _status) {
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.set("prompt", "近谀:请暗置一张武将牌")
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.set("ai", function () {
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var target = _status.event.player;
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if (target.name == "gz_pengyang") return "主将";
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if (target.name2 == "gz_pengyang") return "副将";
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if (get.character(target.name, 3).includes("gzjinyu")) return "主将";
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if (get.character(target.name2, 3).includes("gzjinyu")) return "副将";
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if (
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lib.character[target.name][3].some((skill) => {
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var info = get.info(skill);
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@ -7526,11 +7536,14 @@ game.import("mode", function (lib, game, ui, get, ai, _status) {
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},
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//黄权
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gzdianhu: {
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unique: true,
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audio: "xinfu_dianhu",
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trigger: { player: "showCharacterAfter" },
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forced: true,
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filter: function (event, player) {
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return event.toShow.includes("gz_xf_huangquan") && !player.storage.gzdianhu_effect;
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return event.toShow.some(name => {
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return get.character(name, 3).includes("gzdianhu");
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}) && !player.storage.gzdianhu_effect;
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},
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content: function () {
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"step 0";
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@ -8647,7 +8660,9 @@ game.import("mode", function (lib, game, ui, get, ai, _status) {
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audio: "xuanbei",
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trigger: { player: "showCharacterAfter" },
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filter: function (event, player) {
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return !player.storage.gzxuanbei && event.toShow.includes("gz_yangyan");
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return !player.storage.gzxuanbei && event.toShow.some(name => {
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return get.character(name, 3).includes("gzxuanbei");
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});
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},
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forced: true,
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locked: false,
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@ -9567,7 +9582,9 @@ game.import("mode", function (lib, game, ui, get, ai, _status) {
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trigger: { player: "showCharacterAfter" },
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forced: true,
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filter: function (event, player) {
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return event.toShow.includes("gz_liaohua") && !player.storage.gzdangxian_draw;
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return event.toShow.some(name => {
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return get.character(name, 3).includes("gzdangxian");
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}) && !player.storage.gzdangxian_draw;
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},
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content: function () {
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player.storage.gzdangxian_draw = true;
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@ -13040,7 +13057,7 @@ game.import("mode", function (lib, game, ui, get, ai, _status) {
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},
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content: function () {
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trigger.cancel();
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player.removeCharacter(player.name1 == "gz_yanbaihu" ? 0 : 1);
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player.removeCharacter(get.character(player.name1, 3).includes("gzyjili") ? 0 : 1);
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},
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},
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},
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@ -14723,7 +14740,9 @@ game.import("mode", function (lib, game, ui, get, ai, _status) {
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},
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forced: true,
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filter: function (event, player) {
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return event.toShow.includes("gz_zuoci") && !player.storage.yigui_init;
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return event.toShow.some(name => {
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return get.character(name, 3).includes("yigui");
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}) && !player.storage.yigui_init;
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},
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content: function () {
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player.storage.yigui_init = true;
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@ -16349,8 +16368,9 @@ game.import("mode", function (lib, game, ui, get, ai, _status) {
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if (event.filterName(event.current.name2)) list.push("副将");
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if (list.length > 1)
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event.current.chooseControl(["主将", "副将"]).set("ai", function () {
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if (player.name1 == "gz_fazheng") return 0;
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if (player.name2 == "gz_fazheng") return 1;
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let player = _status.event.player;
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if (get.character(player.name1, 3).includes("gzxuanhuo")) return 0;
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if (get.character(player.name2, 3).includes("gzxuanhuo")) return 1;
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return Math.random() > 0.5 ? 0 : 1;
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}).prompt = "选择并展示一张武将牌,然后执行军令";
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else event._result = { index: list[0] == "主将" ? 0 : 1 };
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@ -17010,9 +17030,9 @@ game.import("mode", function (lib, game, ui, get, ai, _status) {
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break;
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}
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}
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if (event.target.name == "gz_zhoutai") {
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if (get.character(event.target.name, 3).includes("buqu")) {
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choice = "主将";
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} else if (event.target.name2 == "gz_zhoutai") {
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} else if (get.character(event.target.name2, 3).includes("buqu")) {
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choice = "副将";
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}
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player
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|
@ -20606,12 +20626,15 @@ game.import("mode", function (lib, game, ui, get, ai, _status) {
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},
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},
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gzguixiu: {
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unique: true,
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audio: "guixiu",
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trigger: { player: ["showCharacterAfter", "removeCharacterBefore"] },
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filter: function (event, player) {
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if (event.name == "removeCharacter" || event.name == "changeVice")
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return event.toRemove == "gz_mifuren" && player.isDamaged();
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return event.toShow.includes("gz_mifuren");
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return get.character(event.toRemove, 3).includes("gzguixiu") && player.isDamaged();
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return event.toShow.some(name => {
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return get.character(name, 3).includes("gzguixiu");
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});
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},
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content: function () {
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if (trigger.name == "showCharacter") {
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||||
|
|
Loading…
Reference in New Issue