diff --git a/character/extra.js b/character/extra.js index 0e38c614e..f7461e334 100755 --- a/character/extra.js +++ b/character/extra.js @@ -6835,17 +6835,18 @@ game.import('character',function(lib,game,ui,get,ai,_status){ prompt:'将♦牌当做杀,♥牌当做桃,♣牌当做闪,♠牌当做无懈可击使用或打出', //动态的viewAs viewAs(cards,player){ - var name=false; - var nature=null; - //根据选择的卡牌的花色 判断要转化出的卡牌是闪还是火杀还是无懈还是桃 - switch(get.suit(cards[0],player)){ - case 'club':name='shan';break; - case 'diamond':name='sha';nature='fire';break; - case 'spade':name='wuxie';break; - case 'heart':name='tao';break; + if(cards.length){ + var name=false,nature=null; + //根据选择的卡牌的花色 判断要转化出的卡牌是闪还是火杀还是无懈还是桃 + switch(get.suit(cards[0],player)){ + case 'club':name='shan';break; + case 'diamond':name='sha';nature='fire';break; + case 'spade':name='wuxie';break; + case 'heart':name='tao';break; + } + //返回判断结果 + if(name) return {name:name,nature:nature}; } - //返回判断结果 - if(name) return {name:name,nature:nature}; return null; }, //AI选牌思路 @@ -6996,15 +6997,16 @@ game.import('character',function(lib,game,ui,get,ai,_status){ enable:['chooseToUse','chooseToRespond'], prompt:'将♦手牌当做火【杀】,♥手牌当做【桃】,♣手牌当做【闪】,♠手牌当做【无懈可击】使用或打出', viewAs(cards,player){ - var name=false; - var nature=null; - switch(get.suit(cards[0],player)){ - case 'club':name='shan';break; - case 'diamond':name='sha';nature='fire';break; - case 'spade':name='wuxie';break; - case 'heart':name='tao';break; + if(cards.length){ + var name=false,nature=null; + switch(get.suit(cards[0],player)){ + case 'club':name='shan';break; + case 'diamond':name='sha';nature='fire';break; + case 'spade':name='wuxie';break; + case 'heart':name='tao';break; + } + if(name) return {name:name,nature:nature}; } - if(name) return {name:name,nature:nature}; return null; }, check(card){ diff --git a/character/refresh.js b/character/refresh.js index ed07c2251..3d32fdc5f 100755 --- a/character/refresh.js +++ b/character/refresh.js @@ -8698,14 +8698,16 @@ game.import('character',function(lib,game,ui,get,ai,_status){ position:'hs', prompt:'将杀当做闪,或将闪当做杀,或将桃当做酒,或将酒当做桃使用或打出', viewAs:function(cards,player){ - var name=false; - switch(get.name(cards[0],player)){ - case 'sha':name='shan';break; - case 'shan':name='sha';break; - case 'tao':name='jiu';break; - case 'jiu':name='tao';break; + if(cards.length){ + var name=false; + switch(get.name(cards[0],player)){ + case 'sha':name='shan';break; + case 'shan':name='sha';break; + case 'tao':name='jiu';break; + case 'jiu':name='tao';break; + } + if(name) return {name:name}; } - if(name) return {name:name}; return null; }, check:function(card){ diff --git a/character/shiji.js b/character/shiji.js index 961b83722..4ce0c0283 100644 --- a/character/shiji.js +++ b/character/shiji.js @@ -5790,13 +5790,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){ for(var i=0;i(name=='jiu'?1:0)&&player.getUseValue({name:name})>0){ - var temp=get.order({name:name}); - if(temp>max){ - max=temp; - name2=map[name]; - } - } - } - if(name2==get.name(card,player)) return 1; - return 0; - } - return 1; - }, - filterCard:function(card,player,event){ - event=event||_status.event; - var filter=event._backup.filterCard; - var name=get.name(card,player); - if(name=='sha'&&filter({name:'shan',cards:[card]},player,event)) return true; - if(name=='shan'&&filter({name:'sha',cards:[card]},player,event)) return true; - if(name=='tao'&&filter({name:'jiu',cards:[card]},player,event)) return true; - if(name=='jiu'&&filter({name:'tao',cards:[card]},player,event)) return true; - return false; - }, filter:function(event,player){ - if(!player.storage.fanghun||player.storage.fanghun<=0) return false; - var filter=event.filterCard; - if(filter(get.autoViewAs({name:'sha'},'unsure'),player,event)&&player.countCards('hs','shan')) return true; - if(filter(get.autoViewAs({name:'shan'},'unsure'),player,event)&&player.countCards('hs','sha')) return true; - if(filter(get.autoViewAs({name:'jiu'},'unsure'),player,event)&&player.countCards('hs','jiu')) return true; - if(filter(get.autoViewAs({name:'tao'},'unsure'),player, event)&&player.countCards('hs','tao')) return true; - return false; + return player.hasMark('fanghun')&&get.info('ollongdan').filter(event,player); }, onrespond:function(){return this.onuse.apply(this,arguments)}, onuse:function(result,player){ @@ -18275,15 +18226,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){ respondSha:true, respondShan:true, skillTagFilter:function(player,tag){ - if(!player.storage.fanghun||player.storage.fanghun<0) return false; - var name; - switch(tag){ - case 'respondSha':name='shan';break; - case 'respondShan':name='sha';break; - } - if(!player.countCards('hs',name)) return false; + if(!player.hasMark('fanghun')) return false; + return get.info('ollongdan').ai.skillTagFilter(player,tag); }, order:function(item,player){ + const awakened=Object.keys(player.storage).some(i=>typeof i=='string'&&i.indexOf('fuhan')!=-1); if(player&&_status.event.type=='phase'){ var max=0; var list=['sha','tao','jiu']; @@ -18295,11 +18242,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){ if(temp>max) max=temp; } } - if(max>0) max+=((player.storage.refuhan||player.storage.twfuhan)?0.3:-0.3); + if(max>0) max+=(awakened?0.3:-0.3); return max; } if(!player) player=_status.event.player; - return (player.storage.refuhan||player.storage.twfuhan)?4:1; + return awakened?4:1; }, }, }, @@ -27624,8 +27571,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){ olgangshu_info:'①当你使用非基本牌结算结束后,你可以令以下一项数值+1(每项至多加至5):1.攻击范围;2.受〖刚述〗影响的下个摸牌阶段摸牌数;3.使用【杀】的次数上限。②当有牌被你抵消后,重置你〖刚述①〗增加的所有数值。', oljianxuan:'谏旋', oljianxuan_info:'当你受到伤害后,你可以令一名角色摸一张牌,然后若其手牌数等于你〖刚述①〗中的任意一项对应的数值,其重复此流程。', - ol_pengyang:'OL彭羕', - ol_pengyang_prefix:'OL', + ol_pengyang:'彭羕', olqifan:'嚣翻', olqifan_info:'当你需要使用不为【无懈可击】的牌时,你可以观看牌堆底的X+1张牌并使用其中的一张。此牌结算结束时,你依次弃置以下前X个区域中的所有牌:⒈判定区、⒉装备区、⒊手牌区(X为本回合使用过的牌中包含的类型数)。', oltuishi:'侻失',