OL李婉技能更新
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@ -11,7 +11,7 @@ const characters = {
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tianchou: ["male", "qun", 4, ["olshandao"]],
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liyi: ["male", "wu", 4, ["olchanshuang", "olzhanjin"]],
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caoyu: ["male", "wei", 3, ["olgongjie", "olxiangxv", "olxiangzuo"]],
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ol_liwan: ["female", "wei", 3, ["ollianju", "olsilv"]],
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ol_liwan: ["female", "wei", 3, ["relianju", "resilv"]],
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ol_dingshangwan: ["female", "wei", 3, ["olfudao", "olfengyan"]],
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zhangyan: ["male", "qun", 4, ["olsuji", "ollangdao"]],
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ol_tw_zhangji: ["male", "wei", 3, ["skill_zhangji_A", "skill_zhangji_B"], ["unseen"]],
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@ -2050,6 +2050,162 @@ const skills = {
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lose: { charlotte: true },
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},
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},
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relianju: {
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audio: "ollianju",
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trigger: { player: "phaseJieshuBegin" },
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filter(event, player) {
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return player.hasHistory("useCard", evt => {
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return (evt.cards || []).some(card => get.position(card, true) == "d");
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});
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},
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async cost(event, trigger, player) {
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event.result = await player
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.chooseTarget(get.prompt("relianju"), "令一名其他角色获得你本回合使用的且进入弃牌堆的至多两张颜色相同的牌", lib.filter.notMe)
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.set("ai", target => {
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const player = get.event("player");
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let att = get.attitude(_status.event.player, target);
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if (target.hasJudge("lebu")) att /= 2;
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if (target.hasSkillTag("nogain")) att /= 10;
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return att / (1 + get.distance(player, target, "absolute"));
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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 cards = player
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.getHistory("useCard", evt => {
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return (evt.cards || []).some(card => get.position(card, true) == "d");
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})
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.reduce((sum, evt) => {
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return sum.addArray(evt.cards.filter(card => get.position(card, true) == "d"));
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}, []),
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target = event.targets[0];
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const result = await player
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.chooseButton(["联句:选择令" + get.translation(target) + "获得的牌", cards], [1, 2], true)
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.set("filterButton", button => {
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return !ui.selected.buttons.some(but => get.color(but.link) != get.color(button.link));
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})
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.set("ai", button => {
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return get.value(button.link, get.event("target"));
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})
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.set("target", target)
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.forResult();
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if (result.bool) {
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const color = get.color(result.links[0], false);
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await target.gain(result.links, "gain2").set('gaintag', ["resilv"]);
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player.when({ global: "phaseJieshuBegin" })
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.filter(
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evt =>
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evt.player == target &&
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target.hasHistory("useCard", evt => {
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return (evt.cards || []).some(card => get.position(card, true) == "d" && get.color(card) != color);
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})
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)
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.then(() => {
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const cards = trigger.player
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.getHistory("useCard", evt => {
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return (evt.cards || []).some(card => get.position(card, true) == "d" && get.color(card) != color);
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})
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.reduce((sum, evt) => {
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return sum.addArray(evt.cards.filter(card => get.position(card, true) == "d" && get.color(card) != color));
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}, []);
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player
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.chooseButton(["联句:请选择获得的牌", cards], [1, 2], true)
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.set("filterButton", button => {
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return !ui.selected.buttons.some(but => get.color(but.link) != get.color(button.link));
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})
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.set("ai", button => {
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return get.value(button.link, get.event("target"));
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});
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})
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.then(() => {
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if (result.bool) {
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player.gain(result.links, "gain2").gaintag.add("resilv");
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}
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})
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.vars({ color: color });
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}
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},
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},
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resilv: {
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audio: "olsilv",
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trigger: { player: "damageEnd" },
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forced: true,
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content() {
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player.draw().gaintag = ["resilv"];
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},
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group: "resilv_restore",
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subSkill: {
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restore: {
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audio: "olsilv",
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trigger: { global: ["loseAfter", "loseAsyncAfter"] },
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filter(event, player) {
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if (event.type != "discard" || event.getlx === false) return false;
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if (event.name == "lose") {
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if (!event.player.isIn()) return false;
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return event.cards2.some(card => {
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return (event.gaintag_map[card.cardid] || []).includes("resilv") && get.position(card, true) == "d";
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});
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}
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return game.hasPlayer(target => {
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return target.hasHistory("lose", evt => {
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if (evt.getParent() != event || evt.position != ui.discardPile) return false;
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return evt.cards2.some(card => {
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if (get.position(card, true) != "d") return false;
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return (evt.gaintag_map[card.cardid] || []).includes("resilv");
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});
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});
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});
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},
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forced: true,
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logTarget(event, player) {
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if (event.name == "lose") return event.player;
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return game
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.filterPlayer(target => {
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return target.hasHistory("lose", evt => {
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if (evt.getParent() != event || evt.position != ui.discardPile) return false;
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return evt.cards2.some(card => {
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if (get.position(card, true) != "d") return false;
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return evt.gaintag_map[card.cardid] && evt.gaintag_map[card.cardid].includes("resilv");
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});
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});
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})
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.sortBySeat();
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},
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async content(event, trigger, player) {
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if (trigger.name == "lose") {
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await trigger.player.gain(
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trigger.cards2.filter(card => {
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return (trigger.gaintag_map[card.cardid] || []).includes("resilv") && get.position(card, true) == "d";
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}),
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"gain2"
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);
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} else {
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for (const target of lib.skill.resilv_restore.logTarget(trigger, player)) {
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await target.gain(
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target
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.getHistory("lose", evt => {
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if (evt.getParent() != trigger || evt.position != ui.discardPile) return false;
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return evt.cards2.some(card => {
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if (get.position(card, true) != "d") return false;
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return (evt.gaintag_map[card.cardid] || []).includes("resilv");
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});
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})
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.reduce((sum, evt) => {
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return sum.addArray(
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evt.cards2.filter(card => {
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if (get.position(card, true) != "d") return false;
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return (evt.gaintag_map[card.cardid] || []).includes("resilv");
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})
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);
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}, []),
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"gain2"
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);
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}
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}
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},
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},
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},
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},
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//丁尚涴
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olfudao: {
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audio: 2,
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@ -1189,6 +1189,10 @@ const translates = {
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ollianju_info: "结束阶段,你可以令一名其他角色获得你本回合使用的最后一张牌A对应的所有位于弃牌堆的实体牌并记录A的牌名,然后其下个结束阶段可以令你获得其本回合使用的最后一张牌B对应的所有位于弃牌堆的实体牌,然后若A与B的牌名相同,则你失去1点体力;若A与B的牌名不同,则你可以视为使用A。",
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olsilv: "思闾",
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olsilv_info: "锁定技,每回合每项限一次,当你获得或失去你发动〖联句〗记录的最后一次牌名的同名牌后,你展示这些牌,然后摸一张牌。",
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relianju: "联句",
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relianju_info: "结束阶段,你可以令一名其他角色获得你本回合使用的至多两张位于弃牌堆且颜色相同的牌,称为“思闾”,然后你于其下个结束阶段获得其本回合使用的至多两张不同于此颜色的位于弃牌堆且颜色相同且颜色的牌,称为“思闾”。",
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resilv: "思闾",
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resilv_info: "锁定技。①当你受到伤害后,你摸一张牌,称为“思闾”。②一名角色因弃置“思闾”牌使“思闾”牌进入弃牌堆后,其获得之。",
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xueji_old: "血祭",
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xueji_old_info: "出牌阶段限一次,你可以弃置一张红色牌并对攻击范围内的至多X名角色各造成1点伤害(X为你已损失的体力值),然后这些角色各摸一张牌。",
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oldhuxiao: "虎啸",
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