标准包yiji技能调整缩进
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@ -551,68 +551,67 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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filter:function(event){
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return event.num>0;
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},
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async content(event, trigger, player) {
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event.count = trigger.num;
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async content(event,trigger,player){
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event.count=trigger.num;
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// event.goto -> while
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while (event.count > 0) {
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while(event.count>0){
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event.count--;
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const { cards } = await game.cardsGotoOrdering(get.cards(2)).toPromise();
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if (_status.connectMode) game.broadcastAll(function () { _status.noclearcountdown = true });
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event.given_map = {};
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if (!cards.length) return;
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const {cards}=await game.cardsGotoOrdering(get.cards(2)).toPromise();
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if(_status.connectMode) game.broadcastAll(function(){_status.noclearcountdown=true});
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event.given_map={};
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if(!cards.length) return;
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// event.goto -> do while
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do {
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const { result: { bool, links } } =
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cards.length == 1 ?
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{ result: { links: cards.slice(0), bool: true } } :
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await player.promises.chooseCardButton('遗计:请选择要分配的牌', true, cards, [1, cards.length])
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.set('ai', function (button) {
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if (ui.selected.buttons.length == 0) return 1;
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do{
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const {result:{bool,links}} =
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cards.length==1?
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{result:{links:cards.slice(0),bool: true}}:
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await player.promises.chooseCardButton('遗计:请选择要分配的牌',true,cards,[1,cards.length])
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.set('ai',button=>{
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if(ui.selected.buttons.length==0) return 1;
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return 0;
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});
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if (!bool) return;
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if(!bool) return;
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cards.removeArray(links);
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event.togive = links.slice(0);
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const { result: { targets } } = await player.promises.chooseTarget('选择一名角色获得' + get.translation(links), true)
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.set('ai', function (target) {
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var att = get.attitude(_status.event.player, target);
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if (_status.event.enemy) {
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event.togive=links.slice(0);
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const {result:{targets}}=await player.promises.chooseTarget('选择一名角色获得'+get.translation(links),true)
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.set('ai',target=>{
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const att=get.attitude(_status.event.player,target);
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if(_status.event.enemy){
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return -att;
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}
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else if (att > 0) {
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return att / (1 + target.countCards('h'));
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else if(att>0){
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return att/(1+target.countCards('h'));
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}
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else {
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return att / 100;
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else{
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return att/100;
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}
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})
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.set('enemy', get.value(event.togive[0], player, 'raw') < 0);
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if (targets.length) {
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const id = targets[0].playerid,
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map = event.given_map;
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if (!map[id]) map[id] = [];
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.set('enemy',get.value(event.togive[0],player,'raw')<0);
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if(targets.length){
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const id=targets[0].playerid,
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map=event.given_map;
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if(!map[id]) map[id]=[];
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map[id].addArray(event.togive);
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}
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} while (cards.length > 0);
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if (_status.connectMode) {
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game.broadcastAll(function () { delete _status.noclearcountdown; game.stopCountChoose() });
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}while(cards.length>0);
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if(_status.connectMode){
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game.broadcastAll(function(){delete _status.noclearcountdown;game.stopCountChoose()});
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}
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const list = [];
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for (const i in event.given_map) {
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const source = (_status.connectMode ? lib.playerOL : game.playerMap)[i];
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player.line(source, 'green');
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const list=[];
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for(const i in event.given_map){
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const source=(_status.connectMode?lib.playerOL:game.playerMap)[i];
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player.line(source,'green');
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list.push([source, event.given_map[i]]);
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}
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await game.loseAsync({
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gain_list: list,
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giver: player,
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animate: 'draw',
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gain_list:list,
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giver:player,
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animate:'draw',
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}).toPromise().setContent('gaincardMultiple');
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if (event.count > 0 && player.hasSkill(event.name) && !get.is.blocked(event.name, player)) {
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const { result: { bool: repeat } } = await player.promises.chooseBool(get.prompt2(event.name)).set('frequentSkill', event.name);
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if (repeat) {
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player.logSkill(event.name);
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} else return;
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if(event.count>0&&player.hasSkill(event.name)&&!get.is.blocked(event.name, player)){
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const {result:{bool:chooseBoolResultBool}}=await player.promises.chooseBool(get.prompt2(event.name)).set('frequentSkill',event.name);
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if(chooseBoolResultBool) player.logSkill(event.name);
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else return;
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}
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else return;
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}
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