commit
61f8a33187
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@ -100,9 +100,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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var key=`${suit}+${get.type2(trigger.card)}`;
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var key=`${suit}+${get.type2(trigger.card)}`;
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if(key in storage){
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if(key in storage){
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if(!player.hasSkill('qice')){
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if(!player.hasSkill('qice')){
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player.addTempSkill('qice','roundStart');
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player.addTempSkills('qice','roundStart');
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player.popup('奇策');
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player.popup('奇策');
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game.log(player,'获得了技能','#g【奇策】');
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// game.log(player,'获得了技能','#g【奇策】');
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}
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}
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event.goto(2);
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event.goto(2);
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}
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}
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@ -603,7 +603,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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]);
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]);
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'step 1'
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'step 1'
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var skill=result.control;
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var skill=result.control;
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player.addTempSkill(skill,'dcbianzhuangAfter');
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player.addTempSkills(skill,'dcbianzhuangAfter');
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for(var i in lib.skill.dcbianzhuang.characterMap){
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for(var i in lib.skill.dcbianzhuang.characterMap){
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if(lib.skill.dcbianzhuang.characterMap[i]==skill){
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if(lib.skill.dcbianzhuang.characterMap[i]==skill){
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player.flashAvatar('dcbianzhuang',i);
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player.flashAvatar('dcbianzhuang',i);
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@ -2486,7 +2486,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(result.bool){
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if(result.bool){
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var target=trigger.player,cards=result.cards;
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var target=trigger.player,cards=result.cards;
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player.logSkill('dddqiahua',target);
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player.logSkill('dddqiahua',target);
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target.addTempSkill('dddxunxun');
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target.addTempSkills('dddxunxun');
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player.addShownCards(cards,'visible_dddxianglang');
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player.addShownCards(cards,'visible_dddxianglang');
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game.log(player,'选择了',cards,'作为“明”');
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game.log(player,'选择了',cards,'作为“明”');
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player.showCards(cards,get.translation(player)+'对'+get.translation(target)+'发动了【恰化】');
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player.showCards(cards,get.translation(player)+'对'+get.translation(target)+'发动了【恰化】');
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@ -5548,7 +5548,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player.removeMark('baonu',2);
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player.removeMark('baonu',2);
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player.addTempSkills('wushuang');
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player.addTempSkills('wushuang');
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player.popup('无双');
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player.popup('无双');
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game.log(player,'获得了技能','#g【无双】');
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// game.log(player,'获得了技能','#g【无双】');
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target.addTempSkill('ol_wuqian_targeted');
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target.addTempSkill('ol_wuqian_targeted');
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},
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},
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ai:{
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ai:{
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@ -7516,13 +7516,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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}
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else event.finish();
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else event.finish();
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'step 2'
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'step 2'
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player.addTempSkill(result.control,{player:'dieAfter'});
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player.addTempSkills(result.control,{player:'dieAfter'});
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player.popup(result.control,'thunder');
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// player.popup(result.control,'thunder');
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player.storage.drlt_duorui=[result.control];
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player.storage.drlt_duorui=[result.control];
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player.storage.drlt_duorui_player=trigger.player;
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player.storage.drlt_duorui_player=trigger.player;
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trigger.player.storage.drlt_duorui=[result.control];
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trigger.player.storage.drlt_duorui=[result.control];
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trigger.player.addTempSkill('drlt_duorui1',{player:'phaseAfter'});
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trigger.player.addTempSkill('drlt_duorui1',{player:'phaseAfter'});
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game.log(player,'获得了技能','#g【'+get.translation(result.control)+'】')
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// game.log(player,'获得了技能','#g【'+get.translation(result.control)+'】')
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},
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},
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group:['duorui_clear'],
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group:['duorui_clear'],
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},
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},
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@ -1257,9 +1257,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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for(var target of game.filterPlayer()){
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for(var target of game.filterPlayer()){
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if(user==target) continue;
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if(user==target) continue;
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var targetsx=[user,target];
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var targetsx=[user,target];
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targetsx.forEach(i=>i.addSkill('dcbeini_fengyin'));
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targetsx.forEach(i=>i.addSkill('dcbeini_fengyin2'));
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var effx=get.effect(target,sha,user,player);
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var effx=get.effect(target,sha,user,player);
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targetsx.forEach(i=>i.removeSkill('dcbeini_fengyin'));
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targetsx.forEach(i=>i.removeSkill('dcbeini_fengyin2'));
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if(user==player) effx+=1;
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if(user==player) effx+=1;
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if(get.attitude(player,user)>0) effx-=0.1;
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if(get.attitude(player,user)>0) effx-=0.1;
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if(effx>eff){
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if(effx>eff){
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@ -1291,6 +1291,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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fengyin:{
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fengyin:{
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inherit:'fengyin',
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inherit:'fengyin',
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},
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},
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fengyin2:{
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inherit:'fengyin',
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},
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}
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}
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},
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},
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dcshizong:{
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dcshizong:{
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@ -10548,7 +10551,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player.line(target,'green');
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player.line(target,'green');
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player.markAuto('remeibu_gain',[get.suit(card,player)]);
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player.markAuto('remeibu_gain',[get.suit(card,player)]);
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player.addTempSkill('remeibu_gain');
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player.addTempSkill('remeibu_gain');
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target.addTempSkill('rezhixi','phaseUseEnd');
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target.addTempSkills('rezhixi','phaseUseEnd');
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}
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}
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},
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},
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ai:{
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ai:{
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@ -1170,7 +1170,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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var target=trigger.player;
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var target=trigger.player;
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var card=result.cards[0];
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var card=result.cards[0];
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player.line(target,'green');
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player.line(target,'green');
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target.addTempSkill('mbzhixi','phaseUseAfter');
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target.addTempSkills('mbzhixi','phaseUseAfter');
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if(card.name!='sha'&&get.type(card)!='trick'&&get.color(card)!='black'){
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if(card.name!='sha'&&get.type(card)!='trick'&&get.color(card)!='black'){
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target.addTempSkill('new_meibu_range','phaseUseAfter');
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target.addTempSkill('new_meibu_range','phaseUseAfter');
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target.markAuto('new_meibu_range',player);
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target.markAuto('new_meibu_range',player);
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@ -4965,9 +4965,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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else event.finish();
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else event.finish();
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'step 2'
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'step 2'
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var skill=result.control;
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var skill=result.control;
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player.addTempSkill(skill);
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player.addTempSkills(skill);
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player.popup(skill,'wood');
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// player.popup(skill,'wood');
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game.log(player,'获得了技能','#g【'+get.translation(skill)+'】');
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// game.log(player,'获得了技能','#g【'+get.translation(skill)+'】');
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},
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},
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},
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},
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sphuangen:{
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sphuangen:{
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@ -721,7 +721,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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const storage=player.getStorage('olqingyuan');
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const storage=player.getStorage('olqingyuan');
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if(event.name=='gain'||event.name=='loseAsync'){
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if(event.name=='gain'||event.name=='loseAsync'){
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if(player.hasSkill('olqingyuan_used')) return false;
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if(player.hasSkill('olqingyuan_used')) return false;
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return storage.some(target=>event.getg(target).length)&&storage.some(target=>target.hasCard(card=>lib.filter.canBeGained(card,target,player),'he'));
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return storage.some(target=>event.getg(target).length)&&storage.some(target=>target.hasCard(card=>lib.filter.canBeGained(card,target,player),'h'));
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}
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}
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if(!game.hasPlayer(target=>!storage.includes(target)&&target!=player)) return false;
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if(!game.hasPlayer(target=>!storage.includes(target)&&target!=player)) return false;
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if(event.name=='damage'&&player.getAllHistory('damage').indexOf(event)!=0) return false;
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if(event.name=='damage'&&player.getAllHistory('damage').indexOf(event)!=0) return false;
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@ -730,23 +730,27 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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forced:true,
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forced:true,
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async content(event,trigger,player){
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async content(event,trigger,player){
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if(trigger.name=='gain'||trigger.name=='loseAsync'){
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if(trigger.name=='gain'||trigger.name=='loseAsync'){
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const target=player.getStorage('olqingyuan').filter(target=>target.hasCard(card=>lib.filter.canBeGained(card,target,player),'he')).randomGet();
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const target=player.getStorage('olqingyuan').filter(target=>target.hasCard(card=>lib.filter.canBeGained(card,target,player),'h')).randomGet();
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player.line(target);
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player.line(target);
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player.addTempSkill('olqingyuan_used');
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player.addTempSkill('olqingyuan_used');
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player.gain(target.getCards('he',card=>{
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player.gain(target.getCards('h',card=>{
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return lib.filter.canBeGained(card,target,player);
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return lib.filter.canBeGained(card,target,player);
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}).randomGet(),target,'giveAuto');
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}).randomGet(),target,'giveAuto');
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}
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}
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else{
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else{
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const {result:{bool,targets}}=await player.chooseTarget((card,player,target)=>{
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const filterTarget=(card,player,target)=>{
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return target!=player&&!player.getStorage('olqingyuan').includes(target);
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return target!=player&&!player.getStorage('olqingyuan').includes(target);
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},true).set('prompt2','每回合限一次,当你以此法选择的角色获得牌后,你随机获得其中一名角色的一张牌')
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},targetsx=game.filterPlayer(current=>filterTarget(null,player,current));
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let result;
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if(targetsx.length==1) result={bool:true,targets:targetsx};
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else result=await player.chooseTarget(filterTarget,true).set('prompt2','每回合限一次,当你以此法选择的角色获得牌后,你随机获得其中一名角色的一张手牌')
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.set('prompt','请选择【轻缘】的目标').set('ai',target=>{
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.set('prompt','请选择【轻缘】的目标').set('ai',target=>{
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const player=get.event('player');
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const player=get.event('player');
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return get.effect(target,new lib.element.VCard({name:'shunshou_copy2'}),player,player);
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return get.effect(target,new lib.element.VCard({name:'shunshou_copy2'}),player,player);
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});
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})
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if(bool){
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.forResult();
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const target=targets[0];
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if(result.bool){
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const target=result.targets[0];
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player.line(target);
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player.line(target);
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game.log(player,'选择了',target);
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game.log(player,'选择了',target);
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player.markAuto('olqingyuan',[target]);
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player.markAuto('olqingyuan',[target]);
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@ -764,14 +768,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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locked:false,
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locked:false,
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enable:'chooseToUse',
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enable:'chooseToUse',
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filterCard(card){
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filterCard(card){
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return get.itemtype(card)=='card'&&card.hasGaintag('olchongshen');
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return get.itemtype(card)=='card'&&card.hasGaintag('olchongshen')&&get.color(card)=='red';
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},
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},
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position:'h',
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position:'h',
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viewAs:{name:'shan'},
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viewAs:{name:'shan'},
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viewAsFilter(player){
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viewAsFilter(player){
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if(!player.countCards('h',card=>card.hasGaintag('olchongshen'))) return false;
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if(!player.countCards('h',card=>card.hasGaintag('olchongshen')&&get.color(card)=='red')) return false;
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},
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},
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prompt:'将本轮得到的牌当作【闪】使用',
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prompt:'将本轮得到的红色牌当作【闪】使用',
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check(card){
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check(card){
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return 7-get.value(card);
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return 7-get.value(card);
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},
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},
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@ -779,7 +783,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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order:2,
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order:2,
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respondShan:true,
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respondShan:true,
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skillTagFilter(player,tag,arg){
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skillTagFilter(player,tag,arg){
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if(arg=='respond'||!player.countCards('h',card=>_status.connectMode||card.hasGaintag('olchongshen'))) return false;
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if(arg=='respond'||!player.countCards('h',card=>_status.connectMode||card.hasGaintag('olchongshen')&&get.color(card)=='red')) return false;
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},
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},
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effect:{
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effect:{
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target(card,player,target,current){
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target(card,player,target,current){
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@ -790,7 +794,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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group:'olchongshen_mark',
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group:'olchongshen_mark',
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mod:{
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mod:{
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aiValue(player,card,num){
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aiValue(player,card,num){
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if(get.name(card)!='shan'&&(get.itemtype(card)=='card'&&!card.hasGaintag('olchongshen'))) return;
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if(get.name(card)!='shan'&&(get.itemtype(card)=='card'&&(!card.hasGaintag('olchongshen')||get.color(card)!='red'))) return;
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let cards=player.getCards('hs',card=>get.name(card)=='shan'||card.hasGaintag('olchongshen'));
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let cards=player.getCards('hs',card=>get.name(card)=='shan'||card.hasGaintag('olchongshen'));
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cards.sort((a,b)=>(get.name(b)=='shan'?1:2)-(get.name(a)=='shan'?1:2));
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cards.sort((a,b)=>(get.name(b)=='shan'?1:2)-(get.name(a)=='shan'?1:2));
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const geti=()=>{
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const geti=()=>{
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@ -803,12 +807,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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aiUseful(){
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aiUseful(){
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return lib.skill.olchongshen.mod.aiValue.apply(this,arguments);
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return lib.skill.olchongshen.mod.aiValue.apply(this,arguments);
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},
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},
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ignoredHandcard(card,player){
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// ignoredHandcard(card,player){
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if(card.hasGaintag('olchongshen')) return true;
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// if(card.hasGaintag('olchongshen')) return true;
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},
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// },
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cardDiscardable(card,player,name){
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// cardDiscardable(card,player,name){
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if(name=='phaseDiscard'&&card.hasGaintag('olchongshen')) return false;
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// if(name=='phaseDiscard'&&card.hasGaintag('olchongshen')) return false;
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},
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// },
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},
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},
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init(player){
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init(player){
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if(game.phaseNumber>0){
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if(game.phaseNumber>0){
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@ -10564,7 +10568,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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content:function(){
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content:function(){
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var target=trigger.getParent().target;
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var target=trigger.getParent().target;
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trigger.num=Math.max(1,target.getAllHistory('useCard',(evt)=>evt.card.name=='sha').length);
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trigger.num=Math.max(1,target.getAllHistory('useCard',(evt)=>evt.card.name=='sha').length);
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target.addTempSkill('juesheng',{player:'phaseAfter'});
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target.addTempSkills('juesheng',{player:'phaseAfter'});
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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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@ -15289,7 +15293,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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var target=trigger.player;
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var target=trigger.player;
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var card=result.cards[0];
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var card=result.cards[0];
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player.line(target,'green');
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player.line(target,'green');
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target.addTempSkill('new_zhixi','phaseUseAfter');
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target.addTempSkills('new_zhixi','phaseUseAfter');
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if(card.name!='sha'&&get.type(card)!='trick'&&get.color(card)!='black'){
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if(card.name!='sha'&&get.type(card)!='trick'&&get.color(card)!='black'){
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target.addTempSkill('new_meibu_range','phaseUseAfter');
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target.addTempSkill('new_meibu_range','phaseUseAfter');
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target.markAuto('new_meibu_range',player);
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target.markAuto('new_meibu_range',player);
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@ -17663,7 +17667,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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'step 2'
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'step 2'
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var map=event.result||result;
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var map=event.result||result;
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if(map&&map.skills&&map.skills.length){
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if(map&&map.skills&&map.skills.length){
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player.addSkils(map.skills);
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player.addSkills(map.skills);
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}
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}
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game.broadcastAll(function(list){
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game.broadcastAll(function(list){
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game.expandSkills(list);
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game.expandSkills(list);
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@ -27213,9 +27217,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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olshandao_info:'出牌阶段限一次,你可以选择任意名角色,你选择这些角色的各一张牌,依次将这些牌放置到牌堆顶,然后你视为对这些角色使用【五谷丰登】,然后你视为对这些角色外的所有其他角色使用【万箭齐发】。',
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olshandao_info:'出牌阶段限一次,你可以选择任意名角色,你选择这些角色的各一张牌,依次将这些牌放置到牌堆顶,然后你视为对这些角色使用【五谷丰登】,然后你视为对这些角色外的所有其他角色使用【万箭齐发】。',
|
||||||
ol_hujinding:'胡金定',
|
ol_hujinding:'胡金定',
|
||||||
olqingyuan:'轻缘',
|
olqingyuan:'轻缘',
|
||||||
olqingyuan_info:'锁定技。①游戏开始时,或当你于本局游戏首次受到伤害后,你选择一名未以此法选择过的其他角色。②每回合限一次,你发动〖轻缘①〗选择过的角色得到牌后,你随机获得其中一名角色的随机一张牌。',
|
olqingyuan_info:'锁定技。①游戏开始时,或当你于本局游戏首次受到伤害后,你选择一名未以此法选择过的其他角色。②每回合限一次,你发动〖轻缘①〗选择过的角色得到牌后,你随机获得其中一名角色的随机一张手牌。',
|
||||||
olchongshen:'重身',
|
olchongshen:'重身',
|
||||||
olchongshen_info:'你可以将本轮得到的手牌当作【闪】使用,且这些牌不计入你的手牌上限。',
|
olchongshen_info:'你可以将本轮得到的红色手牌当作【闪】使用。',
|
||||||
|
|
||||||
sp_tianji:'天极·皇室宗亲',
|
sp_tianji:'天极·皇室宗亲',
|
||||||
sp_sibi:'四弼·辅国文曲',
|
sp_sibi:'四弼·辅国文曲',
|
||||||
|
|
|
@ -1483,10 +1483,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
if(i!=skills.length-1) str+='、';
|
if(i!=skills.length-1) str+='、';
|
||||||
}
|
}
|
||||||
game.log(target,'的技能','#g'+str,'失效了');
|
game.log(target,'的技能','#g'+str,'失效了');
|
||||||
game.log(player,'获得了技能','#g'+str);
|
// game.log(player,'获得了技能','#g'+str);
|
||||||
player.popup(skills,'thunder');
|
player.popup(skills,'thunder');
|
||||||
for(var skill of skills){
|
for(var skill of skills){
|
||||||
player.addTempSkill(skill,['phaseUseAfter','phaseAfter']);
|
player.addTempSkills(skill,['phaseUseAfter','phaseAfter']);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1569,10 +1569,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
if(i!=skills.length-1) str+='、';
|
if(i!=skills.length-1) str+='、';
|
||||||
}
|
}
|
||||||
game.log(target,'的技能','#g'+str,'失效了');
|
game.log(target,'的技能','#g'+str,'失效了');
|
||||||
game.log(player,'获得了技能','#g'+str);
|
// game.log(player,'获得了技能','#g'+str);
|
||||||
player.popup(skills,'thunder');
|
player.popup(skills,'thunder');
|
||||||
for(var skill of skills){
|
for(var skill of skills){
|
||||||
player.addTempSkill(skill,['phaseUseAfter','phaseAfter']);
|
player.addTempSkills(skill,['phaseUseAfter','phaseAfter']);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -4334,7 +4334,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
player.awakenSkill('twmibei');
|
player.awakenSkill('twmibei');
|
||||||
player.logSkill('twmibei_achieve');
|
player.logSkill('twmibei_achieve');
|
||||||
game.log(player,'成功完成使命');
|
game.log(player,'成功完成使命');
|
||||||
player.addSkils('twmouli');
|
player.addSkills('twmouli');
|
||||||
},
|
},
|
||||||
intro:{content:'已使用牌名:$'},
|
intro:{content:'已使用牌名:$'},
|
||||||
subSkill:{
|
subSkill:{
|
||||||
|
|
|
@ -213,7 +213,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
frequent:true,
|
frequent:true,
|
||||||
async content(event,trigger,player){
|
async content(event,trigger,player){
|
||||||
let cards=get.cards(3);
|
let cards=get.cards(3);
|
||||||
const {result:{bool,links}}=await player.chooseButton(['灵慧:是否使用其中的一张牌并随机获得其中一张剩余牌?',cards]).set('ai',button=>{
|
await game.cardsGotoOrdering(cards);
|
||||||
|
const {result:{bool,links}}=await player.chooseButton(['灵慧:是否使用其中的一张牌并随机获得其中一张剩余牌?',cards]).set('filterButton',button=>{
|
||||||
|
return get.player().hasUseTarget(button.link);
|
||||||
|
}).set('ai',button=>{
|
||||||
return get.event('player').getUseValue(button.link);
|
return get.event('player').getUseValue(button.link);
|
||||||
});
|
});
|
||||||
if(bool){
|
if(bool){
|
||||||
|
@ -222,14 +225,17 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
player.$gain2(card,false);
|
player.$gain2(card,false);
|
||||||
await game.asyncDelayx();
|
await game.asyncDelayx();
|
||||||
await player.chooseUseTarget(true,card,false);
|
await player.chooseUseTarget(true,card,false);
|
||||||
if(cards.length) await player.gain(cards.randomGet(),'gain2');
|
cards=cards.filterInD();
|
||||||
}
|
if(cards.length){
|
||||||
if(cards.length){
|
const cardx=cards.randomRemove();
|
||||||
for(let i=cards.length-1;i--;i>=0){
|
await player.gain(cardx,'gain2');
|
||||||
ui.cardPile.insertBefore(cards[i],ui.cardPile.firstChild);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
game.updateRoundNumber();
|
if(cards.length){
|
||||||
|
cards.reverse();
|
||||||
|
game.cardsGotoPile(cards.filterInD(),'insert');
|
||||||
|
game.log(player,'将',get.cnNumber(cards.length),'张牌置于了牌堆顶');
|
||||||
|
}
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
dcxiace:{
|
dcxiace:{
|
||||||
|
@ -246,6 +252,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
}));
|
}));
|
||||||
return bool1||bool2;
|
return bool1||bool2;
|
||||||
},
|
},
|
||||||
|
direct:true,
|
||||||
async content(event,trigger,player){
|
async content(event,trigger,player){
|
||||||
if(trigger.player==player&&!player.hasHistory('custom',evt=>evt.dcxiace=='player')&&game.hasPlayer(target=>target!=player&&!target.hasSkill('fengyin'))){
|
if(trigger.player==player&&!player.hasHistory('custom',evt=>evt.dcxiace=='player')&&game.hasPlayer(target=>target!=player&&!target.hasSkill('fengyin'))){
|
||||||
const {result:{bool,targets}}=await player.chooseTarget((card,player,target)=>{
|
const {result:{bool,targets}}=await player.chooseTarget((card,player,target)=>{
|
||||||
|
@ -296,6 +303,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
return lib.skill.luanfeng.check(event,player);
|
return lib.skill.luanfeng.check(event,player);
|
||||||
},
|
},
|
||||||
logTarget:'player',
|
logTarget:'player',
|
||||||
|
skillAnimation:true,
|
||||||
|
animationColor:'thunder',
|
||||||
async content(event,trigger,player){
|
async content(event,trigger,player){
|
||||||
player.awakenSkill('dcyuxin');
|
player.awakenSkill('dcyuxin');
|
||||||
trigger.player.recover((trigger.player==player?1:player.getHp())-trigger.player.hp);
|
trigger.player.recover((trigger.player==player?1:player.getHp())-trigger.player.hp);
|
||||||
|
@ -13440,7 +13449,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
});
|
});
|
||||||
if(card) cards2.push(card);
|
if(card) cards2.push(card);
|
||||||
}
|
}
|
||||||
player.addTempSkill(skill);
|
player.addTempSkills(skill);
|
||||||
if(cards2.length) player.gain(cards2,'gain2','log');
|
if(cards2.length) player.gain(cards2,'gain2','log');
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
|
|
|
@ -2029,8 +2029,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
'step 2'
|
'step 2'
|
||||||
player.gain(cards,'gain2');
|
player.gain(cards,'gain2');
|
||||||
if(get.color(cards[0])!=get.color(cards[1])){
|
if(get.color(cards[0])!=get.color(cards[1])){
|
||||||
player.addTempSkill('wusheng');
|
player.addTempSkills(['wusheng','paoxiao']);
|
||||||
player.addTempSkill('paoxiao');
|
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
derivation:['wusheng','paoxiao'],
|
derivation:['wusheng','paoxiao'],
|
||||||
|
@ -9542,13 +9541,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
trigger:{source:'damageSource'},
|
trigger:{source:'damageSource'},
|
||||||
forced:true,
|
forced:true,
|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
if(player.hasSkill('fuhun3')) return false;
|
if(['new_rewusheng','olpaoxiao'].every(skill=>player.hasSkill(skill,null,false,false))) return false;
|
||||||
return event.getParent().skill=='fuhun';
|
return event.getParent().skill=='fuhun';
|
||||||
},
|
},
|
||||||
content:function(){
|
content:function(){
|
||||||
player.addTempSkill('new_rewusheng');
|
player.addTempSkills(['new_rewusheng','olpaoxiao']);
|
||||||
player.addTempSkill('olpaoxiao');
|
// player.addTempSkill('fuhun3');
|
||||||
player.addTempSkill('fuhun3');
|
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
fuhun3:{},
|
fuhun3:{},
|
||||||
|
@ -14328,7 +14326,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
xinxuanhuo_info:'摸牌阶段开始时,你可以改为令一名其他角色摸两张牌,然后该角色需对其攻击范围内你选择的另一名角色使用一张【杀】,否则你获得其两张牌。',
|
xinxuanhuo_info:'摸牌阶段开始时,你可以改为令一名其他角色摸两张牌,然后该角色需对其攻击范围内你选择的另一名角色使用一张【杀】,否则你获得其两张牌。',
|
||||||
fuhun:'父魂',
|
fuhun:'父魂',
|
||||||
fuhun2:'父魂',
|
fuhun2:'父魂',
|
||||||
fuhun_info:'你可以将两张手牌当做【杀】使用或打出;出牌阶段,若你以此法使用的【杀】造成了伤害,你获得技能〖武圣〗和〖咆哮〗直到回合结束。',
|
fuhun_info:'你可以将两张手牌当做【杀】使用或打出;当你于出牌阶段以此法使用的【杀】造成伤害后,你获得〖武圣〗和〖咆哮〗直到回合结束。',
|
||||||
yuce:'御策',
|
yuce:'御策',
|
||||||
yuce_info:'当你受到伤害后,你可以展示一张手牌,并令伤害来源选择一项:弃置一张与此牌类型不同的手牌,或令你回复1点体力。',
|
yuce_info:'当你受到伤害后,你可以展示一张手牌,并令伤害来源选择一项:弃置一张与此牌类型不同的手牌,或令你回复1点体力。',
|
||||||
xiansi:'陷嗣',
|
xiansi:'陷嗣',
|
||||||
|
@ -14528,7 +14526,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
oldmiji:'秘计',
|
oldmiji:'秘计',
|
||||||
oldmiji_info:'准备/结束阶段开始时,若你已受伤,你可以判定,若判定结果为黑色,你观看牌堆顶的X张牌(X为你已损失的体力值),然后将这些牌交给一名角色。',
|
oldmiji_info:'准备/结束阶段开始时,若你已受伤,你可以判定,若判定结果为黑色,你观看牌堆顶的X张牌(X为你已损失的体力值),然后将这些牌交给一名角色。',
|
||||||
old_fuhun:'父魂',
|
old_fuhun:'父魂',
|
||||||
old_fuhun_info:'摸牌阶段开始时,你可以放弃摸牌,改为从牌堆顶亮出两张牌并获得之,若亮出的牌颜色不同,你获得技能“武圣”、“咆哮”,直到回合结束。',
|
old_fuhun_info:'摸牌阶段开始时,你可以放弃摸牌,改为从牌堆顶亮出两张牌并获得之,若亮出的牌颜色不同,你获得〖武圣〗和〖咆哮〗直到回合结束。',
|
||||||
rejueqing:'绝情',
|
rejueqing:'绝情',
|
||||||
rejueqing_info:'当你对其他角色造成伤害时,你可以令此伤害值+X。若如此做,你失去X点体力并修改〖绝情〗(X为伤害值)。',
|
rejueqing_info:'当你对其他角色造成伤害时,你可以令此伤害值+X。若如此做,你失去X点体力并修改〖绝情〗(X为伤害值)。',
|
||||||
rejueqing_1st:'绝情',
|
rejueqing_1st:'绝情',
|
||||||
|
|
|
@ -1673,9 +1673,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
}
|
}
|
||||||
else event.finish();
|
else event.finish();
|
||||||
'step 1'
|
'step 1'
|
||||||
player.addTempSkill(result.control,'phaseUseEnd');
|
player.addTempSkills(result.control,'phaseUseEnd');
|
||||||
player.popup(result.control);
|
player.popup(result.control);
|
||||||
game.log(player,'获得了','#g【'+get.translation(result.control)+'】');
|
// game.log(player,'获得了','#g【'+get.translation(result.control)+'】');
|
||||||
},
|
},
|
||||||
ai:{threaten:0.9},
|
ai:{threaten:0.9},
|
||||||
subSkill:{
|
subSkill:{
|
||||||
|
@ -3407,13 +3407,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
if(list.length==result.cards.length){
|
if(list.length==result.cards.length){
|
||||||
target.draw();
|
target.draw();
|
||||||
player.getStat('skill').sanchen--;
|
player.getStat('skill').sanchen--;
|
||||||
if(get.mode()=='guozhan') player.addTempSkill('pozhu');
|
if(get.mode()=='guozhan') player.addTempSkills('pozhu');
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else{
|
else{
|
||||||
target.draw();
|
target.draw();
|
||||||
player.getStat('skill').sanchen--;
|
player.getStat('skill').sanchen--;
|
||||||
if(get.mode()=='guozhan') player.addTempSkill('pozhu');
|
if(get.mode()=='guozhan') player.addTempSkills('pozhu');
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
ai:{
|
ai:{
|
||||||
|
@ -3954,7 +3954,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
dezhang_info:'觉醒技。准备阶段,若你没有“绥”,则你减1点体力上限并获得〖卫戍〗。',
|
dezhang_info:'觉醒技。准备阶段,若你没有“绥”,则你减1点体力上限并获得〖卫戍〗。',
|
||||||
weishu:'卫戍',
|
weishu:'卫戍',
|
||||||
weishu_info:'锁定技。①当你于摸牌阶段外不因〖卫戍①〗而摸牌后,你令一名角色摸一张牌。②当你于弃牌阶段外不因〖卫戍②〗而弃置牌后,你弃置一名其他角色的一张牌。',
|
weishu_info:'锁定技。①当你于摸牌阶段外不因〖卫戍①〗而摸牌后,你令一名角色摸一张牌。②当你于弃牌阶段外不因〖卫戍②〗而弃置牌后,你弃置一名其他角色的一张牌。',
|
||||||
jin_jiachong:'贾充',
|
jin_jiachong:'晋贾充',
|
||||||
|
jin_jiachong_prefix:'晋',
|
||||||
xiongshu:'凶竖',
|
xiongshu:'凶竖',
|
||||||
xiongshu_info:'其他角色的出牌阶段开始时,你可弃置X张牌(X为你本轮内此前已发动过此技能的次数,为0则不弃)并展示其一张手牌,然后你预测“其本阶段内是否会使用与展示牌牌名相同的牌”。此阶段结束时,若你的预测正确,则你对其造成1点伤害;否则你获得展示牌。',
|
xiongshu_info:'其他角色的出牌阶段开始时,你可弃置X张牌(X为你本轮内此前已发动过此技能的次数,为0则不弃)并展示其一张手牌,然后你预测“其本阶段内是否会使用与展示牌牌名相同的牌”。此阶段结束时,若你的预测正确,则你对其造成1点伤害;否则你获得展示牌。',
|
||||||
jianhui:'奸回',
|
jianhui:'奸回',
|
||||||
|
|
|
@ -8577,7 +8577,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
||||||
if(!player.hasSkill('olxuanfeng')) list.push('olxuanfeng');
|
if(!player.hasSkill('olxuanfeng')) list.push('olxuanfeng');
|
||||||
if(!player.hasSkill('rewansha')) list.push('rewansha');
|
if(!player.hasSkill('rewansha')) list.push('rewansha');
|
||||||
if(list.length==1){
|
if(list.length==1){
|
||||||
player.addTempSkill(list[0]);
|
player.addTempSkills(list[0]);
|
||||||
event.finish();
|
event.finish();
|
||||||
}
|
}
|
||||||
else{
|
else{
|
||||||
|
@ -8602,8 +8602,8 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
||||||
}).set('prompt','选择获得一项技能直到回合结束');
|
}).set('prompt','选择获得一项技能直到回合结束');
|
||||||
}
|
}
|
||||||
'step 1'
|
'step 1'
|
||||||
player.addTempSkill(result.control);
|
player.addTempSkills(result.control);
|
||||||
player.popup(get.translation(result.control));
|
// player.popup(get.translation(result.control));
|
||||||
},
|
},
|
||||||
ai:{
|
ai:{
|
||||||
order:function(){
|
order:function(){
|
||||||
|
|
|
@ -11030,9 +11030,9 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
||||||
'step 2'
|
'step 2'
|
||||||
if(result.control!='cancel2'){
|
if(result.control!='cancel2'){
|
||||||
var skill='jiahe_'+result.control;
|
var skill='jiahe_'+result.control;
|
||||||
player.addTempSkill(skill);
|
player.addTempSkills(skill);
|
||||||
if(!event.done) player.logSkill('jiahe_put');
|
if(!event.done) player.logSkill('jiahe_put');
|
||||||
game.log(player,'获得了技能','【'+get.translation(skill)+'】');
|
// game.log(player,'获得了技能','【'+get.translation(skill)+'】');
|
||||||
if(event.num>=5&&!event.done){
|
if(event.num>=5&&!event.done){
|
||||||
event.done=true;
|
event.done=true;
|
||||||
event.goto(1);
|
event.goto(1);
|
||||||
|
|
Loading…
Reference in New Issue