新杀谋贾诩评级、分包、技能效果调整
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@ -138,6 +138,7 @@ window.noname_character_rank = {
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"xia_yuzhenzi",
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"xia_yuzhenzi",
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"dc_simashi",
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"dc_simashi",
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"dc_sb_simayi",
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"dc_sb_simayi",
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"dc_sb_jiaxu",
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"caofang",
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"caofang",
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"dc_shen_huatuo",
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"dc_shen_huatuo",
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"sp_zhenji",
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"sp_zhenji",
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@ -376,6 +377,7 @@ window.noname_character_rank = {
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"ol_jianyong",
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"ol_jianyong",
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"ol_sb_jiangwei",
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"ol_sb_jiangwei",
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"dc_sb_zhouyu",
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"dc_sb_zhouyu",
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"dc_sb_lusu",
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"dc_lingcao",
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"dc_lingcao",
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"jsrg_zhugeliang",
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"jsrg_zhugeliang",
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"shen_lusu",
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"shen_lusu",
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@ -688,7 +690,6 @@ window.noname_character_rank = {
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"dc_dongzhao",
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"dc_dongzhao",
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"zhugeruoxue",
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"zhugeruoxue",
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"zhugemengxue",
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"zhugemengxue",
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"dc_sb_lusu",
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"mb_huban",
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"mb_huban",
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"jsrg_simayi",
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"jsrg_simayi",
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"jsrg_zhaoyun",
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"jsrg_zhaoyun",
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@ -2207,9 +2208,11 @@ window.noname_character_rank = {
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"ol_jianyong",
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"ol_jianyong",
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"ol_sb_jiangwei",
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"ol_sb_jiangwei",
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"dc_sb_zhouyu",
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"dc_sb_zhouyu",
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"dc_sb_lusu",
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"xia_shitao",
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"xia_shitao",
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"bailingyun",
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"bailingyun",
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"dc_sb_simayi",
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"dc_sb_simayi",
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"dc_sb_jiaxu",
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"caofang",
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"caofang",
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"mb_caomao",
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"mb_caomao",
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"dc_shen_huatuo",
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"dc_shen_huatuo",
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@ -2710,7 +2713,6 @@ window.noname_character_rank = {
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"yue_zhoufei",
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"yue_zhoufei",
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"ol_dingshangwan",
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"ol_dingshangwan",
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"ol_liwan",
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"ol_liwan",
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"dc_sb_lusu",
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"clan_wangmingshan",
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"clan_wangmingshan",
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"chengji",
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"chengji",
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"mb_sp_guanqiujian",
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"mb_sp_guanqiujian",
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@ -103,7 +103,7 @@ const dynamicTranslates = {
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str += "阴,并将这些牌交给另一名其他角色B,然后你与A各摸X张牌(X为A以此法失去的手牌数);";
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str += "阴,并将这些牌交给另一名其他角色B,然后你与A各摸X张牌(X为A以此法失去的手牌数);";
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if (!storage) str += "</span>";
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if (!storage) str += "</span>";
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if (storage) str += '<span class="bluetext">';
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if (storage) str += '<span class="bluetext">';
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str += "阳,令A依次使用这些牌中所有其可以使用的牌。";
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str += "阳,令A依次使用这些牌中所有其可以使用的牌(无距离限制且不可被响应)。";
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if (storage) str += "</span>";
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if (storage) str += "</span>";
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return str;
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return str;
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},
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},
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@ -59,12 +59,15 @@ const skills = {
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if (player.countCards("h") < storage[1]) {
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if (player.countCards("h") < storage[1]) {
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yield player.drawTo(storage[1]);
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yield player.drawTo(storage[1]);
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} else {
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} else {
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yield player.chooseToDiscard("h", true, storage[1] - player.countCards("h"));
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yield player.chooseToDiscard("h", true, player.countCards("h") - storage[1]);
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}
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}
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}
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}
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if (player.getHp() != storage[2]) {
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if (player.getHp() != storage[2]) {
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yield player[player.getHp() > storage[2] ? "loseHp" : "recover"](Math.abs(player.getHp() - storage[2]));
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yield player[player.getHp() > storage[2] ? "loseHp" : "recover"](Math.abs(player.getHp() - storage[2]));
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}
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}
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if (player.getStat("skill").dcsbfumou) {
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delete player.getStat("skill").dcsbfumou;
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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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//waiting for PZ157
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//waiting for PZ157
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@ -75,24 +78,24 @@ const skills = {
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audioname: ["dc_sb_jiaxu_shadow"],
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audioname: ["dc_sb_jiaxu_shadow"],
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enable: "phaseUse",
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enable: "phaseUse",
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filter(event, player) {
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filter(event, player) {
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return (
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return game.hasPlayer(target => {
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game.hasPlayer(target => {
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return target != player && target.countCards("h");
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return target != player && target.countCards("h");
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});
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}) && game.countPlayer(target => target != player) >= (player.storage.dcsbfumou ? 1 : 2)
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);
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},
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},
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filterTarget(card, player, target) {
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filterTarget(card, player, target) {
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if (target == player) return false;
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if (target == player) return false;
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if (!ui.selected.targets.length) return target.countCards("h");
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if (!ui.selected.targets.length) return target.countCards("h");
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return !player.storage.dcsbfumou;
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return !player.storage.dcsbfumou && game.countPlayer(target => target != player) > 1;
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},
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},
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selectTarget() {
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selectTarget() {
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const player = get.event("player");
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const player = get.event("player");
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if (game.countPlayer(target => target != player) == 1) return [1, 2];
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return player.storage.dcsbfumou ? [1, 2] : 2;
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return player.storage.dcsbfumou ? [1, 2] : 2;
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},
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},
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targetprompt() {
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targetprompt() {
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const player = get.event("player");
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const player = get.event("player");
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return player.storage.dcsbfumou ? "" : ["看牌角色", "得牌角色"][ui.selected.targets.length-1];
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if (game.countPlayer(target => target != player) == 1) return "";
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return player.storage.dcsbfumou ? "" : ["看牌角色", "得牌角色"][ui.selected.targets.length - 1];
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},
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},
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prompt() {
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prompt() {
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const player = get.event("player");
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const player = get.event("player");
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@ -105,7 +108,7 @@ const skills = {
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async content(event, trigger, player) {
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async content(event, trigger, player) {
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const storage = player.storage.dcsbfumou,
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const storage = player.storage.dcsbfumou,
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target = event.targets[0],
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target = event.targets[0],
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num = Math.ceil(target.countCards("h")/2);
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num = Math.ceil(target.countCards("h") / 2);
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player.changeZhuanhuanji("dcsbfumou");
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player.changeZhuanhuanji("dcsbfumou");
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let cards = await player
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let cards = await player
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.choosePlayerCard("覆谋:选择展示" + get.translation(target) + "的" + get.cnNumber(num) + "张牌", target, "h", num, true)
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.choosePlayerCard("覆谋:选择展示" + get.translation(target) + "的" + get.cnNumber(num) + "张牌", target, "h", num, true)
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@ -114,7 +117,7 @@ const skills = {
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storage = get.event("storage"),
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storage = get.event("storage"),
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target = get.event().getParent().targets[0];
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target = get.event().getParent().targets[0];
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if (!storage) return get.value(card) * -get.attitude(player, target);
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if (!storage) return get.value(card) * -get.attitude(player, target);
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return target.getUseValue(card) * get.attitude(player, target);
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return target.getUseValue(card, false) * get.attitude(player, target);
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})
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})
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.set("visible", true)
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.set("visible", true)
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.set("storage", storage)
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.set("storage", storage)
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@ -123,18 +126,25 @@ const skills = {
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await player.showCards(cards, get.translation(player) + "发动了【覆谋】");
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await player.showCards(cards, get.translation(player) + "发动了【覆谋】");
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if (!storage) {
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if (!storage) {
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const aim = event.targets[1];
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const aim = event.targets[1];
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cards = cards.filter(card => lib.filter.canBeGained(card, aim, target));
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if (aim) {
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if (cards.length) {
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cards = cards.filter(card => lib.filter.canBeGained(card, aim, target));
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await aim.gain(cards, target, "give");
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if (cards.length) {
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await game.asyncDraw([player, target], cards.length);
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await aim.gain(cards, target, "give");
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await game.asyncDraw([player, target], cards.length);
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} else {
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aim.popup("杯具");
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aim.chat("555一张都拿不到");
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}
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} else {
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} else {
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aim.popup("杯具");
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player.chat("只是看看,但给不了...");
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aim.chat("555一张都拿不到~");
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}
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}
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} else {
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} else {
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for (const card of cards) {
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for (const card of cards) {
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if (target.hasUseTarget(card)) {
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if (target.hasUseTarget(card, false)) {
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await target.chooseUseTarget(card, true, false);
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await target.chooseUseTarget(card, true, false, "nodistance").set("oncard", card => {
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game.log(_status.event.card, "不可被响应");
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_status.event.directHit.addArray(game.players);
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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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@ -144,7 +154,7 @@ const skills = {
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mark: true,
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mark: true,
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intro: {
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intro: {
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content(storage) {
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content(storage) {
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if (storage) return "转换技,出牌阶段限一次,你可以观看一名其他角色的手牌并展示其一半手牌,令其依次使用这些牌中所有其可以使用的牌。";
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if (storage) return "转换技,出牌阶段限一次,你可以观看一名其他角色的手牌并展示其一半手牌,令其依次使用这些牌中所有其可以使用的牌(无距离限制且不可被响应)。";
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return "转换技,出牌阶段限一次,你可以观看一名其他角色A的手牌并展示其一半手牌并将这些牌交给另一名其他角色B,然后你与A各摸X张牌(X为A以此法失去的手牌数)。";
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return "转换技,出牌阶段限一次,你可以观看一名其他角色A的手牌并展示其一半手牌并将这些牌交给另一名其他角色B,然后你与A各摸X张牌(X为A以此法失去的手牌数)。";
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},
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},
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},
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},
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@ -13,7 +13,7 @@ const characterSort = {
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sp2_qifu: ["dc_guansuo", "xin_baosanniang", "dc_zhaoxiang"],
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sp2_qifu: ["dc_guansuo", "xin_baosanniang", "dc_zhaoxiang"],
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sp2_gaoshan: ["wanglang", "liuhui", "zhangjian"],
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sp2_gaoshan: ["wanglang", "liuhui", "zhangjian"],
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sp2_wumiao: ["wu_zhugeliang", "wu_luxun", "wu_guanyu"],
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sp2_wumiao: ["wu_zhugeliang", "wu_luxun", "wu_guanyu"],
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sp2_mouding: ["dc_sb_lusu", "dc_sb_zhouyu", "dc_sb_simayi"],
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sp2_mouding: ["dc_sb_jiaxu", "dc_sb_lusu", "dc_sb_zhouyu", "dc_sb_simayi"],
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};
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};
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const characterSortTranslate = {
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const characterSortTranslate = {
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@ -455,8 +455,8 @@ const translates = {
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dc_xiahouba_prefix: "新杀",
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dc_xiahouba_prefix: "新杀",
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old_huangfusong: "新杀皇甫嵩",
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old_huangfusong: "新杀皇甫嵩",
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old_huangfusong_prefix: "新杀",
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old_huangfusong_prefix: "新杀",
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dc_sp_machao: "群马超",
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dc_sp_machao: "新杀SP马超",
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dc_sp_machao_prefix: "群",
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dc_sp_machao_prefix: "新杀SP",
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dc_shixie: "新杀士燮",
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dc_shixie: "新杀士燮",
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dc_shixie_prefix: "新杀",
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dc_shixie_prefix: "新杀",
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dc_guansuo: "新杀关索",
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dc_guansuo: "新杀关索",
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@ -596,9 +596,9 @@ const translates = {
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dcsbsushen: "肃身",
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dcsbsushen: "肃身",
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dcsbsushen_info: "限定技,出牌阶段,你可以记录你当前〖覆谋〗的状态、你的手牌数和你的体力值,然后获得技能〖入世〗。",
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dcsbsushen_info: "限定技,出牌阶段,你可以记录你当前〖覆谋〗的状态、你的手牌数和你的体力值,然后获得技能〖入世〗。",
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dcsbrushi: "入世",
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dcsbrushi: "入世",
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dcsbrushi_info: "限定技,出牌阶段,你可以将你当前〖覆谋〗的状态、你的手牌数和你的体力值调整为你发动〖肃身〗时的记录。",
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dcsbrushi_info: "限定技,出牌阶段,你可以将你当前〖覆谋〗的状态、你的手牌数和你的体力值调整为你发动〖肃身〗时的记录,然后重置〖覆谋〗的发动次数。",
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dcsbfumou: "覆谋",
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dcsbfumou: "覆谋",
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dcsbfumou_info: "转换技,出牌阶段限一次,你可以观看一名其他角色A的手牌并展示其一半手牌:阴,并将这些牌交给另一名其他角色B,然后你与A各摸X张牌(X为A以此法失去的手牌数);阳,令A依次使用这些牌中所有其可以使用的牌。",
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dcsbfumou_info: "转换技,出牌阶段限一次,你可以观看一名其他角色A的手牌并展示其一半手牌:阴,并将这些牌交给另一名其他角色B,然后你与A各摸X张牌(X为A以此法失去的手牌数);阳,令A依次使用这些牌中所有其可以使用的牌(无距离限制且不可被响应)。",
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};
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};
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export default translates;
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export default translates;
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