bugfix
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c800338f74
commit
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@ -1240,8 +1240,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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}
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},
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prompt(result){
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if(result.index>0) return '点击“确定”以观看牌堆顶牌';
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prompt(result,player){
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if(!player.storage.clanguangu) return '点击“确定”以观看牌堆顶牌';
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return '观骨:选择观看牌的目标';
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},
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},
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@ -5448,40 +5448,44 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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return true;
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},
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direct:true,
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content:function(){
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"step 0"
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if(lib.skill.rebingyi.filtery(player)) event.draw=true;
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if(lib.skill.rebingyi.filterx(player)){
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player.chooseTarget(get.prompt('xinbingyi'),'展示所有手牌,并选择至多'+get.cnNumber(player.countCards('h'))+'名角色各摸一张牌',[0,player.countCards('h')],function(card,player,target){
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return true;
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}).set('ai',function(target){
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return get.attitude(_status.event.player,target);
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});
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async cost(event, trigger, player){
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const selfDraw = lib.skill.rebingyi.filtery(player), asyncDraw = lib.skill.rebingyi.filterx(player);
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if (asyncDraw) {
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const num = player.countCards('h');
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const result = await player.chooseTarget(
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get.prompt('xinbingyi'),
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`展示所有手牌,并选择至多${get.cnNumber(num)}名角色各摸一张牌${selfDraw ? '' : ',然后你摸一张牌'}`,
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[0,num]
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).set('ai', function(target){
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return get.attitude(get.player(), target);
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}).forResult();
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if(result.bool) event.result = {
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bool: result.bool,
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cost_data: {
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asyncDraw,
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selfDraw,
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targets: result.targets
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},
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}
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}
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else player.chooseBool(get.prompt('bingyi'),'展示所有手牌').ai=function(){return false};
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"step 1"
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if(result.bool){
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player.logSkill('rebingyi');
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player.showHandcards(get.translation(player)+'发动了【秉壹】');
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event.targets=result.targets;
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else {
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event.result = await player.chooseBool(get.prompt('bingyi'),`展示所有手牌${selfDraw ? '' : ',然后你摸一张牌'}`)
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.set('choice', selfDraw)
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.set('ai',()=>get.event().choice)
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.forResult();
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event.result.cost_data = {selfDraw};
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}
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else{
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event.finish();
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}
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"step 2"
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if(targets&&targets.length){
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player.line(targets,'green');
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targets.sortBySeat();
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},
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async content(event, trigger, player){
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await player.showHandcards(get.translation(player)+'发动了【秉壹】')
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const data = event.cost_data;
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if (data.asyncDraw && data.targets && data.targets.length){
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const targets = data.targets.sortBySeat();
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game.asyncDraw(targets);
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}
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else event.finish();
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if(event.draw){
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if (data.selfDraw) {
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player.draw();
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event.finish();
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}
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"step 3"
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game.delayx();
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},
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},
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//钟会
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@ -6208,8 +6208,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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"step 2"
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if(result.suit=='club'){
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event.target.damage('thunder');
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player.recover();
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event.target.damage('thunder');
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}
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else if(result.suit=='spade'){
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event.target.damage(2,'thunder');
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@ -8113,7 +8113,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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xinkuanggu_info:'当你造成1点伤害后,若受伤角色受到此伤害时你与其的距离不大于1,则你可以回复1点体力或摸一张牌。',
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xinliegong_info:'①你使用【杀】可以选择你距离不大于此【杀】点数的角色为目标。②当你使用【杀】指定一个目标后,你可以根据下列条件执行相应的效果:1.其手牌数小于等于你的手牌数,此【杀】不可被响应,2.其体力值大于等于你的体力值,此【杀】伤害+1。',
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jiewei_info:'当你的武将牌翻面后,你可以摸一张牌。然后你可以使用一张锦囊牌或装备牌,并可以在此牌结算后弃置场上一张同类型的牌。',
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releiji_info:'当你使用或打出一张【闪】时,你可令一名其他角色进行一次判定:若结果为梅花,其受到1点雷电伤害,然后你回复1点体力;若结果为黑桃,其受到2点雷电伤害。',
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releiji_info:'当你使用或打出一张【闪】时,你可令一名其他角色进行一次判定:若结果为梅花,你回复1点体力,并对其造成1点雷电伤害;若结果为黑桃,你对其造成2点雷电伤害。',
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tiangong_info:'锁定技,你防止即将受到的雷电伤害。每当你造成雷电伤害时,你摸一张牌。',
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shensu_info:'你可以跳过判定阶段和摸牌阶段,或跳过出牌阶段并弃置一张装备牌。若如此做,则你可以视为对任意一名角色使用一张无距离限制的【杀】。',
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jushou_info:'结束阶段,你可以摸三张牌并翻面。',
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@ -261,6 +261,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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const num=player.countCards('h');
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if(player.isMaxHandcard()&&num>0){
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const maxNum=game.findPlayer(current=>{
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if(current===player) return false;
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return !game.hasPlayer(current2=>{
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if(current2===player) return false;
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return current2.countCards('h')>current.countCards('h');
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@ -11408,7 +11409,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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recuorui:'摧锐',
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recuorui_info:'限定技,出牌阶段,你可以依次获得至多X名角色的各一张手牌(X为你的体力值)。',
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reliewei:'裂围',
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reliewei_info:'每回合限Y次,当有角色于你的回合内进入濒死状态时,你可以摸一张牌(Y为你的体力值,若当前回合角色为你,则Y为Infinity)。',
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reliewei_info:'每回合限Y次,当有角色进入濒死状态时,你可以摸一张牌(Y为你的体力值,若当前回合角色为你,则Y为Infinity)。',
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duanwei:'段煨',
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langmie:'狼灭',
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langmie_damage:'狼灭',
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@ -1374,7 +1374,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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const {result:{bool,links}}=await player.chooseButton([
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'劫囚:请选择你要恢复的装备栏',
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[transList,'tdnodes'],
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],num,true).set('map',map)
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],Math.min(transList.length,num),true).set('map',map)
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.set('ai',button=>['equip5','equip4','equip1','equip3','equip2'].indexOf(get.event('map')[button.link])+2);
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if(bool) await player.enableEquip(links.slice().map(i=>map[i]));
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},
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@ -10594,6 +10594,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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card:trigger.card,
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})) damageNum=1;
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var yimie=function(){
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if(damageNum==1) return false;
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var hit=true;
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if(get.type(trigger.card)=='trick'&&trigger.player.countCards('hs',{name:'wuxie'})) hit=false;
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if(trigger.card.name=='huogong'&&trigger.player.countCards('h',function(card){
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