优化【杀】【南蛮入侵】【万箭齐发】【火攻】【以逸待劳】ai
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@ -229,9 +229,9 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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},
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ai:{
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basic:{
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order:4,
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order:9.2,
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value:[3,1],
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useful:1,
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useful:0.6,
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},
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wuxie:function(target,card,player,viewer,status){
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if(get.attitude(viewer,player._trueMe||player)>0) return 0;
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@ -1099,25 +1099,37 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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return 0;
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},
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basic: {
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useful:3,
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value:3,
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order:5
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order: 9,
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useful: 1.5,
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value: 3
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},
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result: {
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target:function(player,target){
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var hs=target.getCards('h');
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if(hs.length<=1){
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if(target==player&&(hs.length==0||hs[0].name=='yiyi')){
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return 0;
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target(player, target) {
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let i,
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add = 0,
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y = 1,
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tars = 0;
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if (!ui.selected.cards) y = 0;
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if (ui.selected.targets) tars = 0.01 * ui.selected.targets.length;
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else tars = 0;
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if (target == player) i = player.countCards('h', function (card) {
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if (y > 0 && ui.selected.cards.includes(card)) return false;
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if (!y && get.name(card) === 'yiyi') {
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y = -1;
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return false;
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}
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return 0.3;
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return true;
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});
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else i = target.countCards('he');
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if (target.hasSkillTag('noh')) add++;
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return add + Math.sqrt(i / 3.6 + tars) / 2;
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}
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return Math.sqrt(target.countCards('he'));
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},
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},
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tag: {
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loseCard:1,
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discard:1,
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draw: 2,
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loseCard: 2,
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discard: 2,
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multitarget: true,
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norepeat: 1
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}
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},
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357
card/standard.js
357
card/standard.js
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@ -272,17 +272,17 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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useful:[5,3,1],
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value:[5,3,1],
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},
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order:function(item,player){
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if(player.hasSkillTag('presha',true,null,true)) return 10;
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if(typeof item==='object'&&game.hasNature(item,'linked')){
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if(game.hasPlayer(function(current){
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return current!=player&&lib.card.sha.ai.canLink(player,current,item)&&player.canUse(item,current,null,true)&&get.effect(current,item,player,player)>0;
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})&&game.countPlayer(function(current){
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return current.isLinked()&&get.damageEffect(current,player,player,get.nature(item))>0;
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})>1) return 3.1;
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return 3;
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}
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return 3.05;
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order(item, player) {
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let res = 3.2;
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if (player.hasSkillTag('presha', true, null, true)) res = 10;
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if (typeof item !== 'object' || !game.hasNature(item, 'linked') || game.countPlayer(cur => cur.isLinked()) < 2) return res;
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//let used = player.getCardUsable('sha') - 1.5, natures = ['thunder', 'fire', 'ice', 'kami'];
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let uv = player.getUseValue(item, true);
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if (uv <= 0) return res;
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let temp = player.getUseValue('sha', true) - uv;
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if (temp < 0) return res + 0.15;
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if (temp > 0) return res - 0.15;
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return res;
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},
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result:{
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target:function(player,target,card,isLink){
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@ -995,10 +995,106 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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}
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},
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ai:{
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wuxie:function(target,card,player,viewer){
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if(get.attitude(viewer,target)>0&&target.countCards('h','sha')){
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if(!target.countCards('h')||target.hp==1||Math.random()<0.7) return 0;
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wuxie(target, card, player, viewer, status) {
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let att = get.attitude(viewer, target), eff = get.effect(target, card, player, target);
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if (Math.abs(att) < 1 || status * eff * att >= 0) return 0;
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let evt = _status.event.getParent('useCard'), pri = 1, bonus = player.hasSkillTag('damageBonus', true, {
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target: target,
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card: card
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}), damage = 1, isZhu = function (tar) {
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return tar.isZhu || tar === game.boss || tar === game.trueZhu || tar === game.falseZhu;
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}, canSha = function (tar, blur) {
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let known = tar.getKnownCards(viewer);
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if (!blur) return known.some(card => {
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let name = get.name(card, tar);
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return (name === 'sha' || name === 'hufu' || name === 'yuchanqian') && lib.filter.cardRespondable(card, tar);
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});
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if (tar.countCards('hs', i => !known.includes(i)) > 4.67 - 2 * tar.hp / tar.maxHp) return true;
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if (!tar.hasSkillTag('respondSha', true, 'respond', true)) return false;
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if (tar.hp <= damage) return false;
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if (tar.hp <= damage + 1) return isZhu(tar);
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return true;
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}, self = false;
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if (canSha(target)) return 0;
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if (bonus && !viewer.hasSkillTag('filterDamage', null, {
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player: player,
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card: card
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})) damage = 2;
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if ((viewer.hp <= damage || viewer.hp <= damage + 1 && isZhu(viewer)) && !canSha(viewer)) {
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if (viewer === target) return status;
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let fv = true;
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if (evt && evt.targets) for (let i of evt.targets) {
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if (fv) {
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if (target === i) fv = false;
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continue;
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}
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if (viewer == i) {
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if (isZhu(viewer)) return 0;
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self = true;
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break;
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}
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}
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}
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let maySha = canSha(target, true);
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if (bonus && !target.hasSkillTag('filterDamage', null, {
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player: player,
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card: card
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})) damage = 2;
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else damage = 1;
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if (isZhu(target)) {
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if (eff < 0) {
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if (target.hp <= damage + 1 || !maySha && target.hp <= damage + 2) return 1;
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if (maySha && target.hp > damage + 2) return 0;
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else if (maySha || target.hp > damage + 2) pri = 3;
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else pri = 4;
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}
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else if (target.hp > damage + 1) pri = 2;
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else return 0;
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}
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else if (self) return 0;
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else if (eff < 0) {
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if (!maySha && target.hp <= damage) pri = 5;
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else if (maySha) return 0;
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else if (target.hp > damage + 1) pri = 2;
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else if (target.hp === damage + 1) pri = 3;
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else pri = 4;
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}
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else if (target.hp <= damage) return 0;
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let find = false;
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if (evt && evt.targets) for (let i = 0; i < evt.targets.length; i++) {
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if (!find) {
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if (evt.targets[i] === target) find = true;
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continue;
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}
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let att1 = get.attitude(viewer, evt.targets[i]), eff1 = get.effect(evt.targets[i], card, player, evt.targets[i]), temp = 1;
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if (Math.abs(att1) < 1 || att1 * eff1 >= 0 || canSha(evt.targets[i])) continue;
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maySha = canSha(evt.targets[i], true);
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if (bonus && !evt.targets[i].hasSkillTag('filterDamage', null, {
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player: player,
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card: card
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})) damage = 2;
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else damage = 1;
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if (isZhu(evt.targets[i])) {
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if (eff1 < 0) {
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if (evt.targets[i].hp <= damage + 1 || !maySha && evt.targets[i].hp <= damage + 2) return 0;
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if (maySha && evt.targets[i].hp > damage + 2) continue;
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if (maySha || evt.targets[i].hp > damage + 2) temp = 3;
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else temp = 4;
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}
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else if (evt.targets[i].hp > damage + 1) temp = 2;
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else continue;
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}
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else if (eff1 < 0) {
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if (!maySha && evt.targets[i].hp <= damage) temp = 5;
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else if (maySha) continue;
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else if (evt.targets[i].hp > damage + 1) temp = 2;
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else if (evt.targets[i].hp === damage + 1) temp = 3;
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else temp = 4;
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}
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else if (evt.targets[i].hp > damage + 1) temp = 2;
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if (temp > pri) return 0;
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}
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return 1;
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},
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basic: {
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order: 9,
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@ -1006,32 +1102,64 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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value: 5
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},
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result: {
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target_use:function(player,target){
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if(player.hasUnknown(2)&&get.mode()!='guozhan') return 0;
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var nh=target.countCards('h');
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if(get.mode()=='identity'){
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if(target.isZhu&&nh<=2&&target.hp<=1) return -100;
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}
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if(nh==0) return -2;
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if(nh==1) return -1.7
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return -1.5;
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player(player, target) {
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if (player._nanman_temp || player.hasSkillTag('jueqing', false, target)) return 0;
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player._nanman_temp = true;
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let eff = get.effect(target, new lib.element.VCard({ name: 'nanman' }), player, target);
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delete player._nanman_temp;
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if (eff >= 0) return 0;
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if (target.hp > 2 || target.hp > 1 && !target.isZhu && target != game.boss && target != game.trueZhu && target != game.falseZhu) return 0;
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if (target.hp > 1 && target.hasSkillTag('respondSha', true, 'respond', true)) return 0;
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let known = target.getKnownCards(player);
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if (known.some(card => {
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let name = get.name(card, target);
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if (name === 'sha' || name === 'hufu' || name === 'yuchanqian') return lib.filter.cardRespondable(card, target);
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if (name === 'wuxie') return lib.filter.cardEnabled(card, target, 'forceEnable');
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})) return 0;
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if (target.hp > 1 || target.countCards('hs', i => !known.includes(i)) > 4.67 - 2 * target.hp / target.maxHp) return 0;
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let res = 0, att = get.sgnAttitude(player, target);
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res -= att * (0.8 * target.countCards('hs') + 0.6 * target.countCards('e') + 3.6);
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if (get.mode() === 'identity' && target.identity === 'fan') res += 2.4;
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if (get.mode() === 'guozhan' && player.identity !== 'ye' && player.identity === target.identity ||
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get.mode() === 'identity' && player.identity === 'zhu' && (target.identity === 'zhong' || target.identity === 'mingzhong')) res -= 0.8 * player.countCards('he');
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return res;
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},
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target:function(player,target){
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var nh=target.countCards('h');
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if(get.mode()=='identity'){
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if(target.isZhu&&nh<=2&&target.hp<=1) return -100;
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target(player, target) {
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let zhu = (get.mode() === 'identity' && target.isZhu) || target.identity === 'zhu';
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if (!lib.filter.cardRespondable({ name: 'sha' }, target)) {
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if (zhu) {
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if (target.hp < 2) return -99;
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if (target.hp === 2) return -3.6;
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}
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if(nh==0) return -2;
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if(nh==1) return -1.7
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return -2;
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}
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let known = target.getKnownCards(player);
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if (known.some(card => {
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let name = get.name(card, target);
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if (name === 'sha' || name === 'hufu' || name === 'yuchanqian') return lib.filter.cardRespondable(card, target);
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if (name === 'wuxie') return lib.filter.cardEnabled(card, target, 'forceEnable');
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})) return -1.2;
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let nh = target.countCards('hs', i => !known.includes(i));
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if (zhu && target.hp <= 1) {
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if (nh === 0) return -99;
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if (nh === 1) return -60;
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if (nh === 2) return -36;
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if (nh === 3) return -12;
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if (nh === 4) return -8;
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return -5;
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}
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if (target.hasSkillTag('respondSha', true, 'respond', true)) return -1.35;
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if (!nh) return -2;
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if (nh === 1) return -1.8;
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return -1.5;
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},
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}
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},
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tag: {
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respond: 1,
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respondSha: 1,
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damage: 1,
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multitarget: 1,
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multineg:1,
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multineg: 1
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}
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}
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},
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@ -1079,10 +1207,106 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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}
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},
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ai:{
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wuxie:function(target,card,player,viewer){
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if(get.attitude(viewer,target)>0&&target.countCards('h','shan')){
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if(!target.countCards('h')||target.hp==1||Math.random()<0.7) return 0;
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wuxie(target, card, player, viewer, status) {
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let att = get.attitude(viewer, target), eff = get.effect(target, card, player, target);
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if (Math.abs(att) < 1 || status * eff * att >= 0) return 0;
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let evt = _status.event.getParent('useCard'), pri = 1, bonus = player.hasSkillTag('damageBonus', true, {
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target: target,
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card: card
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}), damage = 1, isZhu = function (tar) {
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return tar.isZhu || tar === game.boss || tar === game.trueZhu || tar === game.falseZhu;
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}, canShan = function (tar, blur) {
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let known = tar.getKnownCards(viewer);
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if (!blur) return known.some(card => {
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let name = get.name(card, tar);
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return (name === 'shan' || name === 'hufu') && lib.filter.cardRespondable(card, tar);
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});
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if (tar.countCards('hs', i => !known.includes(i)) > 3.67 - 2 * tar.hp / tar.maxHp) return true;
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if (!tar.hasSkillTag('respondShan', true, 'respond', true)) return false;
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if (tar.hp <= damage) return false;
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if (tar.hp <= damage + 1) return isZhu(tar);
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return true;
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}, self = false;
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if (canShan(target)) return 0;
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if (bonus && !viewer.hasSkillTag('filterDamage', null, {
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player: player,
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card: card
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})) damage = 2;
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if ((viewer.hp <= damage || viewer.hp <= damage + 1 && isZhu(viewer)) && !canShan(viewer)) {
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if (viewer === target) return status;
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let fv = true;
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if (evt && evt.targets) for (let i of evt.targets) {
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if (fv) {
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if (target === i) fv = false;
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continue;
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}
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if (viewer == i) {
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if (isZhu(viewer)) return 0;
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self = true;
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break;
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}
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}
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}
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let mayShan = canShan(target, true);
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if (bonus && !target.hasSkillTag('filterDamage', null, {
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player: player,
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card: card
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})) damage = 2;
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else damage = 1;
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if (isZhu(target)) {
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if (eff < 0) {
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if (target.hp <= damage + 1 || !mayShan && target.hp <= damage + 2) return 1;
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if (mayShan && target.hp > damage + 2) return 0;
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else if (mayShan || target.hp > damage + 2) pri = 3;
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else pri = 4;
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}
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else if (target.hp > damage + 1) pri = 2;
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else return 0;
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}
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else if (self) return 0;
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else if (eff < 0) {
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if (!mayShan && target.hp <= damage) pri = 5;
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else if (mayShan) return 0;
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else if (target.hp > damage + 1) pri = 2;
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else if (target.hp === damage + 1) pri = 3;
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else pri = 4;
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}
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else if (target.hp <= damage) return 0;
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let find = false;
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if (evt && evt.targets) for (let i = 0; i < evt.targets.length; i++) {
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if (!find) {
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if (evt.targets[i] === target) find = true;
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continue;
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}
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let att1 = get.attitude(viewer, evt.targets[i]), eff1 = get.effect(evt.targets[i], card, player, evt.targets[i]), temp = 1;
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if (Math.abs(att1) < 1 || att1 * eff1 >= 0 || canShan(evt.targets[i])) continue;
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mayShan = canShan(evt.targets[i], true);
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if (bonus && !evt.targets[i].hasSkillTag('filterDamage', null, {
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player: player,
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card: card
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})) damage = 2;
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else damage = 1;
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if (isZhu(evt.targets[i])) {
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if (eff1 < 0) {
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if (evt.targets[i].hp <= damage + 1 || !mayShan && evt.targets[i].hp <= damage + 2) return 0;
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if (mayShan && evt.targets[i].hp > damage + 2) continue;
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if (mayShan || evt.targets[i].hp > damage + 2) temp = 3;
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else temp = 4;
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}
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else if (evt.targets[i].hp > damage + 1) temp = 2;
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else continue;
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}
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else if (eff1 < 0) {
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if (!mayShan && evt.targets[i].hp <= damage) temp = 5;
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else if (mayShan) continue;
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else if (evt.targets[i].hp > damage + 1) temp = 2;
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else if (evt.targets[i].hp === damage + 1) temp = 3;
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else temp = 4;
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}
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else if (evt.targets[i].hp > damage + 1) temp = 2;
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if (temp > pri) return 0;
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}
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return 1;
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},
|
||||
basic: {
|
||||
order: 9,
|
||||
|
@ -1090,32 +1314,63 @@ game.import('card',function(lib,game,ui,get,ai,_status){
|
|||
value: 5
|
||||
},
|
||||
result: {
|
||||
target_use:function(player,target){
|
||||
if(player.hasUnknown(2)&&get.mode()!='guozhan') return 0;
|
||||
var nh=target.countCards('h');
|
||||
if(get.mode()=='identity'){
|
||||
if(target.isZhu&&nh<=2&&target.hp<=1) return -100;
|
||||
}
|
||||
if(nh==0) return -2;
|
||||
if(nh==1) return -1.7
|
||||
return -1.5;
|
||||
player(player, target) {
|
||||
if (player._wanjian_temp || player.hasSkillTag('jueqing', false, target)) return 0;
|
||||
player._wanjian_temp = true;
|
||||
let eff = get.effect(target, new lib.element.VCard({ name: 'wanjian' }), player, target);
|
||||
delete player._wanjian_temp;
|
||||
if (eff >= 0) return 0;
|
||||
if (target.hp > 2 || target.hp > 1 && !target.isZhu && target != game.boss && target != game.trueZhu && target != game.falseZhu) return 0;
|
||||
if (target.hp > 1 && target.hasSkillTag('respondShan', true, 'respond', true)) return 0;
|
||||
let known = target.getKnownCards(player);
|
||||
if (known.some(card => {
|
||||
let name = get.name(card, target);
|
||||
if (name === 'shan' || name === 'hufu') return lib.filter.cardRespondable(card, target);
|
||||
if (name === 'wuxie') return lib.filter.cardEnabled(card, target, 'forceEnable');
|
||||
})) return 0;
|
||||
if (target.hp > 1 || target.countCards('hs', i => !known.includes(i)) > 3.67 - 2 * target.hp / target.maxHp) return 0;
|
||||
let res = 0, att = get.sgnAttitude(player, target);
|
||||
res -= att * (0.8 * target.countCards('hs') + 0.6 * target.countCards('e') + 3.6);
|
||||
if (get.mode() === 'identity' && target.identity === 'fan') res += 2.4;
|
||||
if (get.mode() === 'guozhan' && player.identity !== 'ye' && player.identity === target.identity ||
|
||||
get.mode() === 'identity' && player.identity === 'zhu' && (target.identity === 'zhong' || target.identity === 'mingzhong')) res -= 0.8 * player.countCards('he');
|
||||
return res;
|
||||
},
|
||||
target:function(player,target){
|
||||
var nh=target.countCards('h');
|
||||
if(get.mode()=='identity'){
|
||||
if(target.isZhu&&nh<=2&&target.hp<=1) return -100;
|
||||
target(player, target) {
|
||||
let zhu = (get.mode() === 'identity' && target.isZhu) || target.identity === 'zhu';
|
||||
if (!lib.filter.cardRespondable({ name: 'shan' }, target)) {
|
||||
if (zhu) {
|
||||
if (target.hp < 2) return -99;
|
||||
if (target.hp === 2) return -3.6;
|
||||
}
|
||||
if(nh==0) return -2;
|
||||
if(nh==1) return -1.7
|
||||
return -2;
|
||||
}
|
||||
let known = target.getKnownCards(player);
|
||||
if (known.some(card => {
|
||||
let name = get.name(card, target);
|
||||
if (name === 'shan' || name === 'hufu') return lib.filter.cardRespondable(card, target);
|
||||
if (name === 'wuxie') return lib.filter.cardEnabled(card, target, 'forceEnable');
|
||||
})) return -1.2;
|
||||
let nh = target.countCards('hs', i => !known.includes(i));
|
||||
if (zhu && target.hp <= 1) {
|
||||
if (nh === 0) return -99;
|
||||
if (nh === 1) return -60;
|
||||
if (nh === 2) return -36;
|
||||
if (nh === 3) return -8;
|
||||
return -5;
|
||||
}
|
||||
if (target.hasSkillTag('respondShan', true, 'respond', true)) return -1.35;
|
||||
if (!nh) return -2;
|
||||
if (nh === 1) return -1.65;
|
||||
return -1.5;
|
||||
},
|
||||
}
|
||||
},
|
||||
tag: {
|
||||
respond: 1,
|
||||
respondShan: 1,
|
||||
damage: 1,
|
||||
multitarget: 1,
|
||||
multineg:1,
|
||||
multineg: 1
|
||||
}
|
||||
}
|
||||
},
|
||||
|
|
|
@ -18318,9 +18318,16 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
return get.info('ollongdan').ai.skillTagFilter(player,tag);
|
||||
},
|
||||
order:function(item,player){
|
||||
if(!player||!player.storage) return;
|
||||
if(!player||!player.storage){
|
||||
player=_status.event.player;
|
||||
if(!player||!player.storage) return 0;
|
||||
if(Object.keys(player.storage).some(i=>{
|
||||
return typeof i=='string'&&i.indexOf('fuhan')!=-1;
|
||||
})) return 4;
|
||||
return 1;
|
||||
}
|
||||
const awakened=Object.keys(player.storage).some(i=>typeof i=='string'&&i.indexOf('fuhan')!=-1);
|
||||
if(player&&_status.event.type=='phase'){
|
||||
if(_status.event.type=='phase'){
|
||||
var max=0;
|
||||
var list=['sha','tao','jiu'];
|
||||
var map={sha:'shan',tao:'jiu',jiu:'tao'}
|
||||
|
@ -18334,7 +18341,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
if(max>0) max+=(awakened?0.3:-0.3);
|
||||
return max;
|
||||
}
|
||||
if(!player) player=_status.event.player;
|
||||
return awakened?4:1;
|
||||
},
|
||||
},
|
||||
|
|
Loading…
Reference in New Issue