Merge branch 'libccy:PR-Branch' into PR-Branch

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nonameShijian 2024-04-20 14:42:09 +08:00 committed by GitHub
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13 changed files with 182 additions and 133 deletions

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@ -3361,6 +3361,9 @@ game.import("character", function () {
content() { content() {
player.draw(3); player.draw(3);
}, },
ai: {
combo: "dddfusi"
},
}, },
dddchashi: { dddchashi: {
trigger: { global: "phaseUseBegin" }, trigger: { global: "phaseUseBegin" },
@ -5113,6 +5116,9 @@ game.import("character", function () {
}, },
}, },
}, },
ai: {
combo: "dddyouxue"
},
}, },
dddyouxue_old: { dddyouxue_old: {
audio: 2, audio: 2,
@ -6624,7 +6630,7 @@ game.import("character", function () {
"锁定技。出牌阶段开始时你选择一名角色其弃置两张牌然后你对一名角色造成1点伤害。" + "锁定技。出牌阶段开始时你选择一名角色其弃置两张牌然后你对一名角色造成1点伤害。" +
(player.storage["dddxiaheng_del"] (player.storage["dddxiaheng_del"]
? "" ? ""
: "“若两名角色:均不为你,你失去一点体力上限;为同一名角色,你失去一点体力;然后若以此法对包括你在内三名不同的角色造成伤害,删除双引号里的描述内容”") : "“若两名角色:均不为你,你失去一点体力上限;为同一名角色,你失去一点体力;然后若以此法对包括你在内三名不同的角色造成伤害,删除双引号里的描述内容”")
); );
}, },
dddshichao(player) { dddshichao(player) {
@ -6638,9 +6644,8 @@ game.import("character", function () {
return ( return (
"转换技,摸牌阶段,你" + "转换技,摸牌阶段,你" +
(player.hasMark("dddxuanlun_del") ? "" : "可") + (player.hasMark("dddxuanlun_del") ? "" : "可") +
"展示手牌(无牌则不展示),并改为摸其中" + "展示手牌(无牌则不展示),并改为摸其中:" +
(!player.storage["dddlanghuai"] ? "包含" : "缺少") + (player.storage["dddlanghuai"] ? '阴:包含花色数的牌;<span class="bluetext">阳:缺少花色数的牌。</span>' : '<span class="bluetext">阴:包含花色数的牌;</span>阳:缺少花色数的牌。')
"花色数的牌。"
); );
}, },
dddxuanlun(player) { dddxuanlun(player) {

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@ -604,18 +604,18 @@ game.import("character", function () {
if ( if (
player.hp < 2 || player.hp < 2 ||
target.hp + target.hp +
target.countCards("h", (card) => target.countCards("h", (card) =>
target.canSaveCard(card, target) target.canSaveCard(card, target)
) <= ) <=
1 + 1 +
trigger.targets.some((current) => trigger.targets.some((current) =>
current.hasMark("zhengqing") current.hasMark("zhengqing")
) )
) )
allIn = true; allIn = true;
if ( if (
cards.map((card) => get.value(card)).reduce((p, c) => p + c, 0) / cards.map((card) => get.value(card)).reduce((p, c) => p + c, 0) /
cards.length > cards.length >
5 5
) )
allIn = true; allIn = true;
@ -755,9 +755,18 @@ game.import("character", function () {
changeSeat: true, changeSeat: true,
derivation: "tamo_faq", derivation: "tamo_faq",
async content(event, trigger, player) { async content(event, trigger, player) {
const toSortPlayers = game.filterPlayer((current) => !current.isZhu2()); const toSortPlayers = game.filterPlayer((current) => {
return (
!current.isZhu2() ||
get.mode() == "doudizhu" && current.getSeatNum() == 3
);
});
toSortPlayers.sortBySeat(game.findPlayer2((current) => current.getSeatNum() == 1, true)); toSortPlayers.sortBySeat(game.findPlayer2((current) => current.getSeatNum() == 1, true));
const next = player.chooseToMove("榻谟:是否分配所有角色的座次?"); const next = player.chooseToMove("榻谟:是否分配" +
(game.countPlayer() > toSortPlayers.length ?
"除主公" + (get.mode() == "doudizhu" ? "和三号位外" : "外") : "") +
"所有角色的座次?"
);
next.set("list", [ next.set("list", [
[ [
"(以下排列的顺序即为发动技能后角色的座次顺序)", "(以下排列的顺序即为发动技能后角色的座次顺序)",
@ -920,8 +929,8 @@ game.import("character", function () {
trigger: { player: "phaseAfter" }, trigger: { player: "phaseAfter" },
filter(event, player) { filter(event, player) {
return game.hasPlayer(target => { return game.hasPlayer(target => {
if(target==player||target.countCards('h')+player.countCards('h')==0) return false; if (target == player || target.countCards('h') + player.countCards('h') == 0) return false;
return get.mode()=='identity'||target.countCards('h')<=player.countCards('h')+1; return get.mode() == 'identity' || target.countCards('h') <= player.countCards('h') + 1;
}); });
}, },
direct: true, direct: true,
@ -933,8 +942,8 @@ game.import("character", function () {
get.prompt("zhimeng"), get.prompt("zhimeng"),
"与一名其他角色平分手牌", "与一名其他角色平分手牌",
(card, player, target) => { (card, player, target) => {
if(target==player||target.countCards('h')+player.countCards('h')==0) return false; if (target == player || target.countCards('h') + player.countCards('h') == 0) return false;
return get.mode()=='identity'||target.countCards('h')<=player.countCards('h')+1; return get.mode() == 'identity' || target.countCards('h') <= player.countCards('h') + 1;
} }
) )
.set("ai", (target) => { .set("ai", (target) => {
@ -1638,9 +1647,8 @@ game.import("character", function () {
var bodies = _status.event.player var bodies = _status.event.player
.getStorage("jxzhaoluan_effect") .getStorage("jxzhaoluan_effect")
.filter((i) => i.isIn()); .filter((i) => i.isIn());
return `选择一名角色,你令${get.translation(bodies)}${ return `选择一名角色,你令${get.translation(bodies)}${bodies.length > 1 ? "中的一人" : ""
bodies.length > 1 ? "中的一人" : "" }减1点体力上限然后你对选择的角色造成1点伤害`;
}减1点体力上限然后你对选择的角色造成1点伤害`;
}, },
delay: false, delay: false,
content() { content() {
@ -1757,9 +1765,9 @@ game.import("character", function () {
.chooseButton( .chooseButton(
[ [
"挈挟:选择" + "挈挟:选择" +
(num > 1 ? "至多" : "") + (num > 1 ? "至多" : "") +
get.cnNumber(num) + get.cnNumber(num) +
"张武将置入武器栏", "张武将置入武器栏",
[ [
list, list,
function (item, type, position, noclick, node) { function (item, type, position, noclick, node) {
@ -1835,8 +1843,7 @@ game.import("character", function () {
`<div class="text" data-nature=${get.groupnature( `<div class="text" data-nature=${get.groupnature(
info[1], info[1],
"raw" "raw"
)}m style="font-family: ${ )}m style="font-family: ${lib.config.name_font || "xinwei"
lib.config.name_font || "xinwei"
},xinwei">${skillstr}</div>`, },xinwei">${skillstr}</div>`,
node node
); );
@ -1863,18 +1870,18 @@ game.import("character", function () {
if (lib.skill[skills[i]] && lib.skill[skills[i]].nobracket) { if (lib.skill[skills[i]] && lib.skill[skills[i]].nobracket) {
uiintro.add( uiintro.add(
'<div><div class="skilln">' + '<div><div class="skilln">' +
get.translation(skills[i]) + get.translation(skills[i]) +
"</div><div>" + "</div><div>" +
get.skillInfoTranslation(skills[i]) + get.skillInfoTranslation(skills[i]) +
"</div></div>" "</div></div>"
); );
} else { } else {
uiintro.add( uiintro.add(
'<div><div class="skill">【' + '<div><div class="skill">【' +
translation + translation +
"】</div><div>" + "】</div><div>" +
get.skillInfoTranslation(skills[i]) + get.skillInfoTranslation(skills[i]) +
"</div></div>" "</div></div>"
); );
} }
if (lib.translate[skills[i] + "_append"]) { if (lib.translate[skills[i] + "_append"]) {
@ -2425,10 +2432,10 @@ game.import("character", function () {
) )
return false; return false;
var card = { var card = {
name: event.card.name, name: event.card.name,
nature: event.card.nature, nature: event.card.nature,
isCard: true, isCard: true,
}, },
list = event._dccuixin; list = event._dccuixin;
for (var target of list) { for (var target of list) {
var targetx = player[target](); var targetx = player[target]();
@ -2455,10 +2462,10 @@ game.import("character", function () {
player player
.chooseBool( .chooseBool(
"摧心:是否视为对" + "摧心:是否视为对" +
get.translation(list[0]) + get.translation(list[0]) +
"使用" + "使用" +
get.translation(card) + get.translation(card) +
"" ""
) )
.set("goon", get.effect(list[0], card, player, player) > 0) .set("goon", get.effect(list[0], card, player, player) > 0)
.set("ai", () => _status.event.goon); .set("ai", () => _status.event.goon);
@ -3301,8 +3308,8 @@ game.import("character", function () {
return 15; return 15;
}) })
.set("forceDie", true).judge2 = function (result) { .set("forceDie", true).judge2 = function (result) {
return result.bool; return result.bool;
}; };
"step 1"; "step 1";
var num = game.countPlayer(function (current) { var num = game.countPlayer(function (current) {
return current != player && current.hasMark("twwuhun"); return current != player && current.hasMark("twwuhun");
@ -3594,15 +3601,15 @@ game.import("character", function () {
evt.set( evt.set(
"openskilldialog", "openskilldialog",
"选择" + "选择" +
get.translation(name) + get.translation(name) +
"" + "" +
get.translation(result.links[0]) + get.translation(result.links[0]) +
")的目标" ")的目标"
); );
evt.set("norestore", true); evt.set("norestore", true);
evt.set("custom", { evt.set("custom", {
add: {}, add: {},
replace: { window() {} }, replace: { window() { } },
}); });
} else { } else {
delete evt.result.skill; delete evt.result.skill;
@ -3787,11 +3794,11 @@ game.import("character", function () {
return [ return [
1, 1,
0.8 * 0.8 *
game.countPlayer((current) => { game.countPlayer((current) => {
return current.countCards("e", (card) => { return current.countCards("e", (card) => {
return get.suit(card, current) == suit; return get.suit(card, current) == suit;
}); });
}), }),
]; ];
}, },
target: (card, player, target) => { target: (card, player, target) => {
@ -4805,9 +4812,9 @@ game.import("character", function () {
return ( return (
numx + numx +
num * num *
game.countPlayer(function (current) { game.countPlayer(function (current) {
return current.hasSkill("yingba"); return current.hasSkill("yingba");
}) })
); );
}, },
}, },
@ -5532,10 +5539,10 @@ game.import("character", function () {
.chooseTarget( .chooseTarget(
get.prompt("dangmo"), get.prompt("dangmo"),
"为" + "为" +
get.translation(trigger.card) + get.translation(trigger.card) +
"增加至多" + "增加至多" +
get.translation(num) + get.translation(num) +
"个目标", "个目标",
[1, num], [1, num],
function (card, player, target) { function (card, player, target) {
var evt = _status.event.getTrigger(); var evt = _status.event.getTrigger();
@ -5581,8 +5588,8 @@ game.import("character", function () {
return 1; return 1;
}) })
.set("callback", lib.skill.reshuishi.callback).judge2 = function (result) { .set("callback", lib.skill.reshuishi.callback).judge2 = function (result) {
return result.bool ? true : false; return result.bool ? true : false;
}; };
"step 2"; "step 2";
var cards = cards.filterInD(); var cards = cards.filterInD();
if (cards.length) if (cards.length)
@ -6015,10 +6022,10 @@ game.import("character", function () {
.chooseCard( .chooseCard(
"h", "h",
"交给" + "交给" +
get.translation(player) + get.translation(player) +
"一张" + "一张" +
get.translation(suit) + get.translation(suit) +
"花色的手牌", "花色的手牌",
true, true,
function (card, player) { function (card, player) {
return get.suit(card, player) == _status.event.suit; return get.suit(card, player) == _status.event.suit;
@ -6294,10 +6301,10 @@ game.import("character", function () {
.set( .set(
"prompt", "prompt",
"把" + "把" +
get.translation(card) + get.translation(card) +
"移动到" + "移动到" +
(event.index2 == 0 ? "弃" : "") + (event.index2 == 0 ? "弃" : "") +
"牌堆的..." "牌堆的..."
); );
} }
"step 5"; "step 5";
@ -6323,13 +6330,13 @@ game.import("character", function () {
.set( .set(
"prompt", "prompt",
"把" + "把" +
get.translation(card) + get.translation(card) +
"移动到" + "移动到" +
get.translation(event.target2) + get.translation(event.target2) +
"的..." "的..."
).ai = function () { ).ai = function () {
return 0; return 0;
}; };
} }
} }
"step 6"; "step 6";
@ -6667,8 +6674,8 @@ game.import("character", function () {
num == 3 num == 3
? event.numFixed ? event.numFixed
: !game.hasPlayer(function (current) { : !game.hasPlayer(function (current) {
return current.hasEnabledSlot(); return current.hasEnabledSlot();
}) })
) )
return false; return false;
return ( return (
@ -7041,12 +7048,12 @@ game.import("character", function () {
!target._new_guixin_eff && !target._new_guixin_eff &&
get.tag(card, "damage") && get.tag(card, "damage") &&
target.hp > target.hp >
(player.hasSkillTag("damageBonus", true, { (player.hasSkillTag("damageBonus", true, {
card: card, card: card,
target: target, target: target,
}) })
? 2 ? 2
: 1) : 1)
) { ) {
if (player.hasSkillTag("jueqing", false, target)) return [1, -2]; if (player.hasSkillTag("jueqing", false, target)) return [1, -2];
target._new_guixin_eff = true; target._new_guixin_eff = true;
@ -8006,12 +8013,12 @@ game.import("character", function () {
!target._guixin_eff && !target._guixin_eff &&
get.tag(card, "damage") && get.tag(card, "damage") &&
target.hp > target.hp >
(player.hasSkillTag("damageBonus", true, { (player.hasSkillTag("damageBonus", true, {
card: card, card: card,
target: target, target: target,
}) })
? 2 ? 2
: 1) : 1)
) { ) {
if (player.hasSkillTag("jueqing", false, target)) return [1, -2]; if (player.hasSkillTag("jueqing", false, target)) return [1, -2];
target._guixin_eff = true; target._guixin_eff = true;
@ -8211,10 +8218,10 @@ game.import("character", function () {
.set( .set(
"allUse", "allUse",
player.getExpansions("qixing").length >= player.getExpansions("qixing").length >=
game.countPlayer(function (current) { game.countPlayer(function (current) {
return get.attitude(player, current) > 4; return get.attitude(player, current) > 4;
}) * }) *
2 2
); );
"step 1"; "step 1";
if (result.bool) { if (result.bool) {
@ -8492,10 +8499,10 @@ game.import("character", function () {
) )
) { ) {
let suits = player.getDiscardableCards(player, "h").reduce((map, card) => { let suits = player.getDiscardableCards(player, "h").reduce((map, card) => {
const suit = get.suit(card, player); const suit = get.suit(card, player);
if (!map[suit]) map[suit] = []; if (!map[suit]) map[suit] = [];
return map; return map;
}, {}), }, {}),
cards = []; cards = [];
Object.keys(suits).forEach((i) => { Object.keys(suits).forEach((i) => {
suits[i].addArray( suits[i].addArray(
@ -8505,11 +8512,11 @@ game.import("character", function () {
}); });
return ( return (
player.hp + player.hp +
player.countCards( player.countCards(
"h", "h",
(card) => !cards.includes(card) && player.canSaveCard(card, player) (card) => !cards.includes(card) && player.canSaveCard(card, player)
) - ) -
3 > 3 >
0 0
); );
} }
@ -9444,9 +9451,9 @@ game.import("character", function () {
return ( return (
player.storage.nzry_junlve >= num && player.storage.nzry_junlve >= num &&
num == num ==
game.countPlayer(function (current) { game.countPlayer(function (current) {
return get.attitude(player, current) < 0; return get.attitude(player, current) < 0;
}) })
); );
}, },
filterTarget(card, player, target) { filterTarget(card, player, target) {
@ -9471,8 +9478,8 @@ game.import("character", function () {
return _status.event.targets.includes(target); return _status.event.targets.includes(target);
}) })
.set("targets", targets).ai = function () { .set("targets", targets).ai = function () {
return 1; return 1;
}; };
"step 2"; "step 2";
if (result.bool) { if (result.bool) {
result.targets[0].damage("fire", "nocard"); result.targets[0].damage("fire", "nocard");
@ -10838,12 +10845,14 @@ game.import("character", function () {
tamo: "榻谟", tamo: "榻谟",
tamo_info: tamo_info:
"游戏开始时,你可以重新分配除主公外所有角色的座次。", "游戏开始时,你可以重新分配除主公外所有角色的座次。",
tamo_info_doudizhu:
"游戏开始时,你可以重新分配除主公和三号位外所有角色的座次。",
tamo_faq: "FAQ", tamo_faq: "FAQ",
tamo_faq_info: tamo_faq_info:
"<br><li>Q在一号位不为主公的情况下〖榻谟〗如何结算</li><li>A该角色可以正常进行座次交换。若受此技能影响导致一号位角色发生了变化则以排列后的一号位角色为起始角色开始本局游戏。</li>", "<br><li>Q在一号位不为主公的情况下〖榻谟〗如何结算</li><li>A该角色可以正常进行座次交换。若受此技能影响导致一号位角色发生了变化则以排列后的一号位角色为起始角色开始本局游戏。</li>",
zhimeng: "智盟", zhimeng: "智盟",
zhimeng_info_identity:'回合结束后,你可以选择一名其他角色。若如此做,你与其将各自所有手牌置于处理区,然后你随机获得这些牌中的一半(向上取整),其获得剩余的牌。', zhimeng_info_identity: '回合结束后,你可以选择一名其他角色。若如此做,你与其将各自所有手牌置于处理区,然后你随机获得这些牌中的一半(向上取整),其获得剩余的牌。',
zhimeng_info:'回合结束后你可以选择一名手牌数不大于Y的其他角色Y为你的手牌数+1。若如此做你与其将各自所有手牌置于处理区然后你随机获得这些牌中的一半向上取整其获得剩余的牌。', zhimeng_info: '回合结束后你可以选择一名手牌数不大于Y的其他角色Y为你的手牌数+1。若如此做你与其将各自所有手牌置于处理区然后你随机获得这些牌中的一半向上取整其获得剩余的牌。',
shen_xuzhu: "神许褚", shen_xuzhu: "神许褚",
shen_xuzhu_prefix: "神", shen_xuzhu_prefix: "神",
zhengqing: "争擎", zhengqing: "争擎",

View File

@ -8005,6 +8005,9 @@ game.import("character", function () {
return false; return false;
}, },
}, },
ai: {
neg: true
},
}, },
//公孙度 //公孙度
dczhenze: { dczhenze: {
@ -10831,7 +10834,10 @@ game.import("character", function () {
player.addTempSkill("zhishi_mark", { player: "phaseBegin" }); player.addTempSkill("zhishi_mark", { player: "phaseBegin" });
} }
}, },
ai: { expose: 0.3 }, ai: {
combo: "xunli",
expose: 0.3
},
subSkill: { subSkill: {
mark: { mark: {
trigger: { trigger: {
@ -12096,6 +12102,9 @@ game.import("character", function () {
} }
} }
}, },
ai: {
combo: "huguan"
},
}, },
mingluan: { mingluan: {
audio: 2, audio: 2,
@ -15060,6 +15069,10 @@ game.import("character", function () {
content: function () { content: function () {
player.removeMark("recangchu", Math.min(player.countMark("recangchu"), trigger.num || 1)); player.removeMark("recangchu", Math.min(player.countMark("recangchu"), trigger.num || 1));
}, },
ai: {
combo: "recangchu",
neg: true
},
group: "reshishou2", group: "reshishou2",
}, },
reshishou2: { reshishou2: {
@ -15493,7 +15506,7 @@ game.import("character", function () {
var list = ["sha", "shan", "tao", "jiu"]; var list = ["sha", "shan", "tao", "jiu"];
for (var i of list) { for (var i of list) {
var strx = "【" + get.translation(i) + "】"; var strx = "【" + get.translation(i) + "】";
if (!info || !info[0].includes(i)) if (info && !info[0].includes(i))
strx = '<span style="text-decoration:line-through;">' + strx + "</span>"; strx = '<span style="text-decoration:line-through;">' + strx + "</span>";
str += strx; str += strx;
if (i != "jiu") str += "/"; if (i != "jiu") str += "/";

View File

@ -8741,6 +8741,9 @@ game.import("character", function () {
.set("cards", trigger.cards); .set("cards", trigger.cards);
} }
}, },
ai: {
combo: "jsrglirang"
},
}, },
//朱儁 //朱儁
jsrgfendi: { jsrgfendi: {

View File

@ -604,7 +604,7 @@ game.import("character", function () {
usable: 1, usable: 1,
zhuanhuanji: true, zhuanhuanji: true,
filterTarget(card, player, target) { filterTarget(card, player, target) {
if (player.storage.mbzuoyou) return target.countCards("h"); if (player.storage.mbzuoyou) return target.countCards("h") >= 2;
return true; return true;
}, },
async content(event, trigger, player) { async content(event, trigger, player) {
@ -612,12 +612,13 @@ game.import("character", function () {
target = event.target; target = event.target;
if (event.name === "mbzuoyou") player.changeZhuanhuanji("mbzuoyou"); if (event.name === "mbzuoyou") player.changeZhuanhuanji("mbzuoyou");
if (!storage) { if (!storage) {
await target.draw(3); await target.draw(2);
await target.chooseToDiscard(2, true, "he"); await target.chooseToDiscard(1, true, "h");
} else { } else {
await target.chooseToDiscard( await target.chooseToDiscard(
target === player ? "佐佑" : `${get.translation(player)}对你发动了【佐佑】`, target === player ? "佐佑" : `${get.translation(player)}对你发动了【佐佑】`,
"请弃置一张手牌然后获得1点护甲", "请弃置两张手牌然后获得1点护甲",
2,
true true
); );
await target.changeHujia(1, null, true); await target.changeHujia(1, null, true);
@ -628,8 +629,8 @@ game.import("character", function () {
intro: { intro: {
content(storage, player) { content(storage, player) {
if (!storage) if (!storage)
return "转换技。出牌阶段限一次,你可以令一名角色摸三张牌,然后其弃置两张牌。"; return "转换技。出牌阶段限一次,你可以令一名角色摸两张牌,然后其弃置一张手牌。";
return "转换技。出牌阶段限一次,你可以令一名角色弃置一张手牌然后其获得1点护甲。"; return "转换技。出牌阶段限一次,你可以令一名手牌数不少于二的角色弃置两张手牌然后其获得1点护甲。";
}, },
}, },
ai: { ai: {
@ -21192,7 +21193,7 @@ game.import("character", function () {
lizhaojiaobo: "李昭焦伯", lizhaojiaobo: "李昭焦伯",
mbzuoyou: "佐佑", mbzuoyou: "佐佑",
mbzuoyou_info: mbzuoyou_info:
"转换技。出牌阶段限一次,阴:你可以令一名角色摸三张牌,然后其弃置两张牌;阳:你可以令一名角色弃置一张手牌然后其获得1点护甲。", "转换技。出牌阶段限一次,阴:你可以令一名角色摸两张牌,然后其弃置一张手牌;阳:你可以令一名手牌数不少于二的角色弃置两张手牌然后其获得1点护甲。",
mbshishou: "侍守", mbshishou: "侍守",
mbshishou_info: mbshishou_info:
"锁定技。当你发动〖佐佑〗后,若目标角色不为你,你执行〖佐佑〗中目标角色未执行的一项。", "锁定技。当你发动〖佐佑〗后,若目标角色不为你,你执行〖佐佑〗中目标角色未执行的一项。",

View File

@ -4049,6 +4049,7 @@ game.import("character", function () {
result: { result: {
player: 1, player: 1,
}, },
combo: "zyquanji"
}, },
}, },
//孙綝 //孙綝
@ -6954,6 +6955,9 @@ game.import("character", function () {
player.loseToDiscardpile(cards); player.loseToDiscardpile(cards);
if (num <= 1) player.draw(); if (num <= 1) player.draw();
}, },
ai: {
combo: "spyicong"
},
}, },
sptuji2: { sptuji2: {
onremove: true, onremove: true,

View File

@ -1169,7 +1169,13 @@ game.import("character", function () {
content: function () { content: function () {
player.addToExpansion(cards, player, "give").gaintag.add("old_jijun"); player.addToExpansion(cards, player, "give").gaintag.add("old_jijun");
}, },
ai: { order: 1, result: { player: 1 } }, ai: {
order: 1,
result: {
player: 1
},
combo: "old_fangtong"
},
}, },
old_fangtong: { old_fangtong: {
trigger: { trigger: {
@ -1186,6 +1192,9 @@ game.import("character", function () {
var winners = player.getFriends(); var winners = player.getFriends();
game.over(player == game.me || winners.includes(game.me)); game.over(player == game.me || winners.includes(game.me));
}, },
ai:{
combo: "oldjijun"
},
}, },
oldanxu: { oldanxu: {
enable: "phaseUse", enable: "phaseUse",

View File

@ -6134,8 +6134,10 @@ game.import("character", function () {
} }
}, },
ai: { ai: {
halfneg: true,
directHit_ai: true, directHit_ai: true,
skillTagFilter: function (player, tag, arg) { skillTagFilter: function (player, tag, arg) {
if (tag === "directHit_ai") return;
if ( if (
arg.card.name != "sha" || arg.card.name != "sha" ||
!arg.target.hasSex("female") || !arg.target.hasSex("female") ||

View File

@ -1005,7 +1005,7 @@ game.import("character", function () {
} }
return list; return list;
}, []); }, []);
return Math[att > 0 ? "max" : "min"].apply(Math, list); return Math[att > 0 ? "max" : "min"].apply(Math, effs);
}) })
.forResult(); .forResult();
}, },
@ -32648,6 +32648,9 @@ game.import("character", function () {
player.gain(event.togain, "gain2"); player.gain(event.togain, "gain2");
} }
}, },
ai: {
combo: "xinfu_falu"
},
}, },
zhenyi_spade: { zhenyi_spade: {
trigger: { trigger: {

View File

@ -18750,7 +18750,9 @@ game.import("character", function () {
audio: 2, audio: 2,
enable: "phaseUse", enable: "phaseUse",
usable: 1, usable: 1,
filterTarget: lib.filter.notMe, filterTarget: function (card, player, target) {
return target.hp >= player.hp;
},
content: function () { content: function () {
"step 0"; "step 0";
var str = get.translation(target); var str = get.translation(target);

View File

@ -4306,6 +4306,9 @@ game.import("character", function () {
content: function () { content: function () {
lib.skill.dcluoyan.init(player, "dcluoyan"); lib.skill.dcluoyan.init(player, "dcluoyan");
}, },
ai: {
combo: "dcxingwu"
},
}, },
retianxiang_daxiaoqiao: { retianxiang_daxiaoqiao: {
audio: "tianxiang_daxiaoqiao", audio: "tianxiang_daxiaoqiao",
@ -19631,7 +19634,7 @@ game.import("character", function () {
zhugemengxue: "诸葛梦雪", zhugemengxue: "诸葛梦雪",
dcjichun: "寄春", dcjichun: "寄春",
dcjichun_info: dcjichun_info:
"出牌阶段限一次,你可以展示一张牌并选择一项①将此牌交给一名手牌数小于你的角色然后摸X张牌。②弃置此牌并弃置一名手牌数大于你的角色区域里至多X张牌。X为此牌牌名字数", "出牌阶段限一次,你可以展示一张牌并选择一项①将此牌交给一名手牌数小于你的角色然后摸X张牌。②弃置此牌并弃置一名手牌数大于你的角色区域里至多X张牌。X为此牌牌名字数",
dchanying: "寒英", dchanying: "寒英",
dchanying_info: dchanying_info:
"准备阶段,你可以亮出牌堆里的一张非赠物装备牌,然后令一名手牌数等于你的角色使用此牌。", "准备阶段,你可以亮出牌堆里的一张非赠物装备牌,然后令一名手牌数等于你的角色使用此牌。",

View File

@ -1,13 +1,8 @@
window.noname_update = { window.noname_update = {
version: "1.10.11.1", version: "1.10.11.3",
update: "NULL", //新版本更新文件较多,直接强制进行全量更新 update: "NULL", //新版本更新文件较多,直接强制进行全量更新
changeLog: [ changeLog: [
"整合@Rintim @mengxinzxz @nonameShijian @lieren2023 @itsnoteasytonameaccount @kuangshen04 @IceCola97 @PZ157 @universe-st @Iking123 @copcap @nineMangos 的Pull Request", "bug修复",
"OL族王广、族王明山、界王异、刘辟、SP孙策十周年曹芳、武关羽、神华佗、SP甄姬",
"手杀SP毌丘俭、曹髦、成济、李昭&焦伯;海外服颜良、文丑、袁谭",
"添加“无限火力”单挑模式",
"拆分“技能的消耗”和“技能的效果”加入“按点卖血”等同时机多次发动技能的机制逐步淘汰direct:true的写法",
"其他AI优化与bug修复",
], ],
files: [], files: [],
}; };

View File

@ -4524,7 +4524,7 @@ export class Player extends HTMLDivElement {
if (typeof this.selectCard == "function") return false; if (typeof this.selectCard == "function") return false;
if (this.complexCard || this.complexSelect || this.filterOk) return false; if (this.complexCard || this.complexSelect || this.filterOk) return false;
var cards = this.player.getCards(this.position); var cards = this.player.getCards(this.position);
if (cards.some(card => !this.filterCard(card, this))) return false; if (cards.some(card => !this.filterCard(card, this.player, this))) return false;
var num = cards.length; var num = cards.length;
for (var i = 0; i < cards.length; i++) { for (var i = 0; i < cards.length; i++) {
if (!lib.filter.cardDiscardable(cards[i], this.player, this)) num--; if (!lib.filter.cardDiscardable(cards[i], this.player, this)) num--;
@ -4783,7 +4783,7 @@ export class Player extends HTMLDivElement {
if (typeof this.selectCard == "function") return false; if (typeof this.selectCard == "function") return false;
if (this.complexCard || this.complexSelect || this.filterOk) return false; if (this.complexCard || this.complexSelect || this.filterOk) return false;
var cards = this.player.getCards(this.position); var cards = this.player.getCards(this.position);
if (cards.some(card => !this.filterCard(card, this))) return false; if (cards.some(card => !this.filterCard(card, this.player, this))) return false;
return get.select(this.selectCard)[0] >= this.player.countCards(this.position); return get.select(this.selectCard)[0] >= this.player.countCards(this.position);
}; };
next.setContent("chooseCard"); next.setContent("chooseCard");