修复场上只有一名角色时,要求选择其他角色的一些技能
This commit is contained in:
parent
06e049a727
commit
8e108696f9
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@ -1195,6 +1195,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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direct:true,
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direct:true,
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forced:true,
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forced:true,
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filter:function(event,player){
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filter:function(event,player){
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if(!game.hasPlayer(current=>current!=player)) return false;
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var card=event.card,type=get.type2(card);
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var card=event.card,type=get.type2(card);
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for(var i=player.actionHistory.length-1; i>=0; i--){
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for(var i=player.actionHistory.length-1; i>=0; i--){
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var history=player.actionHistory[i].useCard;
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var history=player.actionHistory[i].useCard;
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@ -1629,7 +1630,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(cards.length) player.discard(cards);
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if(cards.length) player.discard(cards);
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}
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}
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'step 1'
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'step 1'
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if(!player.isIn()) event.finish();
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if(!player.isIn()||!game.hasPlayer(current=>current!=player)) event.finish();
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else player.chooseTarget('烈誓:令一名其他角色选择另一项',lib.filter.notMe,true).set('ai',target=>{
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else player.chooseTarget('烈誓:令一名其他角色选择另一项',lib.filter.notMe,true).set('ai',target=>{
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var player=_status.event.player,chosen=_status.event.getParent().choice,att=get.attitude(player,target);
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var player=_status.event.player,chosen=_status.event.getParent().choice,att=get.attitude(player,target);
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if(chosen=='damage'){
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if(chosen=='damage'){
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@ -8817,7 +8817,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return result.bool;
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return result.bool;
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};
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};
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'step 1'
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'step 1'
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if(result.bool){
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if(result.bool&&game.hasPlayer(current=>current!=player)){
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player.chooseTarget(lib.filter.notMe,true,'选择一名其他角色,对其造成1点雷属性伤害').set('ai',function(target){
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player.chooseTarget(lib.filter.notMe,true,'选择一名其他角色,对其造成1点雷属性伤害').set('ai',function(target){
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var player=_status.event.player;
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var player=_status.event.player;
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return get.damageEffect(target,player,player,'thunder');
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return get.damageEffect(target,player,player,'thunder');
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@ -12731,6 +12731,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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popup:false,
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popup:false,
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charlotte:true,
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charlotte:true,
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filter:function(event,player){
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filter:function(event,player){
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if(!game.hasPlayer(current=>current!=player)) return false;
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return event.skill=='junktaoluan_backup'||event.skill=='junktaoluan5'||event.skill=='junktaoluan4';
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return event.skill=='junktaoluan_backup'||event.skill=='junktaoluan5'||event.skill=='junktaoluan4';
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},
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},
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content:function(){
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content:function(){
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@ -1764,6 +1764,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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get.translation(mark)+'】</div><div>'+lib.translate[mark+'_info']+'</div></div>'])
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get.translation(mark)+'】</div><div>'+lib.translate[mark+'_info']+'</div></div>'])
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}
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}
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var target=game.filterPlayer(i=>i!=player)[0];
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var target=game.filterPlayer(i=>i!=player)[0];
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if(!game.hasPlayer(current=>current!=player)) target=player;
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event.target=target;
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event.target=target;
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player.chooseButton(['引路:令'+get.translation(target)+'获得2枚〖引路〗标记',[list,'textbutton']]).set('ai',button=>{
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player.chooseButton(['引路:令'+get.translation(target)+'获得2枚〖引路〗标记',[list,'textbutton']]).set('ai',button=>{
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var mark=button.link;
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var mark=button.link;
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@ -3214,7 +3215,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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direct:true,
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direct:true,
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onremove:['dcsilve','dcsilve_self'],
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onremove:['dcsilve','dcsilve_self'],
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filter:function(event,player){
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filter:function(event,player){
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return (event.name!='phase'||game.phaseNumber==0);
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return game.hasPlayer(current=>current!=player)&&(event.name!='phase'||game.phaseNumber==0);
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},
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},
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content:function(){
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content:function(){
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'step 0'
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'step 0'
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@ -4113,6 +4114,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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audio:2,
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audio:2,
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enable:'phaseUse',
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enable:'phaseUse',
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usable:2,
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usable:2,
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filter:function(event,player){
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return game.hasPlayer(current=>current!=player);
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},
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chooseButton:{
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chooseButton:{
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dialog:function(event,player){
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dialog:function(event,player){
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var dialog=ui.create.dialog('劝谏:令一名其他角色…','hidden');
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var dialog=ui.create.dialog('劝谏:令一名其他角色…','hidden');
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@ -6487,7 +6491,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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'step 0'
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'step 0'
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player.draw();
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player.draw();
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'step 1'
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'step 1'
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if(player.countCards('h')>0){
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if(player.countCards('h')>0&&game.hasPlayer(current=>current!=player)){
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var suits=lib.suit.slice(0),cards=player.getExpansions('yuanyu');
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var suits=lib.suit.slice(0),cards=player.getExpansions('yuanyu');
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for(var i of cards) suits.remove(get.suit(i,false));
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for(var i of cards) suits.remove(get.suit(i,false));
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var str='选择一张手牌,作为“怨”置于武将牌上;同时选择一名其他角色,令该角色获得〖怨语〗的后续效果。'
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var str='选择一张手牌,作为“怨”置于武将牌上;同时选择一名其他角色,令该角色获得〖怨语〗的后续效果。'
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@ -8414,6 +8418,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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direct:true,
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direct:true,
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filter:function(event,player,name){
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filter:function(event,player,name){
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if(player.hasSkill('zhiwei2')) return false;
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if(player.hasSkill('zhiwei2')) return false;
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if(!game.hasPlayer(current=>current!=player)) return false;
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if(get.mode()=='guozhan') return event.name=='showCharacter'&&(event.toShow.contains('gz_luyusheng')||event.toShow.contains('luyusheng'));
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if(get.mode()=='guozhan') return event.name=='showCharacter'&&(event.toShow.contains('gz_luyusheng')||event.toShow.contains('luyusheng'));
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return event.name!='showCharacter'&&(name!='phaseBefore'||game.phaseNumber==0);
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return event.name!='showCharacter'&&(name!='phaseBefore'||game.phaseNumber==0);
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},
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},
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@ -2011,7 +2011,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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direct:true,
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direct:true,
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group:['sbanguo_move','sbanguo_damage','sbanguo_dying'],
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group:['sbanguo_move','sbanguo_damage','sbanguo_dying'],
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filter:function(event,player){
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filter:function(event,player){
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return (event.name!='phase'||game.phaseNumber==0);
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return game.hasPlayer(current=>current!=player)&&(event.name!='phase'||game.phaseNumber==0);
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},
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},
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content:function(){
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content:function(){
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'step 0'
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'step 0'
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@ -2423,6 +2423,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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direct:true,
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direct:true,
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group:['yijin_upstart','yijin_die'],
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group:['yijin_upstart','yijin_die'],
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filter:function(event,player){
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filter:function(event,player){
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if(!game.hasPlayer(current=>current!=player)) return false;
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return lib.skill.yijin.getKane(player).length;
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return lib.skill.yijin.getKane(player).length;
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},
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},
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getKane:function(player){
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getKane:function(player){
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@ -2691,7 +2692,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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enable:'phaseUse',
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enable:'phaseUse',
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usable:1,
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usable:1,
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filter:function(event,player){
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filter:function(event,player){
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return game.countPlayer()>2;
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return game.countPlayer(current=>current!=player)>=2;
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},
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},
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filterTarget:lib.filter.notMe,
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filterTarget:lib.filter.notMe,
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selectTarget:2,
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selectTarget:2,
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@ -8079,7 +8080,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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else event.finish();
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else event.finish();
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}
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}
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'step 1'
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'step 1'
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if(result.bool){
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if(result.bool&&game.hasPlayer(current=>current!=player)){
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event.card=result.links[0];
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event.card=result.links[0];
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player.chooseTarget(true,lib.filter.notMe,'选择一名其他角色获得'+get.translation(event.card)).set('ai',function(target){
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player.chooseTarget(true,lib.filter.notMe,'选择一名其他角色获得'+get.translation(event.card)).set('ai',function(target){
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return get.value(_status.event.getParent().card,target)*get.attitude(_status.event.player,target);
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return get.value(_status.event.getParent().card,target)*get.attitude(_status.event.player,target);
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@ -9172,7 +9173,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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else event.finish();
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else event.finish();
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'step 2'
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'step 2'
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var max=Math.min(player.hp,target.countCards('he'));
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var max=Math.min(player.hp,target.countCards('he'));
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if(max>0){
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if(max>0&&target.isIn()){
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player.choosePlayerCard('he',target,true,[1,max]).set('forceAuto',true).set('prompt','将'+get.translation(target)+'的至多'+get.cnNumber(max)+'张牌置于其武将牌上');
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player.choosePlayerCard('he',target,true,[1,max]).set('forceAuto',true).set('prompt','将'+get.translation(target)+'的至多'+get.cnNumber(max)+'张牌置于其武将牌上');
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}
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}
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else event.finish();
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else event.finish();
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@ -3726,7 +3726,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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direct:true,
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direct:true,
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dutySkill:true,
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dutySkill:true,
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filter:function(event,player){
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filter:function(event,player){
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return (event.name!='phase'||game.phaseNumber==0);
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return game.hasPlayer(current=>current!=player)&&(event.name!='phase'||game.phaseNumber==0);
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},
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},
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content:function(){
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content:function(){
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'step 0'
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'step 0'
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@ -12145,7 +12145,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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forced:true,
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forced:true,
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filter:function(event){
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filter:function(event){
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return game.players.length>1&&(event.name!='phase'||game.phaseNumber==0);
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return game.hasPlayer(current=>current!=player)&&(event.name!='phase'||game.phaseNumber==0);
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},
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},
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audio:6,
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audio:6,
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content:function(){
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content:function(){
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@ -18744,6 +18744,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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global:'loseAsyncAfter',
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global:'loseAsyncAfter',
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},
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},
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filter:function(event,player){
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filter:function(event,player){
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if(!game.hasPlayer(current=>current!=player)) return false;
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if(event.type!='discard'||event.getlx===false) return false;
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if(event.type!='discard'||event.getlx===false) return false;
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var evt=event.getl(player);
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var evt=event.getl(player);
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if(!evt||!evt.cards2) return false;
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if(!evt||!evt.cards2) return false;
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@ -3816,7 +3816,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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}
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event.finish();
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event.finish();
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'step 6'
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'step 6'
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player.chooseTarget('令一名其他角色弃置一张点数为6的牌,否则交给你一张牌',true,function(card,player,current){
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if(!game.hasPlayer(current=>current!=player)) event.finish();
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else player.chooseTarget('令一名其他角色弃置一张点数为6的牌,否则交给你一张牌',true,function(card,player,current){
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return current!=player&¤t.countCards('he')>0;
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return current!=player&¤t.countCards('he')>0;
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}).set('ai',function(target){
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}).set('ai',function(target){
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var player=_status.event.player,att=get.attitude(player,target);
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var player=_status.event.player,att=get.attitude(player,target);
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@ -4504,7 +4505,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger:{player:'phaseBegin'},
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trigger:{player:'phaseBegin'},
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direct:true,
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direct:true,
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filter:function(event,player){
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filter:function(event,player){
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return player.phaseNumber==1&&!player.storage.jielie;
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return player.phaseNumber==1&&!player.storage.jielie&&game.hasPlayer(current=>current!=player);
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},
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},
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content:function(){
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content:function(){
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'step 0'
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'step 0'
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@ -9648,7 +9649,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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forced:true,
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forced:true,
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filter:function(event){
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filter:function(event){
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return game.players.length>1&&(event.name!='phase'||game.phaseNumber==0);
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return game.hasPlayer(current=>current!=player)&&(event.name!='phase'||game.phaseNumber==0);
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},
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},
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content:function(){
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content:function(){
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'step 0'
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'step 0'
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@ -713,7 +713,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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direct:true,
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direct:true,
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onremove:true,
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onremove:true,
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filter:function(event,player){
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filter:function(event,player){
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return (event.name!='phase'||game.phaseNumber==0);
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return game.hasPlayer(current=>current!=player)&&(event.name!='phase'||game.phaseNumber==0);
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},
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},
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group:['twyanshi_hurt','twyanshi_damage'],
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group:['twyanshi_hurt','twyanshi_damage'],
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content:function(){
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content:function(){
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@ -5019,7 +5019,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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else event.finish();
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else event.finish();
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'step 2'
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'step 2'
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game.delayx();
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game.delayx();
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if(player.getExpansions('twxingwu').length<3) event.finish();
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if(player.getExpansions('twxingwu').length<3||!game.hasPlayer(current=>current!=player)) event.finish();
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'step 3'
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'step 3'
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player.chooseButton(['是否移去三张“星舞”牌并发射核弹?',player.getExpansions('twxingwu')],3).set('ai',function(button){
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player.chooseButton(['是否移去三张“星舞”牌并发射核弹?',player.getExpansions('twxingwu')],3).set('ai',function(button){
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if(_status.event.goon) return 1;
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if(_status.event.goon) return 1;
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@ -8300,7 +8300,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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audio:3,
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audio:3,
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trigger:{global:'phaseBefore',player:'enterGame'},
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trigger:{global:'phaseBefore',player:'enterGame'},
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filter:function(event,player){
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filter:function(event,player){
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return event.name!='phase'||game.phaseNumber==0;
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return game.hasPlayer(current=>current!=player)&&(event.name!='phase'||game.phaseNumber==0);
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},
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},
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forced:true,
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forced:true,
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content:function(){
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content:function(){
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@ -10710,7 +10710,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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};
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};
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} else event.finish();
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} else event.finish();
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'step 3'
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'step 3'
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if(result.bool){
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if(result.bool&&game.hasPlayer(current=>current!=player)){
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player.chooseTarget('选择一名其他角色,对其造成2点雷电伤害',lib.filter.notMe,true).set('ai',target=>get.damageEffect(target,player,player,'thunder'));
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player.chooseTarget('选择一名其他角色,对其造成2点雷电伤害',lib.filter.notMe,true).set('ai',target=>get.damageEffect(target,player,player,'thunder'));
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}
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}
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'step 4'
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'step 4'
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@ -13294,6 +13294,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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content:function(){
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content:function(){
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'step 0'
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'step 0'
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var choiceList=['令一名其他角色与你各摸一张牌','令自己下个出牌阶段可以多发动一次【外使】'];
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var choiceList=['令一名其他角色与你各摸一张牌','令自己下个出牌阶段可以多发动一次【外使】'];
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event.count=0;
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if(game.hasPlayer(current=>current!=player)){
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choiceList.shift();
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event.count++;
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}
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if(lib.skill.chijie.filter&&lib.skill.chijie.filter({},player)) choiceList.push('将自己的势力变更为场上存在的一个其他势力');
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if(lib.skill.chijie.filter&&lib.skill.chijie.filter({},player)) choiceList.push('将自己的势力变更为场上存在的一个其他势力');
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player.chooseControl('cancel2').set('prompt',get.prompt('renshe')).set('choiceList',choiceList).set('ai',function(){
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player.chooseControl('cancel2').set('prompt',get.prompt('renshe')).set('choiceList',choiceList).set('ai',function(){
|
||||||
if(game.hasPlayer(function(current){
|
if(game.hasPlayer(function(current){
|
||||||
|
@ -13306,13 +13311,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
else{
|
else{
|
||||||
event.index=result.index;
|
event.index=result.index;
|
||||||
player.logSkill('renshe');
|
player.logSkill('renshe');
|
||||||
if(event.index==0){
|
if(event.index+event.count==0){
|
||||||
player.chooseTarget('请选择一名角色,与其各摸一张牌',lib.filter.notMe,true).ai=function(target){
|
player.chooseTarget('请选择一名角色,与其各摸一张牌',lib.filter.notMe,true).ai=function(target){
|
||||||
if(target.hasSkillTag('nogain')) return 0.1;
|
if(target.hasSkillTag('nogain')) return 0.1;
|
||||||
return get.attitude(_status.event.player,target);
|
return get.attitude(_status.event.player,target);
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
else if(result.index==1){
|
else if(result.index+event.count==1){
|
||||||
player.storage.waishi++;
|
player.storage.waishi++;
|
||||||
event.finish();
|
event.finish();
|
||||||
}
|
}
|
||||||
|
|
|
@ -2207,7 +2207,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
content:function(){
|
content:function(){
|
||||||
'step 0'
|
'step 0'
|
||||||
player.recover();
|
player.recover();
|
||||||
player.chooseTarget('残肆:选择一名其他角色',true,lib.filter.notMe).set('ai',target=>{
|
if(!game.hasPlayer(current=>current!=player)) event.finish();
|
||||||
|
else player.chooseTarget('残肆:选择一名其他角色',true,lib.filter.notMe).set('ai',target=>{
|
||||||
var player=_status.event.player;
|
var player=_status.event.player;
|
||||||
var list=['recover','sha','juedou','huogong'];
|
var list=['recover','sha','juedou','huogong'];
|
||||||
return list.reduce((p,c)=>{
|
return list.reduce((p,c)=>{
|
||||||
|
@ -3140,8 +3141,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
else choiceList[0]='<span style="opacity:0.5; ">'+choiceList[0]+(used?'(同名牌被使用过)':'(已选择)')+'</span>';
|
else choiceList[0]='<span style="opacity:0.5; ">'+choiceList[0]+(used?'(同名牌被使用过)':'(已选择)')+'</span>';
|
||||||
if(!player.hasSkill('dczhanmeng_choice1')) list.push('选项二');
|
if(!player.hasSkill('dczhanmeng_choice1')) list.push('选项二');
|
||||||
else choiceList[1]='<span style="opacity:0.5">'+choiceList[1]+'(已选择)</span>';
|
else choiceList[1]='<span style="opacity:0.5">'+choiceList[1]+'(已选择)</span>';
|
||||||
if(!player.hasSkill('dczhanmeng_choice2')) list.push('选项三');
|
var other=game.hasPlayer(current=>current!=player);
|
||||||
else choiceList[2]='<span style="opacity:0.5">'+choiceList[2]+'(已选择)</span>';
|
if(!player.hasSkill('dczhanmeng_choice2')&&other) list.push('选项三');
|
||||||
|
else choiceList[2]='<span style="opacity:0.5">'+choiceList[2]+(!other?'(没人啦)':'(已选择)')+'</span>';
|
||||||
list.push('cancel2');
|
list.push('cancel2');
|
||||||
player.chooseControl(list).set('prompt',get.prompt('dczhanmeng')).set('ai',()=>{
|
player.chooseControl(list).set('prompt',get.prompt('dczhanmeng')).set('ai',()=>{
|
||||||
var choices=_status.event.controls.slice().remove('cancel2');
|
var choices=_status.event.controls.slice().remove('cancel2');
|
||||||
|
@ -3375,7 +3377,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
forced:true,
|
forced:true,
|
||||||
direct:true,
|
direct:true,
|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
return (event.name!='phase'||game.phaseNumber==0);
|
return game.hasPlayer(current=>current!=player)&&(event.name!='phase'||game.phaseNumber==0);
|
||||||
},
|
},
|
||||||
content:function(){
|
content:function(){
|
||||||
'step 0'
|
'step 0'
|
||||||
|
@ -4157,7 +4159,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
} else event.redo();
|
} else event.redo();
|
||||||
event.nowProperty++;
|
event.nowProperty++;
|
||||||
'step 2'
|
'step 2'
|
||||||
player.chooseTarget('梦解:对一名其他角色造成1点伤害',true,lib.filter.notMe).set('ai',target=>get.damageEffect(target,player,player));
|
if(!game.hasPlayer(current=>current!=player)) event._result={bool:false};
|
||||||
|
else player.chooseTarget('梦解:对一名其他角色造成1点伤害',true,lib.filter.notMe).set('ai',target=>get.damageEffect(target,player,player));
|
||||||
'step 3'
|
'step 3'
|
||||||
if(result.bool){
|
if(result.bool){
|
||||||
player.logSkill('dcmengjie',result.targets[0]);
|
player.logSkill('dcmengjie',result.targets[0]);
|
||||||
|
@ -4196,7 +4199,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
game.delayx();
|
game.delayx();
|
||||||
event.goto(1);
|
event.goto(1);
|
||||||
'step 10'
|
'step 10'
|
||||||
player.chooseTarget('梦解:令一名其他角色将手牌补至上限',true,(card,player,target)=>{
|
if(!game.hasPlayer(current=>current!=player)) event._result={bool:false};
|
||||||
|
else player.chooseTarget('梦解:令一名其他角色将手牌补至上限',true,(card,player,target)=>{
|
||||||
return target!=player;
|
return target!=player;
|
||||||
}).set('ai',target=>{
|
}).set('ai',target=>{
|
||||||
var att=get.attitude(_status.event.player,target);
|
var att=get.attitude(_status.event.player,target);
|
||||||
|
@ -8836,6 +8840,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
direct:true,
|
direct:true,
|
||||||
skillAnimation:true,
|
skillAnimation:true,
|
||||||
animationColor:'gray',
|
animationColor:'gray',
|
||||||
|
filter:function(event,player){
|
||||||
|
return game.hasPlayer(current=>current!=player);
|
||||||
|
},
|
||||||
content:function(){
|
content:function(){
|
||||||
'step 0'
|
'step 0'
|
||||||
player.chooseTarget('请选择【毒逝】的目标','选择一名其他角色,令其获得技能【毒逝】',true,lib.filter.notMe).set('forceDie',true).set('ai',function(target){
|
player.chooseTarget('请选择【毒逝】的目标','选择一名其他角色,令其获得技能【毒逝】',true,lib.filter.notMe).set('forceDie',true).set('ai',function(target){
|
||||||
|
@ -10918,7 +10925,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
dcxinyou_info:'出牌阶段限一次。你可以将体力回复至上限并将手牌补至体力上限。若你以此法:获得了至少两张牌,你于结束阶段失去1点体力;回复了体力,你于结束阶段弃置两张牌。',
|
dcxinyou_info:'出牌阶段限一次。你可以将体力回复至上限并将手牌补至体力上限。若你以此法:获得了至少两张牌,你于结束阶段失去1点体力;回复了体力,你于结束阶段弃置两张牌。',
|
||||||
zerong:'笮融',
|
zerong:'笮融',
|
||||||
dccansi:'残肆',
|
dccansi:'残肆',
|
||||||
dccansi_info:'锁定技。准备阶段,你回复1点体力并选择一名其他角色,其回复1点体力,然后你视为对其依次使用以下能使用的牌:【杀】(无距离限制)、【决斗】、【火攻】。当其以此法受到1点伤害后,你摸两张牌。',
|
dccansi_info:'锁定技。准备阶段,你回复1点体力,然后选择一名其他角色,其回复1点体力,你视为对其依次使用以下能使用的牌:【杀】(无距离限制)、【决斗】、【火攻】。当其以此法受到1点伤害后,你摸两张牌。',
|
||||||
dcfozong:'佛宗',
|
dcfozong:'佛宗',
|
||||||
dcfozong_info:'锁定技。出牌阶段开始时,若你的手牌数大于7,你将X张手牌置于武将牌上(X为你的手牌数-7)。然后若你的武将牌上有至少七张牌,其他角色依次选择一项:1.获得其中的一张牌并令你回复1点体力;2.令你失去1点体力。',
|
dcfozong_info:'锁定技。出牌阶段开始时,若你的手牌数大于7,你将X张手牌置于武将牌上(X为你的手牌数-7)。然后若你的武将牌上有至少七张牌,其他角色依次选择一项:1.获得其中的一张牌并令你回复1点体力;2.令你失去1点体力。',
|
||||||
dc_ruiji:'芮姬',
|
dc_ruiji:'芮姬',
|
||||||
|
|
|
@ -2409,6 +2409,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
popup:false,
|
popup:false,
|
||||||
charlotte:true,
|
charlotte:true,
|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
|
if(!game.hasPlayer(current=>current!=player)) return false;
|
||||||
return event.skill=='xintaoluan_backup'||event.skill=='xintaoluan5'||event.skill=='xintaoluan4';
|
return event.skill=='xintaoluan_backup'||event.skill=='xintaoluan5'||event.skill=='xintaoluan4';
|
||||||
},
|
},
|
||||||
content:function(){
|
content:function(){
|
||||||
|
@ -5084,6 +5085,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
popup:false,
|
popup:false,
|
||||||
charlotte:true,
|
charlotte:true,
|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
|
if(!game.hasPlayer(current=>current!=player)) return false;
|
||||||
return event.skill=='taoluan_backup'||event.skill=='taoluan5'||event.skill=='taoluan4';
|
return event.skill=='taoluan_backup'||event.skill=='taoluan5'||event.skill=='taoluan4';
|
||||||
},
|
},
|
||||||
content:function(){
|
content:function(){
|
||||||
|
|
|
@ -22462,6 +22462,7 @@
|
||||||
}
|
}
|
||||||
if(!name) return false;
|
if(!name) return false;
|
||||||
if(this.hasJudge(name)) return false;
|
if(this.hasJudge(name)) return false;
|
||||||
|
if(this.isOut()) return false;
|
||||||
var mod=game.checkMod(card,this,this,'unchanged','targetEnabled',this);
|
var mod=game.checkMod(card,this,this,'unchanged','targetEnabled',this);
|
||||||
if(mod!='unchanged') return mod;
|
if(mod!='unchanged') return mod;
|
||||||
return true;
|
return true;
|
||||||
|
|
|
@ -2642,7 +2642,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
||||||
forced:true,
|
forced:true,
|
||||||
content:function(){
|
content:function(){
|
||||||
'step 0'
|
'step 0'
|
||||||
var list=game.players.slice(0);
|
var list=game.filterPlayer();
|
||||||
list.remove(player);
|
list.remove(player);
|
||||||
if(list.length){
|
if(list.length){
|
||||||
var target=list.randomGet();
|
var target=list.randomGet();
|
||||||
|
|
Loading…
Reference in New Issue