bugfix+技能调整
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e7eca38ef4
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971b6c16b3
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@ -1162,7 +1162,7 @@ game.import("character", function () {
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var num = get.cardNameLength(event.card);
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var num = get.cardNameLength(event.card);
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return typeof num == "number" && num > 0 && player.countCards("he") > 0;
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return typeof num == "number" && num > 0 && player.countCards("he") > 0;
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},
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},
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async content(event, trigger, player) {
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async cost(event, trigger, player) {
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var num = get.cardNameLength(trigger.card),
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var num = get.cardNameLength(trigger.card),
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str = "";
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str = "";
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if (player.getDamagedHp() > 0)
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if (player.getDamagedHp() > 0)
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@ -753,7 +753,6 @@ game.import("character", function () {
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},
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},
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direct: true,
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direct: true,
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changeSeat: true,
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changeSeat: true,
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derivation: "tamo_faq",
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async content(event, trigger, player) {
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async content(event, trigger, player) {
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const toSortPlayers = game.filterPlayer((current) => !current.isZhu2());
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const toSortPlayers = game.filterPlayer((current) => !current.isZhu2());
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toSortPlayers.sortBySeat(game.findPlayer2((current) => current.getSeatNum() == 1, true));
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toSortPlayers.sortBySeat(game.findPlayer2((current) => current.getSeatNum() == 1, true));
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@ -871,7 +870,7 @@ game.import("character", function () {
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});
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});
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const { result } = await next;
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const { result } = await next;
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if (!result.bool) return;
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if (!result.bool) return;
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await player.logSkill("tamo");
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player.logSkill("tamo");
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const resultList = result.moved[0].map((info) => {
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const resultList = result.moved[0].map((info) => {
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return parseInt(info.split("|")[0]);
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return parseInt(info.split("|")[0]);
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});
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});
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@ -919,8 +918,9 @@ game.import("character", function () {
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audio: 2,
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audio: 2,
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trigger: { player: "phaseAfter" },
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trigger: { player: "phaseAfter" },
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filter(event, player) {
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filter(event, player) {
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return game.hasPlayer((current) => {
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return game.hasPlayer(target => {
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return current.countCards("h") + player.countCards("h") > 0 && player != current;
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if(target==player||target.countCards('h')+player.countCards('h')==0) return false;
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return get.mode()=='identity'||target.countCards('h')<=player.countCards('h')+1;
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});
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});
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},
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},
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direct: true,
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direct: true,
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@ -932,9 +932,8 @@ game.import("character", function () {
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get.prompt("zhimeng"),
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get.prompt("zhimeng"),
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"与一名其他角色平分手牌",
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"与一名其他角色平分手牌",
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(card, player, target) => {
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(card, player, target) => {
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return (
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if(target==player||target.countCards('h')+player.countCards('h')==0) return false;
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target.countCards("h") + player.countCards("h") > 0 && player != target
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return get.mode()=='identity'||target.countCards('h')<=player.countCards('h')+1;
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);
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}
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}
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)
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)
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.set("ai", (target) => {
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.set("ai", (target) => {
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@ -1184,6 +1183,7 @@ game.import("character", function () {
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default:
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default:
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return false;
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return false;
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}
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}
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break;
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}
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}
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},
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},
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forced: true,
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forced: true,
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@ -10833,14 +10833,10 @@ game.import("character", function () {
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dingzhou_info:
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dingzhou_info:
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"出牌阶段限一次。你可以将X张牌交给一名场上有牌的角色,然后你获得其场上的所有牌(X为其场上的牌数+1)。",
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"出牌阶段限一次。你可以将X张牌交给一名场上有牌的角色,然后你获得其场上的所有牌(X为其场上的牌数+1)。",
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tamo: "榻谟",
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tamo: "榻谟",
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tamo_info:
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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。",
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"游戏开始时,你可以重新分配除主公外所有角色的座次。",
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tamo_faq: "FAQ",
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tamo_faq_info:
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"<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>",
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zhimeng: "智盟",
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zhimeng: "智盟",
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zhimeng_info:
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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。',
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"回合结束后,你可以与一名其他角色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。",
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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。',
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shen_xuzhu: "神许褚",
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shen_xuzhu: "神许褚",
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shen_xuzhu_prefix: "神",
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shen_xuzhu_prefix: "神",
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zhengqing: "争擎",
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zhengqing: "争擎",
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@ -890,7 +890,7 @@ game.import("character", function () {
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} = await player
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} = await player
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.chooseTarget(
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.chooseTarget(
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get.prompt("sbjieming"),
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get.prompt("sbjieming"),
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`令一名角色摸三张牌,然后其可以弃置任意张牌。若其弃置的牌数不大于${get.cnNumber(
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`令一名角色摸四张牌,然后其可以弃置任意张牌。若其弃置的牌数不大于${get.cnNumber(
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num
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num
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)}张,你失去1点体力。`
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)}张,你失去1点体力。`
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)
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)
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@ -921,7 +921,7 @@ game.import("character", function () {
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if (!bool) return;
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if (!bool) return;
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const target = targets[0];
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const target = targets[0];
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player.logSkill("sbjieming", target);
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player.logSkill("sbjieming", target);
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await target.draw(3);
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await target.draw(4);
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num = Math.max(1, player.getDamagedHp());
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num = Math.max(1, player.getDamagedHp());
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const {
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const {
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result: { bool: bool2, cards },
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result: { bool: bool2, cards },
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@ -8984,7 +8984,7 @@ game.import("character", function () {
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"出牌阶段限一次。你可以选择两名有牌的其他角色,你与这些角色同时将任意张牌扣置于武将牌上。若你以此法扣置的牌唯一最少,则扣置牌最多的其他角色获得你扣置的牌,且这些角色获得各自扣置的牌;否则这两名角色中扣置牌较多的角色对较少的角色造成1点伤害,获得你扣置的牌,然后这些角色将各自扣置的牌置入弃牌堆(若这两名角色扣置的牌数相同,视为与你逆时针最近座次的角色扣置牌较多)。",
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"出牌阶段限一次。你可以选择两名有牌的其他角色,你与这些角色同时将任意张牌扣置于武将牌上。若你以此法扣置的牌唯一最少,则扣置牌最多的其他角色获得你扣置的牌,且这些角色获得各自扣置的牌;否则这两名角色中扣置牌较多的角色对较少的角色造成1点伤害,获得你扣置的牌,然后这些角色将各自扣置的牌置入弃牌堆(若这两名角色扣置的牌数相同,视为与你逆时针最近座次的角色扣置牌较多)。",
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sbjieming: "节命",
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sbjieming: "节命",
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sbjieming_info:
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sbjieming_info:
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"当你受到伤害后,你可以令一名角色摸三张牌,然后其可以弃置任意张牌。若其弃置的牌数不大于X,你失去1点体力(X为你已损失的体力值,至少为1)。",
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"当你受到伤害后,你可以令一名角色摸四张牌,然后其可以弃置任意张牌。若其弃置的牌数不大于X,你失去1点体力(X为你已损失的体力值,至少为1)。",
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sb_xiahoudun: "谋夏侯惇",
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sb_xiahoudun: "谋夏侯惇",
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sb_xiahoudun_prefix: "谋",
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sb_xiahoudun_prefix: "谋",
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sbganglie: "刚烈",
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sbganglie: "刚烈",
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@ -999,7 +999,7 @@ game.import("character", function () {
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list.push(
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list.push(
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cards.reduce((sum, card) => {
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cards.reduce((sum, card) => {
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const juedou = get.autoViewAs({ name: "juedou" }, [card]);
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const juedou = get.autoViewAs({ name: "juedou" }, [card]);
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return sum + get.effect(target, card, player, player);
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return sum + get.effect(target, juedou, player, player);
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}, 0)
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}, 0)
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);
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);
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}
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}
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@ -1030,7 +1030,7 @@ game.import("character", function () {
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})
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})
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.reduce((num, card) => {
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.reduce((num, card) => {
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const juedou = get.autoViewAs({ name: "juedou" }, [card]);
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const juedou = get.autoViewAs({ name: "juedou" }, [card]);
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return num + get.effect(player, card, source, player);
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return num + get.effect(player, juedou, source, player);
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}, 0);
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}, 0);
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};
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};
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return controls.sort(
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return controls.sort(
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@ -2448,7 +2448,7 @@ game.import("character", function () {
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} = await player.chooseButton(dialog, true).set("ai", (button) => {
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} = await player.chooseButton(dialog, true).set("ai", (button) => {
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const player = get.event("player"),
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const player = get.event("player"),
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target = get.event().getParent().targets[0];
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target = get.event().getParent().targets[0];
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return get.value(card, player) * get.value(card, target) * (1 + Math.random());
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return get.value(button.link, player) * get.value(button.link, target) * (1 + Math.random());
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});
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});
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if (bool) {
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if (bool) {
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await player.gain(links, target, "giveAuto", "bySelf");
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await player.gain(links, target, "giveAuto", "bySelf");
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