bugfix+技能调整

This commit is contained in:
mengxinzxz 2024-04-18 20:10:14 +08:00
parent e7eca38ef4
commit 971b6c16b3
5 changed files with 17 additions and 21 deletions

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@ -1162,7 +1162,7 @@ game.import("character", function () {
var num = get.cardNameLength(event.card); var num = get.cardNameLength(event.card);
return typeof num == "number" && num > 0 && player.countCards("he") > 0; return typeof num == "number" && num > 0 && player.countCards("he") > 0;
}, },
async content(event, trigger, player) { async cost(event, trigger, player) {
var num = get.cardNameLength(trigger.card), var num = get.cardNameLength(trigger.card),
str = ""; str = "";
if (player.getDamagedHp() > 0) if (player.getDamagedHp() > 0)

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@ -753,7 +753,6 @@ game.import("character", function () {
}, },
direct: true, direct: true,
changeSeat: true, changeSeat: true,
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) => !current.isZhu2());
toSortPlayers.sortBySeat(game.findPlayer2((current) => current.getSeatNum() == 1, true)); toSortPlayers.sortBySeat(game.findPlayer2((current) => current.getSeatNum() == 1, true));
@ -871,7 +870,7 @@ game.import("character", function () {
}); });
const { result } = await next; const { result } = await next;
if (!result.bool) return; if (!result.bool) return;
await player.logSkill("tamo"); player.logSkill("tamo");
const resultList = result.moved[0].map((info) => { const resultList = result.moved[0].map((info) => {
return parseInt(info.split("|")[0]); return parseInt(info.split("|")[0]);
}); });
@ -919,8 +918,9 @@ game.import("character", function () {
audio: 2, audio: 2,
trigger: { player: "phaseAfter" }, trigger: { player: "phaseAfter" },
filter(event, player) { filter(event, player) {
return game.hasPlayer((current) => { return game.hasPlayer(target => {
return current.countCards("h") + player.countCards("h") > 0 && player != current; if(target==player||target.countCards('h')+player.countCards('h')==0) return false;
return get.mode()=='identity'||target.countCards('h')<=player.countCards('h')+1;
}); });
}, },
direct: true, direct: true,
@ -932,9 +932,8 @@ 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) => {
return ( if(target==player||target.countCards('h')+player.countCards('h')==0) return false;
target.countCards("h") + player.countCards("h") > 0 && player != target return get.mode()=='identity'||target.countCards('h')<=player.countCards('h')+1;
);
} }
) )
.set("ai", (target) => { .set("ai", (target) => {
@ -1184,6 +1183,7 @@ game.import("character", function () {
default: default:
return false; return false;
} }
break;
} }
}, },
forced: true, forced: true,
@ -10833,14 +10833,10 @@ game.import("character", function () {
dingzhou_info: dingzhou_info:
"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。", "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。",
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_faq: "FAQ",
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>",
zhimeng: "智盟", zhimeng: "智盟",
zhimeng_info: 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。',
"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。", 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",

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@ -890,7 +890,7 @@ game.import("character", function () {
} = await player } = await player
.chooseTarget( .chooseTarget(
get.prompt("sbjieming"), get.prompt("sbjieming"),
`令一名角色摸张牌,然后其可以弃置任意张牌。若其弃置的牌数不大于${get.cnNumber( `令一名角色摸张牌,然后其可以弃置任意张牌。若其弃置的牌数不大于${get.cnNumber(
num num
)}你失去1点体力` )}你失去1点体力`
) )
@ -921,7 +921,7 @@ game.import("character", function () {
if (!bool) return; if (!bool) return;
const target = targets[0]; const target = targets[0];
player.logSkill("sbjieming", target); player.logSkill("sbjieming", target);
await target.draw(3); await target.draw(4);
num = Math.max(1, player.getDamagedHp()); num = Math.max(1, player.getDamagedHp());
const { const {
result: { bool: bool2, cards }, result: { bool: bool2, cards },
@ -8984,7 +8984,7 @@ game.import("character", function () {
"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。", "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。",
sbjieming: "节命", sbjieming: "节命",
sbjieming_info: sbjieming_info:
"当你受到伤害后,你可以令一名角色摸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。", "当你受到伤害后,你可以令一名角色摸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。",
sb_xiahoudun: "谋夏侯惇", sb_xiahoudun: "谋夏侯惇",
sb_xiahoudun_prefix: "谋", sb_xiahoudun_prefix: "谋",
sbganglie: "刚烈", sbganglie: "刚烈",

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@ -999,7 +999,7 @@ game.import("character", function () {
list.push( list.push(
cards.reduce((sum, card) => { cards.reduce((sum, card) => {
const juedou = get.autoViewAs({ name: "juedou" }, [card]); const juedou = get.autoViewAs({ name: "juedou" }, [card]);
return sum + get.effect(target, card, player, player); return sum + get.effect(target, juedou, player, player);
}, 0) }, 0)
); );
} }
@ -1030,7 +1030,7 @@ game.import("character", function () {
}) })
.reduce((num, card) => { .reduce((num, card) => {
const juedou = get.autoViewAs({ name: "juedou" }, [card]); const juedou = get.autoViewAs({ name: "juedou" }, [card]);
return num + get.effect(player, card, source, player); return num + get.effect(player, juedou, source, player);
}, 0); }, 0);
}; };
return controls.sort( return controls.sort(

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@ -2448,7 +2448,7 @@ game.import("character", function () {
} = await player.chooseButton(dialog, true).set("ai", (button) => { } = await player.chooseButton(dialog, true).set("ai", (button) => {
const player = get.event("player"), const player = get.event("player"),
target = get.event().getParent().targets[0]; target = get.event().getParent().targets[0];
return get.value(card, player) * get.value(card, target) * (1 + Math.random()); return get.value(button.link, player) * get.value(button.link, target) * (1 + Math.random());
}); });
if (bool) { if (bool) {
await player.gain(links, target, "giveAuto", "bySelf"); await player.gain(links, target, "giveAuto", "bySelf");