OL谋姜维写法优化+诈降/困奋audioname

This commit is contained in:
mengxinzxz 2023-12-08 10:29:22 +08:00
parent efe2a99c08
commit 9cd9115eed
3 changed files with 56 additions and 33 deletions

View File

@ -11,7 +11,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
characterSort:{
onlyOL:{
onlyOL_standard:[],
onlyOL_yijiang1:['ol_caozhang','ol_jianyong','ol_lingtong'],
onlyOL_sb:['ol_sb_jiangwei'],
},
@ -33,17 +32,19 @@ game.import('character',function(lib,game,ui,get,ai,_status){
direct:true,
content:function*(event,map){
var player=map.player;
var trigger=map.trigger;
var result=yield player.chooseTarget(get.prompt('olsbzhuri'),'与一名角色进行拼点若你赢你可以使用其中的一张拼点牌若你没赢你失去1点体力或令此技能于本回合失效',(card,player,target)=>{
return player.canCompare(target);
}).set('ai',target=>{
var player=_status.event.player;
var ts=target.getCards('h').sort((a,b)=>get.number(a)-get.number(b));
if(get.attitude(player,target)<0){
var hs=player.getCards('h').sort((a,b)=>get.number(a)-get.number(b));
if(!hs.length||!ts.length) return 0;
if(get.effect(player,{name:'losehp'},player,player)>0) return Math.random()*0.8;
var hs=player.getCards('h').sort((a,b)=>get.number(b)-get.number(a));
var ts=target.getCards('h').sort((a,b)=>get.number(b)-get.number(a));
if(get.value(hs[0])>6) return 0;
if(get.number(hs[0])>get.number(ts[0])) return 1;
return Math.random()-0.7;
return Math.random()+0.2;
}
return 0;
});
@ -65,11 +66,17 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
}
else{
var list=lib.skill.olsbranji.getList(trigger);
var result3=yield player.chooseControl('失去体力','技能失效').set('prompt','逐日失去1点体力或令此技能于本回合失效').set('ai',()=>{
var player=_status.event.player;
if(player.getHp>2){
var list=_status.event.list;
list.removeArray(player.skipList);
if(list.includes('phaseDraw')||list.includes('phaseUse')) return '失去体力';
}
if(get.effect(player,{name:'losehp'},player,player)>0) return '失去体力';
return '技能失效';
});
}).set('list',list.slice(trigger.getParent().num,list.length));
player[result3.control=='失去体力'?'loseHp':'addTempSkill'](result3.control=='失去体力'?1:'olsbzhuri_block');
}
}
@ -88,67 +95,79 @@ game.import('character',function(lib,game,ui,get,ai,_status){
trigger:{player:'phaseJieshuBegin'},
prompt2:function(event,player){
var str='获得技能';
var num=event.getParent().phaseList.slice(0,event.getParent().num).filter(name=>player.getHistory('useCard',evt=>evt.getParent(name).name==name).length).length;
var num=lib.skill.olsbranji.getNum(event,player);
if(num>=player.getHp()) str+='【困奋】';
if(num==player.getHp()) str+='和';
if(num<=player.getHp()) str+='【诈降】';
str+='。将手牌数调整至手牌或将体力值调整为体力上限。然后你不能回复体力直到你杀死角色。';
str+=',然后';
var num1=(player.countCards('h')-player.getHandcardLimit());
if(num1||player.isDamaged()){
if(num1) str+=(num1<0?'摸'+get.cnNumber(-num1)+'张牌':'弃置'+get.cnNumber(num1)+'张牌');
if(num1&&player.isDamaged()) str+='或';
if(player.isDamaged()) str+=('回复'+player.getDamagedHp()+'点体力');
str+=',最后';
}
str+='你不能回复体力直到你杀死角色。';
return str;
},
check:function(event,player){
var num=lib.skill.olsbranji.getNum(event,player);
if(num==player.getHp()) return true;
return player.getHandcardLimit()-player.countCards('h')>=3&&player.getDamagedHp()>=2;
},
skillAnimation:true,
animationColor:'fire',
content:function*(event,map){
var player=map.player;
var trigger=map.trigger;
player.awakenSkill('olsbranji');
var num=trigger.getParent().phaseList.slice(0,trigger.getParent().num).filter(name=>player.getHistory('useCard',evt=>evt.getParent(name).name==name).length).length;
var num=lib.skill.olsbranji.getNum(trigger,player);
if(num>=player.getHp()) player.addSkillLog('kunfen');
if(num<=player.getHp()) player.addSkillLog('zhaxiang');
if(player.countCards('h')!=player.getHandcardLimit()||player.hp!=player.maxHp){
var result;
if(player.countCards('h')==player.getHandcardLimit()) result={index:1};
else if(player.hp==player.maxHp) result={index:0};
if(player.countCards('h')!=player.getHandcardLimit()||player.isDamaged()){
var result,num1=player.countCards('h')-player.getHandcardLimit();
if(!num1) result={index:1};
else if(player.isHealthy()) result={index:0};
else{
var num1=player.countCards('h')<player.getHandcardLimit();
var num2=player.hp<player.maxHp;
result=yield player.chooseControl('手牌数','体力值').set('choiceList',[
num1<0?'摸'+get.cnNumber(-num1)+'张牌':'弃置'+get.cnNumber(num1)+'张牌',
num2<0?'回复'+(-num2)+'点体力':'失去'+(num2)+'点体力',
'回复'+(player.getDamagedHp())+'点体力',
]).set('ai',()=>{
var player=_status.event.player;
var list=_status.event.list;
var num1=get.effect(player,{name:'wuzhong'},player,player)/2;
var num2=get.recoverEffect(player,player,player);
return num1*list[0]>num2*list[1]?0:1;
}).set('list',[-num1,-num2]);
}).set('list',[-num1,player.getDamagedHp()]);
}
if(result.index==0){
if(player.countCards('h')<player.getHandcardLimit()) player.draw(player.getHandcardLimit()-player.countCards('h'));
else player.chooseToDiscard(player.countCards('h')-player.getHandcardLimit(),'h',true);
if(num1<0) player.drawTo(player.getHandcardLimit());
else player.chooseToDiscard(num1,'h',true);
}
else{
var num=player.maxHp-player.hp;
player[num>0?'recover':'loseHp'](Math.abs(num));
player.recover(player.maxHp-player.hp);
}
}
player.addSkill('olsbranji_norecover');
player.when('olsbranjiAfter').then(()=>player.addSkill('olsbranji_norecover'));
player.when({source:'dieAfter'}).then(()=>player.removeSkill('olsbranji_norecover'));
},
derivation:['kunfen','zhaxiang'],
getList:function(event){
return event.getParent().phaseList.map(list=>list.split('|')[0]);
},
getNum:function(event,player){
return lib.skill.olsbranji.getList(event).slice(0,event.getParent().num).filter(name=>player.getHistory('useCard',evt=>evt.getParent(name).name==name).length).length;
},
subSkill:{
norecover:{
charlotte:true,
mark:true,
intro:{content:'不能回复体力直到杀死角色'},
trigger:{
player:'recoverBefore',
source:'dieAfter',
},
intro:{content:'不能回复体力'},
trigger:{player:'recoverBefore'},
forced:true,
popup:false,
firstDo:true,
content:function(){
if(trigger.name=='recover') trigger.cancel();
else player.removeSkill('olsbranji_norecover');
trigger.cancel();
},
ai:{
effect:{
@ -325,11 +344,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
ol_sb_jiangwei:'OL谋姜维',
ol_sb_jiangwei_prefix:'OL谋',
olsbzhuri:'逐日',
olsbzhuri_info:'你的回合阶段结束时若你本阶段失去或得到过牌则你可以与一名角色拼点。若你赢你可以使用其中一张拼点牌若你没赢你失去1点体力或令此技能于本回合无效。',
olsbzhuri_info:'你的阶段结束时若你本阶段失去或得到过牌则你可以与一名角色拼点。若你赢你可以使用其中一张拼点牌若你没赢你失去1点体力或令此技能于本回合无效。',
olsbranji:'燃己',
olsbranji_info:'限定技,结束阶段。若你本回合使用过牌的阶段数大于等于/小于等于体力值,你获得技能〖困奋〗/〖诈降〗(同时满足则都获得),然后你将手牌数调整至手牌上限或将体力值调整为体力上限,最后你不能回复体力直到你杀死角色。',
olsbranji_info:'限定技,结束阶段。若你本回合使用过牌的阶段数大于等于/小于等于体力值,你可以获得技能〖困奋〗/〖诈降〗(同时满足则都获得)。若如此做,你将手牌数调整至手牌上限或将体力值回复至体力上限,然后你不能回复体力直到你杀死角色。',
onlyOL_standard:'OL专属·标准',
onlyOL_yijiang1:'OL专属·将1',
onlyOL_sb:'OL专属·上兵伐谋',
},

View File

@ -13917,9 +13917,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
},
zhaxiang:{
audio:2,
audioname:['ol_sb_jiangwei'],
trigger:{player:'loseHpEnd'},
forced:true,
audio:2,
content:function(){
var num=trigger.num;
player.draw(3*num);
@ -13960,7 +13961,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(card.name=='sha') return num+player.storage.zhaxiang2;
}
},
charlotte:true,
onremove:true,
audio:'zhaxiang',
audioname:['ol_sb_jiangwei'],
trigger:{player:'useCard'},
forced:true,
filter:function(event,player){

View File

@ -21110,6 +21110,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
kunfen:{
audio:2,
audioname:['ol_sb_jiangwei'],
trigger:{player:'phaseJieshuBegin'},
locked:function(skill,player){
if(!player||!player.storage.kunfen) return true;