Merge branch 'PR-Branch' of https://github.com/libccy/noname into PR-Branch
This commit is contained in:
commit
a986b58076
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@ -1007,6 +1007,7 @@ game.import("card", function () {
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});
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game.loseAsync({
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lose_list: lose_list,
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visible: true,
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}).setContent("chooseToCompareLose");
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}
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if (cards2.length) game.cardsGotoOrdering(cards2);
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@ -126,7 +126,7 @@ game.import("character", function () {
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if (!skill || skill === "jingyu") return false;
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let info = get.info(skill);
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while (true) {
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if (!info || info.charlotte) return false;
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if (!info || info.charlotte || info.equipSkill) return false;
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if (info && !info.sourceSkill) break;
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skill = info.sourceSkill;
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info = get.info(skill);
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@ -235,13 +235,13 @@ game.import("character", function () {
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if (["global", "equip"].includes(event.type)) return false;
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const skill = event.sourceSkill || event.skill;
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const info = get.info(skill);
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return info && !info.charlotte;
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return info && !info.charlotte && !info.equipSkill;
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},
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forced: true,
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onremove: true,
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charlotte: true,
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async content(event, trigger, player) {
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player.loseHp(player.countMark("lvxin_recover"));
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player.recover(player.countMark("lvxin_recover"));
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player.removeSkill("lvxin_recover");
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},
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intro: {
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@ -256,7 +256,7 @@ game.import("character", function () {
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if (["global", "equip"].includes(event.type)) return false;
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const skill = event.sourceSkill || event.skill;
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const info = get.info(skill);
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return info && !info.charlotte;
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return info && !info.charlotte && !info.equipSkill;
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},
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forced: true,
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onremove: true,
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@ -746,9 +746,9 @@ game.import("character", function () {
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filter(event, player) {
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return (
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(event.name != "phase" || game.phaseNumber == 0) &&
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game.countPlayer(current => {
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if (get.mode() != "doudizhu") return !current.isZhu2();
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return current.getSeatNum() != 3;
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game.countPlayer((current) => {
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if (get.mode() === "doudizhu") return current.getSeatNum() !== 3;
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return !current.isZhu2();
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}) > 1
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);
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},
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@ -757,8 +757,8 @@ game.import("character", function () {
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derivation: "tamo_faq",
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async content(event, trigger, player) {
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const toSortPlayers = game.filterPlayer((current) => {
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if (get.mode() != "doudizhu") return !current.isZhu2();
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return current.getSeatNum() != 3;
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if (get.mode() === "doudizhu") return current.getSeatNum() !== 3;
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return !current.isZhu2();
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});
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toSortPlayers.sortBySeat(game.findPlayer2((current) => current.getSeatNum() == 1, true));
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const next = player.chooseToMove("榻谟:是否分配" +
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@ -900,7 +900,12 @@ game.import("character", function () {
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game.swapSeat(list[0], list[1], false);
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}
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}, toSwapList);
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if (trigger.name === "phase" && !trigger.player.isZhu2() && trigger.player !== toSortPlayers[0] && !trigger._finished) {
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if (
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trigger.name === "phase" &&
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!trigger.player.isZhu2() &&
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trigger.player !== toSortPlayers[0] &&
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!trigger._finished
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) {
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trigger.finish();
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trigger._triggered = 5;
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const evt = toSortPlayers[0].insertPhase();
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@ -911,10 +916,7 @@ game.import("character", function () {
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}
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//跳过新回合的phaseBefore
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evt.pushHandler("onPhase", (event, option) => {
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if (
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event.step === 0 &&
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option.state === "begin"
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) {
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if (event.step === 0 && option.state === "begin") {
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event.step = 1;
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}
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});
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@ -929,7 +931,8 @@ game.import("character", function () {
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filter(event, player) {
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return game.hasPlayer(target => {
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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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// return get.mode() == 'identity' || target.countCards('h') <= player.countCards('h') + 1;
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return true;
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});
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},
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direct: true,
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@ -942,7 +945,8 @@ game.import("character", function () {
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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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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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// return get.mode() == 'identity' || target.countCards('h') <= player.countCards('h') + 1;
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return true;
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}
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)
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.set("ai", (target) => {
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@ -10841,17 +10845,13 @@ game.import("character", function () {
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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)。",
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tamo: "榻谟",
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tamo_info:
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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_info_doudizhu:
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"游戏开始时,你可以重新分配除三号位外所有角色的座次。",
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tamo_info_doudizhu: "游戏开始时,你可以重新分配除三号位角色外所有角色的座次。",
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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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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_info:
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"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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zhimeng_info_identity:
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"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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shen_xuzhu: "神许褚",
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shen_xuzhu_prefix: "神",
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@ -1063,39 +1063,30 @@ game.import("character", function () {
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filter(event, player) {
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if (!event.isFirstTarget) return false;
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if (get.type(event.card) !== "trick") return false;
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const evt = event.getParent();
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const evts = game.getGlobalHistory("useCard", null, evt).slice().remove(evt);
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return event.targets.some((target) => {
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return evts.some((evt) => evt.targets.includes(target));
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});
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return true;
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},
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direct: true,
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async content(event, trigger, player) {
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const evt = trigger.getParent();
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const evts = game.getGlobalHistory("useCard", null, evt).slice().remove(evt);
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const chooseableTargets = trigger.targets.filter((target) => {
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return evts.some((evt) => evt.targets.includes(target));
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});
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const result = await player
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.chooseTarget()
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.set("prompt", get.prompt("dcyingshi"))
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.set(
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"prompt2",
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`令一名可选角色选择本回合未被选择过的一项:⒈令你于此牌结算结束后视为对其使用一张${get.translation(
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`令其中一名角色选择本回合未被选择过的一项:⒈令你于此牌结算结束后视为对其使用一张${get.translation(
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trigger.card.name
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)};⒉弃置${get.cnNumber(player.countCards("e"))}张牌,此牌对其无效。`
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)
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.set("filterTarget", (card, player, target) => {
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return get.event("targets").includes(target);
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})
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.set("targets", chooseableTargets)
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.set("targets", trigger.targets)
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.set(
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"toFriends",
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(() => {
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const isPositive = chooseableTargets.some((current) => {
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const isPositive = trigger.targets.some((current) => {
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return get.effect(current, trigger.card, trigger.player, player) > 0;
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}),
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isNegative = chooseableTargets.some((current) => {
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isNegative = trigger.targets.some((current) => {
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return get.effect(current, trigger.card, trigger.player, player) < -5;
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});
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if (
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@ -1536,38 +1527,31 @@ game.import("character", function () {
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return evt && evt.hs && evt.hs.length && current.countCards("h") == 0;
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});
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},
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direct: true,
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async content(event, trigger, player) {
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async cost(event, trigger, player) {
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const targetx = _status.currentPhase;
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const targets = game
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.filterPlayer((current) => {
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if (targetx && current == targetx) return false;
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if (targetx && current == targetx || !current.isIn()) return false;
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let evt = trigger.getl(current);
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return evt && evt.hs && evt.hs.length && current.countCards("h") == 0;
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})
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.sortBySeat(targetx || player);
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for (const target of targets) {
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if (!target.isIn()) continue;
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const {
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result: { bool },
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} = await player
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.chooseBool(get.prompt2("dcshoucheng", target))
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.set("choice", get.attitude(player, target) > 0);
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if (bool) {
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player.logSkill("dcshoucheng", target);
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if (target != player) player.addExpose(0.2);
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target.draw(2);
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}
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}
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event.result = await player
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.chooseTarget("是否对" + (targets.length > 1 ? "其中一名角色" : get.translation(targets[0])) + "发动【守成】?",
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"令其摸两张牌",
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(card, player, target) => {
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return get.event("targets").includes(target);
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}
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)
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.set("targets", targets)
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.set("ai", target => get.attitude(get.event("player"), target))
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.forResult();
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},
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ai: {
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threaten(player, target) {
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return Math.sqrt(
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game.countPlayer((i) => {
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return get.attitude(target, i) > 0;
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})
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);
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},
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usable: 1,
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async content(event, trigger, player) {
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const target = event.targets[0];
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if (get.mode() != "identity" || player.identity != "nei") player.addExpose(0.2);
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target.draw(2);
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},
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subSkill: {
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ai: {
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@ -16244,7 +16228,7 @@ game.import("character", function () {
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dcshengxi: "生息",
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dcshengxi_info: "弃牌阶段结束时,若你本回合未造成过伤害,你可以摸两张牌。",
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dcshoucheng: "守成",
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dcshoucheng_info: "一名角色于其回合外失去最后的手牌后,你可令其摸两张牌。",
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dcshoucheng_info: "每回合限一次,当一名角色于其回合外失去手牌后,若其没有手牌,你可令其摸两张牌。",
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dc_liuli: "刘理",
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dcfuli: "抚黎",
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dcfuli_info:
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@ -16264,7 +16248,7 @@ game.import("character", function () {
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"其他角色的出牌阶段限一次。其可以交给你一张牌,若此牌为装备牌,你可以使用之,然后其本回合攻击范围+X(X为你装备区里的牌数)。若你以此法替换了装备,你与其各摸两张牌。",
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dcyingshi: "应时",
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dcyingshi_info:
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"每回合每项各限一次。当你使用普通锦囊牌指定第一个目标后,若有目标不为本回合第一次成为牌的目标,则你可以令其选择一项:⒈令你于此牌结算结束后视为对其使用一张与此牌牌名相同的牌;⒉弃置X张牌,此牌对其无效(X为你装备区里的牌数)。",
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"每回合每项各限一次。当你使用普通锦囊牌指定目标后,你可令其中一个目标选择一项:⒈令你于此牌结算结束后视为对其使用一张与此牌牌名相同的牌;⒉弃置X张牌,此牌对其无效(X为你装备区里的牌数)。",
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dc_wangling: "王淩",
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dcjichou: "集筹",
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dcjichou_info:
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@ -9722,9 +9722,9 @@ game.import("character", function () {
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"step 1";
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if (result.number < 7) {
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var source = trigger.source;
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if (source && source.isIn() && source.countCards("he") > 0) {
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if (source && source.isIn() && source.countCards("h") > 0) {
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player.line(source);
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source.chooseToDiscard("he", true);
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source.chooseToDiscard("h", true);
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}
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}
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},
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@ -20724,7 +20724,7 @@ game.import("character", function () {
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simafu: "司马孚",
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xunde: "勋德",
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xunde_info:
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"一名角色受到伤害后,若你至其的距离不大于1,则你可判定。若判定结果:大于5,你令该角色获得判定牌;小于7,你令伤害来源弃置一张牌。",
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"一名角色受到伤害后,若你至其的距离不大于1,则你可判定。若判定结果:大于5,你令该角色获得判定牌;小于7,你令伤害来源弃置一张手牌。",
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chenjie: "臣节",
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chenjie_info:
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"一名角色的判定牌生效前,你可打出一张花色相同的牌。系统将你打出的牌作为新判定牌,将原判定牌置入弃牌堆。然后你摸两张牌。",
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|
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@ -5425,7 +5425,7 @@ game.import("character", function () {
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return val;
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},
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prompt: () => "选择要交出的牌和要交给的目标",
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selectCard: 1,
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selectCard: [1, Infinity],
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discard: false,
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lose: false,
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delay: false,
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|
@ -20495,7 +20495,7 @@ game.import("character", function () {
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tw_jiangji_prefix: "TW",
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twjichou: "急筹",
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twjichou_info:
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"①每回合限一次。你可以视为使用一张未被〖急筹①〗记录过的普通锦囊牌并记录此牌。②你无法响应或{使用对应实体牌包含你的手牌的}〖急筹①〗记录过的锦囊牌。③出牌阶段限一次。你可将手牌中的一张〖急筹①〗记录过的锦囊牌交给其他角色。",
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"①每回合限一次。你可以视为使用一张未被〖急筹①〗记录过的普通锦囊牌并记录此牌。②你无法响应或{使用对应实体牌包含你的手牌的}〖急筹①〗记录过的锦囊牌。③出牌阶段限一次。你可将手牌中任意张〖急筹①〗记录过的锦囊牌交给其他角色。",
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twjilun: "机论",
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twjilun_info:
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"当你受到伤害后,你可以摸X张牌(X为〖急筹①〗记录数且至少为1,至多为5),或视为使用一张〖急筹①〗记录过且未被〖机论〗记录过的普通锦囊牌并记录此牌。",
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Binary file not shown.
After Width: | Height: | Size: 79 KiB |
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@ -141,6 +141,7 @@ export class UI {
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*/
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toastQueue = [];
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/**
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* @type {HTMLDivElement}
|
||||
*/
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||||
cardPile;
|
||||
|
|
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Reference in New Issue