commit
b03f982d75
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@ -142,6 +142,17 @@ game.import('character', function () {
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usable:1,
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filterCard:true,
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filterTarget:lib.filter.notMe,
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check(card){
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const round=game.roundNumber,player=get.player();
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let valueFix = 0;
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if(['sha','shan'].includes(get.name(card,false))) valueFix += 3;
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if(round<=2&&player.hasCard(card=>{
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return ['sha','shan'].includes(get.name(card))&&get.value(card)<=3;
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})||game.hasPlayer(current=>{
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return current!==player&&get.attitude(player,current)>0;
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})) return 6-get.value(card)+valueFix;
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return 4.5-get.value(card)+valueFix;
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},
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delay:false,
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discard:false,
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lose:false,
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@ -152,7 +163,9 @@ game.import('character', function () {
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const result = await player.chooseControl(['摸牌', '弃牌']).set('choiceList', [
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`令${name}摸${get.cnNumber(round)}张牌`,
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`令${name}随机弃置${get.cnNumber(round)}张手牌`
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]).set('prompt', '滤心:请选择一项').forResult();
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]).set('prompt', '滤心:请选择一项').set('ai', () => {
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return get.event('choice');
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}).set('choice', get.attitude(player, target) > 0 ? '摸牌' : '弃牌').forResult();
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let cards2 = [];
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const makeDraw = result.index === 0;
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if (makeDraw) {
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@ -219,6 +232,21 @@ game.import('character', function () {
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content:'下次发动技能时失去#点体力',
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},
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}
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},
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ai:{
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order:5,
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result:{
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target(player,target){
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const round=game.roundNumber;
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if(round<=2&&target.countCards('h')>round*2&&player.getCards('h').some(card=>{
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return ['sha','shan'].includes(get.name(card))&&get.value(card)<=3;
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})) return 1;
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if(get.attitude(player,target)>0){
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return round+Math.sqrt(1+target.getDamagedHp());
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}
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return -(round+Math.sqrt(Math.max(0,2-target.getHp())));
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},
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}
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}
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},
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huandao:{
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@ -2817,15 +2817,30 @@ game.import('character', function () {
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});
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return history.length&&history[history.length-1].card.name=='sha';
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},
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prompt2:(event)=>'令'+get.translation(event.player)+'本回合的手牌上限+1',
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prompt2(event,player){
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const target = event.player;
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const history = target.getHistory('useCard', evt => {
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return evt.getParent('phaseUse') === event;
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});
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const evt = history.lastItem, cards = evt.cards.filterInD('d');
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let str = '令' + get.translation(target) + '本回合的手牌上限+1';
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if (cards.length) str += `,然后你获得${get.translation(cards)}`;
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str += '。';
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return str;
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},
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check:function(event,player){
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return get.attitude(player,event.player)>0;
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},
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content:function(){
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var target=trigger.player;
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async content(event,trigger,player){
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const target = trigger.player;
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target.addMark('dcchongyi_keep',1,false);
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target.addTempSkill('dcchongyi_keep');
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game.delayx();
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const history = target.getHistory('useCard', evt => {
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return evt.getParent('phaseUse') === trigger;
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});
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const evt = history.lastItem, cards = evt.cards.filterInD('d');
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if (cards.length) await player.gain(cards, 'gain2');
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else await game.asyncDelayx();
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},
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},
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sha:{
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@ -11577,7 +11592,7 @@ game.import('character', function () {
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xiongrao_info:'限定技。准备阶段开始时,你可以选择所有其他角色。这些角色本回合内所有不为锁定技、限定技、觉醒技的普通技能失效。然后你将体力上限增加至7点并摸X张牌(X为你以此法增加的体力上限数)。',
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dc_huban:'胡班',
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dcchongyi:'崇义',
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dcchongyi_info:'①一名角色使用【杀】时,若此牌是其于当前出牌阶段内使用的第一张牌,则你可以令其摸两张牌,且其本回合使用【杀】的次数上限+1。②一名角色的出牌阶段结束时,若其于此阶段内使用的最后一张牌为【杀】,则你可以令其本回合的手牌上限+1。',
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dcchongyi_info:'①一名角色使用【杀】时,若此牌是其于当前出牌阶段内使用的第一张牌,则你可以令其摸两张牌,且其本回合使用【杀】的次数上限+1。②一名角色的出牌阶段结束时,若其于此阶段内使用的最后一张牌为【杀】,则你可以令其本回合的手牌上限+1,然后你获得此【杀】。',
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wangwei:'王威',
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dcruizhan:'锐战',
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dcruizhan_info:'其他角色的准备阶段开始时,若其的手牌数不小于其体力值,则你可以和其拼点。若你赢或拼点牌中有【杀】,则你视为对其使用一张【杀】。然后若此【杀】造成了伤害且以上两个条件均被满足,则你获得其一张牌。',
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Reference in New Issue