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b36f210368
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@ -241,8 +241,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return 7-get.value(button.link);
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return 7-get.value(button.link);
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}).set('map',map);
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}).set('map',map);
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if(bool){
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if(bool){
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const name=links.find(i=>typeof i=='string'),card=links.find(j=>j!=name);
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const name=links.find(i=>typeof i=='string'),card=links.find(j=>j!=name),cardname=map[name];
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const cardname=map[name];
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const {result:{bool,targets}}=await player.chooseTarget('请选择【'+name+'('+get.translation(card)+')】置入的目标',(cardx,player,target)=>{
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const {result:{bool,targets}}=await player.chooseTarget('请选择【'+name+'('+get.translation(card)+')】置入的目标',(cardx,player,target)=>{
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return target.canAddJudge(get.autoViewAs({name:'dczixi_'+get.event('name')},[get.event('card')]));
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return target.canAddJudge(get.autoViewAs({name:'dczixi_'+get.event('name')},[get.event('card')]));
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},true).set('ai',target=>{
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},true).set('ai',target=>{
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@ -293,7 +292,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return [
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return [
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'令'+get.translation(event.card)+'对'+str+'额外结算一次',
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'令'+get.translation(event.card)+'对'+str+'额外结算一次',
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'摸两张牌',
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'摸两张牌',
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'弃置'+str+'判定区里的所有牌,后对其造成3点伤害',
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'弃置'+str+'判定区里的所有牌,对其造成3点伤害',
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][target.countCards('j')-1];
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][target.countCards('j')-1];
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},
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},
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check(event,player){
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check(event,player){
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@ -516,11 +515,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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audioname:['yue_daqiao'],
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audioname:['yue_daqiao'],
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trigger:{player:'phaseZhunbeiBegin'},
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trigger:{player:'phaseZhunbeiBegin'},
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filter:function(event,player){
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filter:function(event,player){
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return player.getStorage('dcqiqin').filterInD('d').length;
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const targets=game.players.slice().concat(game.dead);
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return targets.some(target=>target.getStorage('dcqiqin').filterInD('d').length);
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},
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},
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forced:true,
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forced:true,
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content:function(){
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content:function(){
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player.gain(player.getStorage('dcqiqin').filterInD('d'),'gain2').gaintag.add('dcqiqin_tag');
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const targets=game.players.slice().concat(game.dead);
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const cards=targets.reduce((list,target)=>list.addArray(target.getStorage('dcqiqin').filterInD('d')),[]);
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player.gain(cards,'gain2').gaintag.add('dcqiqin_tag');
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},
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},
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},
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},
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},
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},
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@ -8217,9 +8219,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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buff:{
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buff:{
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charlotte:true,
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charlotte:true,
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mark:true,
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mark:true,
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marktext:" +4 ",
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marktext:" + ",
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intro:{
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intro:{
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content:"本回合手牌上限+4且使用牌无次数限制",
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content:"本回合手牌上限+#且使用牌无次数限制",
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},
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},
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mod:{
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mod:{
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maxHandcard:function(player,num){
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maxHandcard:function(player,num){
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@ -8234,7 +8236,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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debuff:{
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debuff:{
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charlotte:true,
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charlotte:true,
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mark:true,
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mark:true,
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marktext:" -4 ",
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marktext:" - ",
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intro:{
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intro:{
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content:"本回合手牌上限-#且不能使用基本牌",
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content:"本回合手牌上限-#且不能使用基本牌",
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},
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},
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@ -11948,7 +11950,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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yue_xiaoqiao_prefix:'乐',
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yue_xiaoqiao_prefix:'乐',
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dcqiqin:'绮琴',
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dcqiqin:'绮琴',
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dcqiqin_tag:'琴',
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dcqiqin_tag:'琴',
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dcqiqin_info:'锁定技。①游戏开始时,你将所有手牌标记为“琴”。②你的“琴”牌不计入手牌上限。③准备阶段,你获得弃牌堆中所有你标记过的“琴”牌。',
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dcqiqin_info:'锁定技。①游戏开始时,你将所有手牌标记为“琴”。②你的“琴”牌不计入手牌上限。③准备阶段,你获得位于弃牌堆的所有“琴”。',
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dcweiwan:'媦婉',
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dcweiwan:'媦婉',
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dcweiwan_info:'出牌阶段限一次,你可以弃置一张“琴”并随机获得一名其他角色区域内花色与此牌不相同的牌各一张,若你获得了:一张牌,其失去1点体力;两张牌,本回合你对其使用牌无距离和次数限制;三张牌,本回合你不能对其使用牌。',
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dcweiwan_info:'出牌阶段限一次,你可以弃置一张“琴”并随机获得一名其他角色区域内花色与此牌不相同的牌各一张,若你获得了:一张牌,其失去1点体力;两张牌,本回合你对其使用牌无距离和次数限制;三张牌,本回合你不能对其使用牌。',
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dc_lingcao:'新杀凌操',
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dc_lingcao:'新杀凌操',
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@ -452,7 +452,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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skillAnimation:true,
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skillAnimation:true,
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animationColor:'gray',
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animationColor:'gray',
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marktext:"登",
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content:function (){
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content:function (){
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"step 0"
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"step 0"
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player.awakenSkill('xinfu_denglou');
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player.awakenSkill('xinfu_denglou');
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@ -8,6 +8,11 @@ import { GNC as gnc } from '../../gnc/index.js';
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export const Contents = {
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export const Contents = {
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phase: [
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phase: [
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async (event) => {
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//规则集中的“回合开始后③(处理“游戏开始时”的时机)”
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//提前phaseBefore时机解决“游戏开始时”时机和“一轮开始时”先后
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event.trigger('phaseBefore');
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},
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async (event, _trigger, player) => {
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async (event, _trigger, player) => {
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// 初始化阶段列表
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// 初始化阶段列表
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if (!event.phaseList) {
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if (!event.phaseList) {
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@ -82,10 +87,6 @@ export const Contents = {
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//规则集中的“回合开始后②(1v1武将登场专用)”
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//规则集中的“回合开始后②(1v1武将登场专用)”
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event.trigger('phaseBeforeStart');
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event.trigger('phaseBeforeStart');
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},
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},
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async (event) => {
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//规则集中的“回合开始后③(处理“游戏开始时”的时机)”
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event.trigger('phaseBefore');
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},
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async (event) => {
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async (event) => {
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//规则集中的“回合开始后④(卑弥呼〖纵傀〗的时机)”
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//规则集中的“回合开始后④(卑弥呼〖纵傀〗的时机)”
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event.trigger('phaseBeforeEnd');
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event.trigger('phaseBeforeEnd');
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@ -96,6 +97,12 @@ export const Contents = {
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event.cancel();
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event.cancel();
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player.turnOver();
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player.turnOver();
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player.phaseSkipped = true;
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player.phaseSkipped = true;
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var players = game.players.slice(0).concat(game.dead);
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for (var i = 0; i < players.length; i++) {
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var current = players[i];
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current.getHistory().isSkipped = true;
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current.getStat().isSkipped = true;
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}
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}
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}
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else {
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else {
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player.phaseSkipped = false;
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player.phaseSkipped = false;
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