commit
c14608c957
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@ -2118,6 +2118,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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else if(lib.translate[name+'_info']){
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str+=(''+lib.translate[name+'_info']+'|');
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}
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if(lib.translate[name+'_append']){
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str+=(''+lib.translate[name+'_append']+'|');
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}
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if(get.is.yingbianConditional(node)){
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const yingbianEffects=get.yingbianEffects(node);
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if(!yingbianEffects.length){
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@ -298,7 +298,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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twduwang:{
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audio:3,
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dutySkill:true,
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derivation:'twxiayong',
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derivation:['twxiayong','twylyanshix'],
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global:'twduwang_global',
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group:['twduwang_effect','twduwang_achieve','twduwang_fail'],
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subSkill:{
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@ -364,6 +364,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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backup:{
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viewAs:{name:'juedou'},
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position:'he',
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filterCard:true,
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check(card){
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if(get.name(card)=='sha') return 5-get.value(card);
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return 8-get.value(card);
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@ -396,36 +397,44 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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async content(event,trigger,player){
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player.awakenSkill('twduwang');
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game.log(player,'完成使命');
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let result;
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if(player.hasSkill('twxiayong',null,false,false)) result={index:1};
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let result,bool1=(player.hasSkill('twxiayong',null,false,false)),bool2=(!player.awakenedSkills.includes('twylyanshi')&&player.storage.twduwang_ylyanshi);
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if(bool1&&bool2) result={index:2};
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else if(bool1) result={index:1};
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else if(bool2) result={index:0};
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else result=await player.chooseControl().set('choiceList',[
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'获得技能【狭勇】',
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//'重置【独往】和【延势】,删除【独往】的使命失败分支,获得【延势】的历战效果',
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'重置【独往】和【延势】,删除【独往】的使命失败分支',
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'重置【延势】,获得【延势】的历战效果',
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]).set('prompt','独往:请选择一项').set('ai',()=>{
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/*
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const player=get.event('player'),num=game.countPlayer(current=>{
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return current!=player&¤t.hasCard(card=>{
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if(get.position(card)=='h') return true;
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return current.canUse(get.autoViewAs({name:'juedou'},[card]),player,false);
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},'he')&&get.effect(current,{name:'guohe_copy2'},current,player)+get.effect(player,{name:'juedou'},current,player);
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});
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return Math.max(0,Math.min(2,num)-1);
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*/
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return 1;
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return num>=2?0:1;
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}).forResult();
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if(result.index==0) await player.addSkills('twxiayong');
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if(result.index==1){
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player.popup('twylyanshi');
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if(player.awakenedSkills.includes('twylyanshi')){
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player.restoreSkill('twylyanshi');
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game.log(player,'重置了技能','#g【延势】');
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}
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if(!player.storage.twduwang_ylyanshi){
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player.storage.twduwang_ylyanshi=true;
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game.log(player,'修改了技能','#g【延势】');
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}
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}
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else{
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for(const skill of ['twduwang','twylyanshi']){
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if(player.awakenedSkills.includes(skill)){
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player.restoreSkill(skill);
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player.popup(skill);
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game.log(player,'重置了技能','#g【'+get.translation(skill)+'】');
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}
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if(player.awakenedSkills.includes('twduwang')){
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player.restoreSkill('twduwang');
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game.log(player,'重置了技能','#g【独往】');
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}
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if(!player.storage.twduwang_fail){
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player.storage.twduwang_fail=true;
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game.log(player,'修改了技能','#g【独往】');
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}
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}
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},
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},
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fail:{
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@ -500,6 +509,15 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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delete event.result.skill;
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player.logSkill('twylyanshi');
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player.awakenSkill('twylyanshi');
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if(player.storage.twduwang_ylyanshi){
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player.when({global:'phaseEnd'}).then(()=>{
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if(player.awakenedSkills.includes('twylyanshi')){
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player.popup('历战');
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player.restoreSkill('twylyanshi');
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game.log(player,'触发了','#g【延势】','的','#y历战','效果');
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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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@ -598,6 +616,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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target.removeSkill('twjuexing_buff');
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});
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await player.useCard(card,target,false);
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player.when({global:'phaseEnd'}).then(()=>{
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player.popup('历战');
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player.addSkill('twjuexing_tuzhan');
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player.addMark('twjuexing_tuzhan',1,false);
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game.log(player,'触发了','#g【绝行】','的','#y历战','效果');
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});
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},
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ai:{
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order:1,
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@ -615,6 +639,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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intro:{content:'因【绝行】摸牌时,摸牌数+#'},
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trigger:{player:'drawBegin'},
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filter(event,player){
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if(!player.hasMark('twjuexing_tuzhan')) return false;
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return (event.gaintag||[]).includes('twjuexing');
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},
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forced:true,
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@ -622,7 +647,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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content(){
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player.popup('历战');
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game.log(player,'触发了','#g【绝行】','的','#y历战','效果');
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trigger.num++;
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trigger.num+=player.countMark('twjuexing_tuzhan');
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},
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},
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buff:{
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@ -751,6 +776,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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}
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}
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player.when({global:'phaseEnd'}).then(()=>{
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player.popup('历战');
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player.addSkill('twbaizu_tuzhan');
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player.addMark('twbaizu_tuzhan',1,false);
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game.log(player,'触发了','#g【败族】','的','#y历战','效果');
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});
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},
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subSkill:{
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tuzhan:{
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@ -844,6 +875,16 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player.addTempSkill('twhuajing_blocker');
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player.getHistory('custom').push({twhuajing_skills:gainSkills});
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},
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ai:{
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order:12,
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result:{
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player(player){
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return player.countCards('hs',card=>{
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return get.name(card)=='sha'&&player.hasValueTarget(card,false,true);
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});
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},
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},
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},
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},
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jian:{
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charlotte:true,
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@ -1088,14 +1129,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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.set('prompt2','弃置一张牌并随机获得本回合所有造成伤害的牌对应的实体牌的其中一张与你本轮以此法获得的牌的颜色均不同的【杀】')
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.set('ai',card=>7-get.value(card))
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.set('logSkill','twdengjian');
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if(bool) */player.gain(cards.randomGet(),'gain2').gaintag.add('twdengjianx');
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if(bool) */await player.gain(cards.randomGet(),'gain2').gaintag.add('twdengjianx');
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},
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group:'twdengjian_buff',
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subSkill:{
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ban:{charlotte:true},
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buff:{
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mod:{
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aiOrder:function(player,card,num){
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aiOrder(player,card,num){
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if(get.itemtype(card)=='card'&&card.hasGaintag('twdengjianx')) return num+0.1;
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},
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},
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@ -1154,7 +1195,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return 0;
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})
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.set('prompt',get.prompt('twxinshou'))
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.set('prompt2','令【登剑】失效并令一名其他角色获得【登剑】,你的下个回合开始时,其失去【登剑】,若其这期间使用【杀】造成过伤害,则你结束【登剑】的失效状态')
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.set('prompt2','令【登剑】失效并令一名其他角色获得【登剑】,你的下个回合开始时,其失去【登剑】,若其这期间使用【杀】造成过伤害,则你结束【登剑】的失效状态');
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if(bool){
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const target=targets[0];
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player.logSkill('twxinshou',target);
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@ -1184,7 +1225,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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}
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else{
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let choice=[],choiceList=['摸一张牌','交给一名其他角色一张牌',];
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let choice=[],choiceList=['摸一张牌','交给一名其他角色一张牌'];
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if(!player.hasSkill('twxinshou_0')) choice.push('摸牌');
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else choiceList[0]='<span style="opacity:0.5">'+choiceList[0]+'</span>';
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if(!player.hasSkill('twxinshou_1')&&game.hasPlayer(target=>target!=player)) choice.push('给牌');
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@ -1325,11 +1366,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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twenchou:{
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audio:2,
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enable:'phaseUse',
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filter:function(event,player){
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filter(event,player){
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return game.hasPlayer(current=>lib.skill.twenchou.filterTarget(null,player,current));
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},
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position:'he',
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filterTarget:function(card,player,target){
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filterTarget(card,player,target){
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return target!=player&&target.countCards('h')&&target.hasDisabledSlot();
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},
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usable:1,
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@ -15920,6 +15961,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(player.storage.twduwang_fail) str+='</span>';
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return str;
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},
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twylyanshi(player){
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return lib.translate[(player.storage.twduwang_ylyanshi?'twylyanshix':'twylyanshi')+'_info'];
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},
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},
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translate:{
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tw_beimihu:'TW卑弥呼',
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@ -16594,9 +16638,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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tw_wenchou:'文丑',
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tw_yuantan:'袁谭',
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twduwang:'独往',
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twduwang_info:'使命技。使命:出牌阶段开始时,你可以选择至多三名其他角色并摸X张牌(X为选择角色数+1),然后这些角色依次将一张牌当作【决斗】对你使用。成功:准备阶段,若你上回合使用和成为【决斗】的次数和不小于4(若游戏总人数小于4则改为3),你选择一项:①获得技能〖狭勇〗;②重置〖独往〗和〖延势〗并删除〖独往〗的使命失败分支。失败:当你进入濒死状态时,其他角色不能对你使用【桃】,当你死亡时,使命失败。',
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twduwang_info:'使命技。使命:出牌阶段开始时,你可以选择至多三名其他角色并摸X张牌(X为选择角色数+1),然后这些角色依次将一张牌当作【决斗】对你使用。成功:准备阶段,若你上回合使用和成为【决斗】的次数和不小于4(若游戏总人数小于4则改为3),你选择一项,然后重置〖独往〗并删除〖独往〗的使命失败分支:①获得技能〖狭勇〗;②重置〖延势〗并修改〖延势〗(令〖延势〗获得历战效果)。失败:当你进入濒死状态时,其他角色不能对你使用【桃】,当你死亡时,使命失败。',
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twylyanshi:'延势',
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twylyanshi_info:'限定技,你可以将一张【杀】当作【决斗】、【兵临城下】或任意智囊牌使用或打出。',
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twylyanshix:'延势·改',
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twylyanshix_info:'限定技,你可以将一张【杀】当作【决斗】、【兵临城下】或任意智囊牌使用或打出。历战:重置〖延势〗。',
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twjuexing:'绝行',
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twjuexing_info:'出牌阶段限一次,你可以视为对一名其他角色使用【决斗】。此【决斗】生效时,你与其将所有手牌扣置于武将牌上,然后各摸等同于当前体力值的牌,此牌结算完毕后,你与其弃置本次以此法摸的牌,然后获得扣置于武将牌上的牌。历战:当你因〖绝行〗摸牌时,摸牌数+1。',
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twxiayong:'狭勇',
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@ -7482,7 +7482,7 @@ export class Library extends Uninstantable {
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'<li>搏击:若一名角色拥有带有“搏击”的技能,则当该搏击技能触发时,若本次技能的目标角色在你攻击范围内,且你在其攻击范围内,则你执行技能主体效果时,同时额外执行“搏击”后的额外效果。' +
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'<li>游击:若一名角色拥有带有“游击”的技能,则当该游击技能执行至“游击”处时,若本次技能的目标角色在你的攻击范围内,且你不在其攻击范围内,则你可以执行“游击”后的额外效果。' +
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'<li>激昂:一名角色发动“昂扬技”标签技能后,此技能失效,直至从此刻至满足此技能“激昂”条件后。' +
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'<li>历战:对一个技能效果的升级/修改(可叠加)。' +
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'<li>历战:一名角色的回合结束时,若本回合发动过拥有历战效果的技能,则对此技能效果的进行等同于发动次数的永久可叠加式升级或修改。' +
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''
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};
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/**
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Loading…
Reference in New Issue