Merge pull request #936 from mengxinzxz/PR-Branch

配音调整
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Spmario233 2024-02-13 15:57:58 +08:00 committed by GitHub
commit c2c18b2913
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GPG Key ID: B5690EEEBB952194
13 changed files with 46 additions and 57 deletions

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@ -18,7 +18,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
clan_zhongyan:['female','jin',3,['clanguangu','clanxiaoyong','clanbaozu'],['clan:颍川钟氏']],
clan_wangyun:['male','qun',3,['clanjiexuan','clanmingjie','clanzhongliu'],['clan:太原王氏']],
clan_wanghun:['male','jin',3,['clanfuxun','clanchenya','clanzhongliu'],['clan:太原王氏']],
clan_zhonghui:['male','wei',4,['clanyuzhi','clanxieshu','clanbaozu'],['clan:颍川钟氏']],
clan_zhonghui:['male','wei','3/4',['clanyuzhi','clanxieshu','clanbaozu'],['clan:颍川钟氏']],
clan_zhongyu:['male','wei',3,['clanjiejian','clanhuanghan','clanbaozu'],['clan:颍川钟氏']],
clan_wanglun:['male','wei',3,['clanqiuxin','clanjianyuan','clanzhongliu'],['clan:太原王氏']],
clan_xunyou:['male','wei',3,['clanbaichu','clandaojie'],['clan:颍川荀氏']],

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@ -7273,63 +7273,50 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
olhongyuan:{
audio:'hongyuan',
trigger:{
player:'gainAfter',
global:'loseAsyncAfter',
trigger:{player:'gainAfter',global:'loseAsyncAfter'},
filter(event,player){
if(!player.countCards('he')||player.hasSkill('olhongyuan_blocker',null,null,false)) return false;
return event.getg(player).length>=2;
},
direct:true,
filter:function(event,player){
var cards=event.getg(player);
return cards.length>=2&&!player.hasSkill('olhongyuan_blocker',null,null,false);
},
content:function(){
'step 0'
var max=Math.min(2,game.countPlayer()-1,player.countCards('he'));
player.chooseCardTarget({
prompt:get.prompt('olhongyuan'),
prompt2:'操作提示:按顺序选择任意张要交出的牌,并按任意顺序选择等量的获得牌的角色',
filterCard:true,
selectCard:[1,max],
position:'he',
filterTarget:lib.filter.notMe,
selectTarget:[1,max],
filterOk:function(){
return ui.selected.cards.length==ui.selected.targets.length;
},
ai1:function(card){
var player=_status.event.player;
var num=game.countPlayer(function(current){
return current!=player&&get.attitude(player,current)>0&&!current.hasSkillTag('nogain');
});
if(num<=ui.selected.cards.length) return -get.value(card);
if(!player.hasSkill('olmingzhe')) return 4-Math.max(player.getUseValue(card),get.value(card,player));
if(ui.selected.cards.length&&get.color(card)=='red') return 6-get.value(card);
return 4-Math.max(player.getUseValue(card),get.value(card,player));
},
ai2:function(target){
var player=_status.event.player,att=get.attitude(player,target);
var card=ui.selected.cards[ui.selected.targets.length];
if(!card) return att;
var val=get.value(card,target);
if(val<0) return -att*Math.sqrt(-val);
return att*Math.sqrt(val+2);
},
});
'step 1'
if(result.bool){
player.logSkill('olhongyuan',result.targets);
player.addTempSkill('olhongyuan_blocker',['phaseZhunbeiBefore','phaseJudgeBefore','phaseDrawBefore','phaseUseBefore','phaseDiscardBefore','phaseJieshuBefore','phaseBefore']);
var map=[];
for(var i=0;i<result.cards.length;i++){
map.push([result.targets[i],[result.cards[i]]]);
async content(event,trigger,player){
player.addTempSkill('olhongyuan_blocker',['phaseZhunbeiBefore','phaseJudgeBefore','phaseDrawBefore','phaseUseBefore','phaseDiscardBefore','phaseJieshuBefore','phaseBefore']);
let selectedTargets=[];
while(selectedTargets.length<2&&player.countCards('he')&&game.hasPlayer(target=>{
return target!=player&&!selectedTargets.includes(target);
})){
const {result:{bool,targets,cards}}=await player.chooseCardTarget({
prompt:'弘援:将一张牌交给一名其他角色',
filterCard:true,
position:'he',
filterTarget(card,player,target){
return target!=player&&!get.event('selectedTargets').includes(target);
},
complexCard:true,
complexTarget:true,
complexSelect:true,
ai1(card){
const player=get.event('player');
if(!game.hasPlayer(current=>{
if(get.event('selectedTargets').includes(current)) return false;
return current!=player&&get.attitude(player,current)>0&&!current.hasSkillTag('nogain');
})) return -get.value(card);
return 4+((player.hasSkill('olmingzhe')&&get.color(card)=='red')?2:0)-Math.max(player.getUseValue(card),get.value(card,player));
},
ai2(target){
const player=_status.event.player,att=get.attitude(player,target);
if(!ui.selected.cards.length) return att;
const card=ui.selected.cards[0],val=get.value(card,target);
if(val<0) return -att*Math.sqrt(-val);
return att*Math.sqrt(val+2);
},
}).set('selectedTargets',selectedTargets);
if(bool){
const target=targets[0];
selectedTargets.push(target);
player.line(target);
await player.give(cards,target);
}
game.loseAsync({
gain_list:map,
player:player,
cards:result.cards,
giver:player,
animate:'giveAuto',
}).setContent('gaincardMultiple');
else break;
}
},
ai:{threaten:0.8},

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@ -490,6 +490,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
var list=game.filterPlayer().reduce((list,target)=>list.add(target.group),[]);
list.sort((a,b)=>lib.group.indexOf(a)-lib.group.indexOf(b));
list.forEach(group=>lib.skill.starcanxi.create(group,player));
event.finish();
return;
}
'step 1'
var groups=player.getSkills().filter(skill=>skill.indexOf('starcanxi_')==0);
@ -11372,7 +11374,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
starcanxi_wangsheng:'妄生',
starcanxi_xiangsi:'向死',
starcanxi_cancel:'向死',
starcanxi_info:'锁定技。游戏开始时,你获得场上所有角色的势力对应的“玺角”标记,然后选择一个“玺角”对应势力并选择以下一项;一轮开始时,你选择一个“玺角”对应势力并选择以下一项:①妄生:本轮被选择势力角色每回合首次造成的伤害+1且计算与其他角色间的距离-1向死本轮其他被选择势力角色每回合首次回复体力后失去1点体力且每回合对你使用的第一张牌无效。',
starcanxi_info:'锁定技。游戏开始时,你获得场上所有角色的势力对应的“玺角”标记。②一轮游戏开始时你选择一个“玺角”对应势力并选择以下一项1.妄生:本轮被选择势力角色每回合首次造成的伤害+1且计算与其他角色间的距离-12.向死本轮其他被选择势力角色每回合首次回复体力后失去1点体力且每回合对你使用的第一张牌无效。',
starpizhi:'圮秩',
starpizhi_info:'锁定技。①一名角色死亡后若你拥有该角色对应的“玺角”标记且你本轮发动〖向死〗的势力与其相同你失去之并摸X张牌。②结束阶段你摸X张牌。X为你本局游戏失去的“玺角”标记数',
starzhonggu:'冢骨',