星袁绍、庞山民调整
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7687b73d91
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c712bdb101
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@ -1169,14 +1169,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return _status.currentPhase;
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return _status.currentPhase;
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},
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},
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prompt2:function(event,player){
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prompt2:function(event,player){
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const num=player.hasSkill('dccaisi_more')?2:1;
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const num=player.countMark('dccaisi_more')+1;
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return `从${player==_status.currentPhase?'牌堆':'弃牌'}堆中随机获得${get.cnNumber(num)}张非基本牌`;
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return `从${player==_status.currentPhase?'牌堆':'弃牌'}堆中随机获得${get.cnNumber(num)}张非基本牌`;
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},
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},
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content:function*(event,map){
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content:function*(event,map){
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const player=map.player,trigger=map.trigger;
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const player=map.player,trigger=map.trigger;
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const position=player==_status.currentPhase?'cardPile':'discardPile';
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const position=player==_status.currentPhase?'cardPile':'discardPile';
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let cards=[],num=player.hasSkill('dccaisi_more')?2:1;
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let cards=[],num=player.countMark('dccaisi_more')+1;
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player.removeSkill('dccaisi_more');
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while(num>0){
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while(num>0){
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num--;
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num--;
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let card=get[position](card=>get.type(card)!='basic'&&!cards.includes(card));
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let card=get[position](card=>get.type(card)!='basic'&&!cards.includes(card));
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@ -1189,8 +1188,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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game.log(`但是${position=='discardPile'?'弃':''}牌堆里没有非基本牌!`);
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game.log(`但是${position=='discardPile'?'弃':''}牌堆里没有非基本牌!`);
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}
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}
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player.addTempSkill('dccaisi_more');
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player.addTempSkill('dccaisi_more');
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player.addMark('dccaisi_more',1,false);
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},
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},
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subSkill:{more:{charlotte:true}},
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subSkill:{more:{charlotte:true,onremove:true}},
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},
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},
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dczhuoli:{
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dczhuoli:{
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audio:2,
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audio:2,
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@ -12055,7 +12055,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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dcshizong_info:'当你需要使用一张基本牌时,你可以交给一名其他角色X张牌,然后其可以将一张牌置于牌堆底,视为你使用之。若其不为当前回合角色,此技能失效直到回合结束(X为你本回合发动〖恃纵〗的次数)。',
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dcshizong_info:'当你需要使用一张基本牌时,你可以交给一名其他角色X张牌,然后其可以将一张牌置于牌堆底,视为你使用之。若其不为当前回合角色,此技能失效直到回合结束(X为你本回合发动〖恃纵〗的次数)。',
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pangshanmin:'庞山民',
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pangshanmin:'庞山民',
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dccaisi:'才思',
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dccaisi:'才思',
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dccaisi_info:'当你于回合内/回合外使用基本牌结算结束后,若你本回合以此法得到的牌数小于你的体力上限,你可以从牌堆/弃牌堆随机获得一张非基本牌,然后本回合下次发动此技能获得的牌数+1。',
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dccaisi_info:'当你于回合内/回合外使用基本牌结算结束后,若你本回合以此法得到的牌数小于你的体力上限,你可以从牌堆/弃牌堆随机获得一张非基本牌,然后本回合发动此技能获得的牌数+1。',
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dczhuoli:'擢吏',
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dczhuoli:'擢吏',
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dczhuoli_info:'锁定技。一名角色的回合结束时,若你本回合使用或获得的牌数大于体力值,你加1点体力上限(不能超过存活角色数),回复1点体力。',
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dczhuoli_info:'锁定技。一名角色的回合结束时,若你本回合使用或获得的牌数大于体力值,你加1点体力上限(不能超过存活角色数),回复1点体力。',
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yue_caiyong:'乐蔡邕',
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yue_caiyong:'乐蔡邕',
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@ -162,7 +162,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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const type=get.type(card,player);
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const type=get.type(card,player);
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if(type!='basic'&&type!='trick') return false;
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if(type!='basic'&&type!='trick') return false;
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return lib.filter.cardUsable(card,player)&&game.hasPlayer(target=>{
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return lib.filter.cardUsable(card,player)&&game.hasPlayer(target=>{
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return lib.filter.targetEnabled2(card,player,target)&&lib.filter.targetInRange(card,player,target);
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return lib.filter.targetEnabled2(card,player,target)/*&&lib.filter.targetInRange(card,player,target)*/;
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});
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});
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});
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});
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if(!cards.length) return false;
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if(!cards.length) return false;
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@ -177,7 +177,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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const type=get.type(card,player);
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const type=get.type(card,player);
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if(type!='basic'&&type!='trick') return false;
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if(type!='basic'&&type!='trick') return false;
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return lib.filter.cardUsable(card,player)&&game.hasPlayer(target=>{
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return lib.filter.cardUsable(card,player)&&game.hasPlayer(target=>{
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return lib.filter.targetEnabled2(card,player,target)&&lib.filter.targetInRange(card,player,target);
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return lib.filter.targetEnabled2(card,player,target)/*&&lib.filter.targetInRange(card,player,target)*/;
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});
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});
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});
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});
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if(!cards.includes(card)) return false;
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if(!cards.includes(card)) return false;
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@ -195,14 +195,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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else if(typeof select=='function') range=select(card,player);
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else if(typeof select=='function') range=select(card,player);
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game.checkMod(card,player,range,'selectTarget',player);
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game.checkMod(card,player,range,'selectTarget',player);
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const cards=player.getCards('h',cardx=>card!=cardx&&get.suit(card,player)==get.suit(cardx,player));
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const cards=player.getCards('h',cardx=>card!=cardx&&get.suit(card,player)==get.suit(cardx,player));
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let targets=game.filterPlayer(target=>lib.filter.targetEnabled2(card,player,target)&&lib.filter.targetInRange(card,player,target)&&get.effect(target,card,player,player)>0);
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let targets=game.filterPlayer(target=>lib.filter.targetEnabled2(card,player,target)/*&&lib.filter.targetInRange(card,player,target)*/&&get.effect(target,card,player,player)>0);
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const max=range[1],max2=Math.min(cards.length,targets.length);
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const max=range[1],max2=Math.min(cards.length,targets.length);
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if(max>max2) return 0;
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if(max>max2) return 0;
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targets=targets.sort((a,b)=>get.effect(b,card,player,player)-get.effect(a,card,player,player)).slice(0,max2);
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targets=targets.sort((a,b)=>get.effect(b,card,player,player)-get.effect(a,card,player,player)).slice(0,max2);
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const sum=targets.reduce((num,target)=>num+get.effect(target,card,player,player),0);
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const sum=targets.reduce((num,target)=>num+get.effect(target,card,player,player),0);
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if(max==-1){
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if(max==-1){
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if(game.filterPlayer(target=>{
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if(game.filterPlayer(target=>{
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return lib.filter.targetEnabled2(card,player,target)&&lib.filter.targetInRange(card,player,target);
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return lib.filter.targetEnabled2(card,player,target)/*&&lib.filter.targetInRange(card,player,target)*/;
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}).reduce((num,target)=>num+get.effect(target,card,player,player),0)>sum) return 0;
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}).reduce((num,target)=>num+get.effect(target,card,player,player),0)>sum) return 0;
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}
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}
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return sum;
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return sum;
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@ -217,7 +217,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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const cardx=new lib.element.VCard({name:get.name(card,player),nature:get.nature(card,player),cards:cards});
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const cardx=new lib.element.VCard({name:get.name(card,player),nature:get.nature(card,player),cards:cards});
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const {result:{bool,targets}}=await player.chooseTarget((card,player,target)=>{
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const {result:{bool,targets}}=await player.chooseTarget((card,player,target)=>{
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//return player.canUse(get.event('cardx'),target);
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//return player.canUse(get.event('cardx'),target);
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return lib.filter.targetEnabled2(get.event('cardx'),player,target)&&lib.filter.targetInRange(get.event('cardx'),player,target);
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return lib.filter.targetEnabled2(get.event('cardx'),player,target)/*&&lib.filter.targetInRange(get.event('cardx'),player,target)*/;
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},true).set('cardx',cardx).set('selectTarget',[1,cards.length])
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},true).set('cardx',cardx).set('selectTarget',[1,cards.length])
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.set('prompt','请选择'+(game.hasNature(cardx)?get.translation(get.nature(cardx)):'')+'【'+get.translation(cardx)+'】('+get.translation(cards)+')的目标')
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.set('prompt','请选择'+(game.hasNature(cardx)?get.translation(get.nature(cardx)):'')+'【'+get.translation(cardx)+'】('+get.translation(cards)+')的目标')
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.set('ai',target=>{
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.set('ai',target=>{
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@ -11391,7 +11391,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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starxiaoyan:'硝焰',
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starxiaoyan:'硝焰',
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starxiaoyan_info:'锁定技,游戏开始时,你对所有其他角色各造成1点火属性伤害,然后这些角色可依次交给你一张牌并回复1点体力。',
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starxiaoyan_info:'锁定技,游戏开始时,你对所有其他角色各造成1点火属性伤害,然后这些角色可依次交给你一张牌并回复1点体力。',
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starzongshi:'纵势',
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starzongshi:'纵势',
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starzongshi_info:'出牌阶段,你可以展示一张可展示目标的基本牌或普通锦囊牌,然后你将手牌中所有与此牌花色相同的其他牌当作此牌使用,且此牌至多指定转化牌数的目标。',
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starzongshi_info:'出牌阶段,你可以展示一张可展示目标的基本牌或普通锦囊牌,然后你将手牌中所有与此牌花色相同的其他牌当作此牌使用(无距离限制),且此牌至多指定转化牌数的目标。',
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starjiaowang:'骄妄',
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starjiaowang:'骄妄',
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starjiaowang_info:'锁定技,非首轮游戏开始时,若上一轮没有角色死亡(因〖硝焰〗死亡的角色除外),则你失去1点体力并发动〖硝焰〗。',
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starjiaowang_info:'锁定技,非首轮游戏开始时,若上一轮没有角色死亡(因〖硝焰〗死亡的角色除外),则你失去1点体力并发动〖硝焰〗。',
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staraoshi:'傲势',
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staraoshi:'傲势',
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