Merge pull request #184 from mengxinzxz/PR-Branch

国战诸多武将bug修复
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Spmario233 2023-07-31 23:24:42 +08:00 committed by GitHub
commit d18ffacaf6
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 210 additions and 222 deletions

View File

@ -9729,7 +9729,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
olzhiba3:{},
rehuashen:{
//mode:['identity','single','doudizhu'],
audio:2,
unique:true,
direct:true,
@ -9753,7 +9752,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
});
event.aiChoice=skills[0];
var choice='更换技能';
if(event.aiChoice==player.storage.rehuashen.current2||get.skillRank(event.aiChoice,cond)<1) choice='弃置化身';
if(event.aiChoice==player.storage.rehuashen.current2||get.skillRank(event.aiChoice,cond)<1) choice='制衡化身';
if(player.isOnline2()){
player.send(function(cards,id){
var dialog=ui.create.dialog('是否发动【化身】?',[cards,'character']);
@ -9766,7 +9765,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
event.dialog.style.display='none';
}
if(event.triggername=='rehuashen') event._result={control:'更换技能'};
else player.chooseControl('弃置化身','更换技能','cancel2').set('ai',function(){
else player.chooseControl('制衡化身','更换技能','cancel2').set('ai',function(){
return _status.event.choice;
}).set('choice',choice);
"step 1"
@ -9784,7 +9783,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
if(!event.logged){player.logSkill('rehuashen');event.logged=true}
var next=player.chooseButton(true).set('dialog',event.videoId);
if(event.control=='弃置化身'){
if(event.control=='制衡化身'){
next.set('selectButton',[1,2]);
next.set('filterButton',function(button){
return button.link!=_status.event.current;
@ -9797,7 +9796,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
});
next.set('choice',event.aiChoice);
}
var prompt=event.control=='弃置化身'?'选择弃置至多两张化身':'选择要切换的化身';
var prompt=event.control=='制衡化身'?'选择制衡至多两张化身':'选择要切换的化身';
var func=function(id,prompt){
var dialog=get.idDialog(id);
if(dialog){
@ -9811,7 +9810,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
func(event.videoId,prompt);
}
"step 2"
if(result.bool&&event.control!='弃置化身'){
if(result.bool&&event.control!='制衡化身'){
event.card=result.links[0];
var func=function(card,id){
var dialog=get.idDialog(id);
@ -9871,22 +9870,21 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(!_status.noclearcountdown){
game.stopCountChoose();
}
if(event.control=='弃置化身') return;
if(event.control=='制衡化身') return;
if(player.storage.rehuashen.current!=event.card){
player.storage.rehuashen.current=event.card;
game.broadcastAll(function(character,player){
player.sex=lib.character[character][0];
//player.group=lib.character[character][1];
//player.node.name.dataset.nature=get.groupnature(player.group);
},event.card,player);
player.changeGroup(lib.character[event.card][1],false);
game.broadcastAll(function(player,sex){
player.sex=sex;
game.log(player,'将性别变为了','#y'+get.translation(sex)+'性');
},player,lib.character[event.card][0]);
player.changeGroup(lib.character[event.card][1]);
}
var link=result.control;
player.storage.rehuashen.current2=link;
if(!player.additionalSkills.rehuashen||!player.additionalSkills.rehuashen.contains(link)){
player.addAdditionalSkill('rehuashen',link);
player.flashAvatar('rehuashen',event.card);
game.log(player,'获得技能','#g【'+get.translation(link)+'】');
game.log(player,'获得技能','#g【'+get.translation(link)+'】');
player.popup(link);
player.syncStorage('rehuashen');
player.updateMarks('rehuashen');
@ -9903,31 +9901,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
player:['phaseBegin','phaseEnd','rehuashen'],
},
filter:function(event,player,name){
//if(name=='phaseBegin'&&game.phaseNumber==1) return false;
return player.storage.rehuashen&&player.storage.rehuashen.character.length>0;
},
banned:['lisu','sp_xiahoudun','xushao','zhoutai','old_zhoutai'],
banned:['lisu','sp_xiahoudun','xushao','zhoutai','old_zhoutai','shixie'],
addHuashen:function(player){
if(!player.storage.rehuashen) return;
if(!_status.characterlist){
if(_status.connectMode) var list=get.charactersOL();
else{
var list=[];
for(var i in lib.character){
if(lib.filter.characterDisabled2(i)||lib.filter.characterDisabled(i)) continue;
list.push(i);
}
}
game.countPlayer(function(current){
list.remove(current.name);
list.remove(current.name1);
list.remove(current.name2);
if(current.storage.huashen&&current.storage.huashen.owned){
for(var i in current.storage.huashen.owned) list.removeArray(current.storage.huashen.owned[i]);
}
if(current.storage.rehuashen&&current.storage.rehuashen.character) list.removeArray(current.storage.rehuashen.character)
});
_status.characterlist=list;
lib.skill.pingjian.initList();
}
_status.characterlist.randomSort();
var bool=false;

View File

@ -4255,24 +4255,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
addHuashen:function(player){
if(!player.storage.huashen) return;
if(!_status.characterlist){
if(_status.connectMode) var list=get.charactersOL();
else{
var list=[];
for(var i in lib.character){
if(lib.filter.characterDisabled2(i)||lib.filter.characterDisabled(i)) continue;
list.push(i);
}
}
game.countPlayer(function(current){
list.remove(current.name);
list.remove(current.name1);
list.remove(current.name2);
if(current.storage.huashen&&current.storage.huashen.owned){
for(var i in current.storage.huashen.owned) list.removeArray(current.storage.huashen.owned[i]);
}
if(current.storage.rehuashen&&current.storage.rehuashen.character) list.removeArray(current.storage.rehuashen.character)
});
_status.characterlist=list;
lib.skill.pingjian.initList();
}
_status.characterlist.randomSort();
var bool=false;
@ -4495,6 +4478,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
player.markSkill('huashen');
game.broadcastAll(function(character,player){
player.sex=lib.character[character][0];
game.log(player,'将性别变为了','#y'+get.translation(lib.character[character][0])+'性');
//player.group=lib.character[character][1];
//player.node.name.dataset.nature=get.groupnature(player.group);
var mark=player.marks.huashen;
@ -4514,7 +4498,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},200);
}
},character,player);
player.changeGroup(lib.character[character][1],false);
player.changeGroup(lib.character[character][1]);
}
player.storage.huashen.current2=skill;
if(!player.additionalSkills.huashen||!player.additionalSkills.huashen.contains(skill)){
@ -8150,4 +8134,4 @@ game.import('character',function(lib,game,ui,get,ai,_status){
shenhua_lei:'神话再临·雷',
},
};
});
});

View File

@ -7917,199 +7917,216 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
},
pingjian:{
audio:2,
trigger:{
player:['damageEnd','phaseJieshuBegin'],
},
initList:function(){
var list=[];
if(_status.connectMode) var list=get.charactersOL();
if(_status.connectMode) list=get.charactersOL();
else{
var list=[];
for(var i in lib.character){
if(lib.filter.characterDisabled2(i)||lib.filter.characterDisabled(i)) continue;
list.push(i);
if(!lib.filter.characterDisabled2(i)&&!lib.filter.characterDisabled(i)) list.push(i);
}
}
game.countPlayer2(function(current){
list.remove(current.name);
list.remove(current.name1);
list.remove(current.name2);
if(current.storage.rehuashen&&current.storage.rehuashen.character) list.removeArray(current.storage.rehuashen.character)
});
_status.characterlist=list;
},
init:function(player){
player.addSkill('pingjian_check');
if(!player.storage.pingjian_check) player.storage.pingjian_check={};
},
onremove:function(player){
player.removeSkill('pingjian_check');
},
audio:2,
trigger:{player:['damageEnd','phaseJieshuBegin']},
frequent:true,
content:function(){
'step 0'
if(!player.storage.pingjian) player.storage.pingjian=[];
event._result={bool:true};
'step 1'
if(result.bool){
if(!_status.characterlist){
lib.skill.pingjian.initList();
}
var list=[];
var skills=[];
var map=[];
_status.characterlist.randomSort();
var name2=event.triggername;
for(var i=0;i<_status.characterlist.length;i++){
var name=_status.characterlist[i];
if(name.indexOf('zuoci')!=-1||name.indexOf('xushao')!=-1) continue;
var skills2=lib.character[name][3];
for(var j=0;j<skills2.length;j++){
if(player.storage.pingjian.contains(skills2[j])) continue;
if(skills.contains(skills2[j])){
if(!_status.characterlist){
lib.skill.pingjian.initList();
}
var allList=_status.characterlist.slice(0);
game.countPlayer(function(current){
allList.add(current.name);
allList.add(current.name1);
allList.add(current.name2);
});
var list=[];
var skills=[];
var map=[];
allList.randomSort();
var name2=event.triggername;
for(var i=0;i<allList.length;i++){
var name=allList[i];
if(name.indexOf('zuoci')!=-1||name.indexOf('xushao')!=-1) continue;
var skills2=lib.character[name][3];
for(var j=0;j<skills2.length;j++){
if(player.getStorage('pingjian').contains(skills2[j])) continue;
if(skills.contains(skills2[j])){
list.add(name);
if(!map[name]) map[name]=[];
map[name].push(skills2[j]);
skills.add(skills2[j]);
continue;
}
var list2=[skills2[j]];
game.expandSkills(list2);
for(var k=0;k<list2.length;k++){
var info=lib.skill[list2[k]];
if(!info||!info.trigger||!info.trigger.player||info.silent||info.limited||info.juexingji||info.zhuanhuanji||info.hiddenSkill||info.dutySkill) continue;
if(info.trigger.player==name2||Array.isArray(info.trigger.player)&&info.trigger.player.contains(name2)){
if(info.ai&&(info.ai.combo||info.ai.notemp||info.ai.neg)) continue;
if(info.init) info.init(player,list2[k]);
if(info.filter){
try{
var bool=info.filter(trigger,player,name2);
if(!bool) continue;
}
catch(e){
continue;
}
}
list.add(name);
if(!map[name]) map[name]=[];
map[name].push(skills2[j]);
skills.add(skills2[j]);
continue;
}
var list2=[skills2[j]];
game.expandSkills(list2);
for(var k=0;k<list2.length;k++){
var info=lib.skill[list2[k]];
if(!info||!info.trigger||!info.trigger.player||info.silent||info.limited||info.juexingji||info.zhuanhuanji||info.hiddenSkill||info.dutySkill) continue;
if(info.trigger.player==name2||Array.isArray(info.trigger.player)&&info.trigger.player.contains(name2)){
if(info.init||info.ai&&(info.ai.combo||info.ai.notemp||info.ai.neg)) continue;
if(info.filter){
try{
var bool=info.filter(trigger,player,name2);
if(!bool) continue;
}
catch(e){
continue;
}
}
list.add(name);
if(!map[name]) map[name]=[];
map[name].push(skills2[j]);
skills.add(skills2[j]);
break;
}
break;
}
}
if(list.length>2) break;
}
if(!skills.length){
//player.draw();
event.finish();
}
else{
//skills.unshift('摸一张牌');
player.chooseControl(skills).set('dialog',['请选择要发动的技能',[list,'character']]).set('ai',function(){return 0});
}
if(list.length>2) break;
}
if(skills.length) player.chooseControl(skills).set('dialog',['评鉴:请选择尝试发动的技能',[list,'character']]);
else event.finish();
'step 2'
if(result.control=='摸一张牌'){
player.draw();
return;
'step 1'
player.markAuto('pingjian',[result.control]);
player.addTempSkill(result.control);
player.storage.pingjian_check[result.control]=(trigger.name=='damage'?trigger:'phaseJieshu');
if(trigger.name=='damage'){
var info=lib.translate[result.control+'_info'];
if(info&&info.indexOf('1点伤害')+info.indexOf('一点伤害')!=-2) trigger.num=1;//暂时想到的让多点伤害只执行一次的拙见
}
player.storage.pingjian.add(result.control);
player.addTempSkill(result.control,event.triggername=='damageEnd'?'damageAfter':'phaseJieshu');
},
group:'pingjian_use',
phaseUse_special:['xinfu_lingren'],
phaseUse_special:[],
ai:{threaten:5},
},
pingjian_use:{
audio:'pingjian',
enable:'phaseUse',
usable:1,
position:'he',
prompt:()=>lib.translate.pingjian_info,
content:function(){
'step 0'
if(!player.storage.pingjian) player.storage.pingjian=[];
event._result={bool:true};
'step 1'
if(result.bool){
var list=[];
var skills=[];
var map=[];
if(!_status.characterlist){
lib.skill.pingjian.initList();
}
_status.characterlist.randomSort();
for(var i=0;i<_status.characterlist.length;i++){
var name=_status.characterlist[i];
if(name.indexOf('zuoci')!=-1||name.indexOf('xushao')!=-1) continue;
var skills2=lib.character[name][3];
for(var j=0;j<skills2.length;j++){
if(player.storage.pingjian.contains(skills2[j])) continue;
if(skills.contains(skills2[j])||lib.skill.pingjian.phaseUse_special.contains(skills2[j])){
var list=[];
var skills=[];
var map=[];
if(!_status.characterlist){
lib.skill.pingjian.initList();
}
var allList=_status.characterlist.slice(0);
game.countPlayer(function(current){
allList.add(current.name);
allList.add(current.name1);
allList.add(current.name2);
});
allList.randomSort();
for(var i=0;i<allList.length;i++){
var name=allList[i];
if(name.indexOf('zuoci')!=-1||name.indexOf('xushao')!=-1) continue;
var skills2=lib.character[name][3];
for(var j=0;j<skills2.length;j++){
if(player.getStorage('pingjian').contains(skills2[j])) continue;
var info=lib.translate[skills2[j]+'_info'];
if(skills.contains(skills2[j])||(info&&info.indexOf('当你于出牌阶段')!=-1)){
list.add(name);
if(!map[name]) map[name]=[];
map[name].push(skills2[j]);
skills.add(skills2[j]);
continue;
}
var list2=[skills2[j]];
game.expandSkills(list2);
for(var k=0;k<list2.length;k++){
var info=lib.skill[list2[k]];
if(!info||!info.enable||info.charlotte||info.limited||info.juexingji||info.zhuanhuanji||info.hiddenSkill||info.dutySkill) continue;
if((info.enable=='phaseUse'||(Array.isArray(info.enable)&&info.enable.contains('phaseUse')))||(info.enable=='chooseToUse'||(Array.isArray(info.enable)&&info.enable.contains('chooseToUse')))){
if(info.ai&&(info.ai.combo||info.ai.notemp||info.ai.neg)) continue;
var evt=event.getParent(2);
if(info.init) info.init(player,list2[k]);
if(info.onChooseToUse) info.onChooseToUse(evt);
if(info.filter){
try{
var bool=info.filter(evt,player);
if(!bool) continue;
}
catch(e){
continue;
}
}
if(info.viewAs&&typeof info.viewAs!='function'){
if(evt.filterCard&&!evt.filterCard(info.viewAs,player,evt)) continue;
if(info.viewAsFilter&&info.viewAsFilter(player)==false) continue;
}
list.add(name);
if(!map[name]) map[name]=[];
map[name].push(skills2[j]);
skills.add(skills2[j]);
continue;
}
var list2=[skills2[j]];
game.expandSkills(list2);
for(var k=0;k<list2.length;k++){
var info=lib.skill[list2[k]];
if(!info||!info.enable||info.viewAs||info.limited||info.juexingji||info.zhuanhuanji||info.hiddenSkill||info.dutySkill) continue;
if(info.enable=='phaseUse'||Array.isArray(info.enable)&&info.enable.contains('phaseUse')){
if(info.init||info.onChooseToUse||info.ai&&(info.ai.combo||info.ai.notemp||info.ai.neg)) continue;
if(info.filter){
try{
var bool=info.filter(event.getParent(2),player);
if(!bool) continue;
}
catch(e){
continue;
}
}
list.add(name);
if(!map[name]) map[name]=[];
map[name].push(skills2[j]);
skills.add(skills2[j]);
break;
}
break;
}
}
if(list.length>2) break;
}
if(!skills.length){
//player.draw();
event.finish();
}
else{
//skills.unshift('摸一张牌');
player.chooseControl(skills).set('dialog',['请选择要发动的技能',[list,'character']]).set('ai',function(){return 0});
}
if(list.length>2) break;
}
if(skills.length) player.chooseControl(skills).set('dialog',['评鉴:请选择尝试发动的技能',[list,'character']]);
else event.finish();
'step 2'
if(result.control=='摸一张牌'){
player.draw();
return;
}
player.storage.pingjian.add(result.control);
player.addTempSkill(result.control,'phaseUseEnd');
player.addTempSkill('pingjian_temp','phaseUseEnd');
player.storage.pingjian_temp=result.control;
//event.getParent(2).goto(0);
'step 1'
player.markAuto('pingjian',[result.control]);
player.addTempSkill(result.control);
player.storage.pingjian_check[result.control]='phaseUse';
},
ai:{order:10,result:{player:1}},
ai:{order:12,result:{player:1}},
},
pingjian_temp:{
onremove:true,
trigger:{player:['useSkillBegin','useCard1']},
silent:true,
firstDo:true,
pingjian_check:{
charlotte:true,
trigger:{player:['useSkill','logSkillBegin']},
filter:function(event,player){
var info=lib.skill[event.skill];
if(!info) return false;
if(event.skill==player.storage.pingjian_temp) return true;
if(info.sourceSkill==player.storage.pingjian_temp||info.group==player.storage.pingjian_temp) return true;
if(Array.isArray(info.group)&&info.group.contains(player.storage.pingjian_temp)) return true;
return false;
if(get.info(event.skill).charlotte) return false;
var skill=event.sourceSkill||event.skill;
return player.storage.pingjian_check[skill];
},
direct:true,
firstDo:true,
priority:Infinity,
content:function(){
player.removeSkill(player.storage.pingjian_temp);
player.removeSkill('pingjian_temp');
var skill=trigger.sourceSkill||trigger.skill;
player.removeSkill(skill);
delete player.storage.pingjian_check[skill];
},
group:'pingjian_check2',
},
pingjian_check2:{
charlotte:true,
trigger:{player:['phaseUseEnd','damageEnd','phaseJieshuBegin']},
filter:function(event,player){
return Object.keys(player.storage.pingjian_check).find(function(skill){
if(event.name!='damage') return player.storage.pingjian_check[skill]==event.name;
return player.storage.pingjian_check[skill]==event;
});
},
direct:true,
lastDo:true,
priority:-Infinity,
content:function(){
var skills=Object.keys(player.storage.pingjian_check).filter(function(skill){
if(trigger.name!='damage') return player.storage.pingjian_check[skill]==trigger.name;
return player.storage.pingjian_check[skill]==trigger;
});
player.removeSkill(skills);
for(var skill of skills) delete player.storage.pingjian_check[skill];
},
},
//上兵伐谋
@ -10122,8 +10139,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
xugong:"许贡",
zhangchangpu:"张昌蒲",
pingjian:'评荐',
pingjian_info:'结束阶段开始时/当你受到伤害后/出牌阶段限一次,你可以令系统随机从剩余武将牌堆中检索出三张拥有发动时机为结束阶段开始时/当你受到伤害后/出牌阶段的技能的武将牌。然后你可以选择尝试发动其中一个技能。每个技能每局只能选择一次。',
pingjian_use:'评荐',
pingjian_info:'结束阶段开始时/当你受到伤害后/出牌阶段限一次,你可以令系统随机检索出三张拥有发动时机为结束阶段开始时/当你受到伤害后/出牌阶段的技能的武将牌。然后你可以选择尝试发动其中一个技能。每个技能每局游戏只能选择一次。',
songshu:'颂蜀',
songshu_info:'出牌阶段,你可以和其他角色拼点。若你没赢,你与其各摸两张牌,且你本阶段内不能再发动〖颂蜀〗。',

View File

@ -3358,7 +3358,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
},
frequent:true,
content:function(){
player.draw(player.getHistory('useCard').length);
player.draw(Math.min(player.getHistory('useCard').length,5));
},
},
gzduannian:{
@ -3540,7 +3540,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
target:1,
},
},
derivation:['releiji','nhyinbing','nhhuoqi','nhguizhu','nhxianshou','nhlundao','nhguanyue','nhyanzheng'],
derivation:['leiji','nhyinbing','nhhuoqi','nhguizhu','nhxianshou','nhlundao','nhguanyue','nhyanzheng'],
subSkill:{
clear:{
onremove:function(player){
@ -3748,24 +3748,29 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
audio:'gzxiongnve',
mark:true,
intro:{
content:'受到的伤害-1',
content:'其他角色对你造成伤害时,此伤害-1',
},
trigger:{player:'damageBegin3'},
filter:function(event,player){
return event.source&&event.source!=player;
},
forced:true,
logTarget:'source',
content:function(){
trigger.num--;
},
ai:{
effect:{
target:function(card,player,target){
if(target==player) return;
if(player.hasSkillTag('jueqing',false,target)) return;
var num=get.tag(card,'damage');
if(num){
if(num>1) return 0.5;
return 0;
}
}
}
},
},
},
},
end:{
@ -4122,7 +4127,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
},
goon:function(){
var target=trigger.player;
if(player.canUse('tao',target)&&get.effect(target,{name:'tao',isCard:true},player,player)>0) return true;
if(get.recoverEffect(target,player,player)>0) return true;
var card={name:'sha',nature:'thunder',isCard:true};
if(game.hasPlayer(function(current){
return current!=player&&current!=target&&target.canUse(card,current,false)&&get.effect(current,card,target,player)>0;
@ -4139,7 +4144,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
return current!=target&&current.isFriendOf(target)&&current.isLinked();
}))?3:1)*(-get.attitude(target,player,player)+1);
},
}).setHiddenSkill(event.name);
}).setHiddenSkill('daming');
'step 1'
if(result.bool){
var target=result.targets[0];
@ -4178,28 +4183,22 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
if(num>0) player.draw(num);
'step 4'
if(trigger.player.isIn()){
var target=trigger.player,tao=(lib.filter.cardEnabled({name:'tao',isCard:true},player,'forceEnable')&&lib.filter.targetEnabled2({name:'tao',isCard:true},player,target)),sha=game.filterPlayer(function(current){
var target=trigger.player,sha=game.filterPlayer(function(current){
return current!=target&&current!=player&&target.canUse({name:'sha',nature:'thunder',isCard:true},current,false);
});
if(sha.length){
var next=player.chooseTarget('请选择'+get.translation(target)+'使用雷【杀】的目标',function(card,player,target){
return _status.event.list.contains(target);
});
if(tao){
next.set('prompt2','或点「取消」并视为对其使用【桃】');
next.set('goon',get.effect(target,{name:'tao',isCard:true},player,player));
}
else{
next.set('forced',true);
next.set('goon',0);
}
next.set('prompt2','或点「取消」令其回复1点体力');
next.set('goon',get.recoverEffect(target,player,player));
next.set('list',sha);
next.set('ai',function(target){
var player=_status.event.player;
return get.effect(target,{name:'sha',nature:'thunder',isCard:true},_status.event.getTrigger().player,player)-_status.event.goon;
});
}
else if(tao) event._result={bool:false};
else if(target.isDamaged()) event._result={bool:false};
else event.finish();
}
else event.finish();
@ -4213,7 +4212,10 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
}
trigger.player.useCard({name:'sha',nature:'thunder',isCard:true},target,false).animate=false;
}
else player.useCard({name:'tao',isCard:true},trigger.player);
else{
player.line(trigger.player);
trigger.player.recover();
}
},
},
xiaoni:{
@ -5199,6 +5201,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
},
},
gzzhuosheng:{
audio:'zhuosheng',
trigger:{global:'damageEnd'},
logTarget:'player',
filter:function(event,player){
@ -5232,6 +5235,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
if(get.itemtype(card)=='card'&&card.hasGaintag('gzzhuosheng2')&&get.type(card)=='basic') return num-0.1;
},
},
audio:'zhuosheng',
trigger:{player:'useCard2'},
direct:true,
filterx:function(event,player){
@ -5289,7 +5293,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
group:['gzzhuosheng2_equip','gzzhuosheng2_silent'],
subSkill:{
equip:{
audio:'gzzhuosheng2',
audio:'zhuosheng',
trigger:{player:'useCard'},
filter:function(event,player){
return get.type(event.card)=='equip'&&lib.skill.gzzhuosheng2.filterx(event,player);
@ -8086,6 +8090,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
}
},
gzxuanhuo:{
audio:'rexuanhuo',
global:'gzxuanhuo_others',
derivation:['fz_new_rewusheng','fz_gzpaoxiao','fz_new_longdan','fz_new_tieji','fz_liegong','fz_xinkuanggu'],
ai:{
@ -8098,6 +8103,8 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
},
subSkill:{
others:{
audio:'rexuanhuo',
forceaudio:true,
enable:'phaseUse',
usable:1,
filter:function(event,player){
@ -8293,7 +8300,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
},
gzenyuan:{
locked:true,
audio:['enyuan',2],
audio:'reenyuan',
group:['gzenyuan_gain','gzenyuan_damage'],
preHidden:true,
ai:{
@ -8308,6 +8315,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
},
subSkill:{
gain:{
audio:'reenyuan',
trigger:{target:'useCardToTargeted'},
forced:true,
filter:function(event,player){
@ -8315,9 +8323,9 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
},
logTarget:'player',
content:function(){trigger.player.draw()},
audio:'enyuan1',
},
damage:{
audio:'reenyuan',
trigger:{player:'damageEnd'},
forced:true,
filter:function(event,player){
@ -8336,7 +8344,6 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
}
else trigger.source.loseHp();
},
audio:'enyuan2',
},
}
},
@ -13718,7 +13725,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
gzzhukou:'逐寇',
gzzhukou_info:'当你于一名角色的出牌阶段第一次造成伤害后你可以摸X张牌X为本回合你已使用的牌数且至多为5。',
gzduannian:'断念',
gzduannian_info:'出牌阶段结束时,若你有手牌你可以弃置所有手牌,然后将手牌摸至体力上限。',
gzduannian_info:'出牌阶段结束时,若你有手牌你可以弃置所有手牌,然后将手牌摸至体力上限。',
gzlianyou:'莲佑',
gzlianyou_info:'你死亡时,可以选择一名其他角色。该角色获得技能“兴火”。',
gzxinghuo:'兴火',
@ -13742,7 +13749,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
gzfangyuan:'方圆',
gzfangyuan_info:'阵法技,若你在一个围攻关系中:①是围攻角色,则所有围攻角色的手牌上限+1且被围攻角色手牌上限-1②是被围攻角色则结束阶段开始时你视为对一名围攻角色使用【杀】。',
daming:'达命',
daming_info:'一名己方角色A的出牌阶段开始时你可弃置一张锦囊牌横置一名角色并摸X张牌X为拥有横置角色的势力数。然后你选择一项视为对A使用一张【桃】②令A视为对由你选择的另一名角色使用一张雷【杀】。',
daming_info:'一名己方角色A的出牌阶段开始时你可弃置一张锦囊牌横置一名角色并摸X张牌X为拥有横置角色的势力数。然后你选择一项令A回复1点体力②令A视为对由你选择的另一名角色使用一张雷【杀】。',
xiaoni:'嚣逆',
xiaoni_info:'锁定技,当你使用牌时,或成为其他角色使用牌的目标后,若场上存在其他己方角色且这些角色的手牌数均不大于你,则目标角色/你不可响应此牌。',
gztongduo:'统度',