调整【榻谟】

This commit is contained in:
157 2024-04-19 22:42:38 +08:00
parent 611714353b
commit d34942b098
1 changed files with 116 additions and 107 deletions

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@ -604,18 +604,18 @@ game.import("character", function () {
if (
player.hp < 2 ||
target.hp +
target.countCards("h", (card) =>
target.canSaveCard(card, target)
) <=
1 +
trigger.targets.some((current) =>
current.hasMark("zhengqing")
)
target.countCards("h", (card) =>
target.canSaveCard(card, target)
) <=
1 +
trigger.targets.some((current) =>
current.hasMark("zhengqing")
)
)
allIn = true;
if (
cards.map((card) => get.value(card)).reduce((p, c) => p + c, 0) /
cards.length >
cards.length >
5
)
allIn = true;
@ -755,9 +755,18 @@ game.import("character", function () {
changeSeat: true,
derivation: "tamo_faq",
async content(event, trigger, player) {
const toSortPlayers = game.filterPlayer((current) => !current.isZhu2());
const toSortPlayers = game.filterPlayer((current) => {
return (
!current.isZhu2() ||
get.mode() == "doudizhu" && current.getSeatNum() == 3
);
});
toSortPlayers.sortBySeat(game.findPlayer2((current) => current.getSeatNum() == 1, true));
const next = player.chooseToMove("榻谟:是否分配所有角色的座次?");
const next = player.chooseToMove("榻谟:是否分配" +
(game.countPlayer() > toSortPlayers.length ?
"除主公" + (get.mode() == "doudizhu" ? "和三号位外" : "外") : "") +
"所有角色的座次?"
);
next.set("list", [
[
"(以下排列的顺序即为发动技能后角色的座次顺序)",
@ -920,8 +929,8 @@ game.import("character", function () {
trigger: { player: "phaseAfter" },
filter(event, player) {
return game.hasPlayer(target => {
if(target==player||target.countCards('h')+player.countCards('h')==0) return false;
return get.mode()=='identity'||target.countCards('h')<=player.countCards('h')+1;
if (target == player || target.countCards('h') + player.countCards('h') == 0) return false;
return get.mode() == 'identity' || target.countCards('h') <= player.countCards('h') + 1;
});
},
direct: true,
@ -933,8 +942,8 @@ game.import("character", function () {
get.prompt("zhimeng"),
"与一名其他角色平分手牌",
(card, player, target) => {
if(target==player||target.countCards('h')+player.countCards('h')==0) return false;
return get.mode()=='identity'||target.countCards('h')<=player.countCards('h')+1;
if (target == player || target.countCards('h') + player.countCards('h') == 0) return false;
return get.mode() == 'identity' || target.countCards('h') <= player.countCards('h') + 1;
}
)
.set("ai", (target) => {
@ -1638,9 +1647,8 @@ game.import("character", function () {
var bodies = _status.event.player
.getStorage("jxzhaoluan_effect")
.filter((i) => i.isIn());
return `选择一名角色,你令${get.translation(bodies)}${
bodies.length > 1 ? "中的一人" : ""
}减1点体力上限然后你对选择的角色造成1点伤害`;
return `选择一名角色,你令${get.translation(bodies)}${bodies.length > 1 ? "中的一人" : ""
}减1点体力上限然后你对选择的角色造成1点伤害`;
},
delay: false,
content() {
@ -1757,9 +1765,9 @@ game.import("character", function () {
.chooseButton(
[
"挈挟:选择" +
(num > 1 ? "至多" : "") +
get.cnNumber(num) +
"张武将置入武器栏",
(num > 1 ? "至多" : "") +
get.cnNumber(num) +
"张武将置入武器栏",
[
list,
function (item, type, position, noclick, node) {
@ -1835,8 +1843,7 @@ game.import("character", function () {
`<div class="text" data-nature=${get.groupnature(
info[1],
"raw"
)}m style="font-family: ${
lib.config.name_font || "xinwei"
)}m style="font-family: ${lib.config.name_font || "xinwei"
},xinwei">${skillstr}</div>`,
node
);
@ -1863,18 +1870,18 @@ game.import("character", function () {
if (lib.skill[skills[i]] && lib.skill[skills[i]].nobracket) {
uiintro.add(
'<div><div class="skilln">' +
get.translation(skills[i]) +
"</div><div>" +
get.skillInfoTranslation(skills[i]) +
"</div></div>"
get.translation(skills[i]) +
"</div><div>" +
get.skillInfoTranslation(skills[i]) +
"</div></div>"
);
} else {
uiintro.add(
'<div><div class="skill">【' +
translation +
"】</div><div>" +
get.skillInfoTranslation(skills[i]) +
"</div></div>"
translation +
"】</div><div>" +
get.skillInfoTranslation(skills[i]) +
"</div></div>"
);
}
if (lib.translate[skills[i] + "_append"]) {
@ -2425,10 +2432,10 @@ game.import("character", function () {
)
return false;
var card = {
name: event.card.name,
nature: event.card.nature,
isCard: true,
},
name: event.card.name,
nature: event.card.nature,
isCard: true,
},
list = event._dccuixin;
for (var target of list) {
var targetx = player[target]();
@ -2455,10 +2462,10 @@ game.import("character", function () {
player
.chooseBool(
"摧心:是否视为对" +
get.translation(list[0]) +
"使用" +
get.translation(card) +
""
get.translation(list[0]) +
"使用" +
get.translation(card) +
""
)
.set("goon", get.effect(list[0], card, player, player) > 0)
.set("ai", () => _status.event.goon);
@ -3301,8 +3308,8 @@ game.import("character", function () {
return 15;
})
.set("forceDie", true).judge2 = function (result) {
return result.bool;
};
return result.bool;
};
"step 1";
var num = game.countPlayer(function (current) {
return current != player && current.hasMark("twwuhun");
@ -3594,15 +3601,15 @@ game.import("character", function () {
evt.set(
"openskilldialog",
"选择" +
get.translation(name) +
"" +
get.translation(result.links[0]) +
")的目标"
get.translation(name) +
"" +
get.translation(result.links[0]) +
")的目标"
);
evt.set("norestore", true);
evt.set("custom", {
add: {},
replace: { window() {} },
replace: { window() { } },
});
} else {
delete evt.result.skill;
@ -3787,11 +3794,11 @@ game.import("character", function () {
return [
1,
0.8 *
game.countPlayer((current) => {
return current.countCards("e", (card) => {
return get.suit(card, current) == suit;
});
}),
game.countPlayer((current) => {
return current.countCards("e", (card) => {
return get.suit(card, current) == suit;
});
}),
];
},
target: (card, player, target) => {
@ -4805,9 +4812,9 @@ game.import("character", function () {
return (
numx +
num *
game.countPlayer(function (current) {
return current.hasSkill("yingba");
})
game.countPlayer(function (current) {
return current.hasSkill("yingba");
})
);
},
},
@ -5532,10 +5539,10 @@ game.import("character", function () {
.chooseTarget(
get.prompt("dangmo"),
"为" +
get.translation(trigger.card) +
"增加至多" +
get.translation(num) +
"个目标",
get.translation(trigger.card) +
"增加至多" +
get.translation(num) +
"个目标",
[1, num],
function (card, player, target) {
var evt = _status.event.getTrigger();
@ -5581,8 +5588,8 @@ game.import("character", function () {
return 1;
})
.set("callback", lib.skill.reshuishi.callback).judge2 = function (result) {
return result.bool ? true : false;
};
return result.bool ? true : false;
};
"step 2";
var cards = cards.filterInD();
if (cards.length)
@ -6015,10 +6022,10 @@ game.import("character", function () {
.chooseCard(
"h",
"交给" +
get.translation(player) +
"一张" +
get.translation(suit) +
"花色的手牌",
get.translation(player) +
"一张" +
get.translation(suit) +
"花色的手牌",
true,
function (card, player) {
return get.suit(card, player) == _status.event.suit;
@ -6294,10 +6301,10 @@ game.import("character", function () {
.set(
"prompt",
"把" +
get.translation(card) +
"移动到" +
(event.index2 == 0 ? "弃" : "") +
"牌堆的..."
get.translation(card) +
"移动到" +
(event.index2 == 0 ? "弃" : "") +
"牌堆的..."
);
}
"step 5";
@ -6323,13 +6330,13 @@ game.import("character", function () {
.set(
"prompt",
"把" +
get.translation(card) +
"移动到" +
get.translation(event.target2) +
"的..."
get.translation(card) +
"移动到" +
get.translation(event.target2) +
"的..."
).ai = function () {
return 0;
};
return 0;
};
}
}
"step 6";
@ -6667,8 +6674,8 @@ game.import("character", function () {
num == 3
? event.numFixed
: !game.hasPlayer(function (current) {
return current.hasEnabledSlot();
})
return current.hasEnabledSlot();
})
)
return false;
return (
@ -7041,12 +7048,12 @@ game.import("character", function () {
!target._new_guixin_eff &&
get.tag(card, "damage") &&
target.hp >
(player.hasSkillTag("damageBonus", true, {
card: card,
target: target,
})
? 2
: 1)
(player.hasSkillTag("damageBonus", true, {
card: card,
target: target,
})
? 2
: 1)
) {
if (player.hasSkillTag("jueqing", false, target)) return [1, -2];
target._new_guixin_eff = true;
@ -8006,12 +8013,12 @@ game.import("character", function () {
!target._guixin_eff &&
get.tag(card, "damage") &&
target.hp >
(player.hasSkillTag("damageBonus", true, {
card: card,
target: target,
})
? 2
: 1)
(player.hasSkillTag("damageBonus", true, {
card: card,
target: target,
})
? 2
: 1)
) {
if (player.hasSkillTag("jueqing", false, target)) return [1, -2];
target._guixin_eff = true;
@ -8211,10 +8218,10 @@ game.import("character", function () {
.set(
"allUse",
player.getExpansions("qixing").length >=
game.countPlayer(function (current) {
return get.attitude(player, current) > 4;
}) *
2
game.countPlayer(function (current) {
return get.attitude(player, current) > 4;
}) *
2
);
"step 1";
if (result.bool) {
@ -8492,10 +8499,10 @@ game.import("character", function () {
)
) {
let suits = player.getDiscardableCards(player, "h").reduce((map, card) => {
const suit = get.suit(card, player);
if (!map[suit]) map[suit] = [];
return map;
}, {}),
const suit = get.suit(card, player);
if (!map[suit]) map[suit] = [];
return map;
}, {}),
cards = [];
Object.keys(suits).forEach((i) => {
suits[i].addArray(
@ -8505,11 +8512,11 @@ game.import("character", function () {
});
return (
player.hp +
player.countCards(
"h",
(card) => !cards.includes(card) && player.canSaveCard(card, player)
) -
3 >
player.countCards(
"h",
(card) => !cards.includes(card) && player.canSaveCard(card, player)
) -
3 >
0
);
}
@ -9444,9 +9451,9 @@ game.import("character", function () {
return (
player.storage.nzry_junlve >= num &&
num ==
game.countPlayer(function (current) {
return get.attitude(player, current) < 0;
})
game.countPlayer(function (current) {
return get.attitude(player, current) < 0;
})
);
},
filterTarget(card, player, target) {
@ -9471,8 +9478,8 @@ game.import("character", function () {
return _status.event.targets.includes(target);
})
.set("targets", targets).ai = function () {
return 1;
};
return 1;
};
"step 2";
if (result.bool) {
result.targets[0].damage("fire", "nocard");
@ -10838,12 +10845,14 @@ game.import("character", function () {
tamo: "榻谟",
tamo_info:
"游戏开始时,你可以重新分配除主公外所有角色的座次。",
tamo_info_doudizhu:
"游戏开始时,你可以重新分配除主公和三号位外所有角色的座次。",
tamo_faq: "FAQ",
tamo_faq_info:
"<br><li>Q在一号位不为主公的情况下〖榻谟〗如何结算</li><li>A该角色可以正常进行座次交换。若受此技能影响导致一号位角色发生了变化则以排列后的一号位角色为起始角色开始本局游戏。</li>",
zhimeng: "智盟",
zhimeng_info_identity:'回合结束后,你可以选择一名其他角色。若如此做,你与其将各自所有手牌置于处理区,然后你随机获得这些牌中的一半(向上取整),其获得剩余的牌。',
zhimeng_info:'回合结束后你可以选择一名手牌数不大于Y的其他角色Y为你的手牌数+1。若如此做你与其将各自所有手牌置于处理区然后你随机获得这些牌中的一半向上取整其获得剩余的牌。',
zhimeng_info_identity: '回合结束后,你可以选择一名其他角色。若如此做,你与其将各自所有手牌置于处理区,然后你随机获得这些牌中的一半(向上取整),其获得剩余的牌。',
zhimeng_info: '回合结束后你可以选择一名手牌数不大于Y的其他角色Y为你的手牌数+1。若如此做你与其将各自所有手牌置于处理区然后你随机获得这些牌中的一半向上取整其获得剩余的牌。',
shen_xuzhu: "神许褚",
shen_xuzhu_prefix: "神",
zhengqing: "争擎",