From d34942b0989f8d658289d0d107a23ebd6f74475b Mon Sep 17 00:00:00 2001 From: 157 <3619242020@qq.com> Date: Fri, 19 Apr 2024 22:42:38 +0800 Subject: [PATCH] =?UTF-8?q?=E8=B0=83=E6=95=B4=E3=80=90=E6=A6=BB=E8=B0=9F?= =?UTF-8?q?=E3=80=91?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- character/extra.js | 223 +++++++++++++++++++++++---------------------- 1 file changed, 116 insertions(+), 107 deletions(-) diff --git a/character/extra.js b/character/extra.js index 77939c610..d38d9034e 100755 --- a/character/extra.js +++ b/character/extra.js @@ -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 () { `
${skillstr}
`, node ); @@ -1863,18 +1870,18 @@ game.import("character", function () { if (lib.skill[skills[i]] && lib.skill[skills[i]].nobracket) { uiintro.add( '
' + - get.translation(skills[i]) + - "
" + - get.skillInfoTranslation(skills[i]) + - "
" + get.translation(skills[i]) + + "
" + + get.skillInfoTranslation(skills[i]) + + "
" ); } else { uiintro.add( '
【' + - translation + - "】
" + - get.skillInfoTranslation(skills[i]) + - "
" + translation + + "】
" + + get.skillInfoTranslation(skills[i]) + + "
" ); } 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: "
  • Q:在一号位不为主公的情况下,〖榻谟〗如何结算?
  • 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。
  • ", 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",