补充未事件化的获得技能

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copcap 2024-02-18 17:27:11 +08:00
parent a409566803
commit d7506afb4c
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GPG Key ID: 30E7AB6699451AEE
14 changed files with 35 additions and 37 deletions

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@ -100,7 +100,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
var key=`${suit}+${get.type2(trigger.card)}`;
if(key in storage){
if(!player.hasSkill('qice')){
player.addTempSkill('qice','roundStart');
player.addTempSkills('qice','roundStart');
player.popup('奇策');
game.log(player,'获得了技能','#g【奇策】');
}

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@ -603,7 +603,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
]);
'step 1'
var skill=result.control;
player.addTempSkill(skill,'dcbianzhuangAfter');
player.addTempSkills(skill,'dcbianzhuangAfter');
for(var i in lib.skill.dcbianzhuang.characterMap){
if(lib.skill.dcbianzhuang.characterMap[i]==skill){
player.flashAvatar('dcbianzhuang',i);

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@ -2486,7 +2486,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(result.bool){
var target=trigger.player,cards=result.cards;
player.logSkill('dddqiahua',target);
target.addTempSkill('dddxunxun');
target.addTempSkills('dddxunxun');
player.addShownCards(cards,'visible_dddxianglang');
game.log(player,'选择了',cards,'作为“明”');
player.showCards(cards,get.translation(player)+'对'+get.translation(target)+'发动了【恰化】');

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@ -5548,7 +5548,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
player.removeMark('baonu',2);
player.addTempSkills('wushuang');
player.popup('无双');
game.log(player,'获得了技能','#g【无双】');
// game.log(player,'获得了技能','#g【无双】');
target.addTempSkill('ol_wuqian_targeted');
},
ai:{
@ -7516,13 +7516,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
else event.finish();
'step 2'
player.addTempSkill(result.control,{player:'dieAfter'});
player.popup(result.control,'thunder');
player.addTempSkills(result.control,{player:'dieAfter'});
// player.popup(result.control,'thunder');
player.storage.drlt_duorui=[result.control];
player.storage.drlt_duorui_player=trigger.player;
trigger.player.storage.drlt_duorui=[result.control];
trigger.player.addTempSkill('drlt_duorui1',{player:'phaseAfter'});
game.log(player,'获得了技能','#g【'+get.translation(result.control)+'】')
// game.log(player,'获得了技能','#g【'+get.translation(result.control)+'】')
},
group:['duorui_clear'],
},

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@ -10548,7 +10548,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
player.line(target,'green');
player.markAuto('remeibu_gain',[get.suit(card,player)]);
player.addTempSkill('remeibu_gain');
target.addTempSkill('rezhixi','phaseUseEnd');
target.addTempSkills('rezhixi','phaseUseEnd');
}
},
ai:{

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@ -1170,7 +1170,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
var target=trigger.player;
var card=result.cards[0];
player.line(target,'green');
target.addTempSkill('mbzhixi','phaseUseAfter');
target.addTempSkills('mbzhixi','phaseUseAfter');
if(card.name!='sha'&&get.type(card)!='trick'&&get.color(card)!='black'){
target.addTempSkill('new_meibu_range','phaseUseAfter');
target.markAuto('new_meibu_range',player);

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@ -4965,9 +4965,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
else event.finish();
'step 2'
var skill=result.control;
player.addTempSkill(skill);
player.popup(skill,'wood');
game.log(player,'获得了技能','#g【'+get.translation(skill)+'】');
player.addTempSkills(skill);
// player.popup(skill,'wood');
// game.log(player,'获得了技能','#g【'+get.translation(skill)+'】');
},
},
sphuangen:{

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@ -10564,7 +10564,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
content:function(){
var target=trigger.getParent().target;
trigger.num=Math.max(1,target.getAllHistory('useCard',(evt)=>evt.card.name=='sha').length);
target.addTempSkill('juesheng',{player:'phaseAfter'});
target.addTempSkills('juesheng',{player:'phaseAfter'});
},
},
},
@ -15289,7 +15289,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
var target=trigger.player;
var card=result.cards[0];
player.line(target,'green');
target.addTempSkill('new_zhixi','phaseUseAfter');
target.addTempSkills('new_zhixi','phaseUseAfter');
if(card.name!='sha'&&get.type(card)!='trick'&&get.color(card)!='black'){
target.addTempSkill('new_meibu_range','phaseUseAfter');
target.markAuto('new_meibu_range',player);
@ -17663,7 +17663,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
'step 2'
var map=event.result||result;
if(map&&map.skills&&map.skills.length){
player.addSkils(map.skills);
player.addSkills(map.skills);
}
game.broadcastAll(function(list){
game.expandSkills(list);

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@ -1483,10 +1483,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(i!=skills.length-1) str+='、';
}
game.log(target,'的技能','#g'+str,'失效了');
game.log(player,'获得了技能','#g'+str);
// game.log(player,'获得了技能','#g'+str);
player.popup(skills,'thunder');
for(var skill of skills){
player.addTempSkill(skill,['phaseUseAfter','phaseAfter']);
player.addTempSkills(skill,['phaseUseAfter','phaseAfter']);
}
}
}
@ -1569,10 +1569,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(i!=skills.length-1) str+='、';
}
game.log(target,'的技能','#g'+str,'失效了');
game.log(player,'获得了技能','#g'+str);
// game.log(player,'获得了技能','#g'+str);
player.popup(skills,'thunder');
for(var skill of skills){
player.addTempSkill(skill,['phaseUseAfter','phaseAfter']);
player.addTempSkills(skill,['phaseUseAfter','phaseAfter']);
}
}
}

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@ -13440,7 +13440,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
});
if(card) cards2.push(card);
}
player.addTempSkill(skill);
player.addTempSkills(skill);
if(cards2.length) player.gain(cards2,'gain2','log');
},
},

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@ -2029,8 +2029,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
'step 2'
player.gain(cards,'gain2');
if(get.color(cards[0])!=get.color(cards[1])){
player.addTempSkill('wusheng');
player.addTempSkill('paoxiao');
player.addTempSkills(['wusheng','paoxiao']);
}
},
derivation:['wusheng','paoxiao'],
@ -9542,13 +9541,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
trigger:{source:'damageSource'},
forced:true,
filter:function(event,player){
if(player.hasSkill('fuhun3')) return false;
if(['new_rewusheng','olpaoxiao'].every(skill=>player.hasSkill(skill,null,false,false))) return false;
return event.getParent().skill=='fuhun';
},
content:function(){
player.addTempSkill('new_rewusheng');
player.addTempSkill('olpaoxiao');
player.addTempSkill('fuhun3');
player.addTempSkills(['new_rewusheng','olpaoxiao']);
// player.addTempSkill('fuhun3');
}
},
fuhun3:{},
@ -14328,7 +14326,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
xinxuanhuo_info:'摸牌阶段开始时,你可以改为令一名其他角色摸两张牌,然后该角色需对其攻击范围内你选择的另一名角色使用一张【杀】,否则你获得其两张牌。',
fuhun:'父魂',
fuhun2:'父魂',
fuhun_info:'你可以将两张手牌当做【杀】使用或打出;出牌阶段,若你以此法使用的【杀】造成伤害,你获得技能〖武圣〗和〖咆哮〗直到回合结束。',
fuhun_info:'你可以将两张手牌当做【杀】使用或打出;当你于出牌阶段以此法使用的【杀】造成伤害,你获得〖武圣〗和〖咆哮〗直到回合结束。',
yuce:'御策',
yuce_info:'当你受到伤害后你可以展示一张手牌并令伤害来源选择一项弃置一张与此牌类型不同的手牌或令你回复1点体力。',
xiansi:'陷嗣',
@ -14528,7 +14526,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
oldmiji:'秘计',
oldmiji_info:'准备/结束阶段开始时若你已受伤你可以判定若判定结果为黑色你观看牌堆顶的X张牌X为你已损失的体力值然后将这些牌交给一名角色。',
old_fuhun:'父魂',
old_fuhun_info:'摸牌阶段开始时,你可以放弃摸牌,改为从牌堆顶亮出两张牌并获得之,若亮出的牌颜色不同,你获得技能“武圣”、“咆哮”,直到回合结束。',
old_fuhun_info:'摸牌阶段开始时,你可以放弃摸牌,改为从牌堆顶亮出两张牌并获得之,若亮出的牌颜色不同,你获得〖武圣〗和〖咆哮〗直到回合结束。',
rejueqing:'绝情',
rejueqing_info:'当你对其他角色造成伤害时,你可以令此伤害值+X。若如此做你失去X点体力并修改〖绝情〗X为伤害值。',
rejueqing_1st:'绝情',

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@ -1673,9 +1673,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
else event.finish();
'step 1'
player.addTempSkill(result.control,'phaseUseEnd');
player.addTempSkills(result.control,'phaseUseEnd');
player.popup(result.control);
game.log(player,'获得了','#g【'+get.translation(result.control)+'】');
// game.log(player,'获得了','#g【'+get.translation(result.control)+'】');
},
ai:{threaten:0.9},
subSkill:{
@ -3407,13 +3407,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(list.length==result.cards.length){
target.draw();
player.getStat('skill').sanchen--;
if(get.mode()=='guozhan') player.addTempSkill('pozhu');
if(get.mode()=='guozhan') player.addTempSkills('pozhu');
}
}
else{
target.draw();
player.getStat('skill').sanchen--;
if(get.mode()=='guozhan') player.addTempSkill('pozhu');
if(get.mode()=='guozhan') player.addTempSkills('pozhu');
}
},
ai:{

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@ -8577,7 +8577,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
if(!player.hasSkill('olxuanfeng')) list.push('olxuanfeng');
if(!player.hasSkill('rewansha')) list.push('rewansha');
if(list.length==1){
player.addTempSkill(list[0]);
player.addTempSkills(list[0]);
event.finish();
}
else{
@ -8602,8 +8602,8 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
}).set('prompt','选择获得一项技能直到回合结束');
}
'step 1'
player.addTempSkill(result.control);
player.popup(get.translation(result.control));
player.addTempSkills(result.control);
// player.popup(get.translation(result.control));
},
ai:{
order:function(){

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@ -11030,9 +11030,9 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
'step 2'
if(result.control!='cancel2'){
var skill='jiahe_'+result.control;
player.addTempSkill(skill);
player.addTempSkills(skill);
if(!event.done) player.logSkill('jiahe_put');
game.log(player,'获得了技能','【'+get.translation(skill)+'】');
// game.log(player,'获得了技能','【'+get.translation(skill)+'】');
if(event.num>=5&&!event.done){
event.done=true;
event.goto(1);