commit
d95b2cf393
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@ -2031,7 +2031,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(trigger.targets&&trigger.targets.length){
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if(trigger.targets&&trigger.targets.length){
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let result=yield player.chooseControl(['额外结算','摸一张牌']).set('prompt','实荐:请选择一项').set('prompt2',`令${get.translation(trigger.card)}额外结算一次,或摸一张牌`).set('ai',()=>{
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let result=yield player.chooseControl(['额外结算','摸一张牌']).set('prompt','实荐:请选择一项').set('prompt2',`令${get.translation(trigger.card)}额外结算一次,或摸一张牌`).set('ai',()=>{
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return get.event('choice');
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return get.event('choice');
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}).set('choice',['basic','trick'].includes(get.type(trigger.card))&&trigger.targets.map(i=>get.effect(i,trigger.card,target,player)).reduce((p,c)=>p+c,0)>=5?0:1);
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}).set('choice',function(){
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if(trigger.card.name==='tiesuo'||!['basic','trick'].includes(get.type(trigger.card))) return 1;
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if(trigger.targets.reduce((p,c)=>{
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return p+get.effect(c,trigger.card,target,_status.event.player);
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},0)>=get.effect(player,{name:'draw'},player,_status.event.player)) return 0;
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return 1;
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}());
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if(result.index==0){
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if(result.index==0){
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trigger.getParent().effectCount++;
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trigger.getParent().effectCount++;
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game.log(player,'令',trigger.card,'额外结算一次');
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game.log(player,'令',trigger.card,'额外结算一次');
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@ -14594,7 +14594,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(event.current.needsToDiscard()){
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if(event.current.needsToDiscard()){
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att=1;
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att=1;
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}
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}
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player.chooseControlList(['令'+name+'摸一张牌展示','令'+name+'手牌上永久+1','弃置一张牌并令'+name+'获得一张本回进入弃牌堆的牌'],function(){
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player.chooseControlList(['令'+name+'摸一张牌展示','令'+name+'手牌上永久+1','弃置一张牌并令'+name+'获得一张本回合进入弃牌堆的牌'],function(){
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return _status.event.att;
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return _status.event.att;
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}).set('att',att);
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}).set('att',att);
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}
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}
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@ -15889,7 +15889,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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twkujian_info:'出牌阶段限一次。你可以将至多三张手牌交给一名其他角色,称为“谏”,你获得以下效果:当其他角色使用或打出牌后,若其中有“谏”,你与其各摸一张牌;当其他角色不因使用或打出而失去牌后,若其中有“谏”,你与其各弃置一张牌。',
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twkujian_info:'出牌阶段限一次。你可以将至多三张手牌交给一名其他角色,称为“谏”,你获得以下效果:当其他角色使用或打出牌后,若其中有“谏”,你与其各摸一张牌;当其他角色不因使用或打出而失去牌后,若其中有“谏”,你与其各弃置一张牌。',
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twruilian:'睿敛',
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twruilian:'睿敛',
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twruilian2:'睿敛',
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twruilian2:'睿敛',
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twruilian_info:'一轮游戏开始时,你可以选择一名角色。其下回合结束时,若其本回弃置过至少两张其的牌,你可以选择其本回合弃置过的一种类别,你与其各从弃牌堆中获得一张此类别的牌。',
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twruilian_info:'一轮游戏开始时,你可以选择一名角色。其下回合结束时,若其本回合弃置过至少两张牌,你可以选择其本回合弃置过的一种类别,你与其各从弃牌堆中获得一张此类别的牌。',
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tw_xiahouen:'夏侯恩',
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tw_xiahouen:'夏侯恩',
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twfujian:'负剑',
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twfujian:'负剑',
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twfujian_info:'锁定技。①游戏开始时或准备阶段,若你的装备区里没有武器牌,你随机将牌堆中的一张武器牌置入装备区。②当你于回合外失去武器牌后,你失去1点体力。',
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twfujian_info:'锁定技。①游戏开始时或准备阶段,若你的装备区里没有武器牌,你随机将牌堆中的一张武器牌置入装备区。②当你于回合外失去武器牌后,你失去1点体力。',
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@ -154,10 +154,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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ai:{
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ai:{
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order:9,
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order:9,
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result:{
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result:{
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player:1,
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player:function(player,target){
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if(player.storage.dcsbquanmou) return 1;
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return 1+game.countPlayer(i=>player!==i&&target!==i&&!i.hasSkill('false_mark')&&get.attitude(player,i)<0);
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},
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target:function(player,target){
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target:function(player,target){
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if(!player.storage.dcsbquanmou) return 1.2;
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let res=target.hasSkillTag('noh')?0:-1;
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return -0.2;
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if(player.storage.dcsbquanmou) return res+0.6;
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return res;
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},
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},
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},
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},
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},
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},
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@ -218,6 +222,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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ai:{
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ai:{
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threaten:2.5,
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threaten:2.5,
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effect:{
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target(card,player,target){
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if(get.tag(card,'damage')&&player&&player.hasSkill('dcsbquanmou_true')){
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let tars=game.countPlayer(i=>player!==i&&target!==i&&get.damageEffect(i,player,player)>0);
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return [1,0,1,6*Math.min(3,tars)/(3+Math.pow(target.countCards('h'),2))];
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}
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}
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}
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},
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},
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},
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},
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false:{
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false:{
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@ -253,10 +265,17 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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},
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},
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ai:{
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ai:{
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filterDamage:true,
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nodamage:true,
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nofire:true,
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nothunder:true,
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skillTagFilter(player,tag,arg){
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skillTagFilter(player,tag,arg){
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return (arg&&arg.player&&arg.player.hasSkill('dcsbquanmou_false'));
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return (arg&&arg.player&&arg.player.hasSkill('dcsbquanmou_false'));
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},
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},
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effect:{
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target(card,player,target){
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if(get.tag(card,'damage')&&player&&player.hasSkill('dcsbquanmou_false')) return 'zeroplayertarget';
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}
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}
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},
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},
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},
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},
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},
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},
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@ -13416,8 +13435,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player.draw();
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player.draw();
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'step 1'
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'step 1'
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var next=player.chooseTarget().set('ai',function(target){
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var next=player.chooseTarget().set('ai',function(target){
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var player=_status.event.player;
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let player=_status.event.player;
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return get.damageEffect(target,player,player)
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if(target.hasSkillTag('filterDamage',null,{
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player:player
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},true)) return get.damageEffect(target,player,player);
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return 2*get.damageEffect(target,player,player);
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});
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});
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if(!['identity','guozhan'].includes(get.mode())){
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if(!['identity','guozhan'].includes(get.mode())){
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next.set('prompt','选择一名体力值最大的敌方角色,对其造成2点伤害');
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next.set('prompt','选择一名体力值最大的敌方角色,对其造成2点伤害');
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@ -13445,9 +13467,19 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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ai:{
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ai:{
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result:{
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result:{
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target:function(player,target){
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target:function(player,target){
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if(!['identity','guozhan'].includes(get.mode())) return 1;
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let es;
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var target=game.filterPlayer(i=>i!=player).sort((a,b)=>b.hp-a.hp)[0];
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if(['identity','guozhan'].includes(get.mode())) es=game.hasPlayer(i=>{
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return target&&get.damageEffect(target,player,player)>0?1:0;
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return i!=player&&!game.hasPlayer(j=>{
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return player!==j&&j.hp>i.hp;
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})&&get.attitude(player,i)<0;
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});
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else es=game.hasPlayer(i=>{
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return i.isEnemyOf(player)&&!game.hasPlayer(j=>{
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return j.hp>i.hp&&j.isEnemyOf(player);
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})&&get.attitude(player,i)<0;
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});
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if(es) return 2;
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return -1.5;
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},
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},
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},
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},
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order:12,
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order:12,
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@ -13456,26 +13488,38 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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subSkill:{
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subSkill:{
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dying:{
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dying:{
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trigger:{global:'dying'},
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trigger:{global:'dying'},
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forced:true,
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popup:false,
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filter:function(event,player){
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filter:function(event,player){
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var evt=event.getParent(2);
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let evt=event.getParent(2);
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if(!evt||evt.name!='kuiji_content'||evt.player!=player) return false;
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return evt&&evt.name=='kuiji';
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var list=game.filterPlayer(function(current){
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return current.isFriendOf(player);
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}).sort(function(a,b){
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return a.hp-b.hp;
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});
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return (list.length==1||list[0].hp<list[1].hp)&&list[0].isDamaged();
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},
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},
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locked:true,
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direct:true,
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content:function(){
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content:function(){
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var list=game.filterPlayer(function(current){
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'step 0'
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return current.isFriendOf(player);
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var list;
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}).sort(function(a,b){
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if(['identity','guozhan'].includes(get.mode())) list=game.filterPlayer(current=>{
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return a.hp-b.hp;
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return current!==trigger.player&&!game.hasPlayer(i=>{
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})[0];
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return trigger.player!==i&&i.hp<current.hp;
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player.logSkill('kuiji',list);
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});
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list.recover();
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}).filter(i=>i.isDamaged());
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else list=game.filterPlayer(current=>{
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return current.isFriendOf(player)&&!game.hasPlayer(i=>{
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return i.hp<current.hp&&i.isFriendOf(player);
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});
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}).filter(i=>i.isDamaged());
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if(list.length>1) player.chooseTarget('溃击:选择一名角色回复1点体力',(card,player,target)=>{
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return _status.event.list.includes(target);
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},true).set('list',list).set('ai',target=>{
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return get.recoverEffect(target,player,_status.event.player);
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});
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else if(list.length) event._result={bool:true,targets:list};
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else event._result={bool:false};
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'step 1'
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if(result.bool){
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let target=result.targets[0];
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player.logSkill('kuiji',target);
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target.recover();
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}
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},
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},
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},
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},
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},
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},
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@ -4342,8 +4342,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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longxi2:'龙息',
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longxi2:'龙息',
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longxi_info:'锁定技,在回合外每当你需要使用或打出一张卡牌时,若牌堆顶的前两张中有可使用或打出的牌,你立即获得之。',
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longxi_info:'锁定技,在回合外每当你需要使用或打出一张卡牌时,若牌堆顶的前两张中有可使用或打出的牌,你立即获得之。',
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zhuyue:'逐月',
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zhuyue:'逐月',
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zhuyue_info:'出牌阶段限一次,你可以弃置一张非基本牌并指定至多两个目标各随机弃置一张牌,若如此做,你本回使用的杀须指定选中角色为目标。',
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zhuyue_info:'出牌阶段限一次,你可以弃置一张非基本牌并指定至多两个目标各随机弃置一张牌,若如此做,你本回合使用的杀须指定选中角色为目标。',
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zhuyue_info_alter:'出牌阶段限一次,你可以弃置一张黑色非基本牌并指定至多两个目标各随机弃置一张牌,若如此做,你本回使用的杀须指定选中角色为目标。',
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zhuyue_info_alter:'出牌阶段限一次,你可以弃置一张黑色非基本牌并指定至多两个目标各随机弃置一张牌,若如此做,你本回合使用的杀须指定选中角色为目标。',
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guanri:'贯日',
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guanri:'贯日',
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guanri_info:'限制技,你可以弃置两张红色手牌并失去1点体力,然后对一名体力值不少于你的其他角色造成2点火焰伤害并弃置其所有装备牌。',
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guanri_info:'限制技,你可以弃置两张红色手牌并失去1点体力,然后对一名体力值不少于你的其他角色造成2点火焰伤害并弃置其所有装备牌。',
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tianxian:'天弦',
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tianxian:'天弦',
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Loading…
Reference in New Issue