Merge pull request #781 from mengxinzxz/PR-Branch
OL曹宇,phase针对翻面机制的history判定添加
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226
character/sp.js
226
character/sp.js
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@ -18,7 +18,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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sp_zhongdan:["cuiyan","huangfusong"],
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sp_guozhan2:["sp_dongzhuo","liqueguosi","zhangren"],
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sp_others:["hanba","caiyang"],
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sp_waitforsort:['ol_luyusheng','ol_pengyang','ol_tw_zhangji','ol_dingshangwan','ol_liwan','ol_liuyan'],
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sp_waitforsort:['ol_luyusheng','ol_pengyang','ol_tw_zhangji','ol_dingshangwan','ol_liwan','ol_liuyan','caoyu'],
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},
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},
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characterFilter:{
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@ -30,6 +30,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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character:{
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caoyu:['male','wei',3,['olgongjie','olxiangxv','olxiangzuo']],
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ol_liwan:['female','wei',3,['ollianju','olsilv']],
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ol_dingshangwan:['female','wei',3,['olfudao','olfengyan']],
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zhangyan:['male','qun',4,['olsuji','ollangdao']],
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@ -201,6 +202,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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luzhi:['male','wei',3,['qingzhong','weijing']]
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},
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characterIntro:{
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caoyu:'曹宇(?-278年),字彭祖,沛国谯县(今安徽亳州)人。三国时期魏国宗室,魏武帝曹操与环夫人之子,邓哀王曹冲同母兄弟。太和六年,封为燕王。魏明帝病危,欲以大将军辅政,不果。其子常道乡公曹奂,是魏国末代皇帝,史称魏元帝。晋朝建立后,降封燕公。咸宁四年(278年),曹宇去世。',
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zhangyan:'张燕,本姓褚,生卒年不详,常山真定(今河北正定南)人,东汉末年黑山军首领。张燕剽捍,敏捷过人,军中称为“飞燕”。官渡之战时投降曹操,被任命为平北将军,封安国亭侯。死后其子张方袭爵。',
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lushi:'卢氏,五斗米教主张衡妻,张鲁母,擅长驻颜之术,常年令自己保持少女的容颜。常拜访刘焉,与其交好。',
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lvboshe:'吕伯奢,东汉成皋(今河南荥阳)人,曹操父亲曹嵩的故友。曹操与陈宫在逃离董卓避祸,返回乡里的途中借宿于吕伯奢家,未伤其人,有贼八人欲捉曹操,曹操杀之,明罗贯中在历史小说《三国演义》中将这段历史进行了丑化加工,也成为小说中曹操名言“宁教我负天下人,休教天下人负我”的出处。',
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@ -703,6 +705,113 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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skill:{
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//曹宇
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olgongjie:{
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audio:2,
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trigger:{global:'phaseBegin'},
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filter(event,player){
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if(!player.countCards('he')) return false;
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return !game.hasPlayer(current=>{
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var history=current.actionHistory;
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for(var num=history.length-1;num>=0;num--){
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if(history[num].isRound) break;
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if(history[num].isSkipped) continue;
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return true;
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}
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return false;
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});
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},
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direct:true,
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async content(event,trigger,player){
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var num=player.countCards('he'),draws=[];
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var {result:{bool,targets}}=await player.chooseTarget(get.prompt2('olgongjie'),[1,num],lib.filter.notMe).set('ai',target=>get.attitude(_status.event.player,target));
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if(!bool) return;
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targets=targets.sortBySeat();
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player.logSkill('gongjie',targets);
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for(var target of targets){
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var {result:{bool,cards}}=await target.gainPlayerCard(player,true,'he');
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if(bool) draws.add(get.suit(cards[0],player));
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}
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player.draw(draws.length);
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},
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},
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olxiangxv:{
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audio:2,
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trigger:{
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player:'loseAfter',
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global:['gainAfter','equipAfter','addJudgeAfter','gainAfter','loseAsyncAfter','addToExpansionAfter'],
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},
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filter(event,player){
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if(!_status.currentPhase||!_status.currentPhase.isIn()) return false;
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if(!player.isMinHandcard()) return false;
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var evt=event.getl(player);
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if(evt&&evt.player==player&&evt.hs&&evt.hs.length>0) return true;
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if(event.getg) return game.hasPlayer(current=>{
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var cards=event.getg(current);
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if(!cards.length) return false;
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return current.countCards('h')>=player.countCards('h')&¤t.countCards('h')-cards.length<player.countCards('h');
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});
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return false;
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},
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check(event,player){
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var target=_status.currentPhase;
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var cards=target.getCards('h');
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if(target.isPhaseUsing()){
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var cardx=cards.filter(card=>get.name(card)=='sha');
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cardx.sort((a,b)=>target.getUseValue(b)-target.getUseValue(a));
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cardx=cardx.slice(Math.min(cardx.length,target.getCardUsable('sha')),cardx.length);
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cards.removeArray(cardx);
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}
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return cards.length-player.countCards('h')>0;
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},
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logTarget:()=>_status.currentPhase,
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async content(event,trigger,player){
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player.tempBanSkill('olxiangxv',null,false);
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player.when({global:'phaseEnd'}).then(()=>{
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if(target&&target.isIn()){
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var num=target.countCards('h')!=player.countCards('h');
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if(num){
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if(num>0){
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if(player.countCards('h')<5) player.draw(Math.min(5-player.countCards('h'),num));
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}
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else player.chooseToDiscard(-num,'h',true);
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}
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}
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}).vars({target:_status.currentPhase});
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},
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},
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olxiangzuo:{
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audio:2,
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trigger:{player:'dying'},
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filter(event,player){
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if(!_status.currentPhase||!_status.currentPhase.isIn()) return false;
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return player.countCards('he');
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},
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direct:true,
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async content(event,trigger,player){
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var target=_status.currentPhase,num=player.countCards('he');
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var {result:{bool,cards}}=await player.chooseToGive(get.prompt2('olxiangzuo',target),[1,num],'he').set('ai',card=>{
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var player=_status.event.player,target=_status.event.target;
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if(player.getHistory('useSkill',evt=>{
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return (evt.skill=='olgongjie'||evt.skill=='olxiangxv')&&evt.targets.includes(target);
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}).length){
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if(get.attitude(player,target)>0) return 1;
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if(player.canSaveCard(card,player)) return 0;
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if(ui.selected.cards.length+player.hp==player.maxHp) return 0;
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return 20-get.value(card);
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}
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else{
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if(get.attitude(player,target)>0&&!player.countCards('he',cardx=>player.canSaveCard(cardx,player))) return 1;
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return 0;
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}
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}).set('target',target).set('complexCard',true).set('logSkill',['olxiangzuo',target]);
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if(!bool) return;
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player.awakenSkill('olxiangzuo');
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if(player.getHistory('useSkill',evt=>{
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return (evt.skill=='olgongjie'||evt.skill=='olxiangxv')&&evt.targets.includes(target);
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}).length) player.recover(cards.length);
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},
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},
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//OL飞扬
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olfeiyang:{
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trigger:{player:'phaseZhunbeiBegin'},
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@ -877,12 +986,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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var num=player.countCards('h');
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if(num>0){
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player.chooseCardTarget({
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prompt:'抚悼:将至多三手张牌交给一名其他角色',
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prompt:'抚悼:将至多三张手张牌交给一名其他角色',
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selectCard:[1,3],
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filterCard:true,
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filterTarget:lib.filter.notMe,
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position:'h',
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forced:true,
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ai1:function(card){
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if(card.name=='du') return 10;
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else if(ui.selected.cards.length&&ui.selected.cards[0].name=='du') return 0;
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@ -952,22 +1060,20 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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content:function(){
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'step 0'
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var target=lib.skill.olfengyan.logTarget(trigger,player);
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if(trigger.name=='damage'){
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event.target=target;
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var str=get.translation(target);event.target=target;
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player.chooseControl().set('choiceList',[
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'摸一张牌,然后交给'+str+'一张牌',
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'令'+str+'摸一张牌,然后'+str+'弃置两张牌',
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]).set('ai',()=>_status.event.att>0?0:1).set('att',get.attitude(player,target));
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'step 1'
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if(result.index==0){
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player.draw();
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player.chooseToGive(target,'he',true);
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}
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else{
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target.draw();
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target.chooseToDiscard(2,'he',true);
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event.finish();
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}
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'step 1'
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var num=player.countCards('he');
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if(!num) event.finish();
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else if(num==1) event._result={bool:true,cards:player.getCards('he')};
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else player.chooseCard('he',true,'交给'+get.translation(target)+'一张牌');
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'step 2'
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if(result.bool) target.gain(result.cards,player,'giveAuto');
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},
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},
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//张燕
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@ -2273,10 +2379,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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audio:2,
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enable:'chooseToUse',
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hiddenCard:function(player,name){
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if(name!='wuxie'&&lib.inpile.includes(name)) return true;
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if(name!='wuxie'&&lib.inpile.includes(name)&&lib.skill.olqifan.getNum()) return true;
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},
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getNum:()=>game.getGlobalHistory('useCard').reduce((list,evt)=>list.add(get.type2(evt.card)),[]).length,
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filter:function(event,player){
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if(event.responded||event.type=='wuxie'||event.olqifan) return false;
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if(event.responded||event.type=='wuxie'||event.olqifan||!lib.skill.olqifan.getNum()) return false;
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for(var i of lib.inpile){
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if(i!='wuxie'&&event.filterCard({name:i},player,event)) return true;
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}
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@ -2287,7 +2394,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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'step 0'
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var evt=event.getParent(2);
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evt.set('olqifan',true);
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var cards=get.bottomCards(1+player.getStorage('olqifan').length,true);
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var cards=get.bottomCards(lib.skill.olqifan.getNum(),true);
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var aozhan=player.hasSkill('aozhan');
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player.chooseButton(['器翻:选择要使用的牌',cards]).set('filterButton',function(button){
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return _status.event.cards.includes(button.link);
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@ -2349,27 +2456,6 @@ 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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onremove:true,
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intro:{
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content:'已使用过$牌',
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},
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subSkill:{
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discard:{
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trigger:{player:'chooseToUseAfter'},
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forced:true,
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charlotte:true,
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filter:(player)=>{
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var num=player.getStorage('olqifan').length,pos=('jeh').slice(0,num);
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return num>0&&player.countCards(pos)>0;
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},
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content:function(){
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var pos=('jeh')[event.num],hs=player.countCards(pos);
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if(hs>0) player.chooseToDiscard(hs,pos,true);
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event.num++;
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if(event.num<event.maxNum) event.redo();
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},
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},
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},
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},
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olqifan_backup:{
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sourceSkill:'olqifan',
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@ -2381,21 +2467,20 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(rcard.name==name) card=get.autoViewAs(rcard);
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else card=get.autoViewAs({name,isCard:true});
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event.result.card=card;
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player.markAuto('olqifan',[get.type2(card,false)]);
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var id=get.id();
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player.when('chooseToUseAfter')
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.filter((evt)=>evt==event.getParent())
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.then(()=>{
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if(!lib.skill.olqifan_discard.filter(player)){
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event.finish();
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}
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else{
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event.maxNum=Math.min(3,player.getStorage('olqifan').length);
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player.when('chooseToUseAfter').filter((evt)=>evt==event.getParent()).then(()=>{
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var num=lib.skill.olqifan.getNum(),pos=('jeh').slice(0,num);
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if(num>0&&player.countCards(pos)>0){
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event.maxNum=Math.min(3,lib.skill.olqifan.getNum());
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event.num=0;
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}
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})
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.then(lib.skill.olqifan_discard.content)
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.translation('器翻');
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else event.finish();
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}).then(()=>{
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var pos=('jeh')[event.num],hs=player.countCards(pos);
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if(hs>0) player.chooseToDiscard(hs,pos,true);
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event.num++;
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if(event.num<event.maxNum) event.redo();
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}).translation('器翻');
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},
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filterCard:function(){return false},
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selectCard:-1,
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@ -2428,24 +2513,36 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return order;
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},
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},
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trigger:{player:'useCardAfter'},
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forced:true,
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trigger:{player:'useCard'},
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filter:function(event){
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const num=get.number(event.card);
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return [1,11,12,13].includes(num);
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return [1,11,12,13].includes(get.number(event.card));
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},
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forced:true,
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content:function(){
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player.draw(2);
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'step 0'
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trigger.targets.length=0;
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trigger.all_excluded=true;
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game.log(trigger.card,'被无效了');
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'step 1'
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player.draw();
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player.addSkill('oltuishi_unlimit');
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},
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subSkill:{
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unlimit:{
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charlotte:true,
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mod:{
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cardUsable:()=>Infinity,
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targetInRange:()=>true,
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cardUsableTarget:(card,player,target)=>{
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if(target.countCards('h')<player.countCards('h')) return true;
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},
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targetInRange:(card,player,target)=>{
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if(target.countCards('h')<player.countCards('h')) return true;
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},
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},
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trigger:{player:'useCard1'},
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filter:function(event,player){
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if(!event.targets||!event.targets.length) return false;
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return event.targets.some(target=>player.countCards('h')+event.cards.length>target.countCards('h'));
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},
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forced:true,
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popup:false,
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silent:true,
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|
@ -2461,7 +2558,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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},
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mark:true,
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intro:{content:'使用的下一张牌无距离次数限制'},
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intro:{content:'对手牌数小于你的角色使用的下一张牌无距离次数限制'},
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},
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},
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},
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@ -26664,9 +26761,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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ol_pengyang:'OL彭羕',
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ol_pengyang_prefix:'OL',
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olqifan:'器翻',
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olqifan_info:'当你需要使用不为【无懈可击】的牌时,你可以观看牌堆底的X+1张牌并使用其中的一张。此牌结算结束时,你依次弃置以下前X个区域中的所有牌:⒈判定区、⒉装备区、⒊手牌区(X为你因此技能使用过的牌中包含的类型数)。',
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olqifan_info:'当你需要使用不为【无懈可击】的牌时,你可以观看牌堆底的X张牌并使用其中的一张。此牌结算结束时,你依次弃置以下前X个区域中的所有牌:⒈判定区、⒉装备区、⒊手牌区(X为本回合使用过的牌中包含的类型数)。',
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||||
oltuishi:'侻失',
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oltuishi_info:'锁定技。①你不能使用【无懈可击】。②当你使用点数为字母的牌后,你摸两张牌,且你使用的下一张牌无距离和次数限制。',
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||||
oltuishi_info:'锁定技。①你不能使用【无懈可击】。②当你使用点数为字母的牌时,你令此牌无效并摸一张牌,且你对手牌数小于你的角色使用的下一张牌无距离和次数限制。',
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||||
ol_tw_zhangji:'张既',
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||||
skill_zhangji_A:'技能',
|
||||
skill_zhangji_A_info:'出牌阶段限X次(X为你的体力值),当你使用牌指定一名其他角色为目标后,你可以观看其手牌,然后你选择一项:<br>1.弃置其一张牌,然后若弃置的牌是能造成火焰伤害的牌,你摸一张牌。<br>2.重铸其手牌中的所有【杀】和【决斗】。<br>3.若其没有【闪】,你与其互相对对方造成1点伤害。',
|
||||
|
@ -26690,9 +26787,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
ol_dingshangwan:'OL丁尚涴',
|
||||
ol_dingshangwan_prefix:'OL',
|
||||
olfudao:'抚悼',
|
||||
olfudao_info:'①游戏开始时,你摸三张牌并将至多三张手牌交给一名其他角色,然后弃置任意张手牌并记录你的手牌数。②一名角色的回合结束时,若其手牌数和你发动〖抚悼①〗记录的数值相同,则你可以与其各摸一张牌。',
|
||||
olfudao_info:'①游戏开始时,你摸三张牌,然后可以将至多三张手牌交给一名其他角色,然后可以弃置任意张手牌,最后记录你的手牌数。②一名角色的回合结束时,若其手牌数和你发动〖抚悼①〗记录的数值相同,则你可以与其各摸一张牌。',
|
||||
olfengyan:'讽言',
|
||||
olfengyan_info:'锁定技。①当你受到其他角色造成的伤害后,你摸一张牌,然后交给其一张牌。②当你响应其他角色使用的牌时,其摸一张牌,然后弃置两张牌。',
|
||||
olfengyan_info:'锁定技。当你受到其他角色造成的伤害后或响应其他角色使用的牌时,你选择一项:①摸一张牌,然后交给其一张牌。②令其摸一张牌,然后其弃置两张牌。',
|
||||
ol_liwan:'OL李婉',
|
||||
ol_liwan_prefix:'OL',
|
||||
ollianju:'联句',
|
||||
|
@ -26708,6 +26805,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
olfeiyang:'飞扬',
|
||||
//olfeiyang_info:'限定技。准备阶段,你可以弃置两张牌,然后弃置判定区的一张牌。',
|
||||
olfeiyang_info:'准备阶段,你可以弃置三张牌,然后弃置判定区的一张牌。',
|
||||
caoyu:'曹宇',
|
||||
olgongjie:'恭节',
|
||||
olgongjie_info:'每轮的首个回合开始时,你可以令任意名角色获得你的一张牌,然后你摸X张牌(X为你本次失去的花色数)。',
|
||||
olxiangxv:'相胥',
|
||||
olxiangxv_info:'当你的手牌数变为全场最少时,你可以获得以下效果:本回合结束时,将手牌数调整至与当前回合角色手牌数相同(至多摸至五张)。',
|
||||
olxiangzuo:'襄胙',
|
||||
olxiangzuo_info:'限定技,当你进入濒死状态时,你可以交给当前回合角色任意张牌,若如此做,若你本回合已对其发动过〖恭节〗或〖相胥〗,你回复等量的体力。',
|
||||
|
||||
sp_tianji:'天极·皇室宗亲',
|
||||
sp_sibi:'四弼·辅国文曲',
|
||||
|
|
|
@ -11189,10 +11189,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
starweilin:'威临',
|
||||
starweilin_info:'锁定技。当你于回合内对一名其他角色造成伤害时,若其本回合未受到过伤害,且你本回合使用的牌数大于等于其体力值,则此伤害+1。',
|
||||
starzhangrong:'掌戎',
|
||||
starzhangrong_info:'准备阶段,你可以选择令至多X名体力值大于等于你的角色各失去1点体力或令至多X名手牌数大于等于你的角色各弃置一张手牌。若如此做,你摸等同于选择角色数的牌,且本回合结束时,若这些角色中存在本回合未受到过伤害的角色,则你失去1点体力。',
|
||||
starzhangrong_info:'准备阶段,你可以选择令至多X名体力值大于等于你的角色各失去1点体力或令至多X名手牌数大于等于你的角色各弃置一张手牌(X为你的体力值)。若如此做,你摸等同于选择角色数的牌,且本回合结束时,若这些角色中存在本回合未受到过伤害的角色,则你失去1点体力。',
|
||||
starhaoshou:'豪首',
|
||||
//starhaoshou_info:'主公技。①其他群势力角色使用【酒】结算完毕后,其可以令你回复1点体力。②当你处于濒死状态时,其他群势力角色可以将【酒】当作【桃】对你使用。',
|
||||
starhaoshou_info:'主公技。其他群势力角色使用【酒】结算完毕后,其可以令你回复1点体力。。',
|
||||
starhaoshou_info:'主公技。其他群势力角色使用【酒】结算完毕后,其可以令你回复1点体力。',
|
||||
|
||||
sp_whlw:"文和乱武",
|
||||
sp_zlzy:"逐鹿中原",
|
||||
|
|
Binary file not shown.
After Width: | Height: | Size: 47 KiB |
|
@ -2484,6 +2484,12 @@ export const Content = {
|
|||
event.cancel();
|
||||
player.turnOver();
|
||||
player.phaseSkipped = true;
|
||||
var players = game.players.slice(0).concat(game.dead);
|
||||
for (var i = 0; i < players.length; i++) {
|
||||
var current = players[i];
|
||||
current.getHistory().isSkipped = true;
|
||||
current.getStat().isSkipped = true;
|
||||
}
|
||||
}
|
||||
else {
|
||||
player.phaseSkipped = false;
|
||||
|
|
Loading…
Reference in New Issue