Merge branch 'libccy:PR-Branch' into PR-Branch
This commit is contained in:
commit
dc0f4c5d7a
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@ -1007,6 +1007,7 @@ game.import("card", function () {
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});
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});
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game.loseAsync({
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game.loseAsync({
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lose_list: lose_list,
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lose_list: lose_list,
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visible: true,
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}).setContent("chooseToCompareLose");
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}).setContent("chooseToCompareLose");
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}
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}
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if (cards2.length) game.cardsGotoOrdering(cards2);
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if (cards2.length) game.cardsGotoOrdering(cards2);
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@ -126,7 +126,7 @@ game.import("character", function () {
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if (!skill || skill === "jingyu") return false;
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if (!skill || skill === "jingyu") return false;
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let info = get.info(skill);
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let info = get.info(skill);
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while (true) {
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while (true) {
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if (!info || info.charlotte) return false;
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if (!info || info.charlotte || info.equipSkill) return false;
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if (info && !info.sourceSkill) break;
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if (info && !info.sourceSkill) break;
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skill = info.sourceSkill;
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skill = info.sourceSkill;
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info = get.info(skill);
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info = get.info(skill);
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@ -235,13 +235,13 @@ game.import("character", function () {
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if (["global", "equip"].includes(event.type)) return false;
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if (["global", "equip"].includes(event.type)) return false;
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const skill = event.sourceSkill || event.skill;
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const skill = event.sourceSkill || event.skill;
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const info = get.info(skill);
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const info = get.info(skill);
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return info && !info.charlotte;
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return info && !info.charlotte && !info.equipSkill;
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},
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},
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forced: true,
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forced: true,
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onremove: true,
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onremove: true,
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charlotte: true,
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charlotte: true,
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async content(event, trigger, player) {
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async content(event, trigger, player) {
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player.loseHp(player.countMark("lvxin_recover"));
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player.recover(player.countMark("lvxin_recover"));
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player.removeSkill("lvxin_recover");
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player.removeSkill("lvxin_recover");
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},
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},
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intro: {
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intro: {
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@ -256,7 +256,7 @@ game.import("character", function () {
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if (["global", "equip"].includes(event.type)) return false;
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if (["global", "equip"].includes(event.type)) return false;
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const skill = event.sourceSkill || event.skill;
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const skill = event.sourceSkill || event.skill;
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const info = get.info(skill);
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const info = get.info(skill);
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return info && !info.charlotte;
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return info && !info.charlotte && !info.equipSkill;
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},
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},
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forced: true,
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forced: true,
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onremove: true,
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onremove: true,
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@ -746,9 +746,9 @@ game.import("character", function () {
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filter(event, player) {
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filter(event, player) {
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return (
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return (
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(event.name != "phase" || game.phaseNumber == 0) &&
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(event.name != "phase" || game.phaseNumber == 0) &&
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game.countPlayer(current => {
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game.countPlayer((current) => {
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if (get.mode() != "doudizhu") return !current.isZhu2();
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if (get.mode() === "doudizhu") return current.getSeatNum() !== 3;
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return current.getSeatNum() != 3;
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return !current.isZhu2();
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}) > 1
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}) > 1
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);
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);
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},
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},
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@ -757,8 +757,8 @@ game.import("character", function () {
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derivation: "tamo_faq",
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derivation: "tamo_faq",
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async content(event, trigger, player) {
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async content(event, trigger, player) {
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const toSortPlayers = game.filterPlayer((current) => {
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const toSortPlayers = game.filterPlayer((current) => {
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if (get.mode() != "doudizhu") return !current.isZhu2();
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if (get.mode() === "doudizhu") return current.getSeatNum() !== 3;
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return current.getSeatNum() != 3;
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return !current.isZhu2();
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});
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});
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toSortPlayers.sortBySeat(game.findPlayer2((current) => current.getSeatNum() == 1, true));
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toSortPlayers.sortBySeat(game.findPlayer2((current) => current.getSeatNum() == 1, true));
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const next = player.chooseToMove("榻谟:是否分配" +
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const next = player.chooseToMove("榻谟:是否分配" +
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@ -900,7 +900,12 @@ game.import("character", function () {
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game.swapSeat(list[0], list[1], false);
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game.swapSeat(list[0], list[1], false);
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}
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}
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}, toSwapList);
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}, toSwapList);
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if (trigger.name === "phase" && !trigger.player.isZhu2() && trigger.player !== toSortPlayers[0] && !trigger._finished) {
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if (
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trigger.name === "phase" &&
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!trigger.player.isZhu2() &&
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trigger.player !== toSortPlayers[0] &&
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!trigger._finished
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) {
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trigger.finish();
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trigger.finish();
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trigger._triggered = 5;
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trigger._triggered = 5;
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const evt = toSortPlayers[0].insertPhase();
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const evt = toSortPlayers[0].insertPhase();
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@ -911,10 +916,7 @@ game.import("character", function () {
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}
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}
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//跳过新回合的phaseBefore
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//跳过新回合的phaseBefore
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evt.pushHandler("onPhase", (event, option) => {
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evt.pushHandler("onPhase", (event, option) => {
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if (
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if (event.step === 0 && option.state === "begin") {
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event.step === 0 &&
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option.state === "begin"
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) {
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event.step = 1;
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event.step = 1;
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}
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}
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});
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});
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@ -929,7 +931,8 @@ game.import("character", function () {
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filter(event, player) {
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filter(event, player) {
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return game.hasPlayer(target => {
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return game.hasPlayer(target => {
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if (target == player || target.countCards('h') + player.countCards('h') == 0) return false;
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if (target == player || target.countCards('h') + player.countCards('h') == 0) return false;
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return get.mode() == 'identity' || target.countCards('h') <= player.countCards('h') + 1;
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// return get.mode() == 'identity' || target.countCards('h') <= player.countCards('h') + 1;
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return true;
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});
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});
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},
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},
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direct: true,
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direct: true,
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@ -942,7 +945,8 @@ game.import("character", function () {
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"与一名其他角色平分手牌",
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"与一名其他角色平分手牌",
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(card, player, target) => {
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(card, player, target) => {
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if (target == player || target.countCards('h') + player.countCards('h') == 0) return false;
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if (target == player || target.countCards('h') + player.countCards('h') == 0) return false;
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return get.mode() == 'identity' || target.countCards('h') <= player.countCards('h') + 1;
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// return get.mode() == 'identity' || target.countCards('h') <= player.countCards('h') + 1;
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return true;
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}
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}
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)
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)
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.set("ai", (target) => {
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.set("ai", (target) => {
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@ -10841,17 +10845,13 @@ game.import("character", function () {
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dingzhou_info:
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dingzhou_info:
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"出牌阶段限一次。你可以将X张牌交给一名场上有牌的角色,然后你获得其场上的所有牌(X为其场上的牌数)。",
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"出牌阶段限一次。你可以将X张牌交给一名场上有牌的角色,然后你获得其场上的所有牌(X为其场上的牌数)。",
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tamo: "榻谟",
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tamo: "榻谟",
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tamo_info:
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tamo_info_doudizhu: "游戏开始时,你可以重新分配除三号位角色外所有角色的座次。",
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"游戏开始时,你可以重新分配除主公外所有角色的座次。",
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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。",
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tamo_info_doudizhu:
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"游戏开始时,你可以重新分配除三号位外所有角色的座次。",
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tamo_faq: "FAQ",
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tamo_faq: "FAQ",
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tamo_faq_info:
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tamo_faq_info:
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"<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>",
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"<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>",
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zhimeng: "智盟",
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zhimeng: "智盟",
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zhimeng_info:
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zhimeng_info:
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"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。",
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zhimeng_info_identity:
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"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。",
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"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。",
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shen_xuzhu: "神许褚",
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shen_xuzhu: "神许褚",
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shen_xuzhu_prefix: "神",
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shen_xuzhu_prefix: "神",
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