Merge branch 'libccy:PR-Branch' into PR-Branch

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157 2024-04-20 23:06:34 +08:00 committed by GitHub
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3 changed files with 23 additions and 22 deletions

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@ -1007,6 +1007,7 @@ game.import("card", function () {
}); });
game.loseAsync({ game.loseAsync({
lose_list: lose_list, lose_list: lose_list,
visible: true,
}).setContent("chooseToCompareLose"); }).setContent("chooseToCompareLose");
} }
if (cards2.length) game.cardsGotoOrdering(cards2); if (cards2.length) game.cardsGotoOrdering(cards2);

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@ -126,7 +126,7 @@ game.import("character", function () {
if (!skill || skill === "jingyu") return false; if (!skill || skill === "jingyu") return false;
let info = get.info(skill); let info = get.info(skill);
while (true) { while (true) {
if (!info || info.charlotte) return false; if (!info || info.charlotte || info.equipSkill) return false;
if (info && !info.sourceSkill) break; if (info && !info.sourceSkill) break;
skill = info.sourceSkill; skill = info.sourceSkill;
info = get.info(skill); info = get.info(skill);
@ -235,13 +235,13 @@ game.import("character", function () {
if (["global", "equip"].includes(event.type)) return false; if (["global", "equip"].includes(event.type)) return false;
const skill = event.sourceSkill || event.skill; const skill = event.sourceSkill || event.skill;
const info = get.info(skill); const info = get.info(skill);
return info && !info.charlotte; return info && !info.charlotte && !info.equipSkill;
}, },
forced: true, forced: true,
onremove: true, onremove: true,
charlotte: true, charlotte: true,
async content(event, trigger, player) { async content(event, trigger, player) {
player.loseHp(player.countMark("lvxin_recover")); player.recover(player.countMark("lvxin_recover"));
player.removeSkill("lvxin_recover"); player.removeSkill("lvxin_recover");
}, },
intro: { intro: {
@ -256,7 +256,7 @@ game.import("character", function () {
if (["global", "equip"].includes(event.type)) return false; if (["global", "equip"].includes(event.type)) return false;
const skill = event.sourceSkill || event.skill; const skill = event.sourceSkill || event.skill;
const info = get.info(skill); const info = get.info(skill);
return info && !info.charlotte; return info && !info.charlotte && !info.equipSkill;
}, },
forced: true, forced: true,
onremove: true, onremove: true,
@ -746,9 +746,9 @@ game.import("character", function () {
filter(event, player) { filter(event, player) {
return ( return (
(event.name != "phase" || game.phaseNumber == 0) && (event.name != "phase" || game.phaseNumber == 0) &&
game.countPlayer(current => { game.countPlayer((current) => {
if (get.mode() != "doudizhu") return !current.isZhu2(); if (get.mode() === "doudizhu") return current.getSeatNum() !== 3;
return current.getSeatNum() != 3; return !current.isZhu2();
}) > 1 }) > 1
); );
}, },
@ -757,8 +757,8 @@ game.import("character", function () {
derivation: "tamo_faq", derivation: "tamo_faq",
async content(event, trigger, player) { async content(event, trigger, player) {
const toSortPlayers = game.filterPlayer((current) => { const toSortPlayers = game.filterPlayer((current) => {
if (get.mode() != "doudizhu") return !current.isZhu2(); if (get.mode() === "doudizhu") return current.getSeatNum() !== 3;
return current.getSeatNum() != 3; return !current.isZhu2();
}); });
toSortPlayers.sortBySeat(game.findPlayer2((current) => current.getSeatNum() == 1, true)); toSortPlayers.sortBySeat(game.findPlayer2((current) => current.getSeatNum() == 1, true));
const next = player.chooseToMove("榻谟:是否分配" + const next = player.chooseToMove("榻谟:是否分配" +
@ -900,7 +900,12 @@ game.import("character", function () {
game.swapSeat(list[0], list[1], false); game.swapSeat(list[0], list[1], false);
} }
}, toSwapList); }, toSwapList);
if (trigger.name === "phase" && !trigger.player.isZhu2() && trigger.player !== toSortPlayers[0] && !trigger._finished) { if (
trigger.name === "phase" &&
!trigger.player.isZhu2() &&
trigger.player !== toSortPlayers[0] &&
!trigger._finished
) {
trigger.finish(); trigger.finish();
trigger._triggered = 5; trigger._triggered = 5;
const evt = toSortPlayers[0].insertPhase(); const evt = toSortPlayers[0].insertPhase();
@ -911,10 +916,7 @@ game.import("character", function () {
} }
//跳过新回合的phaseBefore //跳过新回合的phaseBefore
evt.pushHandler("onPhase", (event, option) => { evt.pushHandler("onPhase", (event, option) => {
if ( if (event.step === 0 && option.state === "begin") {
event.step === 0 &&
option.state === "begin"
) {
event.step = 1; event.step = 1;
} }
}); });
@ -929,7 +931,8 @@ game.import("character", function () {
filter(event, player) { filter(event, player) {
return game.hasPlayer(target => { return game.hasPlayer(target => {
if (target == player || target.countCards('h') + player.countCards('h') == 0) return false; if (target == player || target.countCards('h') + player.countCards('h') == 0) return false;
return get.mode() == 'identity' || target.countCards('h') <= player.countCards('h') + 1; // return get.mode() == 'identity' || target.countCards('h') <= player.countCards('h') + 1;
return true;
}); });
}, },
direct: true, direct: true,
@ -942,7 +945,8 @@ game.import("character", function () {
"与一名其他角色平分手牌", "与一名其他角色平分手牌",
(card, player, target) => { (card, player, target) => {
if (target == player || target.countCards('h') + player.countCards('h') == 0) return false; if (target == player || target.countCards('h') + player.countCards('h') == 0) return false;
return get.mode() == 'identity' || target.countCards('h') <= player.countCards('h') + 1; // return get.mode() == 'identity' || target.countCards('h') <= player.countCards('h') + 1;
return true;
} }
) )
.set("ai", (target) => { .set("ai", (target) => {
@ -10841,17 +10845,13 @@ game.import("character", function () {
dingzhou_info: dingzhou_info:
"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。", "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。",
tamo: "榻谟", tamo: "榻谟",
tamo_info: 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。",
"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: "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,你可以重新分配除三号位外所有角色的座次。",
tamo_faq: "FAQ", tamo_faq: "FAQ",
tamo_faq_info: tamo_faq_info:
"<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>", "<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>",
zhimeng: "智盟", zhimeng: "智盟",
zhimeng_info: 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。", "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。",
shen_xuzhu: "神许褚", shen_xuzhu: "神许褚",
shen_xuzhu_prefix: "神", shen_xuzhu_prefix: "神",

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