diff --git a/character/mobile.js b/character/mobile.js
index cd01744bc..6963e6a33 100644
--- a/character/mobile.js
+++ b/character/mobile.js
@@ -775,12 +775,27 @@ game.import('character',function(lib,game,ui,get,ai,_status){
filter:function(event,player){
return event.name!='phase'||game.phaseNumber==0;
},
- derivation:'mbdanggu_faq',
+ derivation:['mbdanggu_faq','mbdanggu_faq2'],
forced:true,
unique:true,
onremove:function(player){
delete player.storage.mbdanggu;
delete player.storage.mbdanggu_current;
+ if(lib.skill.mbdanggu.isSingleShichangshi(player)){
+ game.broadcastAll(function(player){
+ player.name1=player.name;
+ player.smoothAvatar(false);
+ player.node.avatar.setBackground(player.name,'character');
+ player.node.name.innerHTML=get.slimName(player.name);
+ delete player.name2;
+ player.classList.remove('fullskin2');
+ player.node.avatar2.classList.add('hidden');
+ player.node.name2.innerHTML='';
+ if(player==game.me&&ui.fakeme){
+ ui.fakeme.style.backgroundImage=player.node.avatar.style.backgroundImage;
+ }
+ },player);
+ }
},
changshi:[
['scs_zhangrang','scstaoluan'],
@@ -794,17 +809,27 @@ game.import('character',function(lib,game,ui,get,ai,_status){
['scs_guosheng','scsniqu'],
['scs_gaowang','scsmiaoyu']
],
- conflictMap:{
- scs_zhangrang:['scs_hankui'],
- scs_zhaozhong:['scs_guosheng','scs_lisong'],
- scs_sunzhang:['scs_duangui','scs_hankui'],
- scs_bilan:['scs_hankui','scs_xiayun','scs_zhaozhong','scs_sunzhang'],
- scs_xiayun:['scs_zhaozhong','scs_lisong'],
- scs_hankui:['scs_bilan','scs_zhangrang'],
- scs_lisong:['scs_guosheng','scs_duangui'],
- scs_duangui:['scs_guosheng'],
- scs_guosheng:['scs_duangui'],
- scs_gaowang:['scs_xuayun','scs_sunzhang'],
+ conflictMap:function(){
+ if(!_status.changshiMap){
+ _status.changshiMap={
+ scs_zhangrang:[],
+ scs_zhaozhong:[],
+ scs_sunzhang:[],
+ scs_bilan:['scs_hankui'],
+ scs_xiayun:[],
+ scs_hankui:['scs_bilan'],
+ scs_lisong:[],
+ scs_duangui:['scs_guosheng'],
+ scs_guosheng:['scs_duangui'],
+ scs_gaowang:[],
+ };
+ var list=lib.skill.mbdanggu.changshi.map(i=>i[0]);
+ for(var i of list){
+ var select=list.filter(scs=>scs!=i&&!_status.changshiMap[i].contains(i));
+ _status.changshiMap[i].addArray(select.randomGets(get.rand(0,select.length)));
+ }
+ }
+ return _status.changshiMap;
},
group:'mbdanggu_back',
content:function(){
@@ -831,59 +856,43 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
contentx:function(){
'step 0'
- var list=player.getStorage('mbdanggu');
- var first=list.randomRemove(1)[0];
+ var list=player.getStorage('mbdanggu').slice();
+ var first=list.randomRemove();
event.first=first;
- game.broadcastAll(function(changshi){
- if(lib.config.background_speak) game.playAudio('skill',changshi+'_enter');
- },first);
- if(lib.skill.mbdanggu.isSingleShichangshi(player)){
- game.broadcastAll(function(player,first){
- if(!player.name2) player.smoothAvatar(false);
- player.name1=first;
- player.node.avatar.setBackground(first,'character');
- player.node.name.innerHTML=get.slimName(first);
- delete player.name2;
- player.smoothAvatar(true);
- player.node.avatar2.classList.add('hidden');
- player.classList.remove('fullskin2');
- player.node.name2.innerHTML='';
- if(player==game.me&&ui.fakeme){
- ui.fakeme.style.backgroundImage=player.node.avatar.style.backgroundImage;
- }
- },player,first);
- }
var others=list.randomGets(4);
- var next=player.chooseButton([
- '党锢:请选择结党对象',
- [[first],'character'],
- '
可选常侍
',
- [others,'character']
- ],true);
- next.set('filterButton',button=>{
- return !_status.event.canChoose.contains(button.link);
- })
- next.set('canChoose',function(){
+ if(others.length==1) event._result={bool:true,links:others};
+ else{
var conflictList=others.filter(changshi=>{
- var map=lib.skill.mbdanggu.conflictMap;
+ var map=lib.skill.mbdanggu.conflictMap();
var names=map[first];
return names.contains(changshi);
- });
- var list=[];
- if(conflictList.length&&others.length>1) list.push(conflictList.randomGet());
- return list;
- }());
- next.set('ai',button=>{
- return Math.random()*10;
- })
+ }),list=others.slice();
+ if(conflictList.length){
+ var conflict=conflictList.randomGet();
+ list.remove(conflict);
+ game.broadcastAll(function(changshi,player){
+ if(lib.config.background_speak){
+ if(player.isUnderControl(true)) game.playAudio('skill',changshi+'_enter');
+ }
+ },conflict,player);
+ }
+ player.chooseButton([
+ '党锢:请选择结党对象',
+ [[first],'character'],
+ '可选常侍
',
+ [others,'character']
+ ],true).set('filterButton',button=>{
+ return _status.event.canChoose.contains(button.link);
+ }).set('canChoose',list).set('ai',button=>Math.random()*10);
+ }
'step 1'
if(result.bool){
var first=event.first;
var chosen=result.links[0];
var skills=[];
var list=lib.skill.mbdanggu.changshi;
- var changshis=[event.first,chosen];
- player.unmarkAuto('mbdanggu',[chosen]);
+ var changshis=[first,chosen];
+ player.unmarkAuto('mbdanggu',changshis);
player.storage.mbdanggu_current=changshis;
for(var changshi of changshis){
for(var cs of list){
@@ -891,7 +900,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
}
if(lib.skill.mbdanggu.isSingleShichangshi(player)){
- game.broadcastAll(function(player,chosen){
+ game.broadcastAll(function(player,first,chosen){
+ player.name1=first;
+ player.node.avatar.setBackground(first,'character');
+ player.node.name.innerHTML=get.slimName(first);
player.name2=chosen;
player.classList.add('fullskin2');
player.node.avatar2.classList.remove('hidden');
@@ -900,21 +912,23 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(player==game.me&&ui.fakeme){
ui.fakeme.style.backgroundImage=player.node.avatar.style.backgroundImage;
}
- },player,chosen);
+ },player,first,chosen);
}
game.log(player,'选择了常侍','#y'+get.translation(changshis));
- game.broadcastAll(function(changshi){
- if(lib.config.background_speak) game.playAudio('skill',changshi+'_enter');
- },chosen);
if(skills.length){
player.addAdditionalSkill('mbdanggu',skills);
- game.log(player,'获得了技能','#g'+get.translation(skills));
- player.popup(skills);
+ var str='';
+ for(var i of skills){
+ str+='【'+get.translation(i)+'】、';
+ player.popup(i);
+ }
+ str=str.slice(0,-1);
+ game.log(player,'获得了技能','#g'+str);
}
}
},
isSingleShichangshi:function(player){
- var map=lib.skill.mbdanggu.conflictMap;
+ var map=lib.skill.mbdanggu.conflictMap();
return player.name=='shichangshi'&&(map[player.name1]&&map[player.name2]||map[player.name1]&&!player.name2||!player.name1&&!player.name2||player.name==player.name1&&!player.name2);
},
mod:{
@@ -925,11 +939,15 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return lib.skill.mbdanggu.mod.aiValue.apply(this,arguments);
},
},
+ ai:{
+ combo:'mbmowang',
+ nokeep:true,
+ },
intro:{
mark:function(dialog,storage,player){
dialog.addText('剩余常侍');
dialog.addSmall([storage,'character']);
- if(player.storage.mbdanggu_current){
+ if(player.storage.mbdanggu_current&&player.isIn()){
dialog.addText('当前常侍');
dialog.addSmall([player.storage.mbdanggu_current,'character']);
}
@@ -944,6 +962,24 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
forced:true,
content:function(){
+ 'step 0'
+ delete player.storage.mbdanggu_current;
+ if(lib.skill.mbdanggu.isSingleShichangshi(player)){
+ game.broadcastAll(function(player){
+ player.name1=player.name;
+ player.smoothAvatar(false);
+ player.node.avatar.setBackground(player.name,'character');
+ player.node.name.innerHTML=get.slimName(player.name);
+ delete player.name2;
+ player.classList.remove('fullskin2');
+ player.node.avatar2.classList.add('hidden');
+ player.node.name2.innerHTML='';
+ if(player==game.me&&ui.fakeme){
+ ui.fakeme.style.backgroundImage=player.node.avatar.style.backgroundImage;
+ }
+ },player);
+ }
+ 'step 1'
var next=game.createEvent('mbdanggu_clique');
next.player=player;
next.setContent(lib.skill.mbdanggu.contentx);
@@ -976,6 +1012,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
trigger.includeOut=true;
}
},
+ ai:{combo:'mbdanggu'},
dieContent:function(){
'step 0'
event.forceDie=true;
@@ -1586,7 +1623,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return event.targets.length==1&&event.card.name=='sha';
},
prompt2:function(event,player){
- var str='展示牌堆顶的两张牌并增加伤害;且';
+ var str='亮出牌堆顶的两张牌并增加伤害;且';
str+=('令'+get.translation(event.target)+'不能使用');
str+='这两张牌所包含的花色';
str+=('的牌响应'+get.translation(event.card));
@@ -1613,7 +1650,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
var suitx=get.suit(card,false);
suits.add(suitx);
if(suit==suitx) evt.baseDamage++;
- ui.cardPile.insertBefore(card,ui.cardPile.firstChild);
}
game.updateRoundNumber();
}
@@ -1656,6 +1692,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
forced:true,
firstDo:true,
charlotte:true,
+ popup:false,
onremove:function(player){
delete player.storage.scschihe_block;
delete player.storage.scschihe_blocker;
@@ -14164,7 +14201,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
mbdanggu:'党锢',
mbdanggu_info:'锁定技。①游戏开始时,你获得十张“常侍”牌,然后你进行一次结党。②当你修整结束后,你进行一次结党并摸一张牌。③若你有亮出的“常侍”牌,你视为拥有这些牌的技能。',
mbdanggu_faq:'关于结党',
- mbdanggu_faq_info:'
系统随机选择一张未亮出过的“常侍”牌,然后选择四张未亮出过的“常侍”牌。你观看前者,然后从后者中选择一名与前者互相认可的“常侍”牌(不认可的“常侍”牌为不可选状态,若有多组不认可的“常侍”牌,则系统随机选择其中一张“常侍”牌为不可选状态,若本次结党“常侍”牌仅有一张,则不存在不认可的“常侍”牌)。然后若此时不为双将模式,你将这两张武将牌作为你的武将牌(不移除原有技能);否则你获得这两张武将牌上的技能。',
+ mbdanggu_faq_info:'
系统随机选择一张未亮出过的“常侍”牌,然后选择四张未亮出过的“常侍”牌。你观看前者,然后从后者中选择一名认可前者的“常侍”牌。然后若此时不为双将模式,你将这两张武将牌作为你的武将牌(不移除原有技能);否则你获得这两张武将牌上的技能。',
+ mbdanggu_faq2:'关于认可',
+ mbdanggu_faq2_info:'
双向不认可常侍为固定组合:
郭胜、段珪
韩悝、毕岚
单向不认可常侍为系统随机分配。
每次结党至多存在一张不认可主将的常侍牌,且若此次结党仅有一张常侍牌,则不会存在不认可情况。',
mbmowang:'殁亡',
mbmowang_info:'锁定技。①当你死亡前,若你有未亮出的“常侍”牌且体力上限大于0,你将死亡改为修整至你的下个回合开始前,然后你复原武将牌,且不于此次死亡事件中进行展示身份牌、检测游戏胜利条件与执行奖惩的流程。②回合结束后,你死亡。',
mbmowang_faq:'关于修整',