十常侍结党机制大改

修复结党能选最上面展示的常侍的bug
调整结党除两组互不认可的常侍外,其余单向不认可关系均于第一次获取十常侍时进行随机配对
修复单将模式失去【党锢】后武将牌不变回十常侍的bug
添加修正结束后若为单将模式则将武将暂时修改回十常侍
调整十常侍嘲讽语音播放逻辑
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mengxinzxz 2023-09-05 12:11:00 +08:00 committed by GitHub
parent 24e319bc1f
commit e01be0ef11
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1 changed files with 105 additions and 66 deletions

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@ -775,12 +775,27 @@ game.import('character',function(lib,game,ui,get,ai,_status){
filter:function(event,player){ filter:function(event,player){
return event.name!='phase'||game.phaseNumber==0; return event.name!='phase'||game.phaseNumber==0;
}, },
derivation:'mbdanggu_faq', derivation:['mbdanggu_faq','mbdanggu_faq2'],
forced:true, forced:true,
unique:true, unique:true,
onremove:function(player){ onremove:function(player){
delete player.storage.mbdanggu; delete player.storage.mbdanggu;
delete player.storage.mbdanggu_current; 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:[ changshi:[
['scs_zhangrang','scstaoluan'], ['scs_zhangrang','scstaoluan'],
@ -794,17 +809,27 @@ game.import('character',function(lib,game,ui,get,ai,_status){
['scs_guosheng','scsniqu'], ['scs_guosheng','scsniqu'],
['scs_gaowang','scsmiaoyu'] ['scs_gaowang','scsmiaoyu']
], ],
conflictMap:{ conflictMap:function(){
scs_zhangrang:['scs_hankui'], if(!_status.changshiMap){
scs_zhaozhong:['scs_guosheng','scs_lisong'], _status.changshiMap={
scs_sunzhang:['scs_duangui','scs_hankui'], scs_zhangrang:[],
scs_bilan:['scs_hankui','scs_xiayun','scs_zhaozhong','scs_sunzhang'], scs_zhaozhong:[],
scs_xiayun:['scs_zhaozhong','scs_lisong'], scs_sunzhang:[],
scs_hankui:['scs_bilan','scs_zhangrang'], scs_bilan:['scs_hankui'],
scs_lisong:['scs_guosheng','scs_duangui'], scs_xiayun:[],
scs_duangui:['scs_guosheng'], scs_hankui:['scs_bilan'],
scs_guosheng:['scs_duangui'], scs_lisong:[],
scs_gaowang:['scs_xuayun','scs_sunzhang'], 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', group:'mbdanggu_back',
content:function(){ content:function(){
@ -831,59 +856,43 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}, },
contentx:function(){ contentx:function(){
'step 0' 'step 0'
var list=player.getStorage('mbdanggu'); var list=player.getStorage('mbdanggu').slice();
var first=list.randomRemove(1)[0]; var first=list.randomRemove();
event.first=first; 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 others=list.randomGets(4);
var next=player.chooseButton([ if(others.length==1) event._result={bool:true,links:others};
'党锢:请选择结党对象', else{
[[first],'character'],
'<div class="text center">可选常侍</div>',
[others,'character']
],true);
next.set('filterButton',button=>{
return !_status.event.canChoose.contains(button.link);
})
next.set('canChoose',function(){
var conflictList=others.filter(changshi=>{ var conflictList=others.filter(changshi=>{
var map=lib.skill.mbdanggu.conflictMap; var map=lib.skill.mbdanggu.conflictMap();
var names=map[first]; var names=map[first];
return names.contains(changshi); return names.contains(changshi);
}); }),list=others.slice();
var list=[]; if(conflictList.length){
if(conflictList.length&&others.length>1) list.push(conflictList.randomGet()); var conflict=conflictList.randomGet();
return list; list.remove(conflict);
}()); game.broadcastAll(function(changshi,player){
next.set('ai',button=>{ if(lib.config.background_speak){
return Math.random()*10; if(player.isUnderControl(true)) game.playAudio('skill',changshi+'_enter');
}) }
},conflict,player);
}
player.chooseButton([
'党锢:请选择结党对象',
[[first],'character'],
'<div class="text center">可选常侍</div>',
[others,'character']
],true).set('filterButton',button=>{
return _status.event.canChoose.contains(button.link);
}).set('canChoose',list).set('ai',button=>Math.random()*10);
}
'step 1' 'step 1'
if(result.bool){ if(result.bool){
var first=event.first; var first=event.first;
var chosen=result.links[0]; var chosen=result.links[0];
var skills=[]; var skills=[];
var list=lib.skill.mbdanggu.changshi; var list=lib.skill.mbdanggu.changshi;
var changshis=[event.first,chosen]; var changshis=[first,chosen];
player.unmarkAuto('mbdanggu',[chosen]); player.unmarkAuto('mbdanggu',changshis);
player.storage.mbdanggu_current=changshis; player.storage.mbdanggu_current=changshis;
for(var changshi of changshis){ for(var changshi of changshis){
for(var cs of list){ 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)){ 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.name2=chosen;
player.classList.add('fullskin2'); player.classList.add('fullskin2');
player.node.avatar2.classList.remove('hidden'); 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){ if(player==game.me&&ui.fakeme){
ui.fakeme.style.backgroundImage=player.node.avatar.style.backgroundImage; 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.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){ if(skills.length){
player.addAdditionalSkill('mbdanggu',skills); player.addAdditionalSkill('mbdanggu',skills);
game.log(player,'获得了技能','#g'+get.translation(skills)); var str='';
player.popup(skills); 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){ 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); 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:{ mod:{
@ -925,11 +939,15 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return lib.skill.mbdanggu.mod.aiValue.apply(this,arguments); return lib.skill.mbdanggu.mod.aiValue.apply(this,arguments);
}, },
}, },
ai:{
combo:'mbmowang',
nokeep:true,
},
intro:{ intro:{
mark:function(dialog,storage,player){ mark:function(dialog,storage,player){
dialog.addText('剩余常侍'); dialog.addText('剩余常侍');
dialog.addSmall([storage,'character']); dialog.addSmall([storage,'character']);
if(player.storage.mbdanggu_current){ if(player.storage.mbdanggu_current&&player.isIn()){
dialog.addText('当前常侍'); dialog.addText('当前常侍');
dialog.addSmall([player.storage.mbdanggu_current,'character']); dialog.addSmall([player.storage.mbdanggu_current,'character']);
} }
@ -944,6 +962,24 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}, },
forced:true, forced:true,
content:function(){ 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'); var next=game.createEvent('mbdanggu_clique');
next.player=player; next.player=player;
next.setContent(lib.skill.mbdanggu.contentx); next.setContent(lib.skill.mbdanggu.contentx);
@ -976,6 +1012,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
trigger.includeOut=true; trigger.includeOut=true;
} }
}, },
ai:{combo:'mbdanggu'},
dieContent:function(){ dieContent:function(){
'step 0' 'step 0'
event.forceDie=true; 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'; return event.targets.length==1&&event.card.name=='sha';
}, },
prompt2:function(event,player){ 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+=('令'+get.translation(event.target)+'不能使用');
str+='这两张牌所包含的花色'; str+='这两张牌所包含的花色';
str+=('的牌响应'+get.translation(event.card)); 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); var suitx=get.suit(card,false);
suits.add(suitx); suits.add(suitx);
if(suit==suitx) evt.baseDamage++; if(suit==suitx) evt.baseDamage++;
ui.cardPile.insertBefore(card,ui.cardPile.firstChild);
} }
game.updateRoundNumber(); game.updateRoundNumber();
} }
@ -1656,6 +1692,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
forced:true, forced:true,
firstDo:true, firstDo:true,
charlotte:true, charlotte:true,
popup:false,
onremove:function(player){ onremove:function(player){
delete player.storage.scschihe_block; delete player.storage.scschihe_block;
delete player.storage.scschihe_blocker; delete player.storage.scschihe_blocker;
@ -14164,7 +14201,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
mbdanggu:'党锢', 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_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:'关于结党',
mbdanggu_faq_info:'<br>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:'<br>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:'<br>双向不认可常侍为固定组合:<br><li>郭胜、段珪<br><li>韩悝、毕岚<br>单向不认可常侍为系统随机分配。<br>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:'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_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', mbmowang_faq:'关于修整',