Merge pull request #1245 from PZ157/PR-Branch

部分武将技能调整
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Spmario233 2024-04-21 11:04:33 +08:00 committed by GitHub
commit e32af85075
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4 changed files with 30 additions and 45 deletions

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@ -1063,39 +1063,30 @@ game.import("character", function () {
filter(event, player) { filter(event, player) {
if (!event.isFirstTarget) return false; if (!event.isFirstTarget) return false;
if (get.type(event.card) !== "trick") return false; if (get.type(event.card) !== "trick") return false;
const evt = event.getParent(); return true;
const evts = game.getGlobalHistory("useCard", null, evt).slice().remove(evt);
return event.targets.some((target) => {
return evts.some((evt) => evt.targets.includes(target));
});
}, },
direct: true, direct: true,
async content(event, trigger, player) { async content(event, trigger, player) {
const evt = trigger.getParent();
const evts = game.getGlobalHistory("useCard", null, evt).slice().remove(evt);
const chooseableTargets = trigger.targets.filter((target) => {
return evts.some((evt) => evt.targets.includes(target));
});
const result = await player const result = await player
.chooseTarget() .chooseTarget()
.set("prompt", get.prompt("dcyingshi")) .set("prompt", get.prompt("dcyingshi"))
.set( .set(
"prompt2", "prompt2",
`一名可选角色选择本回合未被选择过的一项:⒈令你于此牌结算结束后视为对其使用一张${get.translation( `其中一名角色选择本回合未被选择过的一项:⒈令你于此牌结算结束后视为对其使用一张${get.translation(
trigger.card.name trigger.card.name
)}⒉弃置${get.cnNumber(player.countCards("e"))}张牌此牌对其无效` )}⒉弃置${get.cnNumber(player.countCards("e"))}张牌此牌对其无效`
) )
.set("filterTarget", (card, player, target) => { .set("filterTarget", (card, player, target) => {
return get.event("targets").includes(target); return get.event("targets").includes(target);
}) })
.set("targets", chooseableTargets) .set("targets", trigger.targets)
.set( .set(
"toFriends", "toFriends",
(() => { (() => {
const isPositive = chooseableTargets.some((current) => { const isPositive = trigger.targets.some((current) => {
return get.effect(current, trigger.card, trigger.player, player) > 0; return get.effect(current, trigger.card, trigger.player, player) > 0;
}), }),
isNegative = chooseableTargets.some((current) => { isNegative = trigger.targets.some((current) => {
return get.effect(current, trigger.card, trigger.player, player) < -5; return get.effect(current, trigger.card, trigger.player, player) < -5;
}); });
if ( if (
@ -1536,38 +1527,31 @@ game.import("character", function () {
return evt && evt.hs && evt.hs.length && current.countCards("h") == 0; return evt && evt.hs && evt.hs.length && current.countCards("h") == 0;
}); });
}, },
direct: true, async cost(event, trigger, player) {
async content(event, trigger, player) {
const targetx = _status.currentPhase; const targetx = _status.currentPhase;
const targets = game const targets = game
.filterPlayer((current) => { .filterPlayer((current) => {
if (targetx && current == targetx) return false; if (targetx && current == targetx || !current.isIn()) return false;
let evt = trigger.getl(current); let evt = trigger.getl(current);
return evt && evt.hs && evt.hs.length && current.countCards("h") == 0; return evt && evt.hs && evt.hs.length && current.countCards("h") == 0;
}) })
.sortBySeat(targetx || player); .sortBySeat(targetx || player);
for (const target of targets) { event.result = await player
if (!target.isIn()) continue; .chooseTarget("是否对" + (targets.length > 1 ? "其中一名角色" : get.translation(targets[0])) + "发动【守成】?",
const { "令其摸两张牌",
result: { bool }, (card, player, target) => {
} = await player return get.event("targets").includes(target);
.chooseBool(get.prompt2("dcshoucheng", target)) }
.set("choice", get.attitude(player, target) > 0); )
if (bool) { .set("targets", targets)
player.logSkill("dcshoucheng", target); .set("ai", target => get.attitude(get.event("player"), target))
if (target != player) player.addExpose(0.2); .forResult();
},
usable: 1,
async content(event, trigger, player) {
const target = event.targets[0];
if (get.mode() != "identity" || player.identity != "nei") player.addExpose(0.2);
target.draw(2); target.draw(2);
}
}
},
ai: {
threaten(player, target) {
return Math.sqrt(
game.countPlayer((i) => {
return get.attitude(target, i) > 0;
})
);
},
}, },
subSkill: { subSkill: {
ai: { ai: {
@ -16244,7 +16228,7 @@ game.import("character", function () {
dcshengxi: "生息", dcshengxi: "生息",
dcshengxi_info: "弃牌阶段结束时,若你本回合未造成过伤害,你可以摸两张牌。", dcshengxi_info: "弃牌阶段结束时,若你本回合未造成过伤害,你可以摸两张牌。",
dcshoucheng: "守成", dcshoucheng: "守成",
dcshoucheng_info: "一名角色于其回合外失去最后的手牌后,你可令其摸两张牌。", dcshoucheng_info: "每回合限一次,当一名角色于其回合外失去手牌后,若其没有手牌,你可令其摸两张牌。",
dc_liuli: "刘理", dc_liuli: "刘理",
dcfuli: "抚黎", dcfuli: "抚黎",
dcfuli_info: dcfuli_info:
@ -16264,7 +16248,7 @@ game.import("character", function () {
"其他角色的出牌阶段限一次。其可以交给你一张牌,若此牌为装备牌,你可以使用之,然后其本回合攻击范围+XX为你装备区里的牌数。若你以此法替换了装备你与其各摸两张牌。", "其他角色的出牌阶段限一次。其可以交给你一张牌,若此牌为装备牌,你可以使用之,然后其本回合攻击范围+XX为你装备区里的牌数。若你以此法替换了装备你与其各摸两张牌。",
dcyingshi: "应时", dcyingshi: "应时",
dcyingshi_info: dcyingshi_info:
"每回合每项各限一次。当你使用普通锦囊牌指定第一个目标后,若有目标不为本回合第一次成为牌的目标,则你可令其选择一项⒈令你于此牌结算结束后视为对其使用一张与此牌牌名相同的牌⒉弃置X张牌此牌对其无效X为你装备区里的牌数。", "每回合每项各限一次。当你使用普通锦囊牌指定目标后,你可令其中一个目标选择一项⒈令你于此牌结算结束后视为对其使用一张与此牌牌名相同的牌⒉弃置X张牌此牌对其无效X为你装备区里的牌数。",
dc_wangling: "王淩", dc_wangling: "王淩",
dcjichou: "集筹", dcjichou: "集筹",
dcjichou_info: dcjichou_info:

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@ -9722,9 +9722,9 @@ game.import("character", function () {
"step 1"; "step 1";
if (result.number < 7) { if (result.number < 7) {
var source = trigger.source; var source = trigger.source;
if (source && source.isIn() && source.countCards("he") > 0) { if (source && source.isIn() && source.countCards("h") > 0) {
player.line(source); player.line(source);
source.chooseToDiscard("he", true); source.chooseToDiscard("h", true);
} }
} }
}, },
@ -20724,7 +20724,7 @@ game.import("character", function () {
simafu: "司马孚", simafu: "司马孚",
xunde: "勋德", xunde: "勋德",
xunde_info: xunde_info:
"一名角色受到伤害后若你至其的距离不大于1则你可判定。若判定结果大于5你令该角色获得判定牌小于7你令伤害来源弃置一张牌。", "一名角色受到伤害后若你至其的距离不大于1则你可判定。若判定结果大于5你令该角色获得判定牌小于7你令伤害来源弃置一张牌。",
chenjie: "臣节", chenjie: "臣节",
chenjie_info: chenjie_info:
"一名角色的判定牌生效前,你可打出一张花色相同的牌。系统将你打出的牌作为新判定牌,将原判定牌置入弃牌堆。然后你摸两张牌。", "一名角色的判定牌生效前,你可打出一张花色相同的牌。系统将你打出的牌作为新判定牌,将原判定牌置入弃牌堆。然后你摸两张牌。",

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@ -5425,7 +5425,7 @@ game.import("character", function () {
return val; return val;
}, },
prompt: () => "选择要交出的牌和要交给的目标", prompt: () => "选择要交出的牌和要交给的目标",
selectCard: 1, selectCard: [1, Infinity],
discard: false, discard: false,
lose: false, lose: false,
delay: false, delay: false,
@ -20495,7 +20495,7 @@ game.import("character", function () {
tw_jiangji_prefix: "TW", tw_jiangji_prefix: "TW",
twjichou: "急筹", twjichou: "急筹",
twjichou_info: twjichou_info:
"①每回合限一次。你可以视为使用一张未被〖急筹①〗记录过的普通锦囊牌并记录此牌。②你无法响应或{使用对应实体牌包含你的手牌的}〖急筹①〗记录过的锦囊牌。③出牌阶段限一次。你可将手牌中的一张〖急筹①〗记录过的锦囊牌交给其他角色。", "①每回合限一次。你可以视为使用一张未被〖急筹①〗记录过的普通锦囊牌并记录此牌。②你无法响应或{使用对应实体牌包含你的手牌的}〖急筹①〗记录过的锦囊牌。③出牌阶段限一次。你可将手牌中任意张〖急筹①〗记录过的锦囊牌交给其他角色。",
twjilun: "机论", twjilun: "机论",
twjilun_info: twjilun_info:
"当你受到伤害后你可以摸X张牌X为〖急筹①〗记录数且至少为1至多为5或视为使用一张〖急筹①〗记录过且未被〖机论〗记录过的普通锦囊牌并记录此牌。", "当你受到伤害后你可以摸X张牌X为〖急筹①〗记录数且至少为1至多为5或视为使用一张〖急筹①〗记录过且未被〖机论〗记录过的普通锦囊牌并记录此牌。",

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@ -141,6 +141,7 @@ export class UI {
*/ */
toastQueue = []; toastQueue = [];
/**
* @type {HTMLDivElement} * @type {HTMLDivElement}
*/ */
cardPile; cardPile;