v1.9.93.1(Part 2)

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Spmario233 2019-09-22 23:05:15 +08:00 committed by GitHub
parent 1bc96f3a01
commit e3514a2933
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4 changed files with 28 additions and 216 deletions

View File

@ -1974,22 +1974,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
} }
} }
if(bool){ if(bool){
player.chooseTarget('是否视为使用一张【杀】?',function(card,player,target){ player.chooseUseTarget({name:'sha'},'是否视为使用一张【杀】?',false);
return player.canUse({name:'sha'},target);
}).ai=function(target){
var player=_status.event.player;
return get.effect(target,{name:'sha'},player,player);
};
} }
else event.finish(); }
'step 3'
if(result.bool&&result.targets){
player.useCard({name:'sha'},result.targets);
}
else event.finish();
'step 4'
player.getStat().card.sha--;
},
}, },
//OL马超 //OL马超
ol_shichou:{ ol_shichou:{
@ -2939,40 +2926,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(result.bool){ if(result.bool){
event.target.give(result.cards,player); event.target.give(result.cards,player);
if(player.storage.choulve){ if(player.storage.choulve){
var card=player.storage.choulve; player.chooseUseTarget(player.storage.choulve,true,false);
var select=get.select(get.info(card).selectTarget);
var targets=game.filterPlayer();
if(select[1]==-1){
for(var i=0;i<targets.length;i++){
if(!player.canUse(card,targets[i])){
targets.splice(i--,1);
}
}
if(targets.length){
player.useCard(card,targets);
}
}
else{
player.chooseTarget(select,'选择【'+get.translation(card)+'】的目标',true,function(cardx,player,target){
var card=_status.event.card;
return _status.event.targets.contains(target)&&player.canUse(card,target);
}).set('ai',function(target){
var card=_status.event.card;
var player=_status.event.player;
return get.effect(target,card,player,player);
}).set('targets',targets).set('card',card);
}
} }
else event.finish();
} }
else event.finish();
'step 3'
if(result.bool){
player.useCard(player.storage.choulve,result.targets);
}
else event.finish();
'step 4'
player.getStat().card[player.storage.choulve.name]--;
}, },
group:'choulve_damage', group:'choulve_damage',
subSkill:{ subSkill:{
@ -3060,7 +3016,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
} }
'step 2' 'step 2'
if(result.bool){ if(result.bool){
player.useCard({name:'wuzhong'},player); player.chooseUseTarget({name:'wuzhong'},true);
} }
else{ else{
event.target.useCard({name:'guohe'},player); event.target.useCard({name:'guohe'},player);
@ -3378,7 +3334,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return; return;
} }
target.$draw(equip1); target.$draw(equip1);
target.useCard(equip1,target).set('animate',false).nopopup=true; target.chooseUseTarget(equip1,'noanimate','nopopup');
game.delay(); game.delay();
'step 2' 'step 2'
var card=cards[0]; var card=cards[0];
@ -5314,18 +5270,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
} }
} }
if(useCard){ if(useCard){
player.chooseTarget('是否视为使用一张杀?',function(card,player,target){ player.chooseUseTarget({name:'sha'},false,'是否视为使用一张【杀】?','nodistance');
return lib.filter.targetEnabled({name:'sha'},player,target);
}).set('ai',function(target){
return get.effect(target,{name:'sha'},_status.event.player);
});
}
else{
event.finish();
}
'step 3'
if(result.bool){
player.useCard({name:'sha'},result.targets,false);
} }
}, },
ai:{ ai:{
@ -5692,17 +5637,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
trigger:{player:'phaseBegin'}, trigger:{player:'phaseBegin'},
direct:true, direct:true,
content:function(){ content:function(){
"step 0" player.chooseUseTarget('###是否发动【影箭】?###视为使用一张没有距离限制的【杀】',{name:'sha'},false,'nodistance').logSkill='yingjian';
player.chooseTarget(get.prompt('yingjian'),'视为使用一张没有距离限制的【杀】',function(card,player,target){
return lib.filter.targetEnabled({name:'sha'},player,target);
}).set('ai',function(target){
return get.effect(target,{name:'sha'},_status.event.player);
});
"step 1"
if(result.bool){
player.logSkill('yingjian');
player.useCard({name:'sha'},result.targets,false);
}
}, },
ai:{ ai:{
threaten:function(player,target){ threaten:function(player,target){
@ -7031,16 +6966,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
} }
} }
else{ else{
player.chooseTarget('选择一个出杀目标',function(card,player,target){ player.chooseUseTarget({name:'sha'},true,false,'nodistance');
return lib.filter.targetEnabled({name:'sha'},player,target);
},true).set('ai',function(target){
return get.effect(target,{name:'sha'},_status.event.player);
});
event.sha=true;
}
'step 2'
if(event.sha&&result.targets&&result.targets.length){
player.useCard({name:'sha'},result.targets);
} }
} }
}, },

View File

@ -194,9 +194,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
content:function(){ content:function(){
'step 0' 'step 0'
player.storage.twqijia.push(get.subtype(cards[0])); player.storage.twqijia.push(get.subtype(cards[0]));
player.useCard({name:'sha'},target); player.useCard({name:'sha'},target,false);
'step 1'
player.getStat().card.sha--;
}, },
subSkill:{ subSkill:{
alka:{ alka:{

View File

@ -211,7 +211,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(event.num>0) event.goto(1); if(event.num>0) event.goto(1);
"step 3" "step 3"
for (var i=0;i<event.toequip.length;i++){ for (var i=0;i<event.toequip.length;i++){
target.useCard(event.toequip[i],target).set('animate',false).set('nopopup',true); target.chooseUseTarget(event.toequip[i],true).set('animate',false).set('nopopup',true);
} }
}, },
ai:{ ai:{
@ -455,76 +455,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
event.directindex=result.index; event.directindex=result.index;
} }
if(event.directindex==1){ if(event.directindex==1){
event.insert(lib.skill.xinfu_tunan.content_sha,{ target.chooseUseTarget({name:'sha'},cards,true)
player:target,
targets:game.filterPlayer(),
cards:cards,
});
} }
else{ else{
event.insert(lib.skill.xinfu_tunan.content_use,{ target.chooseUseTarget(card,true);
player:target,
card:card,
targets:game.filterPlayer()
});
}
},
"content_sha":function (){
'step 0'
var select=get.select(get.info({name:'sha'}).selectTarget);
if(select[1]==-1){
for(var i=0;i<targets.length;i++){
if(!player.canUse({name:'sha'},targets[i])){
targets.splice(i--,1);
}
}
if(targets.length){
player.useCard({name:'sha'},cards,targets);
event.finish();
}
}
else{
player.chooseTarget(select,'选择杀的目标',true,function(cardx,player,target){
var card={name:'sha'};
return _status.event.targets.contains(target)&&player.canUse(card,target,false);
}).set('ai',function(target){
var card={name:'sha'};
var player=_status.event.player;
return get.effect(target,card,player,player);
}).set('targets',targets).set('card',card);
}
'step 1'
if(result.bool){
player.useCard({name:'sha'},cards,result.targets);
}
},
"content_use":function (){
'step 0'
var select=get.select(get.info(card).selectTarget);
if(select[1]==-1){
for(var i=0;i<targets.length;i++){
if(!player.canUse(card,targets[i],false)){
targets.splice(i--,1);
}
}
if(targets.length){
player.useCard(card,targets);
}
event.finish();
}
else{
player.chooseTarget(select,'选择'+get.translation(card)+'的目标',true,function(cardx,player,target){
var card=_status.event.card;
return _status.event.targets.contains(target)&&player.canUse(card,target,false);
}).set('ai',function(target){
var card=_status.event.card;
var player=_status.event.player;
return get.effect(target,card,player,player);
}).set('targets',targets).set('card',card);
}
'step 1'
if(result.bool){
player.useCard(card,result.targets);
} }
}, },
ai:{ ai:{
@ -2828,34 +2762,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
intro:{ intro:{
content:"limited", content:"limited",
}, },
"content_use":function (){
'step 0'
var select=get.select(get.info(card).selectTarget);
if(select[1]==-1){
for(var i=0;i<targets.length;i++){
if(!player.canUse(card,targets[i])){
targets.splice(i--,1);
}
}
if(targets.length){
player.useCard(card,targets);
}
}
else{
player.chooseTarget(select,'选择'+get.translation(card)+'的目标',true,function(cardx,player,target){
var card=_status.event.card;
return _status.event.targets.contains(target)&&player.canUse(card,target);
}).set('ai',function(target){
var card=_status.event.card;
var player=_status.event.player;
return get.effect(target,card,player,player);
}).set('targets',targets).set('card',card);
}
'step 1'
if(result.bool){
player.useCard(card,result.targets);
}
},
content:function (){ content:function (){
"step 0" "step 0"
player.awakenSkill('xinfu_denglou'); player.awakenSkill('xinfu_denglou');
@ -2876,13 +2782,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return player.canUse(event.cards[0],current); return player.canUse(event.cards[0],current);
}); });
if(bool){ if(bool){
event.insert(lib.skill.xinfu_denglou.content_use,{ player.chooseUseTarget(event.cards[i],true,false);
player:player,
card:event.cards[0],
targets:game.filterPlayer(function(current){
return true;
})
});
} }
else event.discards.push(event.cards[0]); else event.discards.push(event.cards[0]);
event.cards.remove(event.cards[0]); event.cards.remove(event.cards[0]);
@ -2933,18 +2833,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}, },
direct:true, direct:true,
content:function (){ content:function (){
"step 0" player.chooseUseTarget({name:'sha'},get.prompt('xinfu_qinguo'),'视为使用一张【杀】',false).logSkill='xinfu_qinguo';
player.chooseTarget(get.prompt('xinfu_qinguo'),'视为对一名其他角色使用一张【杀】',function(card,player,target){
if(player==target) return false;
return player.canUse({name:'sha'},target);
}).set('ai',function(target){
return get.effect(target,{name:'sha'},_status.event.player);
});
"step 1"
if(result.bool){
player.logSkill('xinfu_qinguo',result.targets);
player.useCard({name:'sha'},result.targets[0],false);
}
}, },
}, },
"qinguo_lose":{ "qinguo_lose":{
@ -5843,7 +5732,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
"xinfu_pingcai":"评才", "xinfu_pingcai":"评才",
"xinfu_pingcai_info":"出牌阶段限一次,你可以挑选一个宝物并擦拭掉其上面的灰尘。然后,你可以根据宝物类型执行对应的效果。<br>【卧龙】对1名角色造成1点火焰伤害。若场上有存活的诸葛亮(火)则改为对至多2名角色各造成1点火焰伤害。<br>【凤雏】横置至多3名角色。若场上有存活的庞统(火)则改为横置至多4名角色。<br>【水镜】将1名角色装备区内的防具移动到另1角色对应区域。若场上有存活的司马徽则改为将1名角色装备区内的1件装备移动到另1角色对应区域。<br>【玄剑】令1名角色摸一张牌并回复1点体力。若场上有存活的徐庶(将/界)则改为令1名角色摸一张牌并回复1点体力然后你摸一张牌。", "xinfu_pingcai_info":"出牌阶段限一次,你可以挑选一个宝物并擦拭掉其上面的灰尘。然后,你可以根据宝物类型执行对应的效果。<br>【卧龙】对1名角色造成1点火焰伤害。若场上有存活的诸葛亮(火)则改为对至多2名角色各造成1点火焰伤害。<br>【凤雏】横置至多3名角色。若场上有存活的庞统(火)则改为横置至多4名角色。<br>【水镜】将1名角色装备区内的防具移动到另1角色对应区域。若场上有存活的司马徽则改为将1名角色装备区内的1件装备移动到另1角色对应区域。<br>【玄剑】令1名角色摸一张牌并回复1点体力。若场上有存活的徐庶(将/界)则改为令1名角色摸一张牌并回复1点体力然后你摸一张牌。",
"xinfu_pdgyingshi":"隐世", "xinfu_pdgyingshi":"隐世",
"xinfu_pdgyingshi_info":"锁定技,你始终跳过判定阶段。你不能被选择为延时锦囊牌的目标。", "xinfu_pdgyingshi_info":"锁定技,你始终跳过准备阶段,判定阶段,结束阶段。你不能被选择为延时锦囊牌的目标。",
"pcaudio_wolong_card":"卧龙", "pcaudio_wolong_card":"卧龙",
"pcaudio_wolong_card_info":"", "pcaudio_wolong_card_info":"",
"pcaudio_fengchu_card":"凤雏", "pcaudio_fengchu_card":"凤雏",

View File

@ -438,13 +438,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
'step 2' 'step 2'
if(result.cards&&result.cards.length){ if(result.cards&&result.cards.length){
event.num=0; event.num=0;
event.num2=result.cards.length;
for(var i=0;i<result.cards.length;i++){ for(var i=0;i<result.cards.length;i++){
if(get.type(result.cards[i])!='equip'){ if(get.type(result.cards[i])!='equip'){
event.num++; event.num++;
} }
} }
if(event.num>0){ if(event.num>0){
var prompt='弃置'+get.cnNumber(event.num)+'张牌,或令'+get.translation(event.target)+'摸等量的牌'; var prompt='弃置'+get.cnNumber(event.num)+'张牌,或令'+get.translation(event.target)+'摸'+get.cnNumber(event.num2)+'张牌';
player.chooseToDiscard(event.num,prompt,'he').ai=function(card){ player.chooseToDiscard(event.num,prompt,'he').ai=function(card){
return 5-get.value(card); return 5-get.value(card);
} }
@ -454,7 +455,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
else event.finish(); else event.finish();
'step 3' 'step 3'
if(!result.bool){ if(!result.bool){
event.target.draw(event.num); event.target.draw(event.num2);
} }
}, },
}, },
@ -598,8 +599,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
event.equip=get.cardPile(function(card){ event.equip=get.cardPile(function(card){
return get.type(card)=='equip'&&!target.isDisabled(get.subtype(card)); return get.type(card)=='equip'&&!target.isDisabled(get.subtype(card));
}); });
if(target.isMinEquip()){ if(target.isMinEquip()&&event.equip){
target.useCard(event.equip||game.createCard(get.inpilefull('equip').randomGet()),target).set('animate',false).set('nopopup',true); target.chooseUseTarget(event.equip,'noanimate','nopopup',true);
event.e=true; event.e=true;
} }
'step 1' 'step 1'
@ -609,8 +610,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(!event.hp&&player.isMinHp()&&player.isDamaged()){ if(!event.hp&&player.isMinHp()&&player.isDamaged()){
player.recover(); player.recover();
} }
if(!event.e&&player.isMinEquip()){ if(!event.e&&player.isMinEquip()&&event.equip){
player.useCard(event.equip||game.createCard(get.inpilefull('equip').randomGet()),player).set('animate',false).set('nopopup',true); player.chooseUseTarget(event.equip,'noanimate','nopopup',true);
} }
}, },
ai:{ ai:{
@ -1079,7 +1080,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return get.type(card)=='equip'&&!target.isDisabled(get.subtype(card)); return get.type(card)=='equip'&&!target.isDisabled(get.subtype(card));
}); });
if(event.card){ if(event.card){
target.useCard(event.card,target).set('delay',true).set('animate',false).set('nopopup',true); target.chooseUseTarget(event.card,'noanimate','nopopup',true);
event.goto(3); event.goto(3);
} }
else{ else{
@ -1158,7 +1159,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return get.type(card)=='equip'; return get.type(card)=='equip';
}); });
if(card){ if(card){
trigger.source.useCard(card,trigger.source).set('delay',true).set('animate',false).set('nopopup',true); trigger.source.chooseUseTarget(card,'noanimate','nopopup',true);
} }
}, },
ai:{ ai:{
@ -1190,7 +1191,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return get.type(card)=='equip'; return get.type(card)=='equip';
}); });
if(card){ if(card){
target.useCard(card,target).set('delay',true).set('animate',false).set('nopopup',true); target.chooseUseTarget(card,true,'noanimate','nopopup',true);
} }
} }
} }
@ -3392,11 +3393,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
audio:2, audio:2,
content:function(){ content:function(){
'step 0' 'step 0'
var card=target.getCards('h').randomGet(); player.gainPlayerCard(target,'h',true);
player.gain(card,target);
target.$giveAuto(card,player);
'step 1' 'step 1'
var name=get.translation(target.name); var name=get.translation(target);
player.chooseControl(function(){ player.chooseControl(function(){
return Math.random()<0.5?'选项一':'选项二'; return Math.random()<0.5?'选项一':'选项二';
}).set('prompt','督粮').set('choiceList',['令'+name+'观看牌堆顶的两张牌,然后获得其中的基本牌','令'+name+'于下个摸牌阶段额外摸一张牌']); }).set('prompt','督粮').set('choiceList',['令'+name+'观看牌堆顶的两张牌,然后获得其中的基本牌','令'+name+'于下个摸牌阶段额外摸一张牌']);
@ -7758,7 +7757,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
var card=result[0]; var card=result[0];
if(get.type(card)=='equip'){ if(get.type(card)=='equip'){
if(!event.target.isDisabled(get.subtype(card))){ if(!event.target.isDisabled(get.subtype(card))){
event.target.useCard(card,event.target).set('animate',false).set('nopopup',true); event.target.chooseUseTarget(card,true,'noanimate','nopopup');
game.delay(); game.delay();
} }
event.bool=true; event.bool=true;