character all finished
This commit is contained in:
parent
3b39fa28ed
commit
e98648ddd7
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@ -1289,7 +1289,7 @@ game.import("character", function () {
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},
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},
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ai: {
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ai: {
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effect: {
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effect: {
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target(card, player, target, current) {
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target_use(card, player, target, current) {
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if (get.color(card) == "red" && target.isDamaged()) return [1, 1];
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if (get.color(card) == "red" && target.isDamaged()) return [1, 1];
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},
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},
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},
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},
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@ -1480,7 +1480,7 @@ game.import("character", function () {
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ai: {
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ai: {
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halfneg: true,
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halfneg: true,
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effect: {
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effect: {
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player(card, player, target, current) {
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player_use(card, player, target, current) {
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if (get.color(card) == "red") return [1, 0, 1, -2];
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if (get.color(card) == "red") return [1, 0, 1, -2];
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},
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},
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},
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},
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@ -2517,7 +2517,7 @@ game.import("character", function () {
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},
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},
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ai: {
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ai: {
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effect: {
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effect: {
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target(card, player, target) {
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target_use(card, player, target) {
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if (get.type(card, "trick") == "trick" && player == target) return [1, 1];
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if (get.type(card, "trick") == "trick" && player == target) return [1, 1];
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},
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},
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},
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},
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@ -180,7 +180,7 @@ game.import("character", function () {
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},
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},
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ai: {
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ai: {
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effect: {
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effect: {
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target: function (card, player, target) {
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target_use(card, player, target) {
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if (_status.woliu2_temp) return;
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if (_status.woliu2_temp) return;
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if (card.name == "sha" && target.storage.woliu2) {
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if (card.name == "sha" && target.storage.woliu2) {
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_status.woliu2_temp = true;
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_status.woliu2_temp = true;
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@ -266,7 +266,7 @@ game.import("character", function () {
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},
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},
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ai: {
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ai: {
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effect: {
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effect: {
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target: function (card, player, target, current) {
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target_use(card, player, target, current) {
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if (card.name == "sha") {
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if (card.name == "sha") {
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if (_status.event.name == "qianggu2") return;
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if (_status.event.name == "qianggu2") return;
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if (get.attitude(player, target) > 0) return;
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if (get.attitude(player, target) > 0) return;
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@ -1259,7 +1259,7 @@ game.import("character", function () {
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},
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},
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ai: {
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ai: {
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effect: {
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effect: {
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target: function (card, player, target, current) {
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target_use(card, player, target, current) {
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if (
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if (
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target == player &&
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target == player &&
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lib.skill.gaizao.filterx(card, target) &&
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lib.skill.gaizao.filterx(card, target) &&
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@ -1869,7 +1869,7 @@ game.import("character", function () {
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},
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},
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ai: {
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ai: {
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effect: {
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effect: {
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target: function (card, player, target) {
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target_use(card, player, target) {
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if (get.tag(card, "respondShan")) {
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if (get.tag(card, "respondShan")) {
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var shans = target.countCards("h", "shan");
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var shans = target.countCards("h", "shan");
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var hs = target.countCards("h");
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var hs = target.countCards("h");
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@ -1920,7 +1920,7 @@ game.import("character", function () {
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mingzhi: false,
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mingzhi: false,
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useShan: true,
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useShan: true,
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effect: {
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effect: {
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target: function (card, player, target) {
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target_use(card, player, target) {
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if (get.tag(card, "respondShan")) {
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if (get.tag(card, "respondShan")) {
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var shans = target.countCards("h", "shan");
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var shans = target.countCards("h", "shan");
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var hs = target.countCards("h");
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var hs = target.countCards("h");
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@ -2970,7 +2970,7 @@ game.import("character", function () {
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},
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},
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ai: {
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ai: {
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effect: {
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effect: {
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target: function (card) {
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target_use(card) {
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if (card.name == "sha") return 1.3;
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if (card.name == "sha") return 1.3;
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},
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},
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},
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},
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@ -3307,7 +3307,7 @@ game.import("character", function () {
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ai: {
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ai: {
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mingzhi: false,
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mingzhi: false,
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effect: {
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effect: {
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target: function (card, player, target) {
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target_use(card, player, target) {
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if (player == _status.currentPhase) return;
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if (player == _status.currentPhase) return;
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if (
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if (
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!game.hasPlayer(function (current) {
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!game.hasPlayer(function (current) {
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@ -4484,7 +4484,7 @@ game.import("character", function () {
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},
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},
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ai: {
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ai: {
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effect: {
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effect: {
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player: function (card, player, target) {
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player_use(card, player, target) {
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if (player != target) return;
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if (player != target) return;
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if (get.type(card) == "equip" && !player.needsToDiscard()) {
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if (get.type(card) == "equip" && !player.needsToDiscard()) {
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return [0, 0, 0, 0];
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return [0, 0, 0, 0];
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@ -8406,7 +8406,7 @@ game.import("character", function () {
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},
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},
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ai: {
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ai: {
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effect: {
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effect: {
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target: function (card, player, target) {
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target_use(card, player, target) {
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if (
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if (
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get.color(card) == "black" &&
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get.color(card) == "black" &&
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get.attitude(target, player) < 0 &&
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get.attitude(target, player) < 0 &&
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@ -8676,7 +8676,7 @@ game.import("character", function () {
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},
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},
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ai: {
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ai: {
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effect: {
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effect: {
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target: function (card, player, target) {
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target_use(card, player, target) {
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return 0.7;
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return 0.7;
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},
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},
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},
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},
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@ -287,7 +287,7 @@ game.import("character", function () {
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},
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},
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ai: {
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ai: {
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effect: {
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effect: {
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player: function (card, player) {
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player_use(card, player) {
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if (_status.currentPhase != player) return;
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if (_status.currentPhase != player) return;
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if (get.type(card) == "basic") return;
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if (get.type(card) == "basic") return;
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if (get.tag(card, "gain")) return;
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if (get.tag(card, "gain")) return;
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@ -1029,7 +1029,7 @@ game.import("character", function () {
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reverseEquip: true,
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reverseEquip: true,
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threaten: 1.5,
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threaten: 1.5,
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effect: {
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effect: {
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target: function (card, player, target, current) {
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target_use(card, player, target, current) {
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if (get.type(card) == "equip") return [1, 3];
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if (get.type(card) == "equip") return [1, 3];
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},
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},
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},
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},
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@ -4157,7 +4157,7 @@ game.import("character", function () {
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},
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},
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ai: {
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ai: {
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effect: {
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effect: {
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target: function (card, player, target) {
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target_use(card, player, target) {
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if (
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if (
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target.storage.xjzhimeng2 &&
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target.storage.xjzhimeng2 &&
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get.type(card, "trick") == get.type(target.storage.xjzhimeng2, "trick")
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get.type(card, "trick") == get.type(target.storage.xjzhimeng2, "trick")
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@ -4268,7 +4268,7 @@ game.import("character", function () {
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},
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},
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ai: {
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ai: {
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effect: {
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effect: {
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target: function (card, player, target, current) {
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target_use(card, player, target, current) {
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if (target == player.next || target == player.previous) return 0.1;
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if (target == player.next || target == player.previous) return 0.1;
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},
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},
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},
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},
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@ -1609,7 +1609,7 @@ const skills = {
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},
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},
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ai: {
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ai: {
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effect: {
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effect: {
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target: function (card, player, target, current) {
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target_use(card, player, target, current) {
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if (target.isHealthy() || (card.name != "sha" && card.name != "juedou")) return;
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if (target.isHealthy() || (card.name != "sha" && card.name != "juedou")) return;
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if (target.storage.counttrigger && target.storage.counttrigger.yizu && current < 0) return 5;
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if (target.storage.counttrigger && target.storage.counttrigger.yizu && current < 0) return 5;
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if (player.hp < target.hp) return;
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if (player.hp < target.hp) return;
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ai: {
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ai: {
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threaten: 0.6,
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threaten: 0.6,
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effect: {
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effect: {
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target: function (card, player, target, current) {
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target_use(card, player, target, current) {
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if (typeof card != "object" || target.hasSkill("xindanshou_as") || !["basic", "trick"].includes(get.type(card, "trick"))) return;
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if (typeof card != "object" || target.hasSkill("xindanshou_as") || !["basic", "trick"].includes(get.type(card, "trick"))) return;
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var num = 0;
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var num = 0;
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game.countPlayer2(function (current) {
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game.countPlayer2(function (current) {
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return bool;
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return bool;
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},
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},
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effect: {
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effect: {
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target: function (card, player, target, current) {
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target_use(card, player, target, current) {
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if (card.name == "sha" && current < 0) return 0.7;
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if (card.name == "sha" && current < 0) return 0.7;
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},
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},
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},
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},
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@ -4857,7 +4857,7 @@ const skills = {
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},
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},
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ai: {
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ai: {
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effect: {
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effect: {
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target: function (card, player, target, current) {
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target_use(card, player, target, current) {
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if (card.name == "sha" && get.attitude(player, target) < 0) {
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if (card.name == "sha" && get.attitude(player, target) < 0) {
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return 0.3;
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return 0.3;
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}
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}
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@ -7307,7 +7307,7 @@ const skills = {
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if (arg.target != player.storage.xinxianzhen) return false;
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if (arg.target != player.storage.xinxianzhen) return false;
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},
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},
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effect: {
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effect: {
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player: function (card, player, target, current, isLink) {
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player_use(card, player, target, current, isLink) {
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if (isLink || !player.storage.xinxianzhen) return;
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if (isLink || !player.storage.xinxianzhen) return;
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if (target != player.storage.xinxianzhen && ["sha", "guohe", "shunshou", "huogong", "juedou"].includes(card.name)) {
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if (target != player.storage.xinxianzhen && ["sha", "guohe", "shunshou", "huogong", "juedou"].includes(card.name)) {
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if (get.effect(player.storage.xinxianzhen, card, player, player) > 0) {
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if (get.effect(player.storage.xinxianzhen, card, player, player) > 0) {
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@ -8350,7 +8350,7 @@ const skills = {
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ai: {
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ai: {
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respondShan: true,
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respondShan: true,
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effect: {
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effect: {
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target: function (card, player, target, current) {
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target_use(card, player, target, current) {
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if (get.tag(card, "respondShan") && current < 0) {
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if (get.tag(card, "respondShan") && current < 0) {
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var nh = player.countCards("h");
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var nh = player.countCards("h");
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var players = game.filterPlayer();
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var players = game.filterPlayer();
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@ -9547,7 +9547,7 @@ const skills = {
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},
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},
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ai: {
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ai: {
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effect: {
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effect: {
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player_use: function (card, player, target) {
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player_use(card, player, target) {
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var list = player.storage.taoxi_list;
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var list = player.storage.taoxi_list;
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if (!list || !list[1]) return;
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if (!list || !list[1]) return;
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if (list[1].includes(card)) return [1, 1];
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if (list[1].includes(card)) return [1, 1];
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@ -12069,7 +12069,7 @@ const skills = {
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ai: {
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ai: {
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expose: 0.2,
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expose: 0.2,
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effect: {
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effect: {
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target: function (card, player, target) {
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target_use(card, player, target) {
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if (card.name != "sha") return;
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if (card.name != "sha") return;
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var players = game.filterPlayer();
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var players = game.filterPlayer();
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if (get.attitude(player, target) <= 0) {
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if (get.attitude(player, target) <= 0) {
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@ -12787,7 +12787,7 @@ const skills = {
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return arg && arg.jiu == true;
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return arg && arg.jiu == true;
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},
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},
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effect: {
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effect: {
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target: (card, player, target) => {
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target_use(card, player, target) {
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if (target.hp <= 0 && target.hasSkill("zhenlie_lose") && get.tag(card, "recover")) return [1, 1.2];
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if (target.hp <= 0 && target.hasSkill("zhenlie_lose") && get.tag(card, "recover")) return [1, 1.2];
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},
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},
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},
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},
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@ -12812,10 +12812,10 @@ const skills = {
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},
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},
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ai: {
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ai: {
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effect: {
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effect: {
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target: function (card, player, target, current) {
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target_use(card, player, target, current) {
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if (get.type(card) == "trick" && player != target) return "zeroplayertarget";
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if (get.type(card) == "trick" && player != target) return "zeroplayertarget";
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},
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},
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player: function (card, player, target, current) {
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player_use(card, player, target, current) {
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if (get.type(card) == "trick" && player != target) return "zeroplayertarget";
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if (get.type(card) == "trick" && player != target) return "zeroplayertarget";
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},
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},
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},
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},
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@ -12989,7 +12989,7 @@ const skills = {
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},
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},
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ai: {
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ai: {
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effect: {
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effect: {
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target: function (card, player, target) {
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target_use(card, player, target) {
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if (player == target && get.subtypes(card).includes("equip2")) {
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if (player == target && get.subtypes(card).includes("equip2")) {
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if (get.equipValue(card) <= 8) return 0;
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if (get.equipValue(card) <= 8) return 0;
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}
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}
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@ -597,7 +597,7 @@ const skills = {
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onremove: true,
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onremove: true,
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ai: {
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ai: {
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effect: {
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effect: {
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player: function (card, player, target) {
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player_use(card, player, target) {
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if (card.name == player.storage.xiongshu_ai) return "zeroplayertarget";
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if (card.name == player.storage.xiongshu_ai) return "zeroplayertarget";
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},
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},
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},
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},
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@ -1460,7 +1460,7 @@ game.import("character", function () {
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},
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},
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ai: {
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ai: {
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effect: {
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effect: {
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target: function (card, player, target, current) {
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target_use(card, player, target, current) {
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if (get.type(card) == "trick" || card.name == "sha") return "zeroplayertarget";
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if (get.type(card) == "trick" || card.name == "sha") return "zeroplayertarget";
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},
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},
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},
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},
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@ -1781,7 +1781,7 @@ game.import("character", function () {
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ai: {
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ai: {
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mingzhi: false,
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mingzhi: false,
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effect: {
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effect: {
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target: function (card, player, target) {
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player_use(card, player, target) {
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if (get.tag(card, "respondShan")) {
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if (get.tag(card, "respondShan")) {
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return 0.8;
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return 0.8;
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}
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}
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@ -123,7 +123,7 @@ game.import("character", function () {
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},
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},
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ai: {
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ai: {
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effect: {
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effect: {
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target: function (card, player, target, current) {
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target_use(card, player, target, current) {
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if (target.getEquip(2)) return;
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if (target.getEquip(2)) return;
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return lib.skill.tengjia1.ai.effect.target.apply(this, arguments);
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return lib.skill.tengjia1.ai.effect.target.apply(this, arguments);
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},
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},
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