修改周处【善断】R的生成时机为每次分配数字时,防止回合内获得【善断】无法使用
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c3119f4991
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@ -6944,44 +6944,34 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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init:function(player,name){
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player.storage[name]=[1,2,3,4];
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},
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trigger:{player:'phaseBegin'},
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trigger:{player:'damageEnd'},
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filter:(event,player)=>player!=_status.currentPhase,
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forced:true,
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popup:false,
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locked:false,
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content:function(){
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trigger._shanduan=(player.storage.shanduan||[1,2,3,4]).slice(0);
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player.storage.shanduan=[1,2,3,4]
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if(!player.storage.shanduan) player.storage.shanduan=[1,2,3,4];
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var list=player.storage.shanduan;
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for(var i=0;i<list.length;i++){
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var num=list[i],add=true;
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for(var j=0;j<list.length;j++){
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if(list[j]<num){
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add=false;
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break;
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}
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}
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if(add){
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list[i]++;
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break;
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}
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}
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game.delayx();
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},
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group:['shanduan_draw','shanduan_use','shanduan_discard','shanduan_damage'],
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group:['shanduan_draw','shanduan_use','shanduan_discard'],
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ai:{
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notemp:true,
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threaten:3.6,
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},
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subSkill:{
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damage:{
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audio:'shanduan',
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trigger:{player:'damageEnd'},
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forced:true,
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locked:false,
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filter:(event,player)=>player!=_status.currentPhase,
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content:function(){
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if(!player.storage.shanduan) player.storage.shanduan=[1,2,3,4];
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var list=player.storage.shanduan;
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for(var i=0;i<list.length;i++){
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var num=list[i],add=true;
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for(var j=0;j<list.length;j++){
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if(list[j]<num){
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add=false;
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break;
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}
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}
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if(add){
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list[i]++;
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break;
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}
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}
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game.delayx();
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},
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},
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draw:{
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audio:'shanduan',
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trigger:{player:'phaseDrawBegin'},
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@ -6989,14 +6979,20 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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locked:false,
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filter:function(event,player){
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var list=event.getParent()._shanduan;
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return list&&list.length>0;
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return !list||list.length>0;
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},
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content:function(){
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'step 0'
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var list=trigger.getParent()._shanduan;
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if(!list){
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trigger.getParent()._shanduan=(player.storage.shanduan||[1,2,3,4]).slice(0);
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player.storage.shanduan=[1,2,3,4];
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}
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'step 1'
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var list=trigger.getParent()._shanduan;
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if(list.length==1) event._result={index:0};
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else player.chooseControl(list).set('prompt','善断:为摸牌阶段的摸牌数分配一个数值').set('choice',list.indexOf(Math.max.apply(Math,list))).set('ai',()=>_status.event.choice);
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'step 1'
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'step 2'
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var list=trigger.getParent()._shanduan;
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var num=list[result.index];
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trigger.num=num;
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@ -7011,11 +7007,17 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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locked:false,
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filter:function(event,player){
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var list=event.getParent()._shanduan;
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return list&&list.length>0;
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return !list||list.length>0;
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},
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content:function(){
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'step 0'
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var list=trigger.getParent()._shanduan;
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if(!list){
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trigger.getParent()._shanduan=(player.storage.shanduan||[1,2,3,4]).slice(0);
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player.storage.shanduan=[1,2,3,4];
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}
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'step 1'
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var list=trigger.getParent()._shanduan;
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if(list.length==1) event._result={index:0};
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else player.chooseControl(list).set('prompt','善断:为攻击范围基数分配一个数值').set('list',list).set('ai',function(){
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var player=_status.event.player,list=_status.event.list,card={name:'sha'};
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@ -7041,7 +7043,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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return list.indexOf(Math.min.apply(Math,list));
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});
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'step 1'
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'step 2'
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var list=trigger.getParent()._shanduan;
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var num=list[result.index];
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if(!player.storage.shanduan_effect) player.storage.shanduan_effect={};
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@ -7066,7 +7068,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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return list.indexOf(Math.min.apply(Math,list));
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});
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'step 2'
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'step 3'
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var list=trigger.getParent()._shanduan;
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var num=list[result.index];
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if(!player.storage.shanduan_effect) player.storage.shanduan_effect={};
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@ -7082,14 +7084,20 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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locked:false,
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filter:function(event,player){
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var list=event.getParent()._shanduan;
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return list&&list.length>0;
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return !list||list.length>0;
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},
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content:function(){
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'step 0'
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var list=trigger.getParent()._shanduan;
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if(!list){
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trigger.getParent()._shanduan=(player.storage.shanduan||[1,2,3,4]).slice(0);
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player.storage.shanduan=[1,2,3,4];
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}
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'step 1'
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var list=trigger.getParent()._shanduan;
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if(list.length==1) event._result={index:0};
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else player.chooseControl(list).set('prompt','善断:为手牌上限基数分配一个数值').set('choice',list.indexOf(Math.max.apply(Math,list))).set('ai',()=>_status.event.choice);
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'step 1'
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'step 2'
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var list=trigger.getParent()._shanduan;
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var num=list[result.index];
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if(!player.storage.shanduan_effect) player.storage.shanduan_effect={};
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@ -25349,7 +25357,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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tongxie_info:'出牌阶段开始时,你可以选择包括你在内的至多三名角色(你与这些角色均称为“同协角色”)。这些角色中手牌数唯一最少的角色摸一张牌,且你获得如下效果直到你下回合开始:①当有“同协角色”对唯一目标角色使用的【杀】结算结束后,其他“同协角色”可以依次对目标角色使用一张【杀】(无距离和次数限制,且不能再触发此效果)。②当有“同协角色”受到伤害时,其他“同协角色”(本回合内失去过体力的角色除外)可以防止此伤害,失去1点体力。',
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jin_zhouchu:'周处',
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shanduan:'善断',
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shanduan_info:'锁定技。①回合开始时,你生成数组R=[1,2,3,4]。②摸牌阶段开始时,你从数组R中选择并移除一个数字A。你本阶段的额定摸牌数改为A。③出牌阶段开始时,你从数组R中选择并移除两个数字B和C。你将你本阶段内的攻击范围基数最小值和使用【杀】的次数上限基础值改为B和C。④弃牌阶段开始时,你从数组R中选择并移除一个数字D。你令你本回合的手牌上限基数改为D。⑤当你于回合外受到伤害后,你令下回合生成的R中最小的一个数字+1。',
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shanduan_info:'锁定技。①摸牌/出牌/弃牌阶段开始时,你为本回合摸牌阶段摸牌数/攻击范围和使用【杀】的限制次数/手牌上限的默认值从数组R=[1,2,3,4]中分配数值。②当你于回合外受到伤害后,你令下回合〖善断①〗以此法分配的数值集合R中的最小值+1。',
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yilie:'义烈',
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yilie_info:'每轮每种牌名限一次。你可以将两张颜色相同的手牌当做任意一种基本牌使用。',
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caoxiancaohua:'曹宪曹华',
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