整肃武将修复2
1.修复一次整肃不能进行多个整肃事件的bug 2.分离三个整肃技能的发起整肃,整肃成功,整肃失败配音
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@ -242,17 +242,24 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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houfeng:{
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audio:3,
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group:'houfeng_zhengsu',
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subSkill:{
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zhengsu:{
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audio:'houfeng1',
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trigger:{global:'phaseUseBegin'},
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logTarget:'player',
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round:1,
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filter:(event,player)=>player.inRange(event.player),
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check:function(event,player){
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var att=get.attitude(player,event.player);
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return att>0;
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filter:function(event,player){
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if(!['zhengsu_leijin','zhengsu_bianzhen','zhengsu_mingzhi'].some(i=>!event.player.hasSkill(i))) return false;
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return player.inRange(event.player);
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},
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check:function(event,player){
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return get.attitude(player,event.player)>0;
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},
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prompt2:()=>lib.translate.houfeng_info,
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round:1,
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logTarget:'player',
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content:function(){
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'step 0'
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player.chooseButton(['选择'+get.translation(trigger.player)+'要进行的整肃类型',[['zhengsu_leijin','zhengsu_bianzhen','zhengsu_mingzhi'],'vcard']],true).set('ai',()=>Math.random());
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player.chooseButton(['选择'+get.translation(trigger.player)+'要进行的整肃类型',[['zhengsu_leijin','zhengsu_bianzhen','zhengsu_mingzhi'].filter(i=>!trigger.player.hasSkill(i)),'vcard']],true).set('ai',()=>Math.random());
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'step 1'
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if(result.bool){
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var name=result.links[0][2],target=trigger.player;
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@ -263,77 +270,110 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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game.delayx();
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}
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},
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subSkill:{
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},
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share:{
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charlotte:true,
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onremove:true,
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trigger:{player:'phaseDiscardEnd'},
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filter:function(event,player){
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return lib.skill.zhengsu.filter(event,player);
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},
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forced:true,
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popup:false,
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content:function(){
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'step 0'
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if(!lib.skill.zhengsu.filter(trigger,player)){
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game.broadcastAll(function(){
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if(lib.config.background_speak) game.playAudio('skill','houfeng3');
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});
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player.popup('整肃失败','fire');
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game.log(player,'整肃失败');
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event.finish();
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return;
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}
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game.broadcastAll(function(){
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if(lib.config.background_speak) game.playAudio('skill','houfeng2');
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});
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player.popup('整肃成功','wood');
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game.log(player,'整肃成功');
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var list=player.getStorage('houfeng_share').filter(i=>i.isIn());
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list.unshift(player);
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event.list=list;
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var num1=0,num2=0;
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var num1=0,num2=0,num3=0;
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for(var target of list){
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num1+=get.effect(target,{name:'wuzhong'},player,player);
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num2+=get.recoverEffect(target,player,player);
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}
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if(!list.some(i=>i.isDamaged())) result.index=0;
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else trigger.player.chooseControl('摸两张牌','回复体力').set('prompt','整肃奖励:请选择'+get.translation(list)+'的整肃奖励').set('ai',function(){
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return _status.event.goon?0:1;
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}).set('goon',num1>=num2);
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trigger.player.chooseControl('摸两张牌','回复体力','cancel2').set('prompt','整肃奖励:请选择'+get.translation(list)+'的整肃奖励').set('ai',function(){
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return ['摸两张牌','回复体力','cancel2'][_status.event.goon.indexOf(Math.max.apply(Math,_status.event.goon))];
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}).set('goon',[num1,num2,num3]);
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'step 1'
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if(result.index==0) game.asyncDraw(event.list,2);
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if(result.control!='cancel2'){
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if(result.control=='摸两张牌') game.asyncDraw(event.list,2);
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else{
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for(var i of event.list) i.recover();
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}
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}
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else event.finish();
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'step 2'
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game.delayx();
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},
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},
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},
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},
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houfeng1:{audio:true},
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//手杀皇甫嵩
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spzhengjun:{
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audio:3,
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group:'spzhengjun_zhengsu',
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subSkill:{
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zhengsu:{
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audio:'spzhengjun1',
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trigger:{player:'phaseUseBegin'},
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direct:true,
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filter:function(event,player){
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return !player.hasSkill('zhengsu');
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return ['zhengsu_leijin','zhengsu_bianzhen','zhengsu_mingzhi'].some(i=>!player.hasSkill(i));
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},
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direct:true,
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content:function(){
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'step 0'
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player.chooseButton([get.prompt('spzhengjun'),[['zhengsu_leijin','zhengsu_bianzhen','zhengsu_mingzhi'],'vcard']]).set('ai',()=>Math.random());
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player.chooseButton([get.prompt('spzhengjun'),[['zhengsu_leijin','zhengsu_bianzhen','zhengsu_mingzhi'].filter(i=>!player.hasSkill(i)),'vcard']]).set('ai',()=>Math.random());
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'step 1'
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if(result.bool){
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player.logSkill('spzhengjun',player);
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player.logSkill('spzhengjun_zhengsu',player);
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var name=result.links[0][2];
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player.addTempSkill('zhengsu',{player:['phaseDiscardAfter','phaseAfter']});
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player.addTempSkill('spzhengjun_share',{player:['phaseDiscardAfter','phaseAfter']});
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player.addTempSkill(name,{player:['phaseDiscardAfter','phaseAfter']});
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player.popup(name,'thunder');
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game.delayx();
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}
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},
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group:'spzhengjun_share',
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subSkill:{
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share:{
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trigger:{player:['drawAfter','recoverAfter']},
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direct:true,
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filter:function(event,player){
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return event.getParent(2).name=='zhengsu';
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},
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share:{
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charlotte:true,
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trigger:{player:'phaseDiscardEnd'},
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forced:true,
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popup:false,
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content:function(){
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'step 0'
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if(!lib.skill.zhengsu.filter(trigger,player)){
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game.broadcastAll(function(){
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if(lib.config.background_speak) game.playAudio('skill','spzhengjun3');
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});
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player.popup('整肃失败','fire');
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game.log(player,'整肃失败');
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event.finish();
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return;
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}
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game.broadcastAll(function(){
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if(lib.config.background_speak) game.playAudio('skill','spzhengjun2');
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});
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player.popup('整肃成功','wood');
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game.log(player,'整肃成功');
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player.chooseDrawRecover(2,'整肃奖励:摸两张牌或回复1点体力');
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'step 1'
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if(result.control=='cancel2'){event.finish();return;}
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player.chooseTarget('整军:是否令一名其他角色也回复1点体力或摸两张牌?',lib.filter.notMe).set('ai',function(target){
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var player=_status.event.player;
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return Math.max(get.effect(target,{name:'wuzhong'},target,player),get.recoverEffect(target,target,player));
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});
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'step 1'
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'step 2'
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if(result.bool){
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var target=result.targets[0];
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event.target=target;
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@ -346,13 +386,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}).set('goon',num1>=num2);
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}
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else event.finish();
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'step 2'
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'step 3'
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if(result.index==0) target.draw(2);
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else target.recover();
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},
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},
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},
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},
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spzhengjun1:{audio:true},
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spshiji:{
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audio:2,
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trigger:{source:'damageBegin2'},
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@ -534,25 +575,55 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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spyanji:{
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audio:3,
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group:'spyanji_zhengsu',
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subSkill:{
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zhengsu:{
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audio:'spyanji',
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trigger:{player:'phaseUseBegin'},
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direct:true,
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filter:function(event,player){
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return !player.hasSkill('zhengsu');
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return ['zhengsu_leijin','zhengsu_bianzhen','zhengsu_mingzhi'].some(i=>!player.hasSkill(i));
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},
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direct:true,
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content:function(){
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'step 0'
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player.chooseButton([get.prompt('spyanji'),[['zhengsu_leijin','zhengsu_bianzhen','zhengsu_mingzhi'],'vcard']]);
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player.chooseButton([get.prompt('spyanji'),[['zhengsu_leijin','zhengsu_bianzhen','zhengsu_mingzhi'].filter(i=>!player.hasSkill(i)),'vcard']]).set('ai',()=>Math.random());
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'step 1'
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if(result.bool){
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player.logSkill('spyanji',player);
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player.logSkill('spyanji_zhengsu',player);
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var name=result.links[0][2];
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player.addTempSkill('zhengsu',{player:'phaseDiscardAfter'});
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player.addTempSkill(name,{player:'phaseDiscardAfter'});
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player.addTempSkill('spyanji_share',{player:['phaseDiscardAfter','phaseAfter']});
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player.addTempSkill(name,{player:['phaseDiscardAfter','phaseAfter']});
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player.popup(name,'thunder');
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game.delayx();
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}
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},
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},
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share:{
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charlotte:true,
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trigger:{player:'phaseDiscardEnd'},
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forced:true,
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popup:false,
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content:function(){
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if(!lib.skill.zhengsu.filter(trigger,player)){
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game.broadcastAll(function(){
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if(lib.config.background_speak) game.playAudio('skill','spyanji3');
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});
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player.popup('整肃失败','fire');
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game.log(player,'整肃失败');
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event.finish();
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return;
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}
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game.broadcastAll(function(){
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if(lib.config.background_speak) game.playAudio('skill','spyanji2');
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});
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player.popup('整肃成功','wood');
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game.log(player,'整肃成功');
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player.chooseDrawRecover(2,'整肃奖励:摸两张牌或回复1点体力');
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},
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},
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},
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},
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spyanji1:{audio:true},
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//蒋钦
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spjianyi:{
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audio:2,
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