调整田尚衣技能至爆料版本,增加ai并降低【婆娑】检索时长
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@ -1791,20 +1791,20 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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game.countPlayer(current=>cards.addArray(current.getCards('hejxs')));
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for(var name of lib.inpile){
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if(!get.tag({name:name},'damage')) continue;
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if(cards.some(card=>get.name(card,false)==name&&!get.natureList(card,false).length)){
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let same=cards.filter(card=>get.name(card,false)==name&&!get.natureList(card,false).length);
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if(same.length){
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for(var suit of suits){
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if(cards.some(card=>get.name(card,false)==name&&!get.natureList(card,false).length&&get.suit(card,false)==suit)){
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if(same.some(card=>get.suit(card,false)==suit)){
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list.push([get.type(name),get.translation(suit),name,undefined,suit]);
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}
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}
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}
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if(name=='sha'){
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for(var nature of lib.inpile_nature){
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if(cards.some(card=>get.name(card,false)==name&&get.is.sameNature(get.natureList(card,false),nature))){
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for(var suit of suits){
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if(cards.some(card=>get.name(card,false)==name&&get.is.sameNature(get.natureList(card,false),nature)&&get.suit(card,false)==suit)){
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list.push([get.type(name),get.translation(suit),name,nature,suit]);
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}
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for(var nature of lib.inpile_nature){
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same=cards.filter(card=>get.name(card,false)==name&&get.is.sameNature(get.natureList(card,false),nature));
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if(same.length){
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for(var suit of suits){
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if(same.some(card=>get.suit(card,false)==suit)){
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list.push([get.type(name),get.translation(suit),name,nature,suit]);
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}
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}
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}
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@ -1869,84 +1869,89 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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dcxiaoren:{
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audio:2,
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trigger:{source:'damageSource'},
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trigger:{
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source:'damageSource'
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},
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usable:1,
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check:(event,player)=>{
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let rev=game.countPlayer(i=>{
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return i.isDamaged()&&get.attitude(_status.event.player,i)>0;
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});
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if(!event.player.isIn()||game.countPlayer()<2) return rev;
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if(get.damageEffect(event.player.getPrevious(),player,_status.event.player)>-rev) return true;
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return get.damageEffect(event.player.getNext(),player,_status.event.player)>-rev;
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},
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content:function(){
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'step 0'
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if(!event.target) event.target=trigger.player;
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player.judge();
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'step 1'
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if(result.color!='red'&&result.color!='black') return;
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if(result.color=='red'&&!game.hasPlayer(current=>current.isDamaged())) return;
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if(result.color=='black'&&(!trigger.player.isIn()||game.countPlayer()<3)) return;
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var next=game.createEvent('dcxiaoren_'+result.color);
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next.player=player;
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if(result.color=='black') next.target=trigger.player;
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next.setContent(lib.skill.dcxiaoren['content_'+result.color]);
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},
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content_red:function(){
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'step 0'
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player.chooseTarget('绡刃:是否令一名其他角色回复1点体力?',(card,player,target)=>target.isDamaged()).set('ai',target=>get.recoverEffect(target,_status.event.player,_status.event.player));
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'step 1'
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if(result.color=='red') player.chooseTarget('绡刃:是否令一名角色回复1点体力(若回满则额外摸一张牌)?').set('ai',target=>{
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let rec=get.recoverEffect(target,_status.event.player,_status.event.player);
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if(target.getDamagedHp()<=1) return rec+get.effect(target,{name:'draw'},target,_status.event.player);
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return rec;
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});
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else if(result.color!='black'||!trigger.player.isIn()||game.countPlayer()<2) event.goto(8);
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else event.goto(4);
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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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player.line(target);
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target.recover();
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}
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},
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content_black:function(){
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'step 0'
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if(target.getPrevious()==player) event._result={control:'下家'};
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else if(target.getNext()==player) event._result={control:'上家'};
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else player.chooseControl('上家','下家').set('prompt','绡刃:请选择一个方向').set('prompt2','对'+get.translation(target)+'上家或下家造成1点伤害,然后你以此方向可重复此流程直到有角色因此死亡或此方向的下个目标为你').set('ai',()=>{
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var player=_status.event.player;
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var target=_status.event.target;
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var left=0,right=0;
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var leftx=target.getPrevious(),rightx=target.getNext();
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while(leftx!=player){
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if(get.damageEffect(leftx,player,player)<0) break;
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else{
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left+=get.damageEffect(leftx,player,player);
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leftx=leftx.getPrevious();
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}
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}
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while(rightx!=player){
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if(get.damageEffect(rightx,player,player)<0) break;
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else{
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right+=get.damageEffect(rightx,player,player);
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rightx=leftx.getPrevious();
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}
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}
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return left>right?'上家':'下家';
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}).set('target',target);
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'step 1'
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if(result.control){
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event.num=1;
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player.popup(result.control);
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game.log(player,'选择了','#y'+result.control);
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event.fangxiang=result.control;
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}
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else event.finish();
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'step 2'
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var current=target;
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for(var i=0;i<event.num;i++){
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current=current[event.fangxiang=='上家'?'getPrevious':'getNext']();
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}
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if(current==player) event.finish();
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else{
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event.current=current;
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player.line(current);
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current.damage();
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}
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else event.goto(8);
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'step 3'
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var aim=event.current[event.fangxiang=='上家'?'getPrevious':'getNext']();
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if(!event.current.isIn()||aim==player) event.finish();
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else player.chooseBool('绡刃:是否对'+get.translation(aim)+'造成1点伤害?').set('choice',get.damageEffect(aim,player,player)>=0);
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if(event.target.isHealthy()) event.target.draw();
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player.removeSkill('dcxiaoren_dying');
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event.goto(8);
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'step 4'
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var targets=[].addArray([target.getPrevious(),target.getNext()]);
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if(targets.length>1) player.chooseTarget('绡刃:对其中一名角色造成1点伤害',(card,player,target)=>{
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return _status.event.targets.includes(target);
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},true).set('ai',target=>{
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let player=_status.event.player;
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return get.damageEffect(target,player,player);
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}).set('targets',targets);
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else if(targets.length) event._result={bool:true,targets:targets};
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'step 5'
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if(result.bool){
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event.num++;
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event.goto(2);
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let target=result.targets[0];
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event.target=target;
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player.line(target);
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target.damage('nocard');
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}
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else event.goto(8);
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'step 6'
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if(player.storage.dcxiaoren_dying||get.is.blocked(event.name,player)) event._result={bool:false};
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else player.chooseBool('绡刃:是否再次进行判定并执行对应效果直到未能执行此项或有角色进入濒死状态?').set('ai',function(){
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return _status.event.bool;
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}).set('frequentSkill','dcxiaoren').set('bool',lib.skill.dcxiaoren.check({player:event.target},player));
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'step 7'
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if(result.bool){
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player.addTempSkill('dcxiaoren_dying');
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event.goto(0);
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}
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'step 8'
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player.removeSkill('dcxiaoren_dying');
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},
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subSkill:{
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dying:{
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init:(player)=>{
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delete player.storage.dcxiaoren_dying;
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},
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onremove:(player)=>{
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delete player.storage.dcxiaoren_dying;
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},
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trigger:{global:'dying'},
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forced:true,
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popup:false,
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charlotte:true,
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content:function(){
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player.storage.dcxiaoren_dying=true;
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}
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},
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}
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},
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//孙翎鸾
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dclingyue:{
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@ -14058,9 +14063,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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dctongye_info:'锁定技。游戏开始时或一名角色死亡后,若场上势力数:不大于4,你的手牌上限+3;不大于3,你的攻击范围+3;不大于2,你使用【杀】的次数上限+3;不大于1,你摸牌阶段额定摸牌数+3。',
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tianshangyi:'田尚衣',
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dcposuo:'婆娑',
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dcposuo_info:'出牌阶段,若你本阶段未造成过伤害,则你可以将一张你本阶段未以此法使用过的花色的手牌当作任意一张存在于游戏的同花色伤害牌使用。',
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dcposuo_info:'出牌阶段,若你本阶段未对其他角色造成过伤害,则你可以将一张你本阶段未以此法使用过的花色的手牌当作任意一张存在于游戏的同花色伤害牌使用。',
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dcxiaoren:'绡刃',
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dcxiaoren_info:'每回合限一次,当你造成伤害后,你可以进行判定,若结果为:红色,你可以令一名角色回复1点体力;黑色,你可以对受伤角色的上家或下家造成1点伤害,然后你可以重复此方向的伤害流程直到有角色因此死亡或下个目标角色为你。',
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dcxiaoren_info:'每回合限一次,当你造成伤害后,你可以进行判定,若结果为:红色,你可以令一名角色回复1点体力,然后若其满体力,其摸一张牌;黑色,你对受伤角色的上家或下家造成1点伤害,然后你可以重复此流程直到未能执行此项或有角色进入濒死状态。',
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dc_daxiaoqiao:'新杀大乔小乔',
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dc_daxiaoqiao_prefix:'新杀',
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dcxingwu:'星舞',
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