Merge branch 'libccy:PR-Branch' into PR-Branch

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nonameShijian 2024-03-14 21:38:23 +08:00 committed by GitHub
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29 changed files with 1549 additions and 1249 deletions

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@ -5459,11 +5459,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
effect:{
target(card,player,target){
if(get.tag(card,'damage')&&target.hp>(player.hasSkillTag('damageBonus',true,{
if(!target._new_guixin_eff&&get.tag(card,'damage')&&target.hp>(player.hasSkillTag('damageBonus',true,{
card:card,
target:target
})?2:1)){
if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
target._new_guixin_eff=true;
let gain=game.countPlayer(function(current){
if(target==current) return 0;
if(get.attitude(target,current)>0){
@ -5476,6 +5477,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
});
if(target.isTurnedOver()) gain+=2.3;
else gain-=2.3;
delete target._new_guixin_eff;
return [1,Math.max(0,gain)];
}
}
@ -6286,11 +6288,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
effect:{
target(card,player,target){
if(get.tag(card,'damage')&&target.hp>(player.hasSkillTag('damageBonus',true,{
if(!target._guixin_eff&&get.tag(card,'damage')&&target.hp>(player.hasSkillTag('damageBonus',true,{
card:card,
target:target
})?2:1)){
if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
target._guixin_eff=true;
let gain=game.countPlayer(function(current){
if(target==current) return 0;
if(get.attitude(target,current)>0){
@ -6303,6 +6306,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
});
if(target.isTurnedOver()) gain+=2.3;
else gain-=2.3;
delete target._guixin_eff;
return [1,Math.max(0,gain)];
}
}
@ -8563,7 +8567,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
zhengqing_info:'锁定技。一轮游戏开始时你移去所有角色的“擎”标记令上一轮于一回合内造成伤害值最多的角色各获得X枚“擎”且你与这些角色各摸一张牌X为这些角色该回合内造成的伤害值。若该角色为你且本次获得的“擎”数为本局游戏最多的一次你改为摸X张牌至多摸五张。',
zhuangpo:'壮魄',
zhuangpo_info:'你可以将牌名为【杀】或牌面信息中包含“【杀】”的牌当【决斗】使用然后你获得如下效果1.当此【决斗】指定目标后若你有“擎”你可以移去任意枚“擎”令目标角色弃置等量的牌2.当你造成渠道为此牌的伤害时,若此牌的所有目标角色中存在有“擎”的角色,此伤害+1。',
extra_feng:'神话再临·风',
extra_huo:'神话再临·火',

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@ -477,7 +477,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
direct:true,
async content(event,trigger,player){
const result=await player.chooseTarget(get.prompt('dczhenrao'),'对一名可选角色造成1点伤害',(card,player,target)=>{
return get.event('targets').includes(target);
return get.event('targets').includes(target)&&!player.getStorage('dczhenrao').includes(target);
})
.set('targets',trigger.targets.concat(trigger.player).filter(target=>target.countCards('h')>player.countCards('h')))
.set('ai',target=>{
@ -2032,13 +2032,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
audio:2,
trigger:{player:'useCardAfter'},
filter:function(event,player){
if(get.type(event.card)!='basic') return false;
if(player.getHistory('gain',evt=>{
return evt.getParent().name==='dccaisi';
}).reduce((num,evt)=>{
return num+evt.cards.length;
},0)>player.maxHp) return false;
return _status.currentPhase;
return get.type(event.card)=='basic'&&_status.currentPhase;
},
prompt2:function(event,player){
const num=player.countMark('dccaisi_more')+1;
@ -2054,13 +2048,17 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(card) cards.add(card);
else break;
}
if(cards.length) player.gain(cards,'gain2');
if(cards.length) yield player.gain(cards,'gain2');
else{
player.chat('没有非基本牌…');
game.log(`但是${position=='discardPile'?'弃':''}牌堆里没有非基本牌!`);
}
player.addTempSkill('dccaisi_more');
player.addMark('dccaisi_more',1,false);
const sum=player.getHistory('useSkill',evt=>evt.skill=='dccaisi').length;
if(sum<player.maxHp){
player.addTempSkill('dccaisi_more');
player.addMark('dccaisi_more',1,false);
}
else player.tempBanSkill('dccaisi');
},
subSkill:{more:{charlotte:true,onremove:true}},
},
@ -2073,10 +2071,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
content:function*(event,map){
const player=map.player;
if(player.maxHp<game.countPlayer()){
if(player.maxHp<game.countPlayer2()){
yield player.gainMaxHp();
}
player.recover();
yield player.recover();
}
},
//魏贾充
@ -12954,9 +12952,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
dcshizong_info:'当你需要使用一张基本牌时你可以交给一名其他角色X张牌然后其可以将一张牌置于牌堆底视为你使用之。若其不为当前回合角色此技能失效直到回合结束X为你本回合发动〖恃纵〗的次数。',
pangshanmin:'庞山民',
dccaisi:'才思',
dccaisi_info:'当你于回合内/回合外使用基本牌结算结束后,若你本回合以此法得到的牌数小于你的体力上限,你可以从牌堆/弃牌堆随机获得一张非基本牌,然后本回合发动此技能获得的牌数+1。',
dccaisi_info:'当你于回合内/回合外使用基本牌结算结束后,你可以从牌堆/弃牌堆随机获得一张非基本牌,然后若你本回合发动此技能的次数:小于你的体力上限,本回合你发动此技能获得的牌数+1;大于等于你的体力上限,本回合此技能失效。',
dczhuoli:'擢吏',
dczhuoli_info:'锁定技。一名角色的回合结束时若你本回合使用或获得的牌数大于体力值你加1点体力上限不能超过存活角色回复1点体力。',
dczhuoli_info:'锁定技。一名角色的回合结束时若你本回合使用或获得的牌数大于体力值你加1点体力上限不能超过游戏人回复1点体力。',
yue_caiyong:'乐蔡邕',
yue_caiyong_prefix:'乐',
dcjiaowei:'焦尾',

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@ -5861,23 +5861,23 @@ game.import('character',function(lib,game,ui,get,ai,_status){
str=get.prompt(event.skill,trigger[info.logTarget],player);
}
else if(typeof info.logTarget=='function'){
var logTarget=info.logTarget(trigger,player);
var logTarget=info.logTarget(trigger,player,trigger.triggername,trigger.indexedData);
if(get.itemtype(logTarget).indexOf('player')==0) str=get.prompt(event.skill,logTarget,player);
}
else{
str=get.prompt(event.skill,null,player);
}
}
if(typeof str=='function'){str=str(trigger,player)}
if(typeof str=='function'){str=str(trigger,player,trigger.triggername,trigger.indexedData)}
var next=player.chooseBool('评鉴:'+str);
next.set('yes',!info.check||info.check(trigger,player));
next.set('yes',!info.check||info.check(trigger,player,trigger.triggername,trigger.indexedData));
next.set('hsskill',event.skill);
next.set('forceDie',true);
next.set('ai',function(){
return _status.event.yes;
});
if(typeof info.prompt2=='function'){
next.set('prompt2',info.prompt2(trigger,player));
next.set('prompt2',info.prompt2(trigger,player,trigger.triggername,trigger.indexedData));
}
else if(typeof info.prompt2=='string'){
next.set('prompt2',info.prompt2);

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@ -16673,8 +16673,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
re_liru_prefix:'手杀界',
re_chenqun:'手杀界陈群',
re_chenqun_prefix:'手杀界',
old_yuanshu:'手杀界袁术',
old_yuanshu_prefix:'手杀界',
re_liru:'手杀界李儒',
re_liru_prefix:'手杀界',
re_chenqun:'手杀界陈群',

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@ -12,11 +12,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
ol_sb_taishici:['male','wu',4,['olsbdulie','olsbdouchan']],
ol_gaoshun:['male','qun',4,['olxianzhen','decadejinjiu'],['die_audio:re_gaoshun']],
ol_sb_yuanshao:['male','qun',4,['olsbhetao','olsbshenli','olsbyufeng','olsbshishou'],['zhu']],
ol_yufan:['male','wu',3,['olzongxuan','olzhiyan'],['tempname:re_yufan','die_audio:re_yufan']],
ol_chengpu:['male','wu',4,['dclihuo','olchunlao'],['tempname:xin_chengpu','die_audio:xin_chengpu']],
},
characterSort:{
onlyOL:{
onlyOL_yijiang1:['ol_jianyong','ol_lingtong','ol_gaoshun'],
onlyOL_yijiang2:['ol_caozhang'],
onlyOL_yijiang2:['ol_caozhang','ol_chengpu'],
onlyOL_yijiang3:['ol_yufan'],
onlyOL_sb:['ol_sb_jiangwei','ol_sb_guanyu','ol_sb_taishici','ol_sb_yuanshao'],
},
},
@ -48,6 +51,229 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
},
skill:{
//程普
dclihuo:{
audio:'relihuo',
trigger:{player:'useCard1'},
filter(event,player){
return event.card.name=='sha'&&!game.hasNature(event.card,'fire');
},
check(event,player){
let card=new lib.element.VCard(get.copy(event.card));
game.setNature(card,'fire');
const eff1=event.targets.reduce((sum,target)=>{
return sum+get.effect(target,event.card,player,player);
},0);
let targets=event.targets.slice();
if(get.info('lihuo2').filter(event,player)){
let targetx=game.filterPlayer(target=>{
return !targets.includes(target)&&player.canUse(card,target)&&get.effect(target,card,player,player)>0;
});
if(targetx.length) targets.add(targetx.sort((a,b)=>{
return get.effect(b,card,player,player)-get.effect(a,card,player,player);
})[0]);
}
const eff2=targets.reduce((sum,target)=>{
return sum+get.effect(target,card,player,player);
},0);
return eff2>eff1;
},
content(){
game.log(player,'将',trigger.card,'改为了火属性');
game.setNature(trigger.card,'fire');
player.when('useCardAfter').filter(evt=>evt==trigger).then(()=>{
if(game.hasPlayer2(target=>{
return target.getHistory('damage',evt=>evt.card&&evt.card==trigger.card).length;
})){
player.chooseToDiscard('he','疠火弃置一张牌或失去1点体力').set('ai',card=>{
const player=get.event('player');
if((get.name(card)=='tao'||get.name(card)=='jiu')&&lib.filter.cardSavable(card,player,player)) return -1;
if(player.hp<=1){
if(cards.length<player.getEnemies().length&&player.hasCard((cardx)=>{
return (get.name(cardx)=='tao'||get.name(cardx)=='jiu')&&lib.filter.cardSavable(cardx,player,player);
},'hs')) return 7-get.value(card);
return -1;
}
return 24-5*cards.length-2*Math.min(4,player.getHp())-get.value(card);
});
}
else event.finish();
}).then(()=>{
if(!result.bool) player.loseHp();
});
},
ai:{fireAttack:true},
group:'dclihuo_add',
subSkill:{
add:{
inherit:'lihuo2',
async content(event,trigger,player){
const {result:{bool,targets}}=await player.chooseTarget(get.prompt('dclihuo'),'为'+get.translation(trigger.card)+'增加一个目标',(card,player,target)=>{
const trigger=get.event().getTrigger();
return !trigger.targets.includes(target)&&player.canUse(trigger.card,target);
}).set('card',trigger.card).set('ai',target=>{
const player=get.event('player'),trigger=get.event().getTrigger();
return get.effect(target,trigger.card,player,player);
});
if(bool){
player.logSkill('dclihuo',targets);
trigger.targets.addArray(targets);
}
},
},
},
},
olchunlao:{
audio:'chunlao',
audioname:['xin_chengpu'],
trigger:{
player:'loseAfter',
global:'loseAsyncAfter',
},
filter(event,player){
if(event.type!='discard'||event.getlx===false) return false;
const evt=event.getl(player);
return evt&&evt.cards2&&evt.cards2.some(i=>i.name=='sha'&&get.position(i)=='d');
},
forced:true,
locked:false,
content(){
const evt=trigger.getl(player);
player.addToExpansion(evt.cards2.filter(i=>i.name=='sha'&&get.position(i)=='d'),'gain2').gaintag.add('olchunlao');
},
ai:{
effect:{
player(card,player,target){
if(_status.currentPhase!=player) return;
if(card.name=='sha'&&!player.getExpansions('olchunlao').length&&target.hp>1){
return 'zeroplayertarget';
}
},
},
},
intro:{
content:'expansion',
markcount:'expansion',
},
onremove(player,skill){
var cards=player.getExpansions(skill);
if(cards.length) player.loseToDiscardpile(cards);
},
group:'olchunlao_save',
subSkill:{
save:{
inherit:'chunlao2',
filter(event,player){
return event.type=='dying'&&event.dying&&event.dying.hp<=0&&player.getExpansions('olchunlao').length;
},
async content(event,trigger,player){
const target=event.targets[0];
const {result:{bool,links}}=await player.chooseCardButton(get.translation('olchunlao'),player.getExpansions('olchunlao'),true);
if(bool){
player.logSkill('olchunlao',target);
await player.loseToDiscardpile(links);
event.type='dying';
await target.useCard({name:'jiu',isCard:true},target);
}
},
ai:{
save:true,
skillTagFilter(player){
return player.getExpansions('olchunlao').length;
},
order:6,
result:{target:1},
},
},
},
},
//虞翻
olzongxuan:{
audio:'rezongxuan',
trigger:{global:['loseAfter','loseAsyncAfter']},
filter(event,player){
if(event.type!='discard'||event.getlx===false) return false;
return get.info('olzongxuan').getCards(event,player).length;
},
check(event,player){
if(event.getParent(3).name!='phaseDiscard') return false;
const cards=get.info('olzongxuan').getCards(event,player);
return game.hasPlayer(target=>{
if(cards.some(i=>get.type(i,target)=='equip')&&(get.attitude(player,target)>0||get.recoverEffect(target,player,player)>0)) return true;
if(cards.some(i=>get.type(i,target)!='equip')&&target.getHp()>=player.getHp()&&get.effect(target,{name:'losehp'},player,player)>0) return true;
return false;
});
},
async content(event,trigger,player){
const {result:{bool,moved}}=await player.chooseToMove('纵玄:将任意张牌置于牌堆顶',true).set('list',[
['本次弃置的牌',get.info('olzongxuan').getCards(trigger,player)],
['牌堆顶'],
]).set('filterOk',moved=>moved[1].length).set('processAI',list=>{
const player=get.event('player');
const cards=list[0][1].slice(),cards2=cards.filter(card=>{
return game.hasPlayer(target=>{
if(get.type(card,target)=='equip'&&(get.attitude(player,target)>0||get.recoverEffect(target,player,player)>0)) return true;
if(get.type(card,target)!='equip'&&target.getHp()>=player.getHp()&&get.effect(target,{name:'losehp'},player,player)>0) return true;
return false;
});
}),cards3=(cards2.length?cards2.randomGet():cards.randomGet());
return [[],[cards3]];
});
if(bool){
let cards=moved[1].slice();
game.log(player,'将',cards,'置于了牌堆顶');
while(cards.length){
ui.cardPile.insertBefore(cards.pop().fix(),ui.cardPile.firstChild);
}
}
},
getCards(event,player){
let cards=[];
for(const target of [player,player.getPrevious()]){
const evt=event.getl(target);
if(evt&&evt.cards2&&evt.cards2.some(i=>get.position(i)=='d')) cards.addArray(evt.cards2.filter(i=>get.position(i)=='d'));
}
return cards;
},
},
olzhiyan:{
audio:'zhiyan',
audioname:['re_yufan'],
trigger:{global:'phaseJieshuBegin'},
filter(event,player){
return event.player==player||event.player==player.getPrevious();
},
direct:true,
async content(event,trigger,player){
const {result:{bool,targets}}=await player.chooseTarget(get.prompt2('olzhiyan')).set('ai',target=>{
const player=get.event('player'),cards=get.event('cards');
if(!cards.length) return 0;
const card=cards[0],att=get.attitude(player,target);
if(get.type(card,target)=='equip'&&(get.attitude(player,target)>0||get.recoverEffect(target,player,player)>0)) return get.recoverEffect(target,player,player)*20+att/114514;
if(get.type(card,target)!='equip'){
if(target.getHp()>=player.getHp()) return get.effect(target,{name:'losehp'},player,player)*20-att/114514;
return get.effect(target,{name:'draw'},player,player);
}
return 0;
}).set('cards',Array.from(ui.cardPile.childNodes||[])||[]);
if(bool){
const target=targets[0];
player.logSkill('olzhiyan',target);
const {result}=await target.draw('visible');
if(result){
const card=result[0];
if(get.type(card,target)=='equip'){
if(target.getCards('h').includes(card)&&target.hasUseTarget(card)){
const {result:{bool}}=await target.chooseUseTarget(card,true,'nopopup');
if(bool) await target.recover();
}
}
else if(target.getHp()>=player.getHp()) await target.loseHp();
}
}
},
ai:{expose:0.2},
},
//OL谋袁绍
//真·四世三公——袁神,启动
olsbhetao:{
@ -1067,9 +1293,22 @@ game.import('character',function(lib,game,ui,get,ai,_status){
sizhaojian_append:'<span class="text" style="font-family: yuanli">【思召剑】于闪闪节3月2日-3月15日外离开装备区后销毁此牌</span>',
olsbshishou:'士首',
olsbshishou_info:'主公技,其他群势力角色失去装备区的牌后,若你的装备区中没有武器牌,其可将【思召剑】置入你的装备区。',
ol_yufan:'OL界虞翻',
ol_yufan_prefix:'OL界',
olzongxuan:'纵玄',
olzongxuan_info:'当你或你的上家因弃置而失去牌后,你可以将位于弃牌堆的这些牌中的任意牌以任意顺序置于牌堆顶。',
olzhiyan:'直言',
olzhiyan_info:'你或你的上家的结束阶段你可以令一名角色正面朝上摸一张牌然后若此牌为装备牌则其使用此牌并回复1点体力不为装备牌且其体力值大于等于你则其失去1点体力。',
ol_chengpu:'OL界程普',
ol_chengpu_prefix:'OL界',
dclihuo:'疠火',
dclihuo_info:'①你使用的非火【杀】可以改为火【杀】若如此做此牌结算完毕后若此牌造成过伤害则你弃置一张牌或失去1点体力。②你使用火【杀】可以额外指定一个目标。',
olchunlao:'醇醪',
olchunlao_info:'①当你的【杀】因弃置进入弃牌堆后,你将位于弃牌堆的这些牌称为“醇”置于武将牌上。②一名角色处于濒死状态时,你可以将一张“醇”置入弃牌堆,然后令其视为使用一张【酒】。',
onlyOL_yijiang1:'OL专属·将1',
onlyOL_yijiang2:'OL专属·将2',
onlyOL_yijiang3:'OL专属·将3',
onlyOL_sb:'OL专属·上兵伐谋',
},
};

View File

@ -920,6 +920,7 @@ window.noname_character_rank={
'sp_jiangwan',
'xinchang',
'xin_yufan',
'ol_yufan',
'tw_re_caohong',
'tw_mayunlu',
'tw_hucheer',
@ -1539,6 +1540,7 @@ window.noname_character_rank={
'sp_jiben',
'sp_fuwan',
're_chengpu',
'ol_chengpu',
're_niujin',
'wangfuzhaolei',
'caizhenji',
@ -2409,6 +2411,7 @@ window.noname_character_rank={
're_liubiao',
'liubiao',
're_chengpu',
'ol_chengpu',
're_manchong',
're_yufan',
're_liru',
@ -2516,6 +2519,7 @@ window.noname_character_rank={
'sp_zhangchangpu',
'ol_dongzhao',
'xin_yufan',
'ol_yufan',
'xuangongzhu',
'xinchang',
'tw_mayunlu',

View File

@ -11709,16 +11709,16 @@ game.import('character',function(lib,game,ui,get,ai,_status){
filter:function (event){
return (event.num>0)
},
getIndex(event, player, triggername){
return event.num;
},
content:function (){
'step 0'
event.count=trigger.num;
'step 1'
player.draw(2);
event.count--;
if(_status.connectMode) game.broadcastAll(function(){_status.noclearcountdown=true});
event.given_map={};
event.num=2;
'step 2'
'step 1'
player.chooseCardTarget({
filterCard:function(card){
return get.itemtype(card)=='card'&&!card.hasGaintag('reyiji_tag');
@ -11737,7 +11737,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return get.value(card,target)*get.attitude(player,target);
},
});
'step 3'
'step 2'
if(result.bool){
var res=result.cards,target=result.targets[0].playerid;
player.addGaintag(res,'reyiji_tag');
@ -11750,9 +11750,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(_status.connectMode){
game.broadcastAll(function(){delete _status.noclearcountdown;game.stopCountChoose()});
}
event.goto(5);
event.finish();
}
'step 4'
'step 3'
if(_status.connectMode){
game.broadcastAll(function(){delete _status.noclearcountdown;game.stopCountChoose()});
}
@ -11771,16 +11771,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
giver:player,
animate:'giveAuto',
}).setContent('gaincardMultiple');
'step 5'
if(event.count>0&&player.hasSkill('new_reyiji')){
player.chooseBool(get.prompt2('new_reyiji'));
}
else event.finish();
'step 6'
if(result.bool){
player.logSkill('new_reyiji');
event.goto(1);
}
},
ai:{
maixie:true,

View File

@ -342,6 +342,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
async content(event,trigger,player){
if (_status.connectMode) game.broadcastAll(() => { _status.noclearcountdown = true });
const given_map = {};
event.given_map = given_map;
const expansions = player.getExpansions('sbqingjian');
let result;
while (true) {
@ -358,8 +359,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
result = await player.chooseTarget(`选择一名角色获得${get.translation(toGive)}`, expansions.length === 1).set('ai', target => {
const att = get.attitude(get.player(), target);
if (get.event('toEnemy')) return Math.max(0.01, 100 - att);
else if (att > 0) return Math.max(0.1, att / (1 + target.countCards('h') + (get.event().getParent().given_map[target.playerid] || 0)));
else return Math.max(0.01, (100 + att) / 100);
else if (att > 0) return Math.max(0.1, att / Math.sqrt(1 + target.countCards('h') + (get.event().getParent().given_map[target.playerid] || 0)));
else return Math.max(0.01, (100 + att) / 200);
}).set('toEnemy', get.value(toGive[0], player, 'raw') < 0).forResult();
if (result.bool) {
expansions.removeArray(toGive);

View File

@ -98,17 +98,16 @@ game.import('character',function(lib,game,ui,get,ai,_status){
stdshushen:{
audio:'shushen',
trigger:{player:'recoverEnd'},
direct:true,
getIndex(event){
return event.num||1;
},
async cost(event,trigger,player){
event.result = await player.chooseTarget(get.prompt2('stdshushen'),lib.filter.notMe)
.set('ai',target=>get.attitude(_status.event.player,target)).forResult();
},
async content(event,trigger,player){
event.num=trigger.num||1;
do {
const {result:{bool,targets}}=await player.chooseTarget(get.prompt2('stdshushen'),lib.filter.notMe)
.set('ai',target=>get.attitude(_status.event.player,target));
if(!bool) return;
const target=targets[0];
player.logSkill('stdshushen',target);
target.draw(target.countCards('h')?1:2);
}while(--event.num>0&&player.hasSkill('stdshushen'));
const target = event.targets[0];
await target.draw(target.countCards('h') > 0 ? 1 : 2);
},
ai:{threaten:0.8,expose:0.1},
},
@ -178,13 +177,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
trigger:{global:'useCardToTarget'},
logTarget:'target',
audio:'tongji',
direct:true,
filter(event,player){
return event.card.name=='sha'&&event.player!=player&&!event.targets.includes(player)&&
event.target.inRange(player)&&event.target.countCards('he')>0;
},
async content(event,trigger,player){
const {result:{bool,cards}}=await trigger.target.chooseCard('he','是否对'+get.translation(player)+'发动【同疾】?','弃置一张牌,将'+get.translation(trigger.card)+'转移给'+get.translation(player))
async cost(event, trigger, player){
const {result} = await trigger.target.chooseCard('he', '是否对'+get.translation(player)+'发动【同疾】?',
'弃置一张牌,将'+get.translation(trigger.card)+'转移给'+get.translation(player), lib.filter.cardDiscardable)
.set('ai',card=>{
if(!_status.event.check) return -1;
return get.unuseful(card)+9;
@ -204,15 +203,22 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
return -1;
})()>0);
if(bool){
player.logSkill('retongji',trigger.target);
trigger.target.discard(cards);
const evt=trigger.getParent();
evt.triggeredTargets2.remove(trigger.target);
evt.targets.remove(trigger.target);
evt.targets.push(player);
if(result.bool){
event.result = {
bool:true,
cost_data:{
cards: result.cards
}
};
}
},
async content(event,trigger,player){
trigger.target.discard(event.cost_data.cards);
const evt=trigger.getParent();
evt.triggeredTargets2.remove(trigger.target);
evt.targets.remove(trigger.target);
evt.targets.push(player);
},
},
hujia:{
audio:2,
@ -324,13 +330,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
guicai:{
audio:2,
trigger:{global:'judge'},
direct:true,
preHidden:true,
filter(event,player){
return player.countCards(get.mode()=='guozhan'?'hes':'hs')>0;
},
async content(event,trigger,player){
const {result:{bool:chooseCardResultBool,cards:chooseCardResultCards}}=await player.chooseCard(get.translation(trigger.player)+'的'+(trigger.judgestr||'')+'判定为'+
async cost(event, trigger, player){
const {result:{bool,cards}}=await player.chooseCard(get.translation(trigger.player)+'的'+(trigger.judgestr||'')+'判定为'+
get.translation(trigger.player.judging[0])+''+get.prompt('guicai'),get.mode()=='guozhan'?'hes':'hs',card=>{
const player=_status.event.player;
const mod2=game.checkMod(card,player,'unchanged','cardEnabled2',player);
@ -352,7 +357,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return -result-get.value(card)/2;
}
}).set('judging',trigger.player.judging[0]).setHiddenSkill('guicai');
if(!chooseCardResultBool) return;
if(bool) event.result = {bool,cost_data:{cards}}
},
//技能的logSkill跟着打出牌走 不进行logSkill
popup:false,
async content(event,trigger,player){
const chooseCardResultCards = event.cost_data.cards;
player.respond(chooseCardResultCards,'guicai','highlight','noOrdering');
if(trigger.player.judging[0].clone){
trigger.player.judging[0].clone.classList.remove('thrownhighlight');
@ -418,29 +428,30 @@ game.import('character',function(lib,game,ui,get,ai,_status){
ganglie_three:{
audio:'ganglie',
trigger:{player:'damageEnd'},
direct:true,
async content(event,trigger,player){
const {result:{bool:chooseTargetResultBool,targets:chooseTargetResultTargets}}=await player.chooseTarget(get.prompt2('ganglie_three'),(card,player,target)=>{
async cost(event, trigger, player){
const {result} = await player.chooseTarget(get.prompt2('ganglie_three'),(card,player,target)=>{
return target.isEnemyOf(player);
}).set('ai',target=>{
return -get.attitude(_status.event.player,target)/(1+target.countCards('h'));
return -get.attitude(_status.event.player,target)/Math.sqrt(1+target.countCards('h'));
});
if(!chooseTargetResultBool) return;
event.target=chooseTargetResultTargets[0];
player.logSkill('ganglie_three',event.target);
event.result = result;
},
async content(event, trigger, player){
event.target = event.targets[0];
player.logSkill('ganglie_three', event.target);
const judgeEvent=player.judge(card=>{
if(get.suit(card)=='heart') return -2;
return 2;
});
judgeEvent.judge2=result=>result.bool;
const {result:{judge}}=await judgeEvent;
if(judge<2) return;
const {result:{bool:chooseToDiscardResultBool}}=await event.target.chooseToDiscard(2).set('ai',card=>{
if(card.name=='tao') return -10;
if(card.name=='jiu'&&_status.event.player.hp==1) return -10;
judgeEvent.judge2 = (result => result.bool);
const {result:{judge}} = await judgeEvent;
if (judge < 2) return;
const {result:{bool:chooseToDiscardResultBool}} = await event.target.chooseToDiscard(2).set('ai',card=>{
if (card.name=='tao') return -10;
if (card.name=='jiu' && _status.event.player.hp==1) return -10;
return get.unuseful(card)+2.5*(5-get.owner(card).hp);
});
if(chooseToDiscardResultBool==false){
if (chooseToDiscardResultBool === false) {
event.target.damage();
}
},
@ -458,24 +469,24 @@ game.import('character',function(lib,game,ui,get,ai,_status){
tuxi:{
audio:2,
trigger:{player:'phaseDrawBegin1'},
direct:true,
filter(event,player){
return !event.numFixed;
},
async content(event,trigger,player){
let num=game.countPlayer(current=>current!=player&&current.countCards('h')&&get.attitude(player,current)<=0);
let check=num>=2;
const {result:{bool,targets}}=await player.chooseTarget(get.prompt('tuxi'),'获得其他一至两名角色的各一张手牌',[1,2],(card,player,target)=>{
return target.countCards('h')>0&&player!=target;
},target=>{
if(!_status.event.aicheck) return 0;
const att=get.attitude(_status.event.player,target);
if(target.hasSkill('tuntian')) return att/10;
return 1-att;
}).set('aicheck',check);
if(!bool) return;
player.logSkill('tuxi',targets);
player.gainMultiple(targets);
async cost(event, trigger, player){
let num = game.countPlayer(current => current != player && current.countCards('h') && get.attitude(player,current) <= 0);
let check = (num >= 2);
const {result} = await player.chooseTarget(get.prompt('tuxi'), '获得其他一至两名角色的各一张手牌', [1,2], (card, player, target) => {
return target.countCards('h') > 0 && player != target;
}, target => {
if (!_status.event.aicheck) return 0;
const att=get.attitude(_status.event.player, target);
if (target.hasSkill('tuntian')) return att / 10;
return 1 - att;
}).set('aicheck', check);
event.result = result;
},
async content(event, trigger, player){
player.gainMultiple(event.targets);
trigger.changeToZero();
game.asyncDelay();
},
@ -540,71 +551,63 @@ game.import('character',function(lib,game,ui,get,ai,_status){
filter(event){
return event.num>0;
},
async content(event,trigger,player){
event.count=trigger.num;
// event.goto -> while
while(true){
event.count--;
const {cards}=await game.cardsGotoOrdering(get.cards(2));
if(_status.connectMode) game.broadcastAll(function(){_status.noclearcountdown=true});
event.given_map={};
if(!cards.length) return;
// event.goto -> do while
do{
const {result:{bool,links}} =
cards.length==1?
{result:{links:cards.slice(0),bool: true}}:
await player.chooseCardButton('遗计:请选择要分配的牌',true,cards,[1,cards.length])
.set('ai',()=>{
if(ui.selected.buttons.length==0) return 1;
return 0;
});
if(!bool) return;
cards.removeArray(links);
event.togive=links.slice(0);
const {result:{targets}}=await player.chooseTarget('选择一名角色获得'+get.translation(links),true)
.set('ai',target=>{
const att=get.attitude(_status.event.player,target);
if(_status.event.enemy){
return -att;
}
else if(att>0){
return att/(1+target.countCards('h'));
}
else{
return att/100;
}
})
.set('enemy',get.value(event.togive[0],player,'raw')<0);
if(targets.length){
const id=targets[0].playerid,
map=event.given_map;
if(!map[id]) map[id]=[];
map[id].addArray(event.togive);
}
}while(cards.length>0);
if(_status.connectMode){
game.broadcastAll(function(){delete _status.noclearcountdown;game.stopCountChoose()});
getIndex(event, player, triggername){
return event.num;
},
async content(event, trigger, player){
const {cards}=await game.cardsGotoOrdering(get.cards(2));
if(_status.connectMode) game.broadcastAll(function(){_status.noclearcountdown=true});
event.given_map={};
if(!cards.length) return;
// event.goto -> do while
do{
const {result:{bool,links}} =
cards.length==1?
{result:{links:cards.slice(0),bool: true}}:
await player.chooseCardButton('遗计:请选择要分配的牌',true,cards,[1,cards.length])
.set('ai',()=>{
if(ui.selected.buttons.length==0) return 1;
return 0;
});
if(!bool) return;
cards.removeArray(links);
event.togive=links.slice(0);
const {result:{targets}}=await player.chooseTarget('选择一名角色获得'+get.translation(links),true)
.set('ai',target=>{
const att=get.attitude(_status.event.player,target);
if(_status.event.enemy){
return -att;
}
else if(att>0){
return att/(1+target.countCards('h'));
}
else{
return att/100;
}
})
.set('enemy',get.value(event.togive[0],player,'raw')<0);
if(targets.length){
const id=targets[0].playerid,
map=event.given_map;
if(!map[id]) map[id]=[];
map[id].addArray(event.togive);
}
const list=[];
for(const i in event.given_map){
const source=(_status.connectMode?lib.playerOL:game.playerMap)[i];
player.line(source,'green');
if(player!==source&&(get.mode()!=='identity'||player.identity!=='nei')) player.addExpose(0.2);
list.push([source, event.given_map[i]]);
}
game.loseAsync({
gain_list:list,
giver:player,
animate:'draw',
}).setContent('gaincardMultiple');
if(event.count>0&&player.hasSkill(event.name)&&!get.is.blocked(event.name, player)){
const {result:{bool:chooseBoolResultBool}}=await player.chooseBool(get.prompt2(event.name)).set('frequentSkill',event.name);
if(chooseBoolResultBool) player.logSkill(event.name);
else return;
}
else return;
}while(cards.length>0);
if(_status.connectMode){
game.broadcastAll(function(){delete _status.noclearcountdown;game.stopCountChoose()});
}
const list=[];
for(const i in event.given_map){
const source=(_status.connectMode?lib.playerOL:game.playerMap)[i];
player.line(source,'green');
if(player!==source&&(get.mode()!=='identity'||player.identity!=='nei')) player.addExpose(0.2);
list.push([source, event.given_map[i]]);
}
game.loseAsync({
gain_list:list,
giver:player,
animate:'draw',
}).setContent('gaincardMultiple');
},
ai:{
maixie:true,
@ -1632,7 +1635,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
audio:2,
audioname:['re_daqiao','daxiaoqiao'],
trigger:{target:'useCardToTarget'},
direct:true,
preHidden:true,
filter(event,player){
if(event.card.name!='sha') return false;
@ -1642,8 +1644,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
current!=player&&lib.filter.targetEnabled(event.card,event.player,current);
});
},
async content(event,trigger,player){
const [bool,targets,cards]=await player.chooseCardTarget({
async cost(event,trigger,player){
event.result = await player.chooseCardTarget({
position:'he',
filterCard:lib.filter.cardDiscardable,
filterTarget:(card,player,target)=>{
@ -1674,17 +1676,16 @@ game.import('character',function(lib,game,ui,get,ai,_status){
source:trigger.player,
card:trigger.card,
})
.setHiddenSkill(event.name)
.forResult('bool','targets','cards');
if(bool){
const target=targets[0];
player.logSkill(event.name,target);
player.discard(cards);
const evt=trigger.getParent();
evt.triggeredTargets2.remove(player);
evt.targets.remove(player);
evt.targets.push(target);
}
.setHiddenSkill(event.name).forResult();
},
async content(event,trigger,player){
const target = event.targets[0];
player.logSkill(event.name,target);
player.discard(event.cards);
const evt=trigger.getParent();
evt.triggeredTargets2.remove(player);
evt.targets.remove(player);
evt.targets.push(target);
},
ai:{
effect:{
@ -1759,23 +1760,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
global:['equipAfter','addJudgeAfter','gainAfter','loseAsyncAfter','addToExpansionAfter'],
},
frequent:true,
filter(event,player){
getIndex(event, player){
const evt=event.getl(player);
return evt&&evt.player==player&&evt.es&&evt.es.length>0;
if (evt && evt.player === player && evt.es) return evt.es.length;
return false;
},
async content(event,trigger,player){
event.count=trigger.getl(player).es.length;
while(event.count-->0){
player.draw(2);
if(!event.count||!player.hasSkill(event.name)) break;
if(!get.is.blocked(event.name,player)){
const chooseBoolEvent=player.chooseBool(get.prompt2('xiaoji')).set('frequentSkill','xiaoji');
chooseBoolEvent.ai=lib.filter.all;
const {result:{bool}}=await chooseBoolEvent;
if(bool) player.logSkill('xiaoji');
else break;
}
}
player.draw(2);
},
ai:{
noe:true,
@ -2209,9 +2200,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
trigger:{
player:"phaseDrawEnd",
},
direct:true,
async content(event,trigger,player){
const list=['弃牌','摸牌','取消'];
async cost(event,trigger,player){
const list=['弃牌','摸牌','cancel2'];
if(!player.countCards('he')) list.remove('弃牌');
const control=await player.chooseControl(list,()=>{
const player=_status.event.player;
@ -2230,16 +2220,22 @@ game.import('character',function(lib,game,ui,get,ai,_status){
})
.set('prompt',get.prompt2('new_jiangchi'))
.forResultControl();
if (control === 'cancel2') event.result = {bool: false};
else event.result = {
bool: true,
cost_data: control
};
},
async content(event,trigger,player){
const control = event.cost_data;
if(control=='弃牌'){
player.chooseToDiscard(true,'he');
player.addTempSkill('jiangchi2','phaseUseEnd');
player.logSkill('new_jiangchi');
}
else if(control=='摸牌'){
player.draw();
player.addTempSkill('new_jiangchi3','phaseEnd');
player.logSkill('new_jiangchi');
}
},
},
@ -2301,30 +2297,27 @@ game.import('character',function(lib,game,ui,get,ai,_status){
global:['dying','gainAfter','loseAsyncAfter'],
},
audio:2,
filter(event,player){
if(event.name=='dying') return true;
if(event.giver!=player) return false;
if(event.name=='gain'){
return event.player!=player&&event.getg(event.player).length>0;
getIndex:function(event, player){
if (event.name !== 'loseAsync') return [event.player];
else return game.filterPlayer(current => current != player && event.getg(current).length > 0).sortBySeat();
},
filter(event, player, triggername, target){
if (!target.isIn()) return false;
if (event.name === 'dying') return true;
if (event.giver !== player) return false;
if (event.name === 'gain') {
return event.player!=player&&event.getg(target).length>0;
}
return game.hasPlayer(current=>current!=player&&event.getg(current).length>0);
},
direct:true,
async content(event,trigger,player){
if(trigger.name!='loseAsync') event.targets=[trigger.player];
else event.targets=game.filterPlayer(current=>current!=player&&trigger.getg(current).length>0);
do{
const target=event.targets.shift();
event.target=target;
const {result:{bool}}=await player.chooseBool(get.prompt2('xinfu_jiyuan',target)).set('ai',()=>{
const evt=_status.event;
return get.attitude(player,evt.getParent().target)>0;
});
if(bool){
player.logSkill('xinfu_jiyuan',target);
target.draw();
}
}while(event.targets.length>0);
logTarget(event, player, triggername, target){
return target;
},
check(event, player, triggername, target){
return get.attitude(player,target) > 0;
},
async content(event, trigger, player){
event.targets[0].draw();
},
},
},

View File

@ -15597,7 +15597,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
twfengji:'蜂集',
twfengji_info:'出牌阶段开始时若你没有“示”则你可以将一张牌作为“示”置于武将牌上并施法从牌堆中获得X张与“示”牌名相同的牌然后移去“示”。',
twyiju:'蚁聚',
twyiju_info:'非锁定技。若你的武将牌上有“示”,则:①你使用【杀】的次数上限和攻击范围的基数改为你的体力值。②当你受到伤害时,你移去“示”,且令此伤害+1。',
twyiju_info:'若你的武将牌上有“示”,则:①你使用【杀】的次数上限和攻击范围的基数改为你的体力值。②当你受到伤害时,你移去“示”,且令此伤害+1。',
twbudao:'布道',
twbudao_info:'限定技。准备阶段你可减1点体力上限回复1点体力并选择获得一个〖布道〗技能池里的技能三选一。然后你可以令一名其他角色也获得此技能并交给你一张牌。',
twzhouhu:'咒护',

View File

@ -5415,7 +5415,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
frequent:true,
filter:function(event,player,name){
if(player==_status.currentPhase) return (name=='logSkill'&&event.skill=='dcliying'&&player.getExpansions('dcwangyuan').length<game.countPlayer());
if(player==_status.currentPhase) return (name=='logSkill'&&event.skill=='dcliying'&&player.getExpansions('dcwangyuan').length<game.countPlayer2());
if(name=='logSkill') return false;
if(player.getExpansions('dcwangyuan').length>=game.countPlayer()) return false;
if(event.name=='gain'&&event.player==player) return false;

View File

@ -13933,14 +13933,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
liaohua:['liaohua','re_liaohua','xin_liaohua'],
bulianshi:['bulianshi','dc_bulianshi','re_bulianshi','old_bulianshi'],
handang:['handang','xin_handang','re_handang','tw_handang','old_handang'],
chengpu:['chengpu','re_chengpu','xin_chengpu','tw_chengpu','ns_chengpu'],
chengpu:['chengpu','ol_chengpu','re_chengpu','xin_chengpu','tw_chengpu','ns_chengpu'],
liubiao:['liubiao','xin_liubiao','re_liubiao','sb_liubiao','oldre_liubiao','old_liubiao'],
manchong:['manchong','re_manchong'],
caochong:['caochong','re_caochong','old_caochong'],
guohuai:['guohuai','re_guohuai','xin_guohuai','tw_guohuai','ol_guohuai'],
jianyong:['jianyong','ol_jianyong','re_jianyong','xin_jianyong'],
panzhangmazhong:['panzhangmazhong','re_panzhangmazhong','xin_panzhangmazhong'],
yufan:['yufan','xin_yufan','re_yufan'],
yufan:['yufan','ol_yufan','xin_yufan','re_yufan'],
zhuran:['zhuran','re_zhuran','xin_zhuran','old_zhuran'],
liru:['xin_liru','dc_liru','re_liru','yj_liru','+liru'],
fuhuanghou:['fuhuanghou','re_fuhuanghou','xin_fuhuanghou','old_fuhuanghou'],

View File

@ -3554,7 +3554,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
trigger:{global:'phaseJieshuBegin'},
filter:function(event,player){
return player.hasMark('xijue')&&event.player.isAlive()&&event.player!=player&&player.countCards('h',function(card){
if(_status.connectMode) return true;
if(_status.connectMode||get.mode()!='guozhan') return true;
return get.type(card)=='basic';
});
},
@ -3567,7 +3567,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(get.damageEffect(trigger.player,player,player)<=0){
nono=true;
}
var next=player.chooseToDiscard('是否弃置一枚“爵”和一张基本牌,对'+get.translation(trigger.player)+'发动【骁果】?',{type:'basic'});
var next=player.chooseToDiscard(`是否弃置一枚“爵”和一张${get.mode()=='guozhan'?'基本':'手'}牌,对${get.translation(trigger.player)}发动【骁果】?`,'h',function(card,player){
if(get.mode()!='guozhan') return true;
return get.type(card,player)=='basic';
});
next.set('ai',function(card){
if(_status.event.nono) return 0;
return 8-get.useful(card);
@ -3799,7 +3802,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
xijue_tuxi_info:'摸牌阶段摸牌时,你可以少摸任意张牌,然后获得等量的角色的各一张手牌。',
xijue_tuxi_info_guozhan:'摸牌阶段摸牌时,你可以少摸至多两张牌,然后获得等量的角色的各一张手牌。',
xijue_xiaoguo:'骁果',
xijue_xiaoguo_info:'其他角色的结束阶段开始时,你可以弃置一张基本令该角色选择一项1.弃置一张装备牌然后你摸一张牌2.受到你对其造成的1点伤害。',
xijue_xiaoguo_info:'其他角色的结束阶段开始时,你可以弃置一张令该角色选择一项1.弃置一张装备牌然后你摸一张牌2.受到你对其造成的1点伤害。',
xijue_xiaoguo_info_guozhan:'其他角色的结束阶段开始时你可以弃置一张基本牌令该角色选择一项1.弃置一张装备牌2.受到你对其造成的1点伤害。',
gz_duyu:'杜预',
duyu:'晋杜预',

View File

@ -1,5 +1,5 @@
window.noname_asset_list=[
'v1.10.8',
'v1.10.10',
/*audio start*/
'audio/background/aozhan_chaoming.mp3',
'audio/background/aozhan_online.mp3',
@ -296,6 +296,8 @@ window.noname_asset_list=[
'audio/die/dc_mengda.mp3',
'audio/die/dc_ruiji.mp3',
'audio/die/dc_sb_lusu.mp3',
'audio/die/dc_sb_simayi.mp3',
'audio/die/dc_sb_simayi_shadow.mp3',
'audio/die/dc_sb_zhouyu.mp3',
'audio/die/dc_sp_jiaxu.mp3',
'audio/die/dc_sunchen.mp3',
@ -627,6 +629,7 @@ window.noname_asset_list=[
'audio/die/ol_sb_jiangwei.mp3',
'audio/die/ol_sb_taishici.mp3',
'audio/die/ol_sb_yuanshao.mp3',
'audio/die/ol_sb_yuanshao_shadow.mp3',
'audio/die/ol_sp_zhugeliang.mp3',
'audio/die/ol_sunjian.mp3',
'audio/die/ol_wangrong.mp3',
@ -2103,6 +2106,14 @@ window.noname_asset_list=[
'audio/skill/dcsbmengmou2.mp3',
'audio/skill/dcsbmingshi1.mp3',
'audio/skill/dcsbmingshi2.mp3',
'audio/skill/dcsbpingliao_dc_sb_simayi_shadow1.mp3',
'audio/skill/dcsbpingliao_dc_sb_simayi_shadow2.mp3',
'audio/skill/dcsbpingliao1.mp3',
'audio/skill/dcsbpingliao2.mp3',
'audio/skill/dcsbquanmou_dc_sb_simayi_shadow1.mp3',
'audio/skill/dcsbquanmou_dc_sb_simayi_shadow2.mp3',
'audio/skill/dcsbquanmou1.mp3',
'audio/skill/dcsbquanmou2.mp3',
'audio/skill/dcsbronghuo1.mp3',
'audio/skill/dcsbronghuo2.mp3',
'audio/skill/dcsbyingmou1.mp3',
@ -3671,17 +3682,31 @@ window.noname_asset_list=[
'audio/skill/olsbfumeng2.mp3',
'audio/skill/olsbguidao1.mp3',
'audio/skill/olsbguidao2.mp3',
'audio/skill/olsbhetao_ol_sb_yuanshao_shadow1.mp3',
'audio/skill/olsbhetao_ol_sb_yuanshao_shadow2.mp3',
'audio/skill/olsbhetao_ol_sb_yuanshao_shadow3.mp3',
'audio/skill/olsbhetao1.mp3',
'audio/skill/olsbhetao2.mp3',
'audio/skill/olsbhetao3.mp3',
'audio/skill/olsbranji1.mp3',
'audio/skill/olsbranji2.mp3',
'audio/skill/olsbshenli_ol_sb_yuanshao_shadow1.mp3',
'audio/skill/olsbshenli_ol_sb_yuanshao_shadow2.mp3',
'audio/skill/olsbshenli_ol_sb_yuanshao_shadow3.mp3',
'audio/skill/olsbshenli1.mp3',
'audio/skill/olsbshenli2.mp3',
'audio/skill/olsbshenli3.mp3',
'audio/skill/olsbshishou_ol_sb_yuanshao_shadow1.mp3',
'audio/skill/olsbshishou_ol_sb_yuanshao_shadow2.mp3',
'audio/skill/olsbshishou_ol_sb_yuanshao_shadow3.mp3',
'audio/skill/olsbshishou1.mp3',
'audio/skill/olsbshishou2.mp3',
'audio/skill/olsbshishou3.mp3',
'audio/skill/olsbweilin1.mp3',
'audio/skill/olsbweilin2.mp3',
'audio/skill/olsbyufeng_ol_sb_yuanshao_shadow1.mp3',
'audio/skill/olsbyufeng1.mp3',
'audio/skill/olsbyufeng2.mp3',
'audio/skill/olsbzhuri1.mp3',
'audio/skill/olsbzhuri2.mp3',
'audio/skill/olshandao1.mp3',
@ -7250,6 +7275,7 @@ window.noname_asset_list=[
'image/character/hhzz_shiona.jpg',
'image/character/hhzz_takaramono1.jpg',
'image/character/hhzz_takaramono2.jpg',
'image/character/hidden_image.jpg',
'image/character/hs_aedwin.jpg',
'image/character/hs_aerfusi.jpg',
'image/character/hs_aiqinvyao.jpg',
@ -7749,6 +7775,7 @@ window.noname_asset_list=[
'image/character/ol_caiwenji.jpg',
'image/character/ol_caozhang.jpg',
'image/character/ol_chendeng.jpg',
'image/character/ol_chengpu.jpg',
'image/character/ol_dengai.jpg',
'image/character/ol_dengzhi.jpg',
'image/character/ol_dianwei.jpg',
@ -7787,6 +7814,7 @@ window.noname_asset_list=[
'image/character/ol_sb_jiangwei.jpg',
'image/character/ol_sb_taishici.jpg',
'image/character/ol_sb_yuanshao.jpg',
'image/character/ol_sb_yuanshao_shadow.jpg',
'image/character/ol_sp_zhugeliang.jpg',
'image/character/ol_sunjian.jpg',
'image/character/ol_wanglang.jpg',
@ -7802,6 +7830,7 @@ window.noname_asset_list=[
'image/character/ol_yanwen.jpg',
'image/character/ol_yuanshao.jpg',
'image/character/ol_yuanshu.jpg',
'image/character/ol_yufan.jpg',
'image/character/ol_yujin.jpg',
'image/character/ol_zhangchangpu.jpg',
'image/character/ol_zhangliao.jpg',

View File

@ -124,6 +124,7 @@ window.noname_source_list=[
'game/asset.js',
'game/codemirror.js',
'game/compiler-sfc.browser.js',
'game/config.js',
'game/core-js-bundle.js',
'game/directory.js',
@ -140,6 +141,7 @@ window.noname_source_list=[
'game/server.js',
'game/source.js',
'game/update.js',
'game/vue.esm-browser.js',
'image/card/cardtempname_bg.png',
'image/flappybird/BG.png',

View File

@ -1,30 +1,27 @@
window.noname_update={
version:'1.10.9',
update:'1.10.8',
version:'1.10.10',
update:'1.10.9',
changeLog:[
'整合@mengxinzxz @copcap @hadeszoro @universe-st @cjk7989 @PZ157 @lieren2023 @Ansolve @Rintim @kuangshen04 @XboxSoldier 的Pull Request',
'OL谋袁绍、郭图、刘磐、陆凯、谋关羽(初版)',
'十周年谋司马懿、曹爽、星张春华、司马师、王凌、蒋济、公孙修、胡遵、吕范、李傕郭汜、臧霸、陈武董袭',
'“转化牌花色/点数”的模糊匹配',
'整合@kuangshen04 @mengxinzxz @lieren2023 @nonameShijian @PZ157 @XboxSoldier @universe-st @copcap 的Pull Request',
'OL界程普、界虞翻',
'手杀杨奉、谋夏侯惇、谋高顺',
'引入Vue框架和新的换肤机制',
'其他AI优化与bug修复',
],
files:[
'card/extra.js',
'card/guozhan.js',
'service-worker.js',
'card/mtg.js',
'card/standard.js',
'character/clan.js',
'character/collab.js',
'character/ddd.js',
'character/diy.js',
'character/extra.js',
'character/gwent.js',
'character/huicui.js',
'character/jsrg.js',
'character/mobile.js',
'character/offline.js',
'character/old.js',
'character/onlyOL.js',
'character/ow.js',
'character/rank.js',
'character/refresh.js',
'character/sb.js',
@ -36,17 +33,19 @@ window.noname_update={
'character/swd.js',
'character/tw.js',
'character/xianding.js',
'character/xianjian.js',
'character/xinghuoliaoyuan.js',
'character/yijiang.js',
'character/yingbian.js',
'character/yxs.js',
'game/compiler-sfc.browser.js',
'game/game.js',
'game/pinyinjs.js',
'game/vue.esm-browser.js',
'layout/default/layout.css',
'mode/boss.js',
'mode/brawl.js',
'mode/guozhan.js',
'mode/identity.js',
'mode/versus.js',
'noname/game/index.js',
@ -56,17 +55,9 @@ window.noname_update={
'noname/library/index.js',
'noname/library/element/button.js',
'noname/library/element/content.js',
'noname/library/element/contents.js',
'noname/library/element/gameEvent.js',
'noname/library/element/player.js',
'noname/library/element/vcard.js',
'noname/library/init/index.js',
'noname/ui/create/index.js',
'noname/ui/create/menu/index.js',
]
};

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@ -2688,6 +2688,12 @@ div:not(.handcards)>.card>.info>span,
background: rgba(63, 119, 173,1);
border: 1px solid rgba(63, 119, 173, 1);
}
.hp[data-condition="hidden"]>div:not(.lost):not(.shield) {
background-image:url('../../theme/style/hp/image/hidden_hp.png') !important;
width: 12px;
height: 12px;
background-size: 100% 100%;
}
.hp[data-condition="high"]>div:not(.lost):not(.shield) {
background: rgba(57, 123, 4,1);
border: 1px solid rgba(39, 79, 7, 1);
@ -2869,7 +2875,18 @@ div:not(.handcards)>.card>.info>span,
#arena:not(.observe) .unseen2_v>.avatar2,
#arena:not(.observe) .unseen_v>.name:not(.name2):not(.name_seat),
#arena:not(.observe) .unseen2_v>.name2 {
opacity: 0.2 !important
opacity: 0.2 !important;
}
.player>.unseen_show>.avatar,
.player>.unseen2_show>.avatar2 {
opacity: 0;
}
#arena:not(.observe) .player:not([data-position='0']).unseen_show>.avatar,
#arena:not(.observe) .player:not([data-position='0']).unseen2_show>.avatar2 {
opacity: 1 !important;
background-image:url('../../image/character/hidden_image.jpg') !important;
}
.player>.name_seat {

View File

@ -12797,6 +12797,11 @@ return event.junling=='junling5'?1:0;});
inherit:'xiaoji',
audio:'xiaoji',
preHidden:true,
getIndex(event, player){
const evt=event.getl(player);
if (evt && evt.player === player && evt.es) return 1;
return false;
},
content:function(){
player.draw(player==_status.currentPhase?1:3);
}
@ -13131,7 +13136,7 @@ return event.junling=='junling5'?1:0;});
}
var info=get.info(trigger.skill);
var next=player.chooseBool('是否明置'+get.translation(event.name)+'以发动【'+get.translation(trigger.skill)+'】?');
next.set('yes',!info.check||info.check(trigger._trigger,player));
next.set('yes',!info.check||info.check(trigger._trigger,player,trigger.triggername,trigger.indexedData));
next.set('hsskill',trigger.skill);
next.set('ai',nai);
}

View File

@ -4302,7 +4302,7 @@ export class Game extends Uninstantable {
* @param { GameEventPromise } event
* @returns { GameEventPromise }
*/
static createTrigger(name, skill, player, event) {
static createTrigger(name, skill, player, event, indexedData) {
let info = get.info(skill);
if (!info) return false;
if ((player.isOut() || player.removed) && !info.forceOut) return;
@ -4314,6 +4314,7 @@ export class Game extends Uninstantable {
next.forceDie = true;
next.includeOut = true;
next._trigger = event;
next.indexedData = indexedData;
next.setContent('createTrigger');
return next;
}

View File

@ -323,21 +323,23 @@ export class Get extends Uninstantable {
static infoHp(hp) {
if (typeof hp == 'number') return hp;
else if (typeof hp == 'string' && hp.includes('/')) {
return parseInt(hp.split('/')[0]);
const num = hp.split('/')[0];
if (num) return num == 'Infinity' ? Infinity : parseInt(num);
}
return 0;
}
static infoMaxHp(hp) {
if (typeof hp == 'number') return hp;
else if (typeof hp == 'string' && hp.includes('/')) {
return parseInt(hp.split('/')[1]);
const num = hp.split('/')[1];
if (num) return num == 'Infinity' ? Infinity : parseInt(num);
}
return 0;
}
static infoHujia(hp) {
if (typeof hp == 'string' && hp.includes('/')) {
var splited = hp.split('/');
if (splited.length > 2) return parseInt(splited[2]);
const num = hp.split('/')[2];
if (num) return num == 'Infinity' ? Infinity : parseInt(num);
}
return 0;
}

View File

@ -2134,7 +2134,9 @@ export const Content = {
event.doing = doingList.shift();
while(true){
if (trigger.filterStop && trigger.filterStop()) return;
const usableSkills = event.doing.todoList.filter(info => lib.filter.filterTrigger(trigger, info.player, event.triggername, info.skill));
const usableSkills = event.doing.todoList.filter(info => {
return lib.filter.filterTrigger(trigger, info.player, event.triggername, info.skill, info.indexedData);
});
if (usableSkills.length == 0){
break;
}
@ -2155,25 +2157,32 @@ export const Content = {
event.current = silentSkill;
}
else {
const currentChoice = event.choice[0];
if (event.choice.length == 1) {
const currentChoice = event.choice[0], skillsToChoose = event.choice.map(i => i.skill).unique();
if (event.choice.length === 1 || skillsToChoose.length === 1) {
event.current = currentChoice;
}
else{
const currentPlayer = currentChoice.player , skillsToChoose = event.choice.map(i => i.skill);
const currentPlayer = currentChoice.player;
const next = currentPlayer.chooseControl(skillsToChoose);
next.set('prompt', '选择下一个触发的技能');
next.set('forceDie', true);
next.set('arrangeSkill', true);
next.set('includeOut', true);
const {result} = await next;
event.current = event.doing.todoList.find(info => info.skill == result.control);
event.current = usableSkills.find(info => info.skill == result.control);
}
}
}
event.doing.doneList.push(event.current);
event.doing.todoList.remove(event.current);
await game.createTrigger(event.triggername, event.current.skill, event.current.player, trigger);
const result = await game.createTrigger(event.triggername, event.current.skill, event.current.player, trigger, event.current.indexedData).forResult();
if (get.itemtype(event.doing.player) === 'player' && result === 'cancelled'){
for (let i = 0; i < event.doing.todoList.length; i++) {
if (event.current.skill === event.doing.todoList[i].skill) {
event.doing.doneList.push(event.doing.todoList.splice(i--, 1)[0]);
}
}
}
}
}
}
@ -2189,7 +2198,7 @@ export const Content = {
game.expandSkills(invisible);
if (hidden.includes(event.skill)) {
if (!info.silent && player.hasSkillTag('nomingzhi', false, null, true)) event.finish();
else if (!info.direct) event.trigger('triggerHidden');
else if (!info.direct && typeof info.cost !== 'function') event.trigger('triggerHidden');
else event.skillHidden = true;
}
else if (invisible.includes(event.skill)) event.trigger('triggerInvisible');
@ -2200,7 +2209,10 @@ export const Content = {
"step 1";
if (event.cancelled) return event.finish();
var info = get.info(event.skill);
if (event.revealed || info.forced) return;
if (event.revealed || info.forced) {
event._result = { bool: true };
return;
}
const checkFrequent = function (info) {
if (player.hasSkillTag('nofrequent', false, event.skill)) return false;
if (typeof info.frequent == 'boolean') return info.frequent;
@ -2214,6 +2226,24 @@ export const Content = {
event._result = { bool: true };
event._direct = true;
}
else if(typeof info.cost === 'function'){
if (checkFrequent(info)) event.frequentSkill = true;
if (player.isUnderControl()) game.swapPlayerAuto(player);
//创建cost事件
var next = game.createEvent(`${event.skill}_cost`);
next.player = player;
if (event.frequentSkill) next.set('frequentSkill', event.skill);
next.set('forceDie', true);
next.set('includeOut', true);
next._trigger = trigger;
next.triggername = event.triggername;
next.skillHidden = event.skillHidden;
next.indexedData = event.indexedData;
if (info.forceDie) next.forceDie = true;
if (info.forceOut) next.includeOut = true;
next.skill = event.skill;
next.setContent(info.cost);
}
else {
if (checkFrequent(info)) event.frequentSkill = true;
var str;
@ -2221,19 +2251,19 @@ export const Content = {
if (info.prompt) str = info.prompt;
else if (typeof info.logTarget == 'string') str = get.prompt(event.skill, trigger[info.logTarget], player);
else if (typeof info.logTarget == 'function') {
const logTarget = info.logTarget(trigger, player);
const logTarget = info.logTarget(trigger, player, event.triggername, event.indexedData);
if (get.itemtype(logTarget).startsWith('player')) str = get.prompt(event.skill, logTarget, player);
}
else str = get.prompt(event.skill, null, player);
if (typeof str == 'function') str = str(trigger, player);
if (typeof str == 'function') str = str(trigger, player, event.triggername, event.indexedData);
var next = player.chooseBool(str);
if (event.frequentSkill) next.set('frequentSkill', event.skill);
next.set('forceDie', true);
next.set('includeOut', true);
next.ai = () => !check || check(trigger, player);
next.ai = () => !check || check(trigger, player, event.triggername, event.indexedData);
if (typeof info.prompt2 == 'function') next.set('prompt2', info.prompt2(trigger, player));
if (typeof info.prompt2 == 'function') next.set('prompt2', info.prompt2(trigger, player, event.triggername, event.indexedData));
else if (typeof info.prompt2 == 'string') next.set('prompt2', info.prompt2);
else if (info.prompt2 != false) {
if (lib.dynamicTranslate[event.skill]) next.set('prompt2', lib.dynamicTranslate[event.skill](player, event.skill));
@ -2257,18 +2287,29 @@ export const Content = {
}
"step 3";
var info = get.info(event.skill);
if (result && result.bool == false) {
if (!result || !result.bool) {
if (info.oncancel) info.oncancel(trigger, player);
if (event.indexedData === true) {
event.result = 'cancelled';
}
return event.finish();
}
let targets = null;
if (result.targets && result.targets.length > 0) {
targets = result.targets.slice(0);
}
else if (info.logTarget) {
if (typeof info.logTarget === 'string') targets = trigger[info.logTarget];
else if (typeof info.logTarget === 'function') targets = info.logTarget(trigger, player, event.triggername, event.indexedData);
}
if (get.itemtype(targets) === 'player'){
targets = [targets];
}
if (info.popup != false && !info.direct) {
if (info.popup) {
player.popup(info.popup);
game.log(player, '发动了', '【' + get.skillTranslation(event.skill, player) + '】');
}
else if (!info.logTarget || info.logLine === false) player.logSkill(event.skill, false, info.line);
else if (typeof info.logTarget == 'string') player.logSkill(event.skill, trigger[info.logTarget], info.line);
else if (typeof info.logTarget == 'function') player.logSkill(event.skill, info.logTarget(trigger, player), info.line);
let popup_info = event.skill;
if(typeof info.popup === 'string') popup_info = [event.skill, info.popup];
if (info.logLine === false) player.logSkill(popup_info, false, info.line);
else player.logSkill(popup_info, targets, info.line);
}
var next = game.createEvent(event.skill);
if (typeof info.usable == 'number') {
@ -2280,7 +2321,6 @@ export const Content = {
next.player = player;
next._trigger = trigger;
next.triggername = event.triggername;
// if ("contents" in info && Array.isArray(info.contents)) {
// next.setContents(info.contents);
// } else {
@ -2290,6 +2330,12 @@ export const Content = {
next.skillHidden = event.skillHidden;
if (info.forceDie) next.forceDie = true;
if (info.forceOut) next.includeOut = true;
//传入数据
if (get.itemtype(targets) == 'players') next.targets = targets.slice(0);
if (get.itemtype(result.cards) === 'cards') next.cards = result.cards.slice(0);
//语法糖部分
if ('cost_data' in result) next.cost_data = result.cost_data;
next.indexedData = event.indexedData;
"step 4";
if (!player._hookTrigger) return;
if (player._hookTrigger.some(i => {
@ -2890,35 +2936,40 @@ export const Content = {
},
phaseUse: function () {
"step 0";
const stat = player.getStat();
for (let i in stat.skill) {
let bool = false;
const info = lib.skill[i];
if (!info) continue;
if (info.enable != undefined) {
if (typeof info.enable == 'string' && info.enable == 'phaseUse') bool = true;
else if (typeof info.enable == 'object' && info.enable.includes('phaseUse')) bool = true;
}
if (bool) stat.skill[i] = 0;
}
for (let i in stat.card) {
let bool = false;
const info = lib.card[i];
if (!info) continue;
if (info.updateUsable == 'phaseUse') stat.card[i] = 0;
}
"step 1";
event.trigger('phaseUseBefore');
"step 2";
event.trigger('phaseUseBegin');
"step 3";
if (!event.logged) {
game.log(player, '进入了出牌阶段');
event.logged = true;
const stat = player.getStat();
for (let i in stat.skill) {
let bool = false;
const info = lib.skill[i];
if (!info) continue;
if (info.enable != undefined) {
if (typeof info.enable == 'string' && info.enable == 'phaseUse') bool = true;
else if (typeof info.enable == 'object' && info.enable.includes('phaseUse')) bool = true;
}
if (bool) stat.skill[i] = 0;
}
for (let i in stat.card) {
let bool = false;
const info = lib.card[i];
if (!info) continue;
if (info.updateUsable == 'phaseUse') stat.card[i] = 0;
}
}
var next = player.chooseToUse();
if (!lib.config.show_phaseuse_prompt) {
next.set('prompt', false);
}
next.set('type', 'phase');
"step 1";
"step 4";
if (result.bool && !event.skipped) {
event.goto(0);
event.goto(3);
}
game.broadcastAll(function () {
if (ui.tempnowuxie) {
@ -2926,6 +2977,10 @@ export const Content = {
delete ui.tempnowuxie;
}
});
"step 5";
event.trigger('phaseUseEnd');
"step 6";
event.trigger('phaseUseAfter');
},
phaseDiscard: function () {
"step 0";
@ -3706,7 +3761,7 @@ export const Content = {
player.logSkill.apply(player, event.logSkill);
}
}
if (!game.online) {
if (!game.online && !event.chooseonly) {
if (typeof event.delay == 'boolean') {
event.done = player.discard(event.result.cards).set('delay', event.delay);
}

View File

@ -333,10 +333,10 @@ export class GameEvent {
this.untrigger(arg1, arg2);
this.finish();
if (notrigger != 'notrigger') {
this.trigger(this.name + 'Cancelled');
if (this.player && lib.phaseName.includes(this.name)) this.player.getHistory('skipped').add(this.name);
return this.trigger(this.name + 'Cancelled');
}
return this;
return null;
}
neutralize(event) {
this.untrigger();
@ -791,11 +791,36 @@ export class GameEvent {
const info = lib.skill[skill];
const list = info.firstDo ? firstDo.todoList : info.lastDo ? lastDo.todoList : this.todoList;
list.push({
skill: skill,
player: this.player,
priority: get.priority(skill),
});
if (typeof info.getIndex === 'function') {
const indexedResult = info.getIndex(event, player, name);
if(Array.isArray(indexedResult)){
indexedResult.forEach(indexedData => {
list.push({
skill: skill,
player: this.player,
priority: get.priority(skill),
indexedData,
})
});
}
else if (typeof indexedResult === 'number' && indexedResult>0){
for(let i = 0; i < indexedResult; i++){
list.push({
skill: skill,
player: this.player,
priority: get.priority(skill),
indexedData: true,
})
}
}
}
else{
list.push({
skill: skill,
player: this.player,
priority: get.priority(skill),
});
}
if (typeof list.player == 'string') list.sort((a, b) => (b.priority - a.priority) || (playerMap.indexOf(a) - playerMap.indexOf(b)));
else list.sort((a, b) => b.priority - a.priority);
allbool = true;

View File

@ -371,6 +371,7 @@ export class Player extends HTMLDivElement {
* ```
*/
when() {
const player = this;
if (!_status.postReconnect.player_when) _status.postReconnect.player_when = [
function (map) {
"use strict";
@ -386,7 +387,13 @@ export class Player extends HTMLDivElement {
];
let triggerNames = Array.from(arguments);
let trigger;
let instantlyAdd = true;
if (triggerNames.length == 0) throw 'player.when的参数数量应大于0';
//从triggerNames中取出instantlyAdd的部分
if (triggerNames.includes(false)) {
instantlyAdd = false;
triggerNames.remove(false);
}
// add other triggerNames
// arguments.length = 1
if (triggerNames.length == 1) {
@ -506,7 +513,7 @@ export class Player extends HTMLDivElement {
}
});
}, skillName);
this.addSkill(skillName);
if (instantlyAdd !== false) this.addSkill(skillName);
_status.postReconnect.player_when[1][skillName] = true;
return {
/**
@ -603,6 +610,14 @@ export class Player extends HTMLDivElement {
if (skill.contentFuns.length > 0) createContent();
return this;
},
/**
* 获得技能
* 如果instantlyAdd为false则需要以此法获得技能
**/
finish() {
player.addSkill(skillName);
return this;
}
};
}
/**
@ -1651,6 +1666,7 @@ export class Player extends HTMLDivElement {
this.sex = lib.character[this.name][0];
if (this.group == 'unknown') this.group = lib.character[this.name][1];
this.classList.remove('unseen');
this.classList.remove('unseen_show');
break;
case 1:
if (log !== false) game.log(this, '展示了副将', '#b' + this.name2);
@ -1658,6 +1674,7 @@ export class Player extends HTMLDivElement {
if (this.sex == 'unknown') this.sex = lib.character[this.name2][0];
if (this.name.startsWith('unknown')) this.name = this.name2;
this.classList.remove('unseen2');
this.classList.remove('unseen2_show');
break;
case 2:
if (log !== false) {
@ -1671,6 +1688,8 @@ export class Player extends HTMLDivElement {
if (this.group == 'unknown') this.group = lib.character[this.name][1];
this.classList.remove('unseen');
this.classList.remove('unseen2');
this.classList.remove('unseen_show');
this.classList.remove('unseen2_show');
break;
}
if (!this.isUnseen(2)) {
@ -2095,6 +2114,7 @@ export class Player extends HTMLDivElement {
}
//原有函数
init(character, character2, skill, update) {
let hidden = false;
if (typeof character == 'string' && !lib.character[character]) {
lib.character[character] = get.character(character);
}
@ -2150,7 +2170,7 @@ export class Player extends HTMLDivElement {
skills = [];
this.name = 'unknown';
this.sex = 'male';
this.storage.nohp = true;
hidden = true;
skills.add('g_hidden_ai');
}
if (character2 && lib.character[character2]) {
@ -2204,17 +2224,19 @@ export class Player extends HTMLDivElement {
if (info2[4].includes('hiddenSkill') && !this.noclick) {
if (!this.hiddenSkills) this.hiddenSkills = [];
this.hiddenSkills.addArray(info2[3]);
this.storage.nohp = true;
hidden = true;
skills.add('g_hidden_ai');
}
else skills = skills.concat(info2[3]);
}
if (this.storage.nohp) {
if (this.storage.nohp || hidden) {
this.storage.rawHp = this.hp;
this.storage.rawMaxHp = this.maxHp;
this.hp = 1;
this.maxHp = 1;
this.node.hp.hide();
if (this.storage.nohp) {
this.node.hp.hide();
}
}
if (skill != false) {
skills = skills.filter(skill => {
@ -2283,6 +2305,7 @@ export class Player extends HTMLDivElement {
this.node.name.classList.add('long');
}
if (info[4].includes('hiddenSkill') && !this.noclick) {
if (!_status.video && get.mode() != 'guozhan') this.classList.add('unseen_show');
this.classList.add(_status.video ? 'unseen_v' : 'unseen');
if (!this.node.name_seat && !_status.video) {
this.node.name_seat = ui.create.div('.name.name_seat', get.verticalStr(get.translation(this.name)), this);
@ -2304,6 +2327,7 @@ export class Player extends HTMLDivElement {
this.node.count.classList.add('p2');
if (info2[4].includes('hiddenSkill') && !this.noclick) {
if (!_status.video && get.mode() != 'guozhan') this.classList.add('unseen2_show');
this.classList.add(_status.video ? 'unseen2_v' : 'unseen2');
}
this.node.name2.innerHTML = get.slimName(character2);
@ -2321,19 +2345,32 @@ export class Player extends HTMLDivElement {
*
* 如果lib.character[character]不存在且想引用其他路径的图片素材或阵亡素材请以[character,[]]的形式写入lib.character.characterSubstitute[name]第二个数组填入形式同lib.character[4]的书写形式
*
* @param { string | string }
* @param { string | object | function } map
* @param { string } character
*/
changeSkin(skill, character) {
if (!skill || !character) {
console.log('error: no sourceSkill or character to changeSkin', get.translation(this));
changeSkin(map, character) {
if (!map || !character) {
console.warn('error: no sourceMap or character to changeSkin', get.translation(this));
return;
}
if (typeof map == 'string') {
map = { skill: map };
}
for (const i of ['name', 'name1', 'name2']) {
if (i == 'name1' && this.name === this.name1) continue;
const list = lib.characterSubstitute[this[i]];
if (this[i] && list) {
if ((get.character(this[i], 3) || []).includes(skill)) {
const name = (i == 'name2' ? 'name2' : 'name');
const name = (i == 'name2' ? 'name2' : 'name');
if ((() => {
if (typeof map == 'function') {
return map(this, name);
}
if (typeof map.skill == 'string' && (get.character(this[i], 3) || []).includes(map.skill)) return true;
if (typeof map.characterName == 'string' && this[i] == map.characterName) return true;
if (typeof map.characterSkinName == 'string' && this.skin[name] == map.characterSkinName) return true;
if (typeof map.source == 'string' && name == map.source) return true;
return false;
})()) {
if (this.skin[name] != character) {
const origin = this.skin[name];
game.broadcastAll((player, name, character, list, origin) => {
@ -2359,6 +2396,31 @@ export class Player extends HTMLDivElement {
}
}
}
changeSkinByName(character, index){
const name = (index == 2 ? 'name2' : 'name');
const list = lib.characterSubstitute[this[name]];
if (list && lib.characterSubstitute[this[name]]) {
const origin = this.skin[name];
game.broadcastAll((player, name, character, list, origin) => {
player.tempname.remove(origin);
player.tempname.add(character);
player.skin[name] = character;
const goon = (!lib.character[character]);
if (goon) lib.character[character] = ['', '', 0, [], (list.find(i => i[0] == character) || [character, []])[1]];
player.smoothAvatar(name == 'name2');
player.node['avatar' + name.slice(4)].setBackground(character, 'character');
player.node['avatar' + name.slice(4)].show();
if (goon) delete lib.character[character];
}, this, name, character, list, origin);
game.addVideo('changeSkin', this, {
from: origin,
to: character,
name: name,
list: list,
avatar2: name == 'name2',
});
}
}
initOL(name, character) {
this.node.avatar.setBackground(character, 'character');
this.node.avatar.show();
@ -2678,6 +2740,8 @@ export class Player extends HTMLDivElement {
this.node.hp.show();
this.classList.remove('unseen');
this.classList.remove('unseen2');
this.classList.remove('unseen_show');
this.classList.remove('unseen2_show');
this.node.identity.style.backgroundColor = '';
this.node.intro.innerHTML = '';
@ -3042,20 +3106,22 @@ export class Player extends HTMLDivElement {
}
}
if (!this.storage.nohp) {
if (this.maxHp == Infinity) {
hp.innerHTML = '∞';
const hidden = (this.classList.contains('unseen_show') || this.classList.contains('unseen2_show'));
const maxHp = (hidden ? 1 : this.maxHp);
if (maxHp == Infinity) {
hp.innerHTML = (this.hp == Infinity ? '∞' : (this.hp + '<br>/<br>' + '∞' + '<div></div>'));
}
else if (game.layout == 'default' && this.maxHp > 14) {
hp.innerHTML = this.hp + '/' + this.maxHp;
else if (game.layout == 'default' && maxHp > 14) {
hp.innerHTML = this.hp + '/' + maxHp;
hp.classList.add('text');
}
else if (get.is.newLayout() &&
(
this.maxHp > 9 ||
(this.maxHp > 5 && this.classList.contains('minskin')) ||
((game.layout == 'mobile' || game.layout == 'long') && this.dataset.position == 0 && this.maxHp > 7)
maxHp > 9 ||
(maxHp > 5 && this.classList.contains('minskin')) ||
((game.layout == 'mobile' || game.layout == 'long') && this.dataset.position == 0 && maxHp > 7)
)) {
hp.innerHTML = this.hp + '<br>/<br>' + this.maxHp + '<div></div>';
hp.innerHTML = this.hp + '<br>/<br>' + maxHp + '<div></div>';
if (this.hp == 0) {
hp.lastChild.classList.add('lost');
}
@ -3066,16 +3132,16 @@ export class Player extends HTMLDivElement {
hp.innerHTML = '';
hp.classList.remove('text');
hp.classList.remove('textstyle');
while (this.maxHp > hp.childNodes.length) {
while (maxHp > hp.childNodes.length) {
ui.create.div(hp);
}
while (Math.max(0, this.maxHp) < hp.childNodes.length) {
while (Math.max(0, maxHp) < hp.childNodes.length) {
hp.removeChild(hp.lastChild);
}
for (var i = 0; i < this.maxHp; i++) {
for (var i = 0; i < maxHp; i++) {
var index = i;
if (get.is.newLayout()) {
index = this.maxHp - i - 1;
index = maxHp - i - 1;
}
if (i < this.hp) {
hp.childNodes[index].classList.remove('lost');
@ -3084,23 +3150,26 @@ export class Player extends HTMLDivElement {
hp.childNodes[index].classList.add('lost');
}
}
// if(this.maxHp==9){
// if(maxHp==9){
// hp.classList.add('long');
// }
// else{
// hp.classList.remove('long');
// }
}
if (hp.classList.contains('room')) {
if (hidden) {
hp.dataset.condition = 'hidden';
}
else if (hp.classList.contains('room')) {
hp.dataset.condition = 'high';
}
else if (this.hp == 0) {
hp.dataset.condition = '';
}
else if (this.hp > Math.round(this.maxHp / 2) || this.hp === this.maxHp) {
else if (this.hp > Math.round(maxHp / 2) || this.hp === maxHp) {
hp.dataset.condition = 'high';
}
else if (this.hp > Math.floor(this.maxHp / 3)) {
else if (this.hp > Math.floor(maxHp / 3)) {
hp.dataset.condition = 'mid';
}
else {
@ -3233,6 +3302,7 @@ export class Player extends HTMLDivElement {
num = this.storage[i].length;
}
if (num) {
if (num == Infinity) num = '∞';
if (!this.marks[i].markcount) {
this.marks[i].markcount = ui.create.div('.markcount.menubutton', this.marks[i]);
}
@ -3941,7 +4011,7 @@ export class Player extends HTMLDivElement {
return next;
}
phaseUse() {
var next = game.createEvent('phaseUse');
var next = game.createEvent('phaseUse', false);
next.player = this;
next.setContent('phaseUse');
return next;
@ -4155,7 +4225,8 @@ export class Player extends HTMLDivElement {
next.filterCard = get.filter(arguments[i]);
}
else if (typeof arguments[i] == 'string') {
get.evtprompt(next, arguments[i]);
if (arguments[i]=='chooseonly') next.chooseonly=true;
else get.evtprompt(next, arguments[i]);
}
if (arguments[i] === null) {
for (var i = 0; i < arguments.length; i++) {
@ -7843,14 +7914,14 @@ export class Player extends HTMLDivElement {
skillName = 'player_tempSkills_' + Math.random().toString(36).slice(-8);
} while (player.additionalSkills[skillName] != null);
player.addAdditionalSkill(skillName, skillsToAdd);
player.when(expire).assign({
player.when(expire,false).assign({
firstDo: true,
priority: Infinity,
}).vars({
skillName
}).then(() => {
player.removeAdditionalSkills(skillName);
});
}).finish();
}
});
}
@ -7893,13 +7964,13 @@ export class Player extends HTMLDivElement {
if (!expire) expire = { global: ['phaseAfter', 'phaseBeforeStart'] };
else if (typeof expire == 'string' || Array.isArray(expire)) expire = { global: expire };
this.when(expire).assign({
this.when(expire,false).assign({
firstDo: true,
}).vars({
bannedSkill: skill,
}).then(() => {
delete player.storage[`temp_ban_${bannedSkill}`];
});
}).finish();
}
return skill;
}

View File

@ -9830,7 +9830,7 @@ export class Library extends Uninstantable {
* @param {string} skill
* @returns {boolean}
*/
filterTrigger: function (event, player, triggername, skill) {
filterTrigger: function (event, player, triggername, skill, indexedData) {
if (player._hookTrigger && player._hookTrigger.some(i => {
const info = lib.skill[i].hookTrigger;
return info && info.block && info.block(event, player, triggername, skill);
@ -9853,7 +9853,7 @@ export class Library extends Uninstantable {
if (Array.isArray(info.trigger[role])) return info.trigger[role].includes(triggername);
return info.trigger[role] == triggername;
})) return false;
if (info.filter && !info.filter(event, player, triggername)) return false;
if (info.filter && !info.filter(event, player, triggername, indexedData)) return false;
if (event._notrigger.includes(player) && !lib.skill.global.includes(skill)) return false;
if (typeof info.usable == 'number' && player.hasSkill('counttrigger') &&
player.storage.counttrigger && player.storage.counttrigger[skill] >= info.usable) return false;
@ -10396,7 +10396,7 @@ export class Library extends Uninstantable {
return (Math.random() - 0.5);
},
seat: function (a, b) {
var player = lib.tempSortSeat || _status.event.player;
var player = lib.tempSortSeat || _status.event.player || game.me || game.players[0];
var delta = get.distance(player, a, 'absolute') - get.distance(player, b, 'absolute');
if (delta) return delta;
delta = parseInt(a.dataset.position) - parseInt(b.dataset.position);

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