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10 changes: 4 additions & 6 deletions character/diy/skill.js
Original file line number Diff line number Diff line change
Expand Up @@ -2986,16 +2986,14 @@ const skills = {
hiddenSkill: true,
filter(event, player) {
return (
event.toShow &&
event.toShow.some(name => {
event.toShow?.some(name => {
return get.character(name, 3).includes("nsbizhao");
}) &&
player != _status.currentPhase
}) && player != _status.currentPhase
);
},
async content(event, trigger, player) {
player.addTempSkill(event.nam + "_effect", { player: "phaseBeginStart" });
player.addMark(event.nam + "_effect", 1, false);
player.addTempSkill(event.name + "_effect", { player: "phaseBeginStart" });
player.addMark(event.name + "_effect", 1, false);
},
subSkill: {
effect: {
Expand Down
1 change: 0 additions & 1 deletion character/diy/translate.js
Original file line number Diff line number Diff line change
Expand Up @@ -120,7 +120,6 @@ const translates = {
nsfuzhou_draw_info: "出牌阶段限两次。你可以将一张黑色牌置于一名角色的判定区内,称为“符”。其于判定阶段进行“符”判定,若判定结果为:黑色,其受到1点雷属性伤害并弃置一张牌;红色,你摸两张牌,该角色回复1点体力并摸一张牌,且本回合的手牌上限+1。",
ns_yanghu: "羊祜",
nsbizhao: "避召",
nsbizhao2: "避召",
nsbizhao_info: "隐匿技,锁定技,当你于回合外明置此武将牌后,其他角色计算与你的距离+1直至你的回合开始。",
nsqingde: "清德",
nsqingde_info: "每回合限一次,当你使用【杀】或普通锦囊牌对其他角色造成伤害后,你可使用该牌与受到伤害的角色拼点。你可令输的角色摸两张牌;当你受到其他角色使用【杀】或普通锦囊牌造成的伤害后,可使用该牌与伤害来源拼点。你可令赢的角色回复1点体力。",
Expand Down
6 changes: 2 additions & 4 deletions character/extra/skill.js
Original file line number Diff line number Diff line change
Expand Up @@ -3409,8 +3409,7 @@ const skills = {
filter(event, player) {
return (event.name != "phase" || game.phaseNumber == 0) && get.info("tamo").getTargets().length > 1;
},
changeSeat: true,
seatRelated: true,
seatRelated: "changeSeat",
derivation: "tamo_faq",
async cost(event, trigger, player) {
const toSortPlayers = get.info(event.skill).getTargets();
Expand Down Expand Up @@ -5019,8 +5018,7 @@ const skills = {
juexingji: true,
skillAnimation: true,
animationColor: "orange",
changeSeat: true,
seatRelated: true,
seatRelated: "changeSeat",
content() {
"step 0";
player.awakenSkill(event.name);
Expand Down
7 changes: 2 additions & 5 deletions character/huicui/skill.js
Original file line number Diff line number Diff line change
Expand Up @@ -605,7 +605,7 @@ const skills = {
},
dcyizheng: {
audio: 2,
trigger: { player: ["phaseBegin"] },//, "phaseEnd"
trigger: { player: ["phaseBegin"] }, //, "phaseEnd"
filter(event, player) {
return (
player.countCards("h") &&
Expand Down Expand Up @@ -753,7 +753,7 @@ const skills = {
await player.recover(num);
//await player.draw(num);
await player.removeSkills("dcyizheng");
if (player.hasSkill("dcboxuan")) {
if (player.hasSkill("dcboxuan", null, null, false)) {
player.storage.dcboxuan = true;
}
game.log(player, `修改了〖博玄〗`);
Expand Down Expand Up @@ -1963,9 +1963,6 @@ const skills = {
audio: 2,
trigger: { player: "useCardToPlayered" },
filter(event, player) {
if (!player.isPhaseUsing()) {
return false;
}
if (event.card.name != "sha" && get.type(event.card) != "trick") {
return false;
}
Expand Down
4 changes: 2 additions & 2 deletions character/huicui/translate.js
Original file line number Diff line number Diff line change
Expand Up @@ -547,7 +547,7 @@ const translates = {
dcxidi_tag: "笛",
dcxidi_info: "锁定技。①游戏开始时,你将手牌标记为“笛”。②你的“笛”牌不计入手牌上限。③准备阶段或结束阶段,你观看牌堆顶X张牌,然后将这些牌以任意顺序置于牌堆顶和牌堆底(X为你手牌中的“笛”数且至少为1)。",
dcchengyan: "乘烟",
dcchengyan_info: "当你于出牌阶段使用【杀】或普通锦囊牌指定其他角色为目标后,你可以摸一张牌并展示之,若展示牌为【杀】或可指定目标的普通锦囊牌,你将使用牌对其的结算方式改为展示牌牌名的结算方式;否则,你摸一张牌并标记为“笛”。",
dcchengyan_info: "当你使用【杀】或普通锦囊牌指定其他角色为目标后,你可以摸一张牌并展示之,若展示牌为【杀】或可指定目标的普通锦囊牌,你将使用牌对其的结算方式改为展示牌牌名的结算方式;否则,你摸一张牌并标记为“笛”。",
dc_sp_zhurong: "新杀SP祝融",
dc_sp_zhurong_prefix: "新杀SP",
dcremanhou: "蛮后",
Expand Down Expand Up @@ -606,7 +606,7 @@ const translates = {
dcyizheng: "议政",
dcyizheng_info: "你的回合开始时,你可与至多体力上限名其他角色各展示一张手牌,若展示的牌类型均相同,你可将这些牌交给一名角色,否则,你弃置这些牌。",
dcguilin: "归林",
dcguilin_info: "限定技,出牌阶段或你进入濒死状态时,你可以回满体力,然后失去〖议政〗并修改〖博玄〗。",
dcguilin_info: "限定技,出牌阶段或你进入濒死状态时,你可以回复所有体力,然后失去〖议政〗并修改〖博玄〗。",
dc_xiangchong: "新杀向宠",
dc_xiangchong_prefix: "新杀",
dcguying: "固营",
Expand Down
3 changes: 1 addition & 2 deletions character/mobile/skill.js
Original file line number Diff line number Diff line change
Expand Up @@ -20416,8 +20416,7 @@ const skills = {
},
multitarget: true,
multiline: true,
changeSeat: true,
seatRelated: true,
seatRelated: "changeSeat",
contentBefore() {
player.$fullscreenpop("败移", "thunder");
},
Expand Down
24 changes: 14 additions & 10 deletions character/offline/skill.js
Original file line number Diff line number Diff line change
Expand Up @@ -414,9 +414,13 @@ const skills = {
async content(event, trigger, player) {
const list = [];
for (let positon of ["c", "d", "ej"]) {
const card = get.cardPile(card => {
return get.tag(card, "damage") && positon.includes(get.position(card, true));
}, "field", "random");
const card = get.cardPile(
card => {
return get.tag(card, "damage") && positon.includes(get.position(card, true));
},
"field",
"random"
);
if (card) {
if (positon == "ej") {
const owner = get.owner(card);
Expand All @@ -429,9 +433,11 @@ const skills = {
list.push(card);
}
}
const cards = Array.from(ui.ordering.childNodes).slice(0).filter(card => {
return card && get.tag(card, "damage") && get.position(card, true) == "o";
});
const cards = Array.from(ui.ordering.childNodes)
.slice(0)
.filter(card => {
return card && get.tag(card, "damage") && get.position(card, true) == "o";
});
if (cards.length) {
list.push(cards.randomGet());
}
Expand Down Expand Up @@ -629,8 +635,7 @@ const skills = {
const { result } = await next;
if (result?.suit == "spade") {
await target.damage(2, "thunder");
}
else if (target.countCards("h")){
} else if (target.countCards("h")) {
await player.gainPlayerCard(target, "h", true);
}
},
Expand Down Expand Up @@ -7925,8 +7930,7 @@ const skills = {
hm_qianjun: {
limited: true,
enable: "phaseUse",
seatRelated: true,
changeSeat: true,
seatRelated: "changeSeat",
skillAnimation: true,
animationColor: "orange",
derivation: "olluanji",
Expand Down
36 changes: 22 additions & 14 deletions character/sb/skill.js
Original file line number Diff line number Diff line change
Expand Up @@ -10063,12 +10063,10 @@ const skills = {
filter(event, player) {
return event.card.name == "sha" && player.countMark("splveying") > 1;
},
content() {
"step 0";
async content(event, trigger, player) {
player.removeMark("splveying", 2);
player.draw();
"step 1";
player.chooseUseTarget("guohe");
await player.draw();
await player.chooseUseTarget("guohe");
},
marktext: "椎",
intro: {
Expand All @@ -10082,14 +10080,19 @@ const skills = {
audio: "splveying",
trigger: { player: "useCardToPlayered" },
forced: true,
usable: 2,
filter(event, player) {
return event.card.name == "sha" && player.isPhaseUsing();
return event.card.name == "sha" && player.isPhaseUsing() && player.countMark("splveying_used") < 2;
},
content() {
async content(event, trigger, player) {
player.addMark("splveying", 1);
player.addTempSkill("splveying_used", "phaseUseEnd");
player.addMark("splveying_used", 1);
},
},
used: {
charlotte: true,
onremove: true,
},
},
},
spyingwu: {
Expand All @@ -10101,10 +10104,10 @@ const skills = {
filter(event, player) {
return player.hasSkill("splveying", null, null, false) && get.type(event.card) == "trick" && !get.tag(event.card, "damage") && player.countMark("splveying") > 1;
},
content() {
async content(event, trigger, player) {
player.removeMark("splveying", 2);
player.draw();
player.chooseUseTarget("sha", false);
await player.draw();
await player.chooseUseTarget("sha", false);
},
ai: { combo: "splveying" },
subSkill: {
Expand All @@ -10113,14 +10116,19 @@ const skills = {
trigger: { player: "useCardToPlayered" },
forced: true,
locked: false,
usable: 2,
filter(event, player) {
return player.hasSkill("splveying") && get.type(event.card) == "trick" && !get.tag(event.card, "damage") && player.isPhaseUsing();
return player.hasSkill("splveying") && get.type(event.card) == "trick" && !get.tag(event.card, "damage") && player.isPhaseUsing() && player.countMark("spyingwu_used") < 2;
},
content() {
async content(event, trigger, player) {
player.addMark("splveying", 1);
player.addTempSkill("spyingwu_used", "phaseUseEnd");
player.addMark("spyingwu_used", 1);
},
},
used: {
charlotte: true,
onremove: true,
},
},
},
//手杀杨婉
Expand Down
4 changes: 2 additions & 2 deletions character/sb/translate.js
Original file line number Diff line number Diff line change
Expand Up @@ -40,9 +40,9 @@ const translates = {
spxianchou_info: "当你受到有来源的伤害后,你可选择一名不为伤害来源的其他角色。该角色可以弃置一张牌,然后视为对伤害来源使用一张【杀】(无距离限制)。若其因此【杀】造成了伤害,则其摸一张牌,你回复1点体力。",
liucheng: "谋刘赪",
splveying: "掠影",
splveying_info: "锁定技。①每回合限两次,当你使用【杀】指定目标后,你获得一个“椎”。②当你使用的【杀】结算结束后,若你的“椎”数大于1,则你弃置两个“椎”并摸一张牌,然后可以视为使用一张【过河拆桥】。",
splveying_info: "锁定技。①出牌阶段限两次,当你使用【杀】指定目标后,你获得一个“椎”。②当你使用的【杀】结算结束后,若你的“椎”数大于1,则你弃置两个“椎”并摸一张牌,然后可以视为使用一张【过河拆桥】。",
spyingwu: "莺舞",
spyingwu_info: "若你拥有〖掠影〗,则:①每回合限两次,当你使用非伤害类普通锦囊牌指定目标后,你获得一个“椎”。②当你使用的非伤害类普通锦囊牌结算结束后,若你的“椎”数大于1,则你弃置两个“椎”并摸一张牌,然后可以视为使用一张【杀】。",
spyingwu_info: "若你拥有〖掠影〗,则:①出牌阶段限两次,当你使用非伤害类普通锦囊牌指定目标后,你获得一个“椎”。②当你使用的非伤害类普通锦囊牌结算结束后,若你的“椎”数大于1,则你弃置两个“椎”并摸一张牌,然后可以视为使用一张【杀】。",
sb_huangzhong: "谋黄忠",
sbliegong: "烈弓",
sbliegong_info: "①若你的装备区内没有武器牌,则你手牌区内所有【杀】的属性视为无属性。②当你使用牌时,或成为其他角色使用牌的目标后,你记录此牌的花色。③当你使用【杀】指定唯一目标后,若你〖烈弓②〗的记录不为空,则你可亮出牌堆顶的X张牌(X为你〖烈弓②〗记录过的花色数-1),令此【杀】的伤害值基数+Y(Y为亮出牌中被〖烈弓②〗记录过花色的牌的数量),且目标角色不能使用〖烈弓②〗记录过花色的牌响应此【杀】。此【杀】使用结算结束后,你清除〖烈弓②〗的记录。",
Expand Down
5 changes: 2 additions & 3 deletions character/shiji/skill.js
Original file line number Diff line number Diff line change
Expand Up @@ -1080,8 +1080,7 @@ const skills = {
audio: 2,
enable: "phaseUse",
usable: 1,
changeSeat: true,
seatRelated: true,
seatRelated: "changeSeat",
limited: true,
skillAnimation: true,
animationColor: "orange",
Expand Down Expand Up @@ -5676,7 +5675,7 @@ const skills = {
group: "boming_draw",
subSkill: {
draw: {
audio: 'boming',
audio: "boming",
trigger: { player: "phaseJieshuBegin" },
forced: true,
locked: false,
Expand Down
7 changes: 3 additions & 4 deletions character/sixiang/skill.js
Original file line number Diff line number Diff line change
Expand Up @@ -260,8 +260,8 @@ const skills = {
ai2(target) {
const card = ui.selected.cards[0],
att = get.attitude(get.player(), target),
range = target.getAttackRange();
cardrange = 1 - (get.info(card, false)?.distance?.attackFrom || 0);
range = target.getAttackRange(),
cardrange = 1 - (get.info(card, false)?.distance?.attackFrom || 0);
if (att <= 0 && cardrange > range) {
return get.effect(target, { name: "guohe_copy2" }, get.player(), get.player());
}
Expand Down Expand Up @@ -3800,8 +3800,7 @@ const skills = {
skillAnimation: true,
limited: true,
animationColor: "fire",
changeSeat: true,
seatRelated: true,
seatRelated: "changeSeat",
async content(event, trigger, player) {
const target = event.targets[0];
player.awakenSkill(event.name);
Expand Down
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