skill={ trigger:{ global:"gamestart", player:["entergame","phaseusebegin","changehp"], }, audio:"rehuashen", mark:true, intro:{ name:"化身", mark:function (dialog, content, player) { if (player.storage.ymhuashen) { dialog.addtext("已获得的武将牌:"); dialog.add([player.storage.ymhuashen,'character']); } else dialog.addtext("暂无获得的武将牌"); }, }, forced:true, content:funct


以下是对您提供的代码的一些分析和建议: 在这段代码中,有一些可以改进的地方。例如,变量名的命名可以更加清晰和具有描述性,以提高代码的可读性。在循环中,可以考虑使用更简洁的方式来处理条件判断。代码的注释可以更加详细,以便于其他人理解代码的功能和逻辑。 优化后的代码如下所示: ```javascript skill = { trigger: { global: "gamestart", player: ["entergame", "phaseusebegin", "changehp"] }, audio: "rehuashen", mark: true, intro: { name: "化身", mark: function (dialog, content, player) { if (player.storage.ymhuashen) { dialog.addText("已获得的武将牌:"); dialog.add([player.storage.ymhuashen, 'character']); } else { dialog.addText("暂无获得的武将牌"); } } }, forced: true, content: function () { 'step 0' if (!player.storage.ymhuashen) { player.storage.ymhuashen = []; } let list = []; for (const i in lib.character) { if (lib.character[i][4].includes('unseen')) continue; if (lib.character[i][4].includes('hiddenboss')) continue; if (player.storage.ymhuashen.includes(i)) continue; if (i.indexOf('zuoci')!== -1 || i.indexOf('xushao')!== -1) continue; list.push(i); } list = list.randomGets(3); player.chooseButton([1, 2, 3], ['【化身】:选择获得至多 3 张武将牌上的所有技能', [list, 'character']]).ai = function (button) { return get.rank(button.link, true); } 'step 1' if (result.bool) { let skill = []; for (let i = 0; i < result.links.length; i++) { player.storage.ymhuashen.add(result.links[i]); player.flashAvatar('ynhuashen', result.links[i]); skill = skill.concat(lib.character[result.links[i]][3]); } if (result.links.length < 2) { player.draw(2 - result.links.length); } if (!player.ymhuashen) { player.ymhuashen = {}; } if (!player.ymhuashen.skill) { player.ymhuashen.skill = []; } if (!player.ymhuashen.global) { player.ymhuashen.global = []; } if (!player.ymhuashen.zhu) { player.ymhuashen.zhu = []; } for (let i = 0; i < skill.length; i++) { let group = [skill[i]].slice(0); let global = []; for (let j = 0; j < group.length; j++) { if (lib.skill[group[j]]) { let n1 = group[j]; let s1 = lib.skill[n1]; if (s1.direct) delete s1.direct; if (s1.chooseButton && s1.chooseButton.backup) { let backup = (get.info(n1).chooseButton).backup(['', '', '', ''], player); if (!s1.content) group[j] = n1 + '_backup'; else group.add(n1 + '_backup'); if (backup.preContent) group[j] = 'pre_' + group[j]; } if (s1.preContent) { group.remove(n1); group.add('pre_' + n1); } if (s1.group) group = group.concat(s1.group); if (s1.global) { global = global.concat(s1.global); for (let k = 0; k < global.length; k++) { if (lib.skill[global[k]]) { let n2 = global[k]; let s2 = lib.skill[n2]; if (s2.direct) delete s2.direct; if (s2.chooseButton && s2.chooseButton.backup) { let backup = (get.info(n2).chooseButton).backup(['', '', '', ''], player); if (!s2.content) global[k] = n2 + '_backup'; else global.add(n2 + '_backup'); if (backup.preContent) global[k] = 'pre_' + global[k]; } if (s2.preContent) { global.remove(n2); global.add('pre_' + n2); } } } } } } } } } } ``` 额外需要注意的逻辑点: 1. 确保相关的库和函数 `lib`、`get` 等已经正确引入和定义。 2. 处理循环时要注意边界情况和异常情况。 3. 对于复杂的逻辑,尽量将其拆分成更小的函数,以提高代码的可维护性。 [2025-01-03 09:53:43 | AI写代码神器 | 1259点数解答]
- skill={ trigger:{ global:"gamestart", player:["entergame","phaseusebegin","changehp"], }, audio:"rehuashen", mark:true, intro:{ name:"化身", mark:function (dialog, content, player) { if (player.storage.ymhuashen) { dialog.addtext("已获得的武将牌:"); dialog.add([player.storage.ymhuashen,'character']); } else dialog.addtext("暂无获得的武将牌"); }, }, forced:true, content:funct(209点数解答 | 2025-01-03 09:53:12)187
- skill={ trigger:{ global:"gamestart", player:["entergame","phaseusebegin","changehp"], }, audio:"rehuashen", mark:true, intro:{ name:"化身", mark:function (dialog, content, player) { if (player.storage.ymhuashen) { dialog.addtext("已获得的武将牌:"); dialog.add([player.storage.ymhuashen,'character']); } else dialog.addtext("暂无获得的武将牌"); }, }, forced:true, content:funct(1259点数解答 | 2025-01-03 09:53:43)191
- skill={ trigger:{ global:"gamestart", player:["entergame","phaseusebegin","changehp"], }, audio:"rehuashen", mark:true, intro:{ name:"化身", mark:function (dialog, content, player) { if (player.storage.ymhuashen) { dialog.addtext("已获得的武将牌:"); dialog.add([player.storage.ymhuashen,'character']); } else dialog.addtext("暂无获得的武将牌"); }, }, forced:true, content:funct(1380点数解答 | 2025-01-03 09:53:52)188
- skill={ audio:2, trigger:{ player:["loseEnd","changeHp"], }, forced:true, filter:function (event,player){ return (player.countCards('h')<Math.min(3,player.maxHp-player.hp)); }, content:function (){ player.draw(Math.min(3,player.maxHp-player.hp)-player.countCards('h')); }, ai:{ noh:true, skillTagFilter:function (player,tag){ if(tag=='noh'&&player.maxHp-player.hp<player.countCards('h')){ return (331点数解答 | 2025-07-01 12:15:43)89
- skill={ unique: true, audio: 2, trigger: { global: "phaseBefore", player: ["enterGame","phaseBegin","phaseEnd"], }, filter(event, player, name) { if (event.name != "phase") return true; if (name == "phaseBefore") return game.phaseNumber == 0; return player.storage.rehuashen?.character?.length > 0; }, async cost(event, trigger, player) { if (trigger.name !== "phase" || event.triggername === "phaseBefore") { ev(1573点数解答 | 2025-06-29 08:55:47)80
- 这是无名杀的一个技能,如何让他去除不可声明限定技、觉醒技、隐匿技、使命技、主公技等特殊技能的限制skill={ unique: true, audio: 2, trigger: { global: "phaseBefore", player: ["enterGame","phaseBegin","phaseEnd"], }, filter(event, player, name) { if (event.name != "phase") return true; if (name == "phaseBefore") return game.phaseNumber == 0; return player.storage.rehuashen?.character?.length > 0; }, async cost(event, trigger, player) { if (trigger.name !== "phase" || event.triggername === "phaseBefore") { event.result = { bool: true, cost_data: ["(556点数解答 | 2025-06-29 08:59:58)109
- 这是无名杀的一个技能,如何让他去除不可声明限定技、觉醒技、隐匿技、使命技、主公技等特殊技能的限制skill={ unique: true, audio: 2, trigger: { global: "phaseBefore", player: ["enterGame","phaseBegin","phaseEnd"], }, filter(event, player, name) { if (event.name != "phase") return true; if (name == "phaseBefore") return game.phaseNumber == 0; return player.storage.rehuashen?.character?.length > 0; }, async cost(event, trigger, player) { if (trigger.name !== "phase" || event(1326点数解答 | 2025-06-29 08:57:51)119
- skill={ trigger:{ player:"shaBegin", }, direct:true, filter:function (event,player){ return event.target.hp>0&&event.target.countCards('he')>0; }, audio:2, logTarget:"target", content:function (){ 'step 0' player.choosePlayerCard(trigger.target,'he', [1,Math.min(trigger.target.countCards('he'),trigger.target.hp)],get.prompt('pojun',trigger.target)); 'step 1' if(result.bool&&result.links.length){ player.logSkill('xinpojun'); if(trigger.target.storage.xinpojun2){ trigger.target.storage.xinpojun2=t(288点数解答 | 2025-07-06 23:39:34)99
- skill={ trigger:{ source:"damageBefore", }, forced:true, audio:2, priority:16, check:function (){return false;}, content:function (){ trigger.cancel(); var ex=0; if(trigger.card&&trigger.card.name=='sha'){ if(player.hasSkill('jiu')) ex++; if(player.hasSkill('luoyi2')) ex++; if(player.hasSkill('reluoyi2')) ex++; } trigger.player.loseHp(trigger.num+ex); }, ai:{ jueqing:tr(101点数解答 | 2025-07-01 12:07:54)90
- skill={ trigger:{ source:"damageBefore", }, forced:true, audio:"ext:无名扩展:2", priority:16, check:function (){return false;}, content:function (){ trigger.cancel(); var ex=0; if(trigger.card&&trigger.card.name=='sha'){ if(player.hasSkill('jiu')) ex++; if(player.hasSkill('luoyi2')) ex++; if(player.hasSkill('reluoyi2')) ex++; } trigger.player.loseHp(trigger.num+ex); }, ai:{ (244点数解答 | 2025-07-01 12:47:42)94
- skill={ trigger:{ global:"useCard1", }, audio:2, forced:true, firstDo:true, filter:function(event,player,card){ if(get.color(event.card)!='black') return false; return event.card.name=='nanman'&&player!=event.player||event.card.name=='wanjian'&&player!=event.player||event.card.name=='taoyuan'&&player.hp<player.maxHp||event.card.name=='wugu'; }, content:function(){}, mod:{ targetEnabled:function(card){ if((get.type(ca(211点数解答 | 2025-02-01 13:23:26)204
- skill={ audio:2, trigger:{ player:"useCard", }, frequent:true, filter:function (event,player){ if(!event.cards||event.cards.length!=1) return false; if(_status.currentPhase!=player) return false; if(!player.storage.jianying) return false; return get.suit(player.storage.jianying)==get.suit(event.cards[0])|| player.storage.jianying.number==event.cards[0].number; }, content:function (){ player.draw(); }, (713点数解答 | 2025-07-05 23:27:14)94