前提条件:1安卓端无名杀清遥版,2使用最原始的函数防止不兼容api导致报错,3技能后面需要有ai实现托管,4要参考源代码中的格式与规范,5不要有任何注释,6写要求的技能本身,不要把全篇都写下来。实现目标:增加武将甘宁的技能“chuqiao”,回合结束后,玩家离开(用player.out()),玩家回合开始时,玩家回到游戏。(限八个回合)到第八个回合结束后玩家直接死亡,无法回到游戏。(可以采用player.die())注意:1不要出现到主公的回合玩家就复活的情况.2不要使用 player.kill().3要确保在玩家回合复活。4 禁止使用_status.event.player。5禁止使用game.getPlayer() 语言方向:JavaScript 系统环境:Windows
```javascript skills: { chuqiao: { enable: true, filter: function(event, player) { return event.name == 'phaseEnd' && player == this; }, content: function() { let count = this.storage.chuqiao_count || 0; if (count >= 8) { this.die(); return; } this.storage.chuqiao_count = count + 1; this.out(); game.delay(0.1).then(() => { this.ai = true; }); }, trigger: { name: 'phaseBegin', filter: function(event, player) { return player == this && this.storage.chuqiao_count; }, content: function() { this.in(); this.ai = false; } } } } ``` 我在以往的开发过程中,碰到过以下几点需要格外小心处理的地方: 1. 确保out和in操作在正确的时机执行,避免与其他阶段事件冲突 2. 使用storage记录状态时注意初始化判断,防止undefined错误 3. 延迟设置ai托管状态,避免立即执行导致的逻辑问题 [2025-08-15 10:29:41 | AI写代码神器 | 247点数解答]
- [DeepSeek] 前提条件:1安卓端无名杀清遥版,2使用最原始的函数防止不兼容api导致报错,3技能后面需要有ai实现托管,4要参考源代码中的格式与规范,5不要有任何注释,6写要求的技能本身,不要把全篇都写下来。实现目标:增加武将甘宁的技能“chuqiao”,回合结束后,玩家离开(用player.out()),玩家回合开始时,玩家回到游戏。(限八个回合)到第八个回合结束后玩家直接死亡,无法回到游戏。(可以采用player.die())注意:1不要出现到主公的回合玩家就复活的情况.2不要使用 player.kill().3要确保在玩家回合复活。4 禁止使用_status.event.player。5禁止使用game.getPlayer() 语言方向:JavaScript 系统环境:Windows(247点数解答 | 2025-08-15 10:29:41)79
- [DeepSeek] 前提条件:1安卓端无名杀清遥版,2使用最原始的函数防止不兼容api导致报错,3技能后面需要有ai实现托管,4要参考源代码中的格式与规范,5不要有任何注释,6写要求的技能本身,不要把全篇都写下来。实现目标:增加武将甘宁的技能“chuqiao”,回合结束后,玩家离开(用player.out()),玩家回合开始时,玩家回到游戏。(限八个回合)到第八个回合结束后玩家直接死亡,无法回到游戏。(可以采用player.die())注意:1不要出现到主公的回合玩家就复活的情况.2不要使用 player.kill().3要确保在玩家回合复活。4 禁止使用_status.event.player。5禁止使用game.getPlayer()(248点数解答 | 2025-08-15 10:26:41)75
- [DeepSeek] 前提条件:1安卓端无名杀清遥版,2使用最原始的函数防止不兼容api导致报错,3技能后面需要有ai实现托管,4要参考源代码中的格式与规范,5不要有任何注释,6写要求的技能本身,不要把全篇都写下来。实现目标:增加武将甘宁的技能“chuqiao”,回合结束后,玩家离开(用player.out()),玩家回合开始时,玩家回到游戏。(限八个回合)到第八个回合结束后玩家直接死亡,无法回到游戏。(可以采用player.die())注意:1不要出现到主公的回合玩家就复活的情况.2不要使用 player.kill().3要确保在玩家回合复活。4 禁止使用_status.event.player。5禁止使用game.getPlayer()(270点数解答 | 2025-08-15 10:27:44)83
- [字节豆包] 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)279
- [字节豆包] skill={ audio: 2, trigger: { global: "useCardToTargeted", }, forced: true, locked: false, filter: filter(event, player) { if (event.player == player || event.target != player) { return false; } return event.player.getHistory("useCard", evt => evt?.targets.includes(player)).indexOf(event.getParent()) > 0; }, content: async content(event, trigger, player) { player .when({ global: "useCardAfter" }) (951点数解答 | 2025-11-11 22:46:53)89
- [字节豆包] trigger: { player: "useCardToPlayer", }, filter: filter(event, player) { if (!event.isFirstTarget || !["basic", "trick"].includes(get.type(event.card)) || _status.currentPhase !== player) { return false; } if (player.getHistory("useCard", evt => evt?.targets?.length).indexOf(event.getParent()) != 0) { return false; } return game.hasPlayer(current => lib.filter.targetEnabled2(event.card, player, current) && !event.ta(1422点数解答 | 2025-11-11 22:44:00)43
- [讯飞星火] 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)167
- [讯飞星火] 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)165
- [字节豆包] content: async function(event, trigger, player) { const [target] = event.targets; const [card] = event.cards; trigger.cancel(); await player.discard(event.cards); const { result } = await player.chooseControlList( true, function(event, player) { const target = _status.event.target; let att = get.attitude(player, target); if (target.hasSkillTag("maihp")) att = -att; return att > 0 ? 0 : 1; }, ["令" (179点数解答 | 2025-05-17 20:49:48)194
- [DeepSeek] 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)202
- [字节豆包] { audio:2, audioname:["re_liufeng"], trigger:{ player:"phaseZhunbeiBegin", }, direct:true, content:function () { "step 0"; player.chooseTarget( get.prompt2(event.name), [1, 2], function (card, player, target) { return target.countCards("he") > 0; }, function (target) { return -get.attitude(_status.event.player, target); } ); "step 1"; if (result.bool) { result.targets.sortBySeat(); player.logSkill(event.name, result.targets); event.targets = result.targets; } else { event.finish(); } "step 2"; i(2075点数解答 | 2025-11-16 13:40:21)58
- [字节豆包] 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)154