v1.9.94.4
This commit is contained in:
parent
636aff3a10
commit
089bab2e18
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@ -141,23 +141,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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skill:{
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skill:{
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haruko_haofang:{
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haruko_haofang:{
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mod:{
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mod:{
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cardEnabled:function(card,player){
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cardname:function(card,player,name){
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if(_status.event.skill==undefined&&get.type(card)=='delay') return false;
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if(lib.card[card.name].type=='delay') return 'wuzhong';
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},
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},
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cardRespondable:function(card,player){
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if(_status.event.skill==undefined&&get.type(card)=='delay') return false;
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},
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cardSavable:function(card,player){
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if(_status.event.skill==undefined&&get.type(card)=='delay') return false;
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},
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},
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audio:2,
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enable:'chooseToUse',
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filterCard:{type:'delay'},
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viewAs:{name:'wuzhong'},
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check:function(){return 1},
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viewAsFilter:function(haruko){
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return haruko.countCards('h',{type:'delay'})>0;
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},
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},
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},
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},
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haruko_zhuishi:{
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haruko_zhuishi:{
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@ -5125,7 +5111,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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ns_liuzhang:'刘璋',
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ns_liuzhang:'刘璋',
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ns_xinnanhua:'南华老仙',
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ns_xinnanhua:'南华老仙',
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key_lucia:'此花露西娅',
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key_lucia:'此花露西娅',
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key_kyousuke:'棗恭介',
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key_kyousuke:'棗恭介',
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key_yuri:'仲村ゆり',
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key_yuri:'仲村ゆり',
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@ -604,10 +604,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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renjie2:{
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renjie2:{
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audio:true,
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audio:true,
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trigger:{player:'phaseDiscardEnd'},
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trigger:{player:'discardAfter'},
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forced:true,
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forced:true,
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filter:function(event){
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filter:function(event){
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return event.cards&&event.cards.length>0;
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var evt=event.getParent('phaseDiscard');
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return evt&&evt.name=='phaseDiscard'
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},
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},
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content:function(){
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content:function(){
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player.storage.renjie+=trigger.cards.length;
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player.storage.renjie+=trigger.cards.length;
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@ -833,27 +834,17 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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wushen:{
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wushen:{
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mod:{
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mod:{
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cardEnabled:function(card,player){
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cardname:function(card,player,name){
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if(_status.event.skill==undefined&&card.name!='sha'&&get.suit(card)=='heart') return false;
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if(get.suit(card)=='heart') return 'sha';
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},
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},
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cardUsable:function(card,player){
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cardnature:function(card,player,name){
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if(_status.event.skill==undefined&&card.name!='sha'&&get.suit(card)=='heart') return false;
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if(get.suit(card)=='heart') return null;
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},
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cardRespondable:function(card,player){
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if(_status.event.skill==undefined&&card.name!='sha'&&get.suit(card)=='heart') return false;
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},
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cardSavable:function(card,player){
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if(_status.event.skill==undefined&&card.name!='sha'&&get.suit(card)=='heart') return false;
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},
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},
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targetInRange:function(card){
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targetInRange:function(card){
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if(get.suit(card)=='heart'||_status.event.skill=='wushen') return true;
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if(get.suit(card)=='heart') return true;
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}
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}
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},
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},
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audio:2,
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audio:2,
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enable:['chooseToUse','chooseToRespond'],
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filterCard:{suit:'heart'},
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viewAs:{name:'sha'},
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check:function(){return 1},
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ai:{
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ai:{
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effect:{
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effect:{
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target:function(card,player,target,current){
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target:function(card,player,target,current){
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@ -1883,27 +1874,16 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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subSkill:{
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subSkill:{
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'1':{
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'1':{
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mod:{
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mod:{
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cardEnabled:function(card,player){
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cardname:function(card,player){
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if(_status.event.skill!='nzry_longnu_1'&&(card.name!='sha'||card.nature!='fire')&&get.color(card)=='red') return false;
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if(get.color(card)=='red') return 'sha';
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},
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},
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cardUsable:function(card,player){
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cardnature:function(card,player){
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if(_status.event.skill!='nzry_longnu_1'&&(card.name!='sha'||card.nature!='fire')&&get.color(card)=='red') return false;
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if(get.color(card)=='red') return 'fire';
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},
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cardRespondable:function(card,player){
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if(_status.event.skill!='nzry_longnu_1'&&(card.name!='sha'||card.nature!='fire')&&get.color(card)=='red') return false;
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},
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cardSavable:function(card,player){
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if(_status.event.skill!='nzry_longnu_1'&&(card.name!='sha'||card.nature!='fire')&&get.color(card)=='red') return false;
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},
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},
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targetInRange:function(card){
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targetInRange:function(card){
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if((card.name=='sha'&&card.nature=='fire')||_status.event.skill=='nzry_longnu_1') return true;
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if(get.color(card)=='red') return true;
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},
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},
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},
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},
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prompt:'本回合你的红色手牌均视为火杀且无距离限制',
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enable:['chooseToUse','chooseToRespond'],
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filterCard:{color:'red'},
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viewAs:{name:'sha',nature:'fire'},
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check:function(){return 1},
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ai:{
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ai:{
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effect:{
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effect:{
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target:function(card,player,target,current){
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target:function(card,player,target,current){
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@ -1911,36 +1891,21 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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}
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},
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},
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respondSha:true,
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respondSha:true,
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order:4,
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useful:-1,
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value:-1
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},
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},
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},
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},
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'2':{
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'2':{
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prompt:'本回合你的锦囊牌均视为雷杀且无使用次数限制',
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prompt:'本回合你的锦囊牌均视为雷杀且无使用次数限制',
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mod:{
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mod:{
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cardEnabled:function(card,player){
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cardname:function(card,player){
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if(_status.event.skill!='nzry_longnu_2'&&get.type(card,'trick')=='trick') return false;
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if(['trick','delay'].contains(lib.card[card.name].type)) return 'sha';
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},
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},
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cardUsable:function(card,player){
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cardnature:function(card,player){
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if(_status.event.skill!='nzry_longnu_2'&&get.type(card,'trick')=='trick') return false;
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if(['trick','delay'].contains(lib.card[card.name].type)) return 'thunder';
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},
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cardRespondable:function(card,player){
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if(_status.event.skill!='nzry_longnu_2'&&get.type(card,'trick')=='trick') return false;
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},
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cardSavable:function(card,player){
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if(_status.event.skill!='nzry_longnu_2'&&get.type(card,'trick')=='trick') return false;
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},
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},
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cardUsable:function(card,player){
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cardUsable:function(card,player){
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if(card.name=='sha'&&card.nature=='thunder') return Infinity;
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if(card.name=='sha'&&card.nature=='thunder') return Infinity;
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},
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},
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},
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},
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enable:['chooseToUse','chooseToRespond'],
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filterCard:function(card){
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return get.type(card,'trick')=='trick';
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},
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viewAs:{name:'sha',nature:'thunder'},
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check:function(){return 1},
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ai:{
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ai:{
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effect:{
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effect:{
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target:function(card,player,target,current){
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target:function(card,player,target,current){
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@ -1948,9 +1913,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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}
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},
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},
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respondSha:true,
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respondSha:true,
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order:4,
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useful:-1,
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value:-1
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},
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},
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},
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},
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},
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},
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@ -59,7 +59,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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old_guanzhang:['male','shu',4,['old_fuhun']],
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old_guanzhang:['male','shu',4,['old_fuhun']],
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ol_xinxianying:['female','wei',3,['caishi','zhongjian']],
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ol_xinxianying:['female','wei',3,['caishi','zhongjian']],
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ol_zhangrang:['male','qun',3,['taoluan']],
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ol_zhangrang:['male','qun',3,['taoluan']],
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ol_yujin:['male','wei',4,['zhenjun']],
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ol_yujin:['male','wei',4,['rezhenjun']],
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ol_zhuran:['male','wu',4,['danshou']],
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ol_zhuran:['male','wu',4,['danshou']],
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ol_liaohua:['male','shu',4,['dangxian','fuli']],
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ol_liaohua:['male','shu',4,['dangxian','fuli']],
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ol_guansuo:['male','shu',4,['zhengnan','xiefang']],
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ol_guansuo:['male','shu',4,['zhengnan','xiefang']],
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@ -40,7 +40,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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skill:{
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skill:{
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reqingguo:{
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reqingguo:{
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audio:2,
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audio:'qingguo',
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enable:['chooseToRespond'],
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enable:['chooseToRespond'],
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filterCard:function(card){
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filterCard:function(card){
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return get.color(card)=='black';
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return get.color(card)=='black';
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@ -2217,7 +2217,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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ai:{
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ai:{
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basic:{
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basic:{
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order:10
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order:8.9
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}
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}
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},
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},
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group:['reluanji_count','reluanji_reset','reluanji_respond','reluanji_damage','reluanji_draw'],
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group:['reluanji_count','reluanji_reset','reluanji_respond','reluanji_damage','reluanji_draw'],
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@ -2416,17 +2416,18 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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filter:function(event,player){
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filter:function(event,player){
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if(event.target.countCards('h')<=player.countCards('h')) return true;
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if(event.target.countCards('h')<=player.countCards('h')) return true;
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if(event.target.hp<=player.hp) return true;
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if(event.target.hp>=player.hp) return true;
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return false;
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return false;
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},
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},
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content:function(){
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content:function(){
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if(trigger.target.countCards('h')<=player.countCards('h')) trigger.directHit=true;
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if(trigger.target.countCards('h')<=player.countCards('h')) trigger.directHit=true;
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if(trigger.target.hp>=player.hp){
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if(trigger.target.hp>=player.hp){
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if(typeof trigger.extraDamage!='number'){
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if(typeof trigger.extraDamage!='number'){
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trigger.extraDamage=0;
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trigger.extraDamage=0;
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}
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}
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trigger.extraDamage++;
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trigger.extraDamage++;
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};
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}
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},
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},
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ai:{
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ai:{
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threaten:0.5
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threaten:0.5
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@ -5183,7 +5184,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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ai:{
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ai:{
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basic:{
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basic:{
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order:10
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order:8.5
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}
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}
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}
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}
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},
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},
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@ -594,6 +594,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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audio:'lianhua',
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audio:'lianhua',
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sub:true,
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sub:true,
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trigger:{player:'phaseBegin'},
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trigger:{player:'phaseBegin'},
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filter:function(event,player){
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return player.storage.lianhua&&player.storage.lianhua.red+player.storage.lianhua.black>0;
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},
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forced:true,
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forced:true,
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content:function(){
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content:function(){
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var cards=[];
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var cards=[];
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@ -3488,7 +3491,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return 0;
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return 0;
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},
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},
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filterCard:function(card){
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filterCard:function(card){
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return card.name=='sha'||(get.type(card,'trick')=='trick'&&get.color(card)=='black'&&!get.info(card).multitarget)&&get.info(card).enable;
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return get.name(card)=='sha'||(get.type(card,'trick')=='trick'&&get.color(card)=='black'&&!get.info(card).multitarget)&&get.info(card).enable;
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},
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},
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filterTarget:function(card,player,target){
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filterTarget:function(card,player,target){
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return target!=player&&!target.isMin()&&
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return target!=player&&!target.isMin()&&
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@ -10164,23 +10167,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger.target.gain(result.cards,player,'give');
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trigger.target.gain(result.cards,player,'give');
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game.delay();
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game.delay();
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event.card=result.cards[0];
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event.card=result.cards[0];
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if(get.type(event.card)!='equip'||trigger.target.isDisabled(get.subtype(event.card))) event.finish();
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"step 2"
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"step 2"
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if(!trigger.target.isMin()){
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if(trigger.target.getCards('h').contains(card)&&get.type(card)=='equip'){
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trigger.target.chooseBool('是否装备'+get.translation(event.card)+'?').set('ai',function(){
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trigger.target.chooseUseTarget(card);
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var current=_status.event.player.getCards('e',{subtype:get.subtype(_status.event.card)});
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if(current&¤t.length){
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return get.equipValue(event.card)>get.equipValue(current[0]);
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}
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return true;
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}).set('card',event.card);
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}
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else{
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event.finish();
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}
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"step 3"
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if(result.bool){
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trigger.target.useCard(event.card,trigger.target).nopopup=true;
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}
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}
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},
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},
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ai:{
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ai:{
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@ -13171,7 +13160,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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fengliang:'逢亮',
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fengliang:'逢亮',
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fengliang_info:'觉醒技,当你进入濒死状态时,你减1点体力上限并将体力值回复至2点,然后获得技能挑衅,将困奋改为非锁定技',
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fengliang_info:'觉醒技,当你进入濒死状态时,你减1点体力上限并将体力值回复至2点,然后获得技能挑衅,将困奋改为非锁定技',
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cihuai:'刺槐',
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cihuai:'刺槐',
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cihuai_info:'出牌阶段开始时,若你手牌中没有杀,你可以展示你的手牌,视为对一名角色使用一张杀',
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cihuai_info:'出牌阶段开始时,若你的手牌中没有【杀】,则你可以展示你的手牌,并视为对一名角色使用一张【杀】。',
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gongao_info:'锁定技,每当一名角色死亡后,你增加一点体力上限,回复一点体力。',
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gongao_info:'锁定技,每当一名角色死亡后,你增加一点体力上限,回复一点体力。',
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juyi:'举义',
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juyi:'举义',
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juyi_info:'觉醒技,准备阶段开始时,若你已受伤且体力上限大于存活角色数,你须将手牌摸至体力上限,然后获得技能“崩坏”和“威重”。',
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juyi_info:'觉醒技,准备阶段开始时,若你已受伤且体力上限大于存活角色数,你须将手牌摸至体力上限,然后获得技能“崩坏”和“威重”。',
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