v1.9.94.4

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Spmario233 2019-11-03 09:16:54 +08:00 committed by GitHub
parent 636aff3a10
commit 089bab2e18
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6 changed files with 33 additions and 96 deletions

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@ -141,23 +141,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
skill:{ skill:{
haruko_haofang:{ haruko_haofang:{
mod:{ mod:{
cardEnabled:function(card,player){ cardname:function(card,player,name){
if(_status.event.skill==undefined&&get.type(card)=='delay') return false; if(lib.card[card.name].type=='delay') return 'wuzhong';
}, },
cardRespondable:function(card,player){
if(_status.event.skill==undefined&&get.type(card)=='delay') return false;
},
cardSavable:function(card,player){
if(_status.event.skill==undefined&&get.type(card)=='delay') return false;
},
},
audio:2,
enable:'chooseToUse',
filterCard:{type:'delay'},
viewAs:{name:'wuzhong'},
check:function(){return 1},
viewAsFilter:function(haruko){
return haruko.countCards('h',{type:'delay'})>0;
}, },
}, },
haruko_zhuishi:{ haruko_zhuishi:{
@ -5125,7 +5111,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
ns_liuzhang:'刘璋', ns_liuzhang:'刘璋',
ns_xinnanhua:'南华老仙', ns_xinnanhua:'南华老仙',
key_lucia:'此花露西娅', key_lucia:'此花露西娅',
key_kyousuke:'棗恭介', key_kyousuke:'棗恭介',
key_yuri:'仲村ゆり', key_yuri:'仲村ゆり',

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@ -604,10 +604,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}, },
renjie2:{ renjie2:{
audio:true, audio:true,
trigger:{player:'phaseDiscardEnd'}, trigger:{player:'discardAfter'},
forced:true, forced:true,
filter:function(event){ filter:function(event){
return event.cards&&event.cards.length>0; var evt=event.getParent('phaseDiscard');
return evt&&evt.name=='phaseDiscard'
}, },
content:function(){ content:function(){
player.storage.renjie+=trigger.cards.length; player.storage.renjie+=trigger.cards.length;
@ -833,27 +834,17 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}, },
wushen:{ wushen:{
mod:{ mod:{
cardEnabled:function(card,player){ cardname:function(card,player,name){
if(_status.event.skill==undefined&&card.name!='sha'&&get.suit(card)=='heart') return false; if(get.suit(card)=='heart') return 'sha';
}, },
cardUsable:function(card,player){ cardnature:function(card,player,name){
if(_status.event.skill==undefined&&card.name!='sha'&&get.suit(card)=='heart') return false; if(get.suit(card)=='heart') return null;
},
cardRespondable:function(card,player){
if(_status.event.skill==undefined&&card.name!='sha'&&get.suit(card)=='heart') return false;
},
cardSavable:function(card,player){
if(_status.event.skill==undefined&&card.name!='sha'&&get.suit(card)=='heart') return false;
}, },
targetInRange:function(card){ targetInRange:function(card){
if(get.suit(card)=='heart'||_status.event.skill=='wushen') return true; if(get.suit(card)=='heart') return true;
} }
}, },
audio:2, audio:2,
enable:['chooseToUse','chooseToRespond'],
filterCard:{suit:'heart'},
viewAs:{name:'sha'},
check:function(){return 1},
ai:{ ai:{
effect:{ effect:{
target:function(card,player,target,current){ target:function(card,player,target,current){
@ -1883,27 +1874,16 @@ game.import('character',function(lib,game,ui,get,ai,_status){
subSkill:{ subSkill:{
'1':{ '1':{
mod:{ mod:{
cardEnabled:function(card,player){ cardname:function(card,player){
if(_status.event.skill!='nzry_longnu_1'&&(card.name!='sha'||card.nature!='fire')&&get.color(card)=='red') return false; if(get.color(card)=='red') return 'sha';
}, },
cardUsable:function(card,player){ cardnature:function(card,player){
if(_status.event.skill!='nzry_longnu_1'&&(card.name!='sha'||card.nature!='fire')&&get.color(card)=='red') return false; if(get.color(card)=='red') return 'fire';
},
cardRespondable:function(card,player){
if(_status.event.skill!='nzry_longnu_1'&&(card.name!='sha'||card.nature!='fire')&&get.color(card)=='red') return false;
},
cardSavable:function(card,player){
if(_status.event.skill!='nzry_longnu_1'&&(card.name!='sha'||card.nature!='fire')&&get.color(card)=='red') return false;
}, },
targetInRange:function(card){ targetInRange:function(card){
if((card.name=='sha'&&card.nature=='fire')||_status.event.skill=='nzry_longnu_1') return true; if(get.color(card)=='red') return true;
}, },
}, },
prompt:'本回合你的红色手牌均视为火杀且无距离限制',
enable:['chooseToUse','chooseToRespond'],
filterCard:{color:'red'},
viewAs:{name:'sha',nature:'fire'},
check:function(){return 1},
ai:{ ai:{
effect:{ effect:{
target:function(card,player,target,current){ target:function(card,player,target,current){
@ -1911,36 +1891,21 @@ game.import('character',function(lib,game,ui,get,ai,_status){
} }
}, },
respondSha:true, respondSha:true,
order:4,
useful:-1,
value:-1
}, },
}, },
'2':{ '2':{
prompt:'本回合你的锦囊牌均视为雷杀且无使用次数限制', prompt:'本回合你的锦囊牌均视为雷杀且无使用次数限制',
mod:{ mod:{
cardEnabled:function(card,player){ cardname:function(card,player){
if(_status.event.skill!='nzry_longnu_2'&&get.type(card,'trick')=='trick') return false; if(['trick','delay'].contains(lib.card[card.name].type)) return 'sha';
}, },
cardUsable:function(card,player){ cardnature:function(card,player){
if(_status.event.skill!='nzry_longnu_2'&&get.type(card,'trick')=='trick') return false; if(['trick','delay'].contains(lib.card[card.name].type)) return 'thunder';
},
cardRespondable:function(card,player){
if(_status.event.skill!='nzry_longnu_2'&&get.type(card,'trick')=='trick') return false;
},
cardSavable:function(card,player){
if(_status.event.skill!='nzry_longnu_2'&&get.type(card,'trick')=='trick') return false;
}, },
cardUsable:function(card,player){ cardUsable:function(card,player){
if(card.name=='sha'&&card.nature=='thunder') return Infinity; if(card.name=='sha'&&card.nature=='thunder') return Infinity;
}, },
}, },
enable:['chooseToUse','chooseToRespond'],
filterCard:function(card){
return get.type(card,'trick')=='trick';
},
viewAs:{name:'sha',nature:'thunder'},
check:function(){return 1},
ai:{ ai:{
effect:{ effect:{
target:function(card,player,target,current){ target:function(card,player,target,current){
@ -1948,9 +1913,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
} }
}, },
respondSha:true, respondSha:true,
order:4,
useful:-1,
value:-1
}, },
}, },
}, },

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@ -59,7 +59,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
old_guanzhang:['male','shu',4,['old_fuhun']], old_guanzhang:['male','shu',4,['old_fuhun']],
ol_xinxianying:['female','wei',3,['caishi','zhongjian']], ol_xinxianying:['female','wei',3,['caishi','zhongjian']],
ol_zhangrang:['male','qun',3,['taoluan']], ol_zhangrang:['male','qun',3,['taoluan']],
ol_yujin:['male','wei',4,['zhenjun']], ol_yujin:['male','wei',4,['rezhenjun']],
ol_zhuran:['male','wu',4,['danshou']], ol_zhuran:['male','wu',4,['danshou']],
ol_liaohua:['male','shu',4,['dangxian','fuli']], ol_liaohua:['male','shu',4,['dangxian','fuli']],
ol_guansuo:['male','shu',4,['zhengnan','xiefang']], 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){
}, },
skill:{ skill:{
reqingguo:{ reqingguo:{
audio:2, audio:'qingguo',
enable:['chooseToRespond'], enable:['chooseToRespond'],
filterCard:function(card){ filterCard:function(card){
return get.color(card)=='black'; return get.color(card)=='black';

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@ -2217,7 +2217,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}, },
ai:{ ai:{
basic:{ basic:{
order:10 order:8.9
} }
}, },
group:['reluanji_count','reluanji_reset','reluanji_respond','reluanji_damage','reluanji_draw'], group:['reluanji_count','reluanji_reset','reluanji_respond','reluanji_damage','reluanji_draw'],
@ -2416,17 +2416,18 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}, },
filter:function(event,player){ filter:function(event,player){
if(event.target.countCards('h')<=player.countCards('h')) return true; if(event.target.countCards('h')<=player.countCards('h')) return true;
if(event.target.hp<=player.hp) return true; if(event.target.hp>=player.hp) return true;
return false; return false;
}, },
content:function(){ content:function(){
if(trigger.target.countCards('h')<=player.countCards('h')) trigger.directHit=true; if(trigger.target.countCards('h')<=player.countCards('h')) trigger.directHit=true;
if(trigger.target.hp>=player.hp){ if(trigger.target.hp>=player.hp){
if(typeof trigger.extraDamage!='number'){ if(typeof trigger.extraDamage!='number'){
trigger.extraDamage=0; trigger.extraDamage=0;
} }
trigger.extraDamage++; trigger.extraDamage++;
}; }
}, },
ai:{ ai:{
threaten:0.5 threaten:0.5
@ -5183,7 +5184,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}, },
ai:{ ai:{
basic:{ basic:{
order:10 order:8.5
} }
} }
}, },

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@ -594,6 +594,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
audio:'lianhua', audio:'lianhua',
sub:true, sub:true,
trigger:{player:'phaseBegin'}, trigger:{player:'phaseBegin'},
filter:function(event,player){
return player.storage.lianhua&&player.storage.lianhua.red+player.storage.lianhua.black>0;
},
forced:true, forced:true,
content:function(){ content:function(){
var cards=[]; var cards=[];
@ -3488,7 +3491,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return 0; return 0;
}, },
filterCard:function(card){ filterCard:function(card){
return card.name=='sha'||(get.type(card,'trick')=='trick'&&get.color(card)=='black'&&!get.info(card).multitarget)&&get.info(card).enable; return get.name(card)=='sha'||(get.type(card,'trick')=='trick'&&get.color(card)=='black'&&!get.info(card).multitarget)&&get.info(card).enable;
}, },
filterTarget:function(card,player,target){ filterTarget:function(card,player,target){
return target!=player&&!target.isMin()&& return target!=player&&!target.isMin()&&
@ -10164,23 +10167,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
trigger.target.gain(result.cards,player,'give'); trigger.target.gain(result.cards,player,'give');
game.delay(); game.delay();
event.card=result.cards[0]; event.card=result.cards[0];
if(get.type(event.card)!='equip'||trigger.target.isDisabled(get.subtype(event.card))) event.finish();
"step 2" "step 2"
if(!trigger.target.isMin()){ if(trigger.target.getCards('h').contains(card)&&get.type(card)=='equip'){
trigger.target.chooseBool('是否装备'+get.translation(event.card)+'').set('ai',function(){ trigger.target.chooseUseTarget(card);
var current=_status.event.player.getCards('e',{subtype:get.subtype(_status.event.card)});
if(current&&current.length){
return get.equipValue(event.card)>get.equipValue(current[0]);
}
return true;
}).set('card',event.card);
}
else{
event.finish();
}
"step 3"
if(result.bool){
trigger.target.useCard(event.card,trigger.target).nopopup=true;
} }
}, },
ai:{ ai:{
@ -13171,7 +13160,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
fengliang:'逢亮', fengliang:'逢亮',
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', 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',
cihuai:'刺槐', cihuai:'刺槐',
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', cihuai_info:'出牌阶段开始时,若你手牌中没有你可以展示你的手牌,视为对一名角色使用一张】。',
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。', 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。',
juyi:'举义', juyi:'举义',
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”。', 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”。',