Merge pull request #575 from mengxinzxz/PR-Branch
吕伯奢、旧(界)关羽、OL牵招(调整)、bugfix
This commit is contained in:
commit
0b674dfd3e
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@ -6473,25 +6473,31 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player.choosePlayerCard(trigger.player,true,'h');
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}
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'step 1'
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var card=result.cards[0];
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event.card=card;
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var str=get.translation(player);
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if(player!=trigger.player) str+=('对'+get.translation(trigger.player));
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str+='发动了【忧恤】';
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player.showCards(card,str);
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player.chooseTarget('令一名角色获得'+get.translation(card),'若其体力值为全场最少,则其回复1点体力',function(card,player,target){
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return target!=_status.event.getTrigger().player;
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}).set('ai',function(target){
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var player=_status.event.player,att=get.attitude(player,target);
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if(att<0) return 0;
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if(target.isDamaged()&&target.isMinHp&&get.recoverEffect(target,player,player)>0) return 4*att;
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return att;
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});
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if(result.bool){
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var card=result.cards[0];
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event.card=card;
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var str=get.translation(player);
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if(player!=trigger.player) str+=('对'+get.translation(trigger.player));
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str+='发动了【忧恤】';
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player.showCards(card,str);
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player.chooseTarget('令一名角色获得'+get.translation(card),'若其体力值为全场最少,则其回复1点体力',function(card,player,target){
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return target!=_status.event.getTrigger().player;
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}).set('ai',function(target){
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var player=_status.event.player,att=get.attitude(player,target);
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if(att<0) return 0;
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if(target.isDamaged()&&target.isMinHp&&get.recoverEffect(target,player,player)>0) return 4*att;
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return att;
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});
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}
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else event.finish();
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'step 2'
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var target=result.targets[0];
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event.target=target;
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player.line(target,'green');
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target.gain(card,trigger.player,'give').giver=player;
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if(result.bool){
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var target=result.targets[0];
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event.target=target;
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player.line(target,'green');
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target.gain(card,trigger.player,'give').giver=player;
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}
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else event.finish();
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'step 3'
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if(target.isMinHp()) target.recover();
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},
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@ -7,7 +7,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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old:{
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old_standard:['ol_yuanshu'],
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old_shenhua:['old_caocao',"yuji","zhangjiao","old_zhugezhan","old_guanqiujian","xiahouyuan","weiyan","old_xiaoqiao","pangde","xuhuang",'junk_sunquan',"huangzhong","new_caoren",'old_chendao'],
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old_refresh:["old_zhangfei","old_huatuo","old_zhaoyun","ol_huaxiong",'old_re_lidian'],
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old_refresh:["old_zhangfei","old_huatuo","old_zhaoyun","ol_huaxiong",'old_re_lidian','old_guanyu'],
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old_yijiang1:["masu","xushu","xin_yujin","old_xusheng","old_lingtong","fazheng",'old_gaoshun','re_yujin'],
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old_yijiang2:["old_zhonghui","madai",'old_handang','old_liubiao','oldre_liubiao','old_guanzhang','old_wangyi'],
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old_yijiang3:["liru","old_zhuran","old_fuhuanghou","old_caochong"],
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@ -57,6 +57,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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old_zhangfei:['male','shu',4,['new_repaoxiao','new_tishen']],
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old_zhaoyun:['male','shu',4,['longdan','new_yajiao']],
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old_huatuo:['male','qun',3,['jijiu','chulao']],
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old_guanyu:['male','shu',4,['wusheng','yijue']],
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old_caochun:['male','wei',4,['shanjia']],
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masu:['male','shu',3,['xinzhan','huilei']],
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xushu:['male','shu',3,['xswuyan','jujian'],['border:wei']],
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@ -1035,6 +1036,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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old_zhangfei_prefix:'新杀',
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old_huatuo:'OL华佗',
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old_huatuo_prefix:'OL',
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old_guanyu:'旧关羽',
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old_guanyu_prefix:'旧',
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ol_zhangrang:'旧张让',
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ol_zhangrang_prefix:'旧',
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ol_liaohua:'OL廖化',
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@ -15475,7 +15475,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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ol_lingtong:'OL界凌统',
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ol_lingtong_prefix:'OL界',
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olxuanfeng:'旋风',
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olxuanfeng_info:'当你一次性失去超过两张牌后,或失去装备区的牌后,你可以依次弃置一至两名其他角色的共计两张牌。',
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olxuanfeng_info:'当你一次性失去至少两张牌后,或失去装备区的牌后,你可以依次弃置一至两名其他角色的共计两张牌。',
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refresh_standard:'界限突破·标',
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refresh_feng:'界限突破·风',
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304
character/sp.js
304
character/sp.js
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@ -28,9 +28,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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ol_dongzhao:function(mode){
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return mode=='identity'&&['normal','zhong'].contains(_status.mode);
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},
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lvboshe:function(mode){
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return mode=='doudizhu';
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},
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},
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character:{
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ol_liwan:['female','wei',3,['ollianju','olsilv']],
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@ -38,7 +35,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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zhangyan:['male','qun',4,['olsuji','ollangdao']],
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ol_tw_zhangji:['male','wei',3,['skill_zhangji_A','skill_zhangji_B'],['unseen']],
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ol_feiyi:['male','shu',3,['skill_feiyi_A','skill_feiyi_B'],['unseen']],
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lvboshe:['male','qun',4,['skill_lvboshe'],['unseen']],
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lvboshe:['male','qun',4,['olfushi','oldongdao']],
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ol_luyusheng:['female','wu',3,['olcangxin','olrunwei']],
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caoxi:['male','wei',3,['olgangshu','oljianxuan']],
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ol_pengyang:['male','shu',3,['olqifan','oltuishi','nzry_cunmu']],
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@ -1548,14 +1545,263 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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//吕伯奢
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skill_lvboshe:{
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olfushi:{
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audio:2,
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trigger:{global:'useCardAfter'},
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filter:function(event,player){
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return event.player.isIn()&&event.card.name=='sha'&&event.cards&&event.cards.filterInD().length&&get.distance(player,event.player)<=1;
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},
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forced:true,
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locked:false,
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logTarget:'player',
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content:function(){
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player.addToExpansion(trigger.cards.filterInD(),'gain2').gaintag.add('olfushi');
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},
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intro:{
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content:'expansion',
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markcount:'expansion',
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},
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onremove:function(player,skill){
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var cards=player.getExpansions(skill);
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if(cards.length) player.loseToDiscardpile(cards);
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},
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group:'olfushi_wusheng',
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subSkill:{
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wusheng:{
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enable:'chooseToUse',
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filter:function(event,player){
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if(event.olfushi) return false;
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return player.getExpansions('olfushi').length;
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},
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filterCard:()=>false,
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selectCard:-1,
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viewAs:{name:'sha'},
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prompt:'将任意“缚豕”牌置入弃牌堆并摸等量的牌,视为使用一张【杀】',
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precontent:function(){
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'step 0'
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delete event.result.skill;
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player.chooseButton([2,Infinity],[
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'###缚豕###<div class="text center">将任意“缚豕”牌置入弃牌堆并摸等量的牌,并选择执行等量项(超过三张默认全部执行)</div>',
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player.getExpansions('olfushi'),
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[['额外目标','伤害-1','伤害+1'],'tdnodes'],
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]).set('filterOk',()=>{
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if(!ui.selected.buttons.length) return false;
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var controls=ui.selected.buttons.filter(button=>typeof button.link=='string');
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var cards=ui.selected.buttons.filter(button=>typeof button.link=='object');
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return Math.min(cards.length,3)==controls.length;
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}).set('ai',function(button){
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var player=_status.event.player;
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var trigger=_status.event.getParent().result;
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var targets=game.filterPlayer(target=>{
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return !trigger.targets.contains(target)&&player.canUse(trigger.card,target);
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});
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var num1=targets.filter(target=>get.effect(target,trigger.card,player,player)>0).length;
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var num2=targets.length-num1;
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var list;
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var num3=player.getExpansions('olfushi').length;
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if((num1>0&&num2>0)||(num1==0&&num2==0)){
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switch(num3){
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case 1:
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list=[['额外目标','伤害+1'].randomGet()];
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break;
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case 2:
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list=[['额外目标','伤害+1'].randomGet(),'伤害-1'];
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break;
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default:
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list=['额外目标','伤害-1','伤害+1'];
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break;
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}
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}
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else if(num2==0){
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switch(num3){
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case 1:
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list=['伤害+1'];
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break;
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case 2:
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list=['额外目标','伤害+1'];
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break;
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default:
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list=['额外目标','伤害-1','伤害+1'];
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break;
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}
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}
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else if(num1==0){
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switch(num3){
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case 1:
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list=['伤害-1'];
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break;
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default:
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list=['伤害-1','伤害+1'];
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break;
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}
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}
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if(typeof button.link=='string'){
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if(list.contains(button.link)) return 114514;
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return -1;
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}
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else{
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var cards=ui.selected.buttons.filter(button=>typeof button.link=='object');
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if(list.length==3||cards.length<list.length) return 1/(get.value(button.link)||0.5);
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return -1;
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}
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});
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'step 1'
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if(result.bool){
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var controls=result.links.filter(button=>typeof button=='string');
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var cards=result.links.filter(button=>typeof button=='object');
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player.logSkill('olfushi');
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player.recast(cards);
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event.result.card.olfushi_buff=controls;
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player.addTempSkill('olfushi_buff');
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}
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else{
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event.getParent().olfushi=true;
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event.getParent().goto(0);
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return;
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}
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},
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order:function(item,player){
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return get.order({name:'sha'})+0.1;
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},
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ai:{
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respondSha:true,
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skillTagFilter:function(player,tag,arg){
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if(arg=='respond'||_status.event.olfushi) return false;
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if(!player.getExpansions('olfushi').length) return false;
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},
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},
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},
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buff:{
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charlotte:true,
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trigger:{player:['useCard2','useCardToPlayered']},
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filter:function(event,player,name){
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if(!event.card.olfushi_buff) return false;
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if(name=='useCard2') return true;
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return event.getParent().triggeredTargets3.length==event.targets.length&&event.card.olfushi_buff.length>1&&event.card.olfushi_buff.contains('伤害-1')&&!event.targets.some(target=>!event.targets.contains(target.getPrevious())&&!event.targets.contains(target.getNext()));
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},
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forced:true,
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popup:false,
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content:function(){
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'step 0'
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if(event.triggername=='useCardToPlayered'){
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trigger.getParent().addCount=false;
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if(player.stat[player.stat.length-1].card.sha>0){
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player.stat[player.stat.length-1].card.sha--;
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}
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game.log(trigger.card,'不计入次数');
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event.finish();
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return;
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}
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var list=trigger.card.olfushi_buff;
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event.list=list;
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if(list.contains('额外目标')&&game.hasPlayer(target=>{
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return !trigger.targets.contains(target)&&player.canUse(trigger.card,target);
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})){
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player.chooseTarget('请选择'+get.translation(trigger.card)+'的额外目标',function(card,player,target){
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var trigger=_status.event.getTrigger();
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return !trigger.targets.contains(target)&&player.canUse(trigger.card,target);
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},true).set('ai',function(target){
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var player=_status.event.player;
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return get.attitude(player,target);
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});
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}
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else event._result={bool:false};
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'step 1'
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if(result.bool){
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var targets=result.targets.sortBySeat();
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player.line(targets);
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trigger.targets.addArray(targets);
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game.log(targets,'成为了',trigger.card,'的额外目标');
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}
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'step 2'
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if(event.list.contains('伤害-1')){
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player.chooseTarget('请选择'+get.translation(trigger.card)+'伤害-1的目标',function(card,player,target){
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var trigger=_status.event.getTrigger();
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return trigger.targets.contains(target);
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},true).set('ai',function(target){
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var player=_status.event.player;
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return get.attitude(player,target);
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});
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}
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else event._result={bool:false};
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'step 3'
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if(result.bool){
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var target=result.targets[0];
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player.line(target);
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game.log(target,'受到',trigger.card,'的伤害-1');
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target.addTempSkill('olfushi_buff2');
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target.markAuto('olfushi_buff2',[trigger.card]);
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}
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'step 4'
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if(event.list.contains('伤害+1')){
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player.chooseTarget('请选择'+get.translation(trigger.card)+'伤害+1的目标',function(card,player,target){
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var trigger=_status.event.getTrigger();
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return trigger.targets.contains(target);
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},true).set('ai',function(target){
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var player=_status.event.player;
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return get.damageEffect(target,player,player);
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});
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}
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else event.finish();
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'step 5'
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if(result.bool){
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var target=result.targets[0];
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player.line(target);
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game.log(target,'受到',trigger.card,'的伤害+1');
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target.addTempSkill('olfushi_buff3');
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target.markAuto('olfushi_buff3',[trigger.card]);
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}
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},
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},
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buff2:{
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charlotte:true,
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onremove:true,
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trigger:{player:'damageBegin2'},
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filter:function(event,player){
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return event.card&&player.getStorage('olfushi_buff2').contains(event.card);
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},
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forced:true,
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popup:false,
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content:function(){
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trigger.num--;
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},
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ai:{
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effect:{
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target:function(card,player,target){
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if(player.hasSkillTag('jueqing',false,target)) return;
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if(!card||!player.getStorage('olfushi_buff2').contains(card)) return;
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var num=get.tag(card,'damage');
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if(num){
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if(num>1) return 0.5;
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return 0;
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}
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},
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},
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},
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},
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buff3:{
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charlotte:true,
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onremove:true,
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trigger:{player:'damageBegin1'},
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filter:function(event,player){
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return event.card&&player.getStorage('olfushi_buff3').contains(event.card);
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},
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forced:true,
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popup:false,
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content:function(){
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trigger.num++;
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},
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},
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},
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},
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oldongdao:{
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mode:['doudizhu'],
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zhuanhuanji:true,
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mark:true,
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markcount:'☯',
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marktext:'☯',
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intro:{
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content:function(storage){
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if(storage) return '农民的回合结束时,你可以令其进行一个额外回合';
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if(storage) return '农民的回合结束时,其可以进行一个额外回合';
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return '农民的回合结束时,你可以令地主进行一个额外回合';
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},
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},
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@ -1564,17 +1810,21 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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filter:function(event,player){
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return event.player.identity=='fan';
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},
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prompt2:function(event,player){
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return '令'+get.translation(lib.skill.skill_lvboshe.logTarget(event,player))+'进行一个额外回合';
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},
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logTarget:function(event,player){
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var storage=player.storage.skill_lvboshe;
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return storage?event.player:game.zhu;
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},
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direct:true,
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content:function(){
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var target=lib.skill.skill_lvboshe.logTarget(trigger,player);
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player.changeZhuanhuanji('skill_lvboshe');
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target.insertPhase();
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'step 0'
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var target=(player.storage.oldongdao?trigger.player:game.zhu);
|
||||
event.target=target;
|
||||
var target2=(player.storage.oldongdao?trigger.player:player);
|
||||
event.target2=target2;
|
||||
target2.chooseBool(get.prompt('oldongdao'),'令'+get.translation(target)+'进行一个额外回合');
|
||||
'step 1'
|
||||
if(result.bool){
|
||||
player.logSkill('oldongdao');
|
||||
event.target2.line(target);
|
||||
player.changeZhuanhuanji('oldongdao');
|
||||
target.insertPhase();
|
||||
}
|
||||
},
|
||||
},
|
||||
//OL陆郁生
|
||||
|
@ -2190,6 +2440,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
return event.isFirstTarget&&event.targets.length>player.getHp();
|
||||
},
|
||||
direct:true,
|
||||
usable:1,
|
||||
content:function(){
|
||||
'step 0'
|
||||
player.chooseTarget(get.prompt('olkuansai'),'令其中一个目标选择一项:1.交给你一张牌;2.令你回复1点体力。',(card,player,target)=>{
|
||||
|
@ -2237,7 +2488,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
return true;
|
||||
}());
|
||||
}
|
||||
else event.finish();
|
||||
else{
|
||||
player.storage.counttrigger.olkuansai--;
|
||||
event.finish();
|
||||
}
|
||||
'step 2'
|
||||
if(result.bool){
|
||||
target.give(result.cards,player);
|
||||
|
@ -24885,9 +25139,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
if(player.storage.olsaogu) return '转换技。①出牌阶段,你可以。阴:弃置两张牌(不能包含你本阶段弃置过的花色),然后使用其中的【杀】;<span class="bluetext">阳:摸一张牌</span>。②结束阶段,你可以弃置一张牌,令一名其他角色执行你当前〖扫谷①〗的分支。';
|
||||
return '转换技。①出牌阶段,你可以。<span class="bluetext">阴:弃置两张牌(不能包含你本阶段弃置过的花色),然后使用其中的【杀】</span>;阳:摸一张牌。②结束阶段,你可以弃置一张牌,令一名其他角色执行你当前〖扫谷①〗的分支。';
|
||||
},
|
||||
skill_lvboshe:function(player){
|
||||
if(player.storage.skill_lvboshe) return '农民的回合结束时:阴,你可以令地主进行一个额外回合;<span class="bluetext">阳,你可以令其进行一个额外回合</span>。';
|
||||
return '农民的回合结束时:<span class="bluetext">阴,你可以令地主进行一个额外回合</span>;阳,你可以令其进行一个额外回合。';
|
||||
oldongdao:function(player){
|
||||
if(player.storage.oldongdao) return '农民的回合结束时:阴,你可以令地主进行一个额外回合;<span class="bluetext">阳,其可以进行一个额外回合</span>。';
|
||||
return '农民的回合结束时:<span class="bluetext">阴,你可以令地主进行一个额外回合</span>;阳,其可以进行一个额外回合。';
|
||||
},
|
||||
ollangdao:function(player){
|
||||
var str='当你使用【杀】指定唯一目标时,你可以与该目标角色同时选择一项:';
|
||||
|
@ -26126,7 +26380,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
olweifu:'威抚',
|
||||
olweifu_info:'出牌阶段,你可以弃置一张牌并判定。你本回合下次使用与结果类型相同的牌无距离限制,且可以额外指定一个目标。若你弃置的牌与判定牌类型相同,你摸一张牌。',
|
||||
olkuansai:'款塞',
|
||||
olkuansai_info:'当一张牌指定第一个目标后,若目标数大于你的体力值,你可以令其中一个目标选择一项:1.交给你一张牌;2.令你回复1点体力。',
|
||||
olkuansai_info:'每回合限一次,当一张牌指定第一个目标后,若目标数大于你的体力值,你可以令其中一个目标选择一项:1.交给你一张牌;2.令你回复1点体力。',
|
||||
ol_luyusheng:'OL陆郁生',
|
||||
ol_luyusheng_prefix:'OL',
|
||||
olcangxin:'藏心',
|
||||
|
@ -26155,8 +26409,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
skill_feiyi_B:'技能',
|
||||
skill_feiyi_B_info:'每回合每项限一次,当你的手牌数变为1后,你可以展示此唯一手牌A并摸一张牌,然后你选择一项:①本回合使用点数大于A的点数的牌额外结算一次;②本回合使用点数小于A的点数的牌额外结算一次。',
|
||||
lvboshe:'吕伯奢',
|
||||
skill_lvboshe:'技能',
|
||||
skill_lvboshe_info:'农民的回合结束时:阴,你可以令地主进行一个额外回合;阳,你可以令其进行一个额外回合。',
|
||||
olfushi:'缚豕',
|
||||
olfushi_info:'①一名角色使用【杀】结算完毕后,若你与其的距离不大于1,你将此【杀】对应的所有实体牌置于武将牌上。②你可以将任意张“缚豕“牌置入弃牌堆并摸等量的牌,视为使用一张具有以下等同于置入弃牌堆牌数量的效果的【杀】:1.此【杀】额外指定一个目标;2.此【杀】对其中一个目标角色造成的伤害-1;3.此【杀】对其中一个目标造成的伤害+1。且此【杀】指定最后一个目标后,若此【杀】选择的效果和选择的目标均相邻,则此【杀】不计入次数限制。',
|
||||
oldongdao:'东道',
|
||||
oldongdao_info:'农民的回合结束时:阴,你可以令地主进行一个额外回合;阳,其可以进行一个额外回合。',
|
||||
zhangyan:'张燕',
|
||||
olsuji:'肃疾',
|
||||
olsuji_info:'一名角色的出牌阶段开始时,若其已受伤,你可以将一张黑色牌当【杀】使用。若其受到此【杀】的伤害,你获得其一张牌。',
|
||||
|
|
|
@ -1013,7 +1013,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
wusheng:{
|
||||
audio:2,
|
||||
audioname2:{old_guanzhang:'old_fuhun'},
|
||||
audioname2:{
|
||||
old_guanzhang:'old_fuhun',
|
||||
old_guanyu:'wusheng_re_guanyu',
|
||||
},
|
||||
audioname:['re_guanyu','guanzhang','jsp_guanyu','guansuo','re_guanzhang','dc_jsp_guanyu'],
|
||||
enable:['chooseToRespond','chooseToUse'],
|
||||
filterCard:function(card,player){
|
||||
|
@ -1048,6 +1051,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
respondSha:true,
|
||||
}
|
||||
},
|
||||
wusheng_re_guanyu:{audio:2},
|
||||
zhongyi:{
|
||||
audio:2,
|
||||
enable:'phaseUse',
|
||||
|
|
|
@ -42192,16 +42192,19 @@
|
|||
if(info.forbid&&info.forbid.contains(mode)){
|
||||
lib.skill[i]={};
|
||||
if(lib.translate[iInfo]) lib.translate[iInfo]='此模式下不可用';
|
||||
if(lib.dynamicTranslate[i]) lib.dynamicTranslate[i]=()=>'此模式下不可用';
|
||||
return;
|
||||
}
|
||||
if(info.mode&&info.mode.contains(mode)==false){
|
||||
lib.skill[i]={};
|
||||
if(lib.translate[iInfo]) lib.translate[iInfo]='此模式下不可用';
|
||||
if(lib.dynamicTranslate[i]) lib.dynamicTranslate[i]=()=>'此模式下不可用';
|
||||
return;
|
||||
}
|
||||
if(info.available&&info.available(mode)==false){
|
||||
lib.skill[i]={};
|
||||
if(lib.translate[iInfo]) lib.translate[iInfo]='此模式下不可用';
|
||||
if(lib.dynamicTranslate[i]) lib.dynamicTranslate[i]=()=>'此模式下不可用';
|
||||
return;
|
||||
}
|
||||
if(info.viewAs&&typeof info.viewAs!='function'){
|
||||
|
|
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Loading…
Reference in New Issue