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@ -401,12 +401,20 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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fullskin:true,
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type:'equip',
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subtype:'equip2',
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loseDelay:false,
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onLose:function(){
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player.recover();
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if(player.isDamaged()) player.logSkill('baiyin_skill');
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var next=game.createEvent('baiyin_recover');
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event.next.remove(next);
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event.getParent().after.push(next);
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next.player=player;
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next.setContent(function(){
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player.recover();
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});
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},
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filterLose:function(card,player){
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if(player.hasSkillTag('unequip2')) return false;
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return player.hp<player.maxHp;
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return true;
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},
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skills:['baiyin_skill'],
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tag:{
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@ -1022,6 +1022,8 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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return evt&&evt.card&&evt.card.name=='sha'&&event.player.countGainableCards(player,'h')>0;
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},
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//priority:7,
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logTarget:'player',
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prompt2:'获得该角色的一张手牌',
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check:function(event,player){
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return get.attitude(player,event.player)<0;
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},
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@ -141,9 +141,17 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(player.hasSkillTag('unequip2')) return false;
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return true;
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},
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onLose:function (){
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player.recover();
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player.draw(2);
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loseDelay:false,
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onLose:function(){
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player.logSkill('rw_baiyin_skill');
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var next=game.createEvent('rw_baiyin_recover');
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event.next.remove(next);
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event.getParent().after.push(next);
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next.player=player;
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next.setContent(function(){
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player.draw(2);
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player.recover();
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});
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},
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skills:["rw_baiyin_skill"],
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tag:{
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@ -247,11 +255,31 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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valueswap:1,
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},
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},
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skills:["zhuge_skill"],
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skills:["rw_zhuge_skill"],
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},
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},
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characterFilter:{},
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skill:{
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rw_zhuge_skill:{
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equipSkill:true,
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audio:true,
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firstDo:true,
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trigger:{player:'useCard1'},
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forced:true,
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filter:function(event,player){
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return !event.audioed&&event.card.name=='sha'&&player.countUsed('sha',true)>1&&event.getParent().type=='phase';
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},
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content:function(){
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trigger.audioed=true;
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},
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mod:{
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cardUsable:function(card,player,num){
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if(card.name=='sha'){
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return Infinity;
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}
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}
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},
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},
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xinqingjian:{
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audio:'qingjian',
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trigger:{player:'gainEnd'},
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@ -344,7 +372,21 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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wanlan:{
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audio:2,
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trigger:{global:'dying'},
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check:function(){return false},
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check:function(event,player){
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if(get.attitude(player,event.player)<4) return false;
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if(player.countCards('h',function(card){
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var mod2=game.checkMod(card,player,'unchanged','cardEnabled2',player);
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if(mod2!='unchanged') return mod2;
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var mod=game.checkMod(card,player,'unchanged','cardSavable',player);
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if(mod!='unchanged') return mod;
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var savable=get.info(card).savable;
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if(typeof savable=='function') savable=savable(card,player,event.player);
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return savable;
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})>=1-event.player.hp) return false;
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if(event.player==player||event.player==get.zhu(player)) return true;
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if(_status.currentPhase&&get.damageEffect(_status.currentPhase,player,player)<0) return false;
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return !player.hasUnknown();
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},
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limited:true,
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unique:true,
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filter:function(event,player){
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@ -1053,7 +1095,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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audio:'xinfu_wuniang',
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content:function (){
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'step 0'
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player.chooseTarget(get.prompt('meiyong'),'获得一名其他角色的一张牌,然后摸一张牌。',function(card,player,target){
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player.chooseTarget(get.prompt('meiyong'),'获得一名其他角色的一张牌,然后其摸一张牌。',function(card,player,target){
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if(player==target) return false;
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return target.countGainableCards(player,'he')>0;
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}).set('ai',function(target){
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@ -1228,12 +1270,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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shouye:{
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audio:2,
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group:'shouye_after',
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trigger:{global:"useCard"},
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trigger:{global:"useCardToTargeted"},
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filter:function(event,player){
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return event.player!=player&&event.targets&&
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event.targets[0]==player&&event.targets.length==1;
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return event.player!=player&&event.targets.length==1;
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},
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check:function(event,player){
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if(event.player==game.me||event.player.isOnline()) return get.attitude(player,event.player)<0;
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return get.effect(player,event.card,event.player,player)<0;
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},
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usable:1,
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@ -1245,7 +1287,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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'step 1'
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if(result.bool){
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trigger.excluded.add(player);
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trigger.shouyeer=player;
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trigger.getParent().shouyeer=player;
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}
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},
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subSkill:{
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@ -1266,12 +1308,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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content:function(){
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var list=[];
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for(var i=0;i<trigger.cards.length;i++){
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if(trigger.cards[i].isInPile()){
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list.push(trigger.cards[i]);
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}
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for(var i=0;i<trigger.cards.length;i++){
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if(trigger.cards[i].isInPile()){
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list.push(trigger.cards[i]);
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}
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player.gain(list,'gain2');
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}
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player.gain(list,'gain2','log');
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},
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},
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},
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@ -2512,11 +2554,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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filter:function (event,player){
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if(event.type=='dying'){
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if(player!=event.dying) return false;
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return true;
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return player.countCards('he',function(card){
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return get.subtype(card)=='equip2';
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})>0;
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}
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return player.countCards('he',function(card){
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return get.subtype(card)=='equip2';
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})>0;
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return false;
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},
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check:function(){
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return 1;
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@ -3177,7 +3219,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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"rewrite_tengjia":"桐油百韧甲",
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"rewrite_tengjia_info":"锁定技,【南蛮入侵】、【万箭齐发】和普【杀】对你无效。当你受到火焰伤害时,此伤害+1。当你即将被横置时,取消之。",
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"rewrite_zhuge":"元戎精械弩",
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"rewrite_zhuge_info":"你于出牌阶段内使用【杀】无次数限制。",
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"rewrite_zhuge_info":"锁定技,你于出牌阶段内使用【杀】无次数限制。",
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rw_zhuge_skill:'诸葛连弩',
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rw_zhuge_skill_info:'锁定技,你于出牌阶段内使用【杀】无次数限制。',
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takaramono:"宝物",
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"wolong_card":"卧龙",
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"wolong_card_info":"对一名角色造成1点火焰伤害。若场上有存活的诸葛亮(火),则改为对至多两名角色各造成两点火焰伤害。",
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@ -5389,7 +5389,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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re_zhangzhang:'界张昭张纮',
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rehunzi:'魂姿',
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rehunzi_info:'觉醒技,准备阶段,若你的体力值不大于2,你减1点体力上限,并获得技能〖英姿〗和〖英魂〗。',
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zhijian_info:'出牌阶段,你可以将手牌中的一张装备牌置于一名其他角色装备区里(不得替换原装备),然后摸一张牌。当你使用装备牌时,你可以摸一张牌。',
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rezhijian_info:'出牌阶段,你可以将手牌中的一张装备牌置于一名其他角色装备区里(不得替换原装备),然后摸一张牌。当你使用装备牌时,你可以摸一张牌。',
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refangquan:'放权',
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refangquan_info:'你可跳过你的出牌阶段,若如此做,你本回合的手牌上限+X(X为你已损失的体力值),且回合结束时,你可以弃置一张手牌并令一名其他角色进行一个额外的回合。',
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re_wuguotai:'界吴国太',
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@ -600,7 +600,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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audio:2,
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filter:function (event,player){
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if(event.player.countCards('h')<player.countCards('h')) return false;
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if(event.card.name!='sha'&&event.card.name!='juedou') return true;
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if(event.card.name!='sha'&&event.card.name!='juedou') return false;
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return !game.hasPlayer2(function(current){
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return current.getHistory('useCard',function(evt){
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return evt!=event.getParent()&&evt.card&&['sha','juedou'].contains(evt.card.name)&&evt.targets.contains(player);
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@ -648,6 +648,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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content:function(){
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target.turnOver();
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player.addTempSkill('spfuluan2');
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},
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ai:{
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order:1,
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@ -6530,12 +6531,15 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(mode!='chess'&&mode!='tafang'&&mode!='stone'){
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event.num=Math.min(event.num,game.players.length+game.dead.length);
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}
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player.reinit('zhaoxiang',result.links[0],event.num);
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player.reinit('zhaoxiang',result.links[0],false);
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if(_status.characterlist){
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_status.characterlist.add('zhaoxiang');
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_status.characterlist.remove(result.links[0]);
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}
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'step 2'
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var num=event.num-player.maxHp;
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if(num>0) player.gainMaxHp(num);
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else player.loseMaxHp(-num);
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player.recover();
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}
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},
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@ -14130,7 +14134,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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enable:"phaseUse",
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usable:1,
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filterTarget:function (card,player,target){
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return player!=target&&target.countCards('e')<player.countCards('e')&&target.countCards('hej');
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return player!=target&&target.countCards('e')<player.countCards('e');
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},
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content:function (){
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"step 0"
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@ -14168,8 +14172,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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target:function (player,target){
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var numj=target.countCards('j');
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var numhe=target.countCards('he');
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if(numhe==0) return 6;
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return -6+(numj+1)/numhe;
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if(numhe==0) return numj>0?6:-6;
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return -6-(numj+1)/numhe;
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},
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},
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threaten:1.1,
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@ -14256,7 +14260,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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content:function (){
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"step 0"
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if(!target.countCards('hej')){
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if(target.countCards('hej')==0){
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event._result={index:1};
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}
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else{
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@ -14298,7 +14302,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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filter:function(event,player){
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if(player.hasSkill('xinfu_sidaoy')||!player.countCards('h')) return false;
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if(!event.targets||!event.targets.length||!event.isPhaseUsing(player)) return false;
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var evt=player.getLastUsed(1);
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var history=player.getHistory('useCard');
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var index=history.indexOf(event)-1;
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if(index<0) return false;
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var evt=history[index];
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if(!evt||!evt.targets||!evt.targets.length||!evt.isPhaseUsing(player)) return false;
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for(var i=0;i<event.targets.length;i++){
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if(evt.targets.contains(event.targets[i])&&lib.filter.filterTarget({name:'shunshou'},player,event.targets[i])) return true;
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@ -17196,7 +17203,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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tianming_info:'当你成为【杀】的目标时,你可以弃置两张牌(不足则全弃,无牌则不弃),然后摸两张牌;若此时全场体力值最多的角色仅有一名且不是你,该角色也可以如此做。',
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mizhao_info:'出牌阶段限一次,你可以将所有手牌交给一名其他角色。若如此做,你令该角色与你指定的另一名有手牌的角色拼点,视为拼点赢的角色对没赢的角色使用一张【杀】。',
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yuanhu_info:'结束阶段开始时,你可以将一张装备牌置于一名角色的装备区里,然后根据此装备牌的类型执行以下对应效果。武器牌:弃置该角色距离1以内的一名角色区域中的一张牌;防具牌:该角色摸一张牌;坐骑牌:该角色回复1点体力。',
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lihun_info:'出牌阶段限一次,你可以弃置一张牌并选择一名其他男性角色。若如此做,你将武将牌翻面并获得其一张手牌。出牌阶段结束时,你交给其X张牌。(X为该角色的体力值)',
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lihun_info:'出牌阶段限一次,你可以弃置一张牌并选择一名其他男性角色。若如此做,你将武将牌翻面并获得其所有手牌。出牌阶段结束时,你交给其X张牌。(X为该角色的体力值)',
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chongzhen_info:'当你发动〖龙胆〗使用或打出一张牌时,你可以获得对方的一张手牌。',
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bifa_info:'结束阶段开始时,你可以将一张手牌移出游戏并指定一名其他角色。该角色的准备阶段开始时,其观看你移出游戏的牌并选择一项:交给你一张与此牌类型相同的手牌并获得此牌;或将此牌置入弃牌堆,然后失去1点体力。',
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songci_info:'出牌阶段,你可以选择一项:令一名手牌数小于其体力值的角色摸两张牌;或令一名手牌数大于其体力值的角色弃置两张牌。每局游戏每名角色限一次。',
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@ -1439,6 +1439,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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aiValue:function(player,card,num){
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if(card.name=='zhangba') return 15;
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if(player.getEquip('zhangba')&&player.countCards('h')>1&&['shan','tao'].contains(card.name)) return 0;
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if(card.name=='shan'||card.name=='tao') return num/2;
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},
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},
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locked:false,
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@ -13044,7 +13044,8 @@
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player.line(target,'green');
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}
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if(!event.chooseonly){
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var next=target.discard(event.cards,'notBySelf');
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var next=target.discard(event.cards);
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if(player!=target) next.notBySelf=true;
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event.done=next;
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if(event.delay===false){
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next.set('delay',false);
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@ -17932,9 +17933,9 @@
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for(var i=0;i<es.length;i++){
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if(game.hasPlayer(function(current2){
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if(withatt){
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if(get.sgn(get.value(es[i]))!=-att) return false;
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if(get.sgn(get.value(es[i],current))!=-att) return false;
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var att2=get.sgn(get.attitude(player,current2));
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if(att2!=-att) return false;
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if(att2!=get.sgn(get.value(es[i],current2))) return false;
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}
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return current!=current2&&!current2.isMin()&¤t2.isEmpty(get.subtype(es[i]));
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})){
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@ -50432,7 +50433,7 @@
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else final=(result1*get.attitude(player,player)+(target?result2*get.attitude(player,target):0));
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if(!isLink&&get.tag(card,'natureDamage')&&target.isLinked()&&!zerotarget){
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game.countPlayer(function(current){
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if(current!=target&¤t.isLinked) final+=get.effect(current,card,player,player2,true);
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if(current!=target&¤t.isLinked()) final+=get.effect(current,card,player,player2,true);
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})
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}
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return final;
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@ -1,6 +1,6 @@
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window.noname_update={
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version:'1.9.98.4.2',
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update:'1.9.98.4.1',
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version:'1.9.98.4.3',
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update:'1.9.98.4.2',
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changeLog:[
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'bug修复',
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],
|
||||
|
@ -8,19 +8,19 @@ window.noname_update={
|
|||
'card/extra.js',
|
||||
//'card/huanlekapai.js',
|
||||
//'card/sp.js',
|
||||
'card/standard.js',
|
||||
//'card/standard.js',
|
||||
//'card/swd.js',
|
||||
//'card/mtg.js',
|
||||
//'card/guozhan.js',
|
||||
'card/guozhan.js',
|
||||
//'card/gwent.js',
|
||||
//'card/zhenfa.js',
|
||||
'card/zhulu.js',
|
||||
'character/diy.js',
|
||||
'character/extra.js',
|
||||
//'card/zhulu.js',
|
||||
//'character/diy.js',
|
||||
//'character/extra.js',
|
||||
//'character/hearth.js',
|
||||
'character/gujian.js',
|
||||
//'character/gujian.js',
|
||||
//'character/gwent.js',
|
||||
'character/hearth.js',
|
||||
//'character/hearth.js',
|
||||
'character/mobile.js',
|
||||
//'character/mtg.js',
|
||||
//'character/old.js',
|
||||
|
@ -28,16 +28,16 @@ window.noname_update={
|
|||
'character/shenhua.js',
|
||||
'character/sp.js',
|
||||
//'character/tw.js',
|
||||
'character/standard.js',
|
||||
//'character/standard.js',
|
||||
//'character/swd.js',
|
||||
//'character/xianjian.js',
|
||||
'character/xinghuoliaoyuan.js',
|
||||
'character/yijiang.js',
|
||||
//'character/yijiang.js',
|
||||
//'character/yxs.js',
|
||||
//'extension/boss/extension.js',
|
||||
//'layout/default/layout.css',
|
||||
//'layout/nova/layout.css',
|
||||
'mode/identity.js',
|
||||
//'mode/identity.js',
|
||||
//'mode/doudizhu.js',
|
||||
//'mode/guozhan.js',
|
||||
//'mode/chess.js',
|
||||
|
|
Loading…
Reference in New Issue