This commit is contained in:
libccy 2017-01-30 11:28:18 +08:00
parent a6c82ebaf7
commit 0cac8196ca
6 changed files with 49 additions and 14 deletions

View File

@ -581,6 +581,9 @@ card.swd={
if(!player.hasSkill('xuanyuan')&&player.hp<=2){
player.discard(card);
}
else{
player.changeHujia();
}
},
ai:{
equipValue:9
@ -2819,6 +2822,7 @@ card.swd={
},
content:function(){
trigger.num++;
trigger._xuanyuanjian=true;
if(!trigger.nature) trigger.nature='thunder';
}
},
@ -2826,12 +2830,11 @@ card.swd={
trigger:{source:'damageAfter'},
forced:true,
popup:false,
filter:function(event){
return event.notLink();
filter:function(event,player){
return event._xuanyuanjian&&!player.hasSkill('xuanyuan');
},
content:function(){
player.loseHp();
player.draw();
}
},
pangufu:{
@ -4887,7 +4890,7 @@ card.swd={
shouna:'收纳',
shouna_info:'出牌阶段限一次,你可以弃置一张手牌,并将一名其他角色的一张手牌置入炼妖壶',
donghuangzhong_info:'回合结束阶段,你可以弃置一张手牌,并选择一名角色将一张随机单体延时锦囊置入其判定区',
xuanyuanjian_info:'锁定技,每当你即将造成一次伤害,你令此伤害加一并变为雷属性,此伤害结算后,你流失一点体力并摸一张牌。任何时候若你体力值不超过2则立即失去轩辕剑',
xuanyuanjian_info:'装备时获得一点护甲;每当你即将造成一次伤害,你令此伤害加一并变为雷属性,并在伤害结算后流失一点体力。任何时候若你体力值不超过2则立即失去轩辕剑',
pangufu_info:'锁定技,每当你造成一次伤害,受伤角色须弃置一张牌',
haotianta_info:'锁定技任意一名角色进行判定前你观看牌堆顶的3张牌并选择一张作为判定结果此结果不可被更改也不能触发技能。每回合最多发动一次',
shennongding_info:'出牌阶段,你可以弃置两张手牌,然后回复一点体力。每阶段限一次',

View File

@ -1839,6 +1839,10 @@ character.ow={
init:function(player){
player.storage.zhanlong=false;
},
check:function(event,player){
if(player.num('j','lebu')) return false;
return true;
},
filter:function(event,player){
if(player.storage.zhanlong) return false;
if(player.num('he')==0) return false;

View File

@ -2479,7 +2479,35 @@ character.swd={
},
}
},
xuanyuan:{},
xuanyuan:{
trigger:{global:'discardAfter'},
filter:function(event,player){
if(event.player==player) return false;
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].name=='xuanyuanjian'&&get.position(event.cards[i])=='d'){
return true;
}
}
return false;
},
frequent:true,
content:function(){
"step 0"
if(trigger.delay==false) game.delay();
"step 1"
var cards=[];
for(var i=0;i<trigger.cards.length;i++){
if(event.cards[i].name=='xuanyuanjian'&&get.position(trigger.cards[i])=='d'){
cards.push(trigger.cards[i]);
}
}
if(cards.length){
player.gain(cards);
player.$gain2(cards);
game.log(player,'发动','【轩辕】',',获得了',cards);
}
},
},
jilve:{
enable:'phaseUse',
group:'jilve6',

View File

@ -6008,7 +6008,7 @@ character.yijiang={
if(cards.length){
player.gain(cards);
player.$gain2(cards);
game.log(player,'发动落英,获得了',cards);
game.log(player,'发动','【落英】',',获得了',cards);
}
},
},

View File

@ -1,5 +1,5 @@
window.noname_update={
version:'1.9.6.4',
version:'1.9.6.5',
update:'1.9.6.4',
changeLog:[
'bug修复',
@ -9,20 +9,20 @@ window.noname_update={
// 'game/package.js',
// 'game/asset.js',
// 'card/hearth.js',
// 'card/swd.js',
'card/swd.js',
// 'card/sp.js',
// 'card/guozhan.js',
// 'character/rank.js',
// 'character/ow.js',
// 'character/extra.js',
'character/ow.js',
// 'character/hearth.js',
// 'character/sp.js',
// 'character/xianjian.js',
// 'character/refresh.js',
// 'character/shenhua.js',
// 'character/swd.js',
// 'character/sp.js',
// 'character/xianjian.js',
'character/swd.js',
// 'character/yxs.js',
// 'character/yijiang.js',
// 'character/extra.js',
'character/yijiang.js',
// 'mode/boss.js',
// 'mode/versus.js',
// 'mode/guozhan.js',

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