This commit is contained in:
libccy 2017-03-24 15:00:10 +08:00
parent f4e0947430
commit 0d43b9a023
6 changed files with 1 additions and 942 deletions

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@ -1,151 +0,0 @@
play.character={
// mode:['identity','guozhan','versus'],
video:function(list){
this.arenaReady(list);
for(var i in this.skill){
lib.skill[i]=this.skill[i];
}
},
arenaReady:function(videolist){
var list=[],list2=[];
var i,j,name;
for(i in lib.character){
if(lib.config.forbidai.contains(i)) continue;
if(lib.config.forbidall.contains(i)) continue;
if(lib.config.banned.contains(i)) continue;
if(lib.character[i][4]&&lib.character[i][4].contains('forbidai')) continue;
if(lib.character[i][4]&&lib.character[i][4].contains('boss')) continue;
if(lib.character[i][4]&&lib.character[i][4].contains('hiddenboss')) continue;
if(get.config('double_character')&&lib.config.forbiddouble.contains(i)) continue;
list.push(i);
}
list.randomSort();
list=list.splice(0,Math.ceil(lib.card.list.length*(parseFloat(lib.config.character_num_playpackconfig)||0)));
if(_status.video){
if(videolist){
list=videolist;
}
}
else{
lib.video.push({
type:'play',
init:list,
name:'character'
});
}
var suit=['heart','diamond','club','spade'];
for(i=0;i<list.length;i++){
name=list[i]+'_charactercard';
lib.card[name]={
enable:true,
type:'character',
image:'character/'+list[i],
color:'white',
opacity:1,
textShadow:'black 0 0 2px',
chongzhu:true,
filterTarget:function(card,player,target){
return player==target;
},
selectTarget:-1,
content:function(){
var name=card.name.slice(0,card.name.indexOf('_charactercard'));
target.$gain2(card);
var skills=lib.character[name][3];
var list=[];
var targetskills=target.get('s');
for(var j=0;j<skills.length;j++){
if(lib.translate[skills[j]+'_info']&&lib.skill[skills[j]]&&
!lib.skill[skills[j]].unique&&
!targetskills.contains(skills[j])){
list.push(skills[j]);
}
}
target.removeSkill('charactercard');
if(list.length){
var skill=list.randomGet();
target.popup(skill);
game.log(target,'获得技能','【'+get.translation(skill)+'】');
target.addAdditionalSkill('charactercard',skill);
target.checkMarks();
target.storage.charactercard=card;
target.addSkill('charactercard');
}
else{
target.draw(2);
}
},
ai:{
order:9,
result:{
target:(function(name){
return function(player,target){
if(target.additionalSkills.charactercard&&
target.additionalSkills.charactercard.length>0) return 0;
return lib.character[name][2]<=4?1:0;
}
}(list[i]))
}
}
};
lib.translate[name]=get.translation(list[i]);
lib.translate[name+'_info']=get.skillintro(list[i],true,true);
list2.push([suit.randomGet(),Math.ceil(Math.random()*13),name]);
}
lib.card.list=lib.card.list.concat(list2);
},
help:{
'技能卡牌':'<ul><li>牌堆中随机加入5%的技能牌<li>出牌阶段对自己使用,'+
'随机获得卡牌对应角色的一项技能直到使用者的下一个出牌阶段开始'+
'<li>一个角色最多只能通过技能卡牌获得一个技能,新获得技能后将失去之前以此法获得的技能'+
'<li>不能获得主公技、限定技、觉醒技等特殊技能,以及场上只能唯一存在的技能'+
'<li>若卡牌对应角色没有可获得的技能,目标摸两张牌'
},
skill:{
charactercard:{
trigger:{player:'phaseUseBegin'},
forced:true,
popup:false,
mark:'card',
intro:{
name:function(storage,player){
if(_status.video){
if(player.marks.charactercard&&player.marks.charactercard.name){
var name=player.marks.charactercard.name;
if(name){
name=name.slice(0,name.indexOf('_charactercard'));
return get.translation(name);
}
}
return '';
}
else{
return get.translation(player.additionalSkills.charactercard[0]);
}
},
content:function(storage,player){
if(_status.video){
if(player.marks.charactercard&&player.marks.charactercard.name){
var name=player.marks.charactercard.name;
if(name){
name=name.slice(0,name.indexOf('_charactercard'));
return get.skillintro(name,true,true);
}
}
return '';
}
else{
return lib.translate[player.additionalSkills.charactercard[0]+'_info'];
}
},
onunmark:function(storage,player){
player.removeAdditionalSkill('charactercard');
delete player.storage.charactercard;
}
},
content:function(){
player.removeSkill('charactercard');
}
}
}
}

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@ -1,734 +0,0 @@
play.soldier={
mode:['identity','guozhan','versus'],
skill:{
soldier:{
group:['soldier2','soldier3'],
intro:{
content:function(storage){
if(!storage.length) return;
var str=get.translation(storage[0]);
for(var i=1;i<storage.length;i++){
str+='、'+get.translation(storage[i]);
}
return str;
}
}
},
_soldier:{
trigger:{global:'gameStart'},
forced:true,
popup:false,
filter:function(){
return !_status.connectMode;
},
content:function(){
if(_status.soldierList==undefined){
_status.soldierList=['qingbubing','zhongbubing','qingqibing','zhongqibing','gongjianbing',
'qiangnubing','changqiangbing','yuandunbing','daojianbing','shuijun','junyi',
'huojianbing','chihou','tongxinbing','yunshubing','qingchebing','zhongbubing','fubing',
'qixiebing','qisheshou','weibing','shubing','wubing','qunbing'];
_status.soldierList.sort(lib.sort.random);
}
player.storage.soldier=_status.soldierList.splice(0,3);
player.addSkill('soldier');
}
},
soldier2:{
trigger:{player:'phaseBegin'},
priority:10,
forced:true,
popup:false,
filter:function(event,player){
return player.storage.soldier.length>0;
},
content:function(){
"step 0"
var dialog=ui.create.dialog('选择一个士兵','hidden');
for(var i=0;i<player.storage.soldier.length;i++){
player.removeSkill(player.storage.soldier[i]);
dialog.add('<div><div class="skill">【'+get.translation(player.storage.soldier[i]).slice(0,2)+'】</div><div>'+
lib.translate[player.storage.soldier[i]+'_info']+'</div></div>');
}
player.chooseControl(player.storage.soldier,dialog).ai=function(){
return Math.floor(Math.random()*player.storage.soldier.length);
};
"step 1"
player.addSkill(result.control);
player.popup(result.control);
}
},
soldier3:{
trigger:{player:'damageBefore'},
direct:true,
filter:function(event,player){
return player.storage.soldier.length>0;
},
check:function(event,player){
return event.num>=player.hp;
},
content:function(){
"step 0"
if(event.isMine()){
event.dialog=ui.create.dialog('选择替你承受伤害的士兵');
}
player.chooseControl(player.storage.soldier,'cancel2');
"step 1"
if(event.dialog) event.dialog.close();
if(result.control!='cancel2'&&result.control){
game.log(player,'牺牲了'+get.translation(result.control));
player.storage.soldier.remove(result.control);
player.removeSkill(result.control);
player.popup(result.control);
trigger.untrigger();
trigger.finish();
}
}
},
qingbubing:{
trigger:{player:'phaseEnd'},
forced:true,
content:function(){
player.recover();
}
},
zhongbubing2:{
trigger:{player:'phaseEnd'},
forced:true,
content:function(){
player.recover();
}
},
zhongbubing:{
group:['zhongbubing2'],
trigger:{target:'shaBefore'},
forced:true,
filter:function(event,player){
if(player.get('e','2')) return false;
return (event.card.name=='sha'&&get.color(event.card)=='black')
},
content:function(){
trigger.untrigger();
trigger.finish();
},
ai:{
effect:{
target:function(card,player,target){
if(target.get('e','2')) return;
if(card.name=='sha'&&get.color(card)=='black') return 0;
}
}
},
mod:{
globalTo:function(from,to,distance){
return distance+1;
}
}
},
qingqibing:{
mod:{
selectTarget:function(card,player,range){
if(card.name=='sha') range[1]++;
},
},
},
zhongqibing:{
trigger:{player:'shaBegin'},
forced:true,
content:function(){
"step 0"
trigger.target.chooseToRespond({name:'shan'});
"step 1"
if(result.bool==false){
trigger.untrigger();
trigger.directHit=true;
}
},
mod:{
selectTarget:function(card,player,range){
if(card.name=='sha') range[1]++;
},
globalTo:function(from,to,distance){
return distance+1;
}
},
},
gongjianbing:{
mod:{
targetInRange:function(card,player,target,now){
if(card.name=='sha') return true;
},
playerEnabled:function(card,player,target){
if(card.name=='sha'&&get.distance(player,target)<=1) return false;
}
},
},
qiangnubing:{
trigger:{player:'shaBefore'},
forced:true,
priority:10,
filter:function(event){
return event.card.name=='sha';
},
content:function(){
player.addTempSkill('unequip','shaAfter');
},
mod:{
attackFrom:function(from,to,distance){
return distance-1;
},
playerEnabled:function(card,player,target){
if(card.name=='sha'&&get.distance(player,target)>2) return false;
}
},
},
changqiangbing:{
mod:{
selectTarget:function(card,player,range){
if(card.name=='sha') range[1]=Infinity;
},
playerEnabled:function(card,player,target){
if(card.name=='sha'){
if(ui.selected.targets.length==0) return;
if(get.distance(player,target)<=2) return;
for(var i=0;i<ui.selected.targets.length;i++){
if(get.distance(player,ui.selected.targets[i])>2) return false;
}
}
}
},
},
yuandunbing:{
mod:{
targetEnabled:function(card,player,target){
if(card.name=='sha'&&get.number(card)<8) return false;
}
}
},
daojianbing:{
trigger:{player:'shaBegin'},
forced:true,
filter:function(event,player){
return event.card&&get.number(event.card)>8;
},
content:function(){
trigger.directHit=true;
}
},
shuijun:{
group:['shuijun2'],
trigger:{player:'damageBefore'},
filter:function(event){
if(!event.nature) return true;
},
forced:true,
content:function(){
trigger.untrigger();
trigger.finish();
},
ai:{
effect:{
target:function(card,player,target,current){
if(get.tag(card,'damage')){
if(!get.tag(card,'fireDamage')&&
!get.tag(card,'thunderDamage')) return 0;
}
}
}
}
},
shuijun2:{
trigger:{player:'damageBegin'},
filter:function(event){
if(event.nature) return true;
},
forced:true,
content:function(){
trigger.num++;
},
ai:{
effect:{
target:function(card,player,target,current){
if((get.tag(card,'fireDamage')||get.tag(card,'thunderDamage'))&&current<0) return 2;
}
}
}
},
junyi:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
if(target.hp>=target.maxHp) return false;
return true;
},
content:function(){
target.recover();
},
ai:{
order:9,
result:{
target:function(player,target){
if(player==target&&player.num('h')>player.hp) return 5;
return 2;
}
},
threaten:3
}
},
huojianbing:{
group:['huojianbing2','huojianbing3'],
viewAs:{name:'sha',nature:'fire'},
filterCard:{name:'sha'},
enable:'phaseUse',
mod:{
targetInRange:function(card,player,target,now){
if(card.name=='sha'&&card.nature=='fire') return true;
},
}
},
huojianbing2:{
trigger:{player:'shaBegin'},
forced:true,
filter:function(event){
return event.card&&event.card.nature=='fire';
},
content:function(){
"step 0"
trigger.target.chooseToRespond({name:'shan'});
"step 1"
if(result.bool==false){
trigger.untrigger();
trigger.directHit=true;
}
}
},
huojianbing3:{
trigger:{player:'shaBegin'},
forced:true,
filter:function(event){
return event.card&&event.card.nature=='fire';
},
content:function(){
player.loseHp();
}
},
chihou:{
trigger:{player:'phaseUseBegin'},
direct:true,
content:function(){
"step 0"
player.chooseTarget('斥侯:观看一名角色的手牌',function(card,player,target){
return player!=target&&target.num('h');
});
"step 1"
if(result.bool){
player.logSkill('chihou');
player.viewCards(get.translation(result.targets[0])+'的手牌',result.targets[0].get('h'));
}
}
},
tongxinbing:{
global:'tongxinbing2',
enable:'phaseUse',
usable:1,
filterCard:true,
discard:false,
filterTarget:function(card,player,target){
return player!=target;
},
check:function(card){
return 10-ai.get.value(card);
},
content:function(){
target.gain(cards,player);
player.$give(cards.length,target);
game.delay();
player.draw(cards.length);
},
ai:{
order:10,
result:{
target:function(player,target){
return Math.max(1,5-target.num('h'));
}
}
}
},
tongxinbing2:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
if(player.hasSkill('tongxinbing')) return false;
for(var i=0;i<game.players.length;i++){
if(game.players[i].hasSkill('tongxinbing')) return true;
}
return false;
},
filterCard:true,
discard:false,
filterTarget:function(card,player,target){
return player!=target&&target.hasSkill('tongxinbing');
},
check:function(card){
return 10-ai.get.value(card);
},
content:function(){
target.gain(cards,player);
player.$give(cards.length,target);
game.delay();
player.draw(cards.length);
},
ai:{
order:10,
result:{
target:function(player,target){
return Math.max(1,5-target.num('h'));
}
}
}
},
yunshubing:{
enable:'phaseUse',
usable:1,
content:function(){
"step 0"
event.cards=get.cards(player.maxHp);
player.chooseCardButton(event.cards,[1,player.maxHp-player.hp]);
"step 1"
var cards2=[];
for(var i=0;i<result.buttons.length;i++){
cards.remove(result.buttons[i].link);
cards2.push(result.buttons[i].link);
}
if(cards2.length){
player.gain(cards2);
player.$gain(cards2);
}
for(var i=0;i<cards.length;i++){
ui.discardPile.appendChild(cards[i]);
}
},
ai:{
order:8,
result:{
player:2
}
}
},
qingchebing:{
mod:{
globalFrom:function(from,to,distance){
return distance-1;
},
selectTarget:function(card,player,range){
if(card.name=='sha') {range[0]=-1;range[1]=-1;}
},
},
},
zhongchebing:{
mod:{
globalFrom:function(from,to,distance){
return distance-1;
},
globalTo:function(from,to,distance){
return distance+1;
},
selectTarget:function(card,player,range){
if(card.name=='sha') {range[0]=-1;range[1]=-1;}
},
targetEnabled:function(card,player,target){
if(card.name=='sha'&&get.distance(target,player)<=1) return false;
},
cardEnabled:function(card){
if(get.type(card)=='equip') return false;
}
},
},
fubing:{
trigger:{player:'shaBegin'},
priority:5,
filter:function(event){
return event.target.get('e','2')!=undefined;
},
content:function(){
trigger.target.discard(trigger.target.get('e','2'));
player.addTempSkill('unequip','shaAfter');
},
group:['fubing2']
},
fubing2:{
trigger:{source:'damageBegin'},
forced:true,
filter:function(event){
return !event.player.get('e','2')&&event.card&&event.card.name=='sha';
},
content:function(){
trigger.num++;
}
},
qixiebing:{
trigger:{player:'loseEnd'},
direct:true,
filter:function(event,player){
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].original=='e') return true;
}
return false;
},
content:function(){
"step 0"
player.chooseTarget('选择一名目标获得其一件装备',function(card,player,target){
if(target.get('e','1')&&!player.get('e','1')) return true;
if(target.get('e','2')&&!player.get('e','2')) return true;
if(target.get('e','3')&&!player.get('e','3')) return true;
if(target.get('e','4')&&!player.get('e','4')) return true;
if(target.get('e','5')&&!player.get('e','5')) return true;
return false;
}).ai=function(target){
return 4-ai.get.attitude(player,target);
}
"step 1"
if(result.bool){
event.target=result.targets[0];
player.logSkill('qixiebing',event.target);
player.choosePlayerCard(event.target,'e',true).filterButton=function(button){
return !player.get('e',get.subtype(button.link)[5]);
};
}
else{
event.finish();
}
"step 2"
player.equip(result.buttons[0].link);
target.$give(result.buttons[0].link,player,false);
},
effect:{
target:function(card,player,target,current){
if(get.type(card)=='equip') return [1,3];
}
}
},
qisheshou:{
mod:{
targetInRange:function(card,player,target,now){
if(card.name=='sha') return true;
},
selectTarget:function(card,player,range){
if(card.name=='sha') range[1]++;
},
playerEnabled:function(card,player,target){
if(card.name=='sha'&&get.distance(player,target)<=1) return false;
},
},
trigger:{player:'shaBefore'},
forced:true,
content:function(){
"step 0"
player.judge(function(card){
if(get.suit(card)=='spade') return -2;
return 0;
});
"step 1"
if(result.judge==-2){
trigger.untrigger();
trigger.finish();
}
}
},
shubing:{
trigger:{player:['phaseJudgeBefore','phaseEnd']},
direct:true,
filter:function(event,player,name){
var notarget=true;
for(var i=0;i<game.players.length;i++){
if(game.players[i].group=='shu'){
notarget=false;break;
}
}
if(notarget) return false;
if(name=='phaseJudgeBefore'){
return player.num('j')>0;
}
return true;
},
content:function(){
"step 0"
player.chooseTarget('蜀兵:令一名蜀势力角色摸一张牌',function(card,player,target){
return target.group=='shu';
});
"step 1"
if(result.bool){
player.logSkill('shubing',result.targets[0]);
result.targets[0].draw();
}
}
},
weibing:{
trigger:{player:['phaseJudgeBefore','phaseEnd']},
direct:true,
filter:function(event,player,name){
var notarget=true;
for(var i=0;i<game.players.length;i++){
if(game.players[i].group=='wei'){
notarget=false;break;
}
}
if(notarget) return false;
if(name=='phaseJudgeBefore'){
return player.num('j')>0;
}
return true;
},
content:function(){
"step 0"
player.chooseTarget('魏兵:令一名魏势力角色摸一张牌',function(card,player,target){
return target.group=='wei';
});
"step 1"
if(result.bool){
player.logSkill('weibing',result.targets[0]);
result.targets[0].draw();
}
}
},
wubing:{
trigger:{player:['phaseJudgeBefore','phaseEnd']},
direct:true,
filter:function(event,player,name){
var notarget=true;
for(var i=0;i<game.players.length;i++){
if(game.players[i].group=='wu'){
notarget=false;break;
}
}
if(notarget) return false;
if(name=='phaseJudgeBefore'){
return player.num('j')>0;
}
return true;
},
content:function(){
"step 0"
player.chooseTarget('吴兵:令一名吴势力角色摸一张牌',function(card,player,target){
return target.group=='wu';
});
"step 1"
if(result.bool){
player.logSkill('wubing',result.targets[0]);
result.targets[0].draw();
}
}
},
qunbing:{
trigger:{player:['phaseJudgeBefore','phaseEnd']},
direct:true,
filter:function(event,player,name){
var notarget=true;
for(var i=0;i<game.players.length;i++){
if(game.players[i].group=='qun'){
notarget=false;break;
}
}
if(notarget) return false;
if(name=='phaseJudgeBefore'){
return player.num('j')>0;
}
return true;
},
content:function(){
"step 0"
player.chooseTarget('群兵:令一名群势力角色摸一张牌',function(card,player,target){
return target.group=='qun';
});
"step 1"
if(result.bool){
player.logSkill('qunbing',result.targets[0]);
result.targets[0].draw();
}
}
}
},
translate:{
soldier:'士兵',
qingbubing:'轻步兵',
qingbubing_info:'结束阶段,你回复一点体力。',
zhongbubing:'重步兵',
zhongbubing2:'重步兵',
zhongbubing_info:'锁定技,结束阶段,你回复一点体力;黑【杀】对你无效;你计算与其他角色的距离时始终+1。',
qingqibing:'轻骑兵',
qingqibing_info:'你使用的【杀】可额外指定一个目标。',
zhongqibing:'重骑兵',
zhongqibing_info:'你使用的【杀】可额外指定一个目标。锁定技,目标角色需要额外出一张【闪】才能闪避你的【杀】;你计算与其他角色的距离时始终+1。',
gongjianbing:'弓箭兵',
gongjianbing_info:'锁定技你的攻击范围无限你不能对距离1以内的角色使用【杀】。',
qiangnubing:'强弩兵',
qiangnubing_info:'锁定技,你的【杀】无视防具;你的攻击范围+1距离2以外的角色不能成为你【杀】的目标。',
changqiangbing:'长枪兵',
changqiangbing_info:'你的【杀】可指定距离2以内的目标。',
yuandunbing:'圆盾兵',
yuandunbing_info:'锁定技你不能成为点数小于8的【杀】的目标。',
daojianbing:'刀剑兵',
daojianbing_info:'锁定技你使用的点数大于8的杀不可闪避',
shuijun:'水军',
shuijun2:'水军',
shuijun_info:'你防止非属性伤害;你受到的属性伤害+1。',
junyi:'军医',
junyi_info:'出牌阶段限一次,你可以令一名其他角色恢复一点体力。',
huojianbing:'火箭兵',
huojianbing2:'火箭兵',
huojianbing3:'火箭兵',
huojianbing_info:'你可以将一张普通【杀】当作火【杀】使用。锁定技,你使用的火【杀】无距离限制,且需要额外出一张【闪】才能闪避;你使用火【杀】指定目标后,失去一点体力。',
chihou:'斥候',
chihou_info:'出牌阶段开始时,你可以观看一名角色的所有手牌',
tongxinbing:'通信兵',
tongxinbing2:'通信兵',
tongxinbing_info:'出牌阶段,你可以给其他角色一张牌,并摸一张牌;其他角色可以在其出牌阶段给你一张牌,并摸一张牌。',
yunshubing:'运输兵',
yunshubing_info:'出牌阶段你可以观看牌堆顶的X张牌并其中获得Y张牌X为你体力上限Y为你当前体力值。',
qingchebing:'轻车兵',
qingchebing_info:'锁定技,其他角色计算与你的距离时始终-1你的【杀】指定目标后视为对其他在攻击范围内的所有角色各使用了一张【杀】。',
zhongchebing:'重车兵',
zhongchebing_info:'锁定技,其他角色计算与你的距离时始终-1你的【杀】指定目标后视为对其他在攻击范围内的所有角色各使用了一张【杀】距离1以内的角色不能指定你成为【杀】目标你不能使用装备牌你计算与其他角色的距离时始终+1。',
fubing:'斧兵',
fubing2:'斧兵',
fubing_info:'你使用【杀】指定目标后,你可以弃置其防具。你的【杀】指定目标时,若其没有防具,你对其造成伤害+1。',
qixiebing:'器械兵',
qixiebing_info:'你每失去一次装备区的牌,可立即将一名其他角色的装备牌置于你的装备区(不可替换已有装备)',
qisheshou:'骑射手',
qisheshou_info:'你使用的【杀】可额外指定一个目标。锁定技你的攻击范围无限你不能对距离1以内的角色使用【杀】你的【杀】指定目标后须进行一次判定若为♠该【杀】无效。',
shubing:'蜀兵',
shubing_info:'判定阶段和结束阶段前,你可以令一名蜀势力角色摸一张牌',
weibing:'魏兵',
weibing_info:'判定阶段和结束阶段前,你可以令一名魏势力角色摸一张牌',
wubing:'吴兵',
wubing_info:'判定阶段和结束阶段前,你可以令一名吴势力角色摸一张牌',
qunbing:'群兵',
qunbing_info:'判定阶段和结束阶段前,你可以令一名群势力角色摸一张牌',
},
help:{
'士兵模式':'<ul><li>游戏开始阶段场上所有角色随机获得3名士兵。<li>准备阶段,你获得一名士兵的技能。<li>当你即将受到伤害时,你可以选择一名士兵替你承受此次伤害,然后失去此士兵'+
'<li>轻步兵:结束阶段,你回复一点体力。'+
'<li>重步兵:锁定技,结束阶段,你回复一点体力;黑【杀】对你无效;你计算与其他角色的距离时始终+1。'+
'<li>轻骑兵:你使用的【杀】可额外指定一个目标。'+
'<li>重骑兵:你使用的【杀】可额外指定一个目标。锁定技,目标角色需要额外出一张【闪】才能闪避你的【杀】;你计算与其他角色的距离时始终+1。'+
'<li>弓箭兵锁定技你的攻击范围无限你不能对距离1以内的角色使用【杀】。'+
'<li>强弩兵:锁定技,你的【杀】无视防具;你的攻击范围+1距离2以外的角色不能成为你【杀】的目标。'+
'<li>长枪兵你的【杀】可指定距离2以内的目标。'+
'<li>圆盾兵锁定技你不能成为点数小于8的【杀】的目标。'+
'<li>刀剑兵锁定技你使用的点数大于8的杀不可闪避'+
'<li>水军:你防止非属性伤害;你受到的属性伤害+1。'+
'<li>军医:出牌阶段限一次,你可以令一名其他角色恢复一点体力。'+
'<li>火箭兵:你可以将一张普通【杀】当作火【杀】使用。锁定技,你使用的火【杀】无距离限制,且需要额外出一张【闪】才能闪避;你使用火【杀】指定目标后,失去一点体力。'+
'<li>斥候:出牌阶段开始时,你可以观看一名角色的手牌'+
'<li>通信兵:出牌阶段,你可以给其他角色一张牌,并摸一张牌;其他角色可以在其出牌阶段给你一张牌,并摸一张牌。'+
'<li>运输兵出牌阶段你可以观看牌堆顶的X张牌并其中获得Y张牌X为你体力上限Y为你当前体力值。'+
'<li>轻车兵:锁定技,其他角色计算与你的距离时始终-1你的【杀】指定目标后视为对其他在攻击范围内的所有角色各使用了一张【杀】。'+
'<li>重车兵:锁定技,其他角色计算与你的距离时始终-1你的【杀】指定目标后视为对其他在攻击范围内的所有角色各使用了一张【杀】距离1以内的角色不能指定你成为【杀】目标你不能使用装备牌你计算与其他角色的距离时始终+1。'+
'<li>斧兵:你使用【杀】指定目标后,你可以弃置其防具。你的【杀】指定目标时,若其没有防具,你对其造成伤害+1。'+
'<li>器械兵:你每失去一次装备区的牌,可立即将一名其他角色的装备牌置于你的装备区(不可替换已有装备)'+
'<li>骑射手你使用的【杀】可额外指定一个目标。锁定技你的攻击范围无限你不能对距离1以内的角色使用【杀】你的【杀】指定目标后须进行一次判定若为♠该【杀】无效。'+
'<li>蜀兵:判定阶段和结束阶段前,你可以令一名蜀势力角色摸一张牌'+
'<li>魏兵:判定阶段和结束阶段前,你可以令一名魏势力角色摸一张牌'+
'<li>吴兵:判定阶段和结束阶段前,你可以令一名吴势力角色摸一张牌'+
'<li>群兵:判定阶段和结束阶段前,你可以令一名群势力角色摸一张牌'
}
}

View File

@ -30,7 +30,7 @@ window.config={
sgscards:['standard','extra','sp','guozhan'],
sgsmodes:['identity','guozhan','versus','brawl','connect'],
stockmode:['identity','guozhan','versus','boss','chess','stone','connect','brawl','tafang'],
stockextension:['boss','cardpile','character','coin','soldier','wuxing','hs_mod'],
stockextension:['boss','cardpile','coin','wuxing','hs_mod'],
layout:['default','newlayout'],
theme:['woodden','music','simple'],
card_font:['xiaozhuan','huangcao','caoshu','xingshu'],

View File

@ -3250,58 +3250,6 @@
}
},
},
character:{
enable:{
name:'开启',
init:false,
restart:true,
},
intro:{
name:'牌堆中随机加入5%的技能牌;使用技能牌可获得额外技能',
clear:true,
nopointer:true,
},
num:{
name:'卡牌比例',
init:'0.05',
item:{
'0.02':'2%',
'0.05':'5%',
'0.1':'10%',
'0.2':'20%',
}
},
hide:{
name:'隐藏此扩展',
clear:true,
onclick:function(){
this.innerHTML='此扩展将在重启后隐藏';
lib.config.hiddenPlayPack.add('character');
game.saveConfig('hiddenPlayPack',lib.config.hiddenPlayPack);
}
},
},
soldier:{
enable:{
name:'开启',
init:false,
restart:true,
},
intro:{
name:'每名角色在游戏开始时获得3个士兵每个士兵对应一个技能',
clear:true,
nopointer:true,
},
hide:{
name:'隐藏此扩展',
clear:true,
onclick:function(){
this.innerHTML='此扩展将在重启后隐藏';
lib.config.hiddenPlayPack.add('soldier');
game.saveConfig('hiddenPlayPack',lib.config.hiddenPlayPack);
}
},
},
wuxing:{
enable:{
name:'开启',

View File

@ -29,8 +29,6 @@ card.pack={
play.pack={
boss:'剑阁挑战',
cardpile:'牌堆补充',
character:'技能卡牌',
soldier:'士兵模式',
wuxing:'五行生克',
coin:'富甲天下',
};

View File

@ -61,9 +61,7 @@ window.noname_source_list=[
'mode/connect.js',
'extension/boss/extension.js',
'extension/cardpile/extension.js',
'extension/character/extension.js',
'extension/coin/extension.js',
'extension/soldier/extension.js',
'extension/wuxing/extension.js',
'theme/music/grid.png',
'theme/music/style.css',