This commit is contained in:
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commit
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@ -45,12 +45,10 @@ card.hearth={
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selectTarget:-1,
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content:function(){
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target.skip('phaseDiscard');
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if(target.num('h')<=target.hp){
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target.draw();
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}
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target.draw();
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},
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ai:{
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order:1,
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order:10,
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result:{
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target:1
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}
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@ -656,7 +654,7 @@ card.hearth={
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zhaomingdan:'照明弹',
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zhaomingdan_info:'弃置一名其他角色判定区内的所有牌,然后摸一张牌',
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jihuocard:'激活',
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jihuocard_info:'跳过本回合的弃牌阶段,若你手牌数不大于当前体力值,则摸一张牌',
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jihuocard_info:'跳过本回合的弃牌阶段,摸一张牌',
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},
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list:[
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['heart',2,'shenenshu'],
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@ -1223,6 +1223,15 @@ character.hearth={
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player.storage.fenlie++;
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player.gain(cards,'draw');
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},
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ai:{
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effect:{
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target:function(card){
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if(card.name=='toulianghuanzhu'){
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return [1,2];
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}
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}
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}
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},
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group:'fenlie2'
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},
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fenlie2:{
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@ -1671,14 +1680,13 @@ character.hearth={
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},
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content:function(){
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"step 0"
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var noneed=(trigger.card.name=='tao'&&trigger.targets[0]==player&&player.hp==player.maxHp-1);
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player.chooseTarget('是否发动【灵咒】?').ai=function(target){
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var num=ai.get.attitude(player,target);
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if(num>0){
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if(noneed&&player==target){
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num=0.5;
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if(target==player){
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num++;
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}
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else if(target.hp==1){
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if(target.hp==1){
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num+=3;
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}
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else if(target.hp==2){
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@ -2980,7 +2988,7 @@ character.hearth={
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}
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},
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jihuo:{
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trigger:{player:'phaseEnd'},
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trigger:{player:'phaseAfter'},
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filter:function(event,player){
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return !player.storage.jihuo&&player.num('h')>0;
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},
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@ -4532,7 +4540,7 @@ character.hearth={
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hongxi:'虹吸',
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hongxi_info:'锁定技,每当有一名角色死亡,你将体力回复至体力上限',
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jihuo:'激活',
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jihuo_info:'回合结束阶段,你可以弃置一张手牌并进行一个额外的回合',
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jihuo_info:'在你的回合结束后,你可以弃置一张手牌并进行一个额外的回合',
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jianren:'剑刃',
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jianren_info:'出牌阶段限一次,你可以弃置装备区内的武器牌,对所有其他角色造成一点伤害',
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mengun:'闷棍',
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472
character/ow.js
472
character/ow.js
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@ -3,11 +3,11 @@ character.ow={
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character:{
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ow_liekong:['female','shu',3,['shanxian','shanhui']],
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// ow_heibaihe:['female','shu',3,[]],
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ow_sishen:['female','shu',3,[]],
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ow_tianshi:['female','shu',3,[]],
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ow_falaozhiying:['female','shu',3,[]],
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ow_zhixuzhiguang:['female','shu',3,[]],
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ow_luxiao:['female','shu',3,[]],
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ow_sishen:['male','shu',3,['hongxi','anying']],
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ow_tianshi:['female','qun',3,['shouhu','ziyu','feiying']],
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ow_falaozhiying:['female','shu',3,['dangji','huoyu','feiying']],
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ow_zhixuzhiguang:['female','qun',3,['guangshu']],
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ow_luxiao:['male','wu',3,['yuedong','kuoyin','huhuan']],
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ow_shibing:['female','shu',3,[]],
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ow_yuanshi:['female','shu',3,[]],
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// ow_mei:['female','shu',3,[]],
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@ -15,6 +15,448 @@ character.ow={
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ow_chanyata:['female','shu',3,[]],
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},
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skill:{
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huoyu:{
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enable:'phaseUse',
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unique:true,
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mark:true,
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skillAnimation:true,
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animationColor:'fire',
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init:function(player){
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player.storage.huoyu=false;
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},
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filter:function(event,player){
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if(player.storage.huoyu) return false;
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return true;
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},
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filterTarget:function(card,player,target){
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return player.canUse('chiyuxi',target);
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},
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filterCard:{color:'red'},
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selectCard:2,
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position:'he',
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check:function(card){
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return 7-ai.get.value(card);
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},
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selectTarget:-1,
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multitarget:true,
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multiline:true,
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line:'fire',
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content:function(){
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'step 0'
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targets.sort(lib.sort.seat);
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player.unmarkSkill('huoyu');
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player.storage.huoyu=true;
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player.useCard({name:'chiyuxi'},targets).animate=false;
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'step 1'
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player.useCard({name:'chiyuxi'},targets).animate=false;
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},
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ai:{
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order:5,
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result:{
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target:function(player,target){
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if(player.hasUnknown()) return 0;
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return ai.get.effect(target,{name:'chiyuxi'},player,target);
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}
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},
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},
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intro:{
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content:'limited'
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}
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},
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dangji:{
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trigger:{source:'damageAfter'},
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direct:true,
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filter:function(event,player){
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if(player.num('he')==0) return false;
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if(!event.card) return false;
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if(event.card.name!='sha') return false;
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for(var i=0;i<game.players.length;i++){
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if(game.players[i]!=event.player&&get.distance(event.player,game.players[i])<=1) return true;
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}
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return false;
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},
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content:function(){
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"step 0"
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var eff=0;
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var targets=[];
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event.targets=targets;
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for(var i=0;i<game.players.length;i++){
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if(game.players[i]!=trigger.player&&get.distance(trigger.player,game.players[i])<=1){
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eff+=ai.get.damageEffect(game.players[i],player,player);
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targets.push(game.players[i]);
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}
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}
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player.chooseToDiscard('是否发动【荡击】?').set('ai',function(card){
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if(eff>0) return 7-ai.get.value(card);
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return 0;
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}).set('logSkill',['dangji',targets]);
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"step 1"
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if(result.bool){
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event.targets.sort(lib.sort.seat);
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}
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else{
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event.finish();
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}
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"step 2"
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if(event.targets.length){
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event.targets.shift().damage();
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event.redo();
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}
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},
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mod:{
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targetInRange:function(card,player,target){
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if(card.name=='sha'){
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if(get.distance(player,target)<=1) return false;
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return true;
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}
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}
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}
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},
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yuedong:{
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trigger:{player:'phaseEnd'},
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direct:true,
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content:function(){
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'step 0'
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var num=1+player.storage.yuedong_num;
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player.chooseTarget('是否发动【乐动】?',[1,num],function(card,player,target){
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if(player.storage.yuedong_recover){
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return target.hp<target.maxHp;
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}
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return true;
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}).set('ai',function(target){
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if(player.storage.yuedong_recover){
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return ai.get.recoverEffect(target,player,player);
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}
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return ai.get.attitude(player,target)/Math.sqrt(2+target.num('h'));
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});
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'step 1'
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if(result.bool){
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player.logSkill('yuedong',result.targets);
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var eff=1+player.storage.yuedong_eff;
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if(player.storage.yuedong_recover){
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result.targets.sort(lib.sort.seat);
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for(var i=0;i<result.targets.length;i++){
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result.targets[i].recover(eff);
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}
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}
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else{
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game.asyncDraw(result.targets,eff);
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}
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}
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},
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ai:{
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expose:0.2,
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threaten:1.6
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}
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},
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huhuan:{
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enable:'phaseUse',
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filterCard:true,
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selectCard:2,
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position:'he',
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filter:function(event,player){
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return player.num('he')>1&&!player.storage.yuedong_recover;
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},
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check:function(card){
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return 6-ai.get.value(card);
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},
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content:function(){
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player.storage.yuedong_recover=true;
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},
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ai:{
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order:10.2,
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result:{
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player:function(player){
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var num1=0,num2=0;
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for(var i=0;i<game.players.length;i++){
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if(ai.get.attitude(player,game.players[i])>0){
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num2++;
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if(game.players[i].hp<=2&&game.players[i].maxHp>2){
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num1++;
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if(game.players[i].hp==1){
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num1++;
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}
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}
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}
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}
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if(num1>=3){
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return 1;
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}
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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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kuoyin:{
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enable:'phaseUse',
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filterCard:true,
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selectCard:function(){
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if(_status.event.player.storage.yuedong_eff) return 1;
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return [1,2];
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},
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position:'he',
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filter:function(event,player){
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if(player.storage.yuedong_eff&&player.storage.yuedong_num) return false;
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return player.num('he')>0;
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},
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check:function(card){
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var player=_status.event.player;
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var num1=0,num2=0;
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for(var i=0;i<game.players.length;i++){
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if(ai.get.attitude(player,game.players[i])>0){
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num2++;
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if(game.players[i].hp<=2&&game.players[i].maxHp>2){
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num1++;
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}
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}
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}
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if(player.storage.yuedong_recover){
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if(num1>1&&!player.storage.yuedong_num){
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if(ui.selected.cards.length) return 0;
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return 7-ai.get.value(card);
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}
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return 0;
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}
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else{
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if(num2>1&&!player.storage.yuedong_num){
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if(ui.selected.cards.length) return 0;
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return 7-ai.get.value(card);
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}
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if(num2>2){
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return 6-ai.get.value(card);
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}
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return 5-ai.get.value(card);
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}
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},
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content:function(){
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if(cards.length==1){
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player.storage.yuedong_num+=2;
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}
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else{
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player.storage.yuedong_eff++;
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}
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},
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ai:{
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threaten:1.6,
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order:10.1,
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result:{
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player:1
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}
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},
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group:'kuoyin2'
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},
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kuoyin2:{
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trigger:{player:'phaseBegin'},
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forced:true,
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popup:false,
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silent:true,
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content:function(){
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player.storage.yuedong_recover=false;
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player.storage.yuedong_num=0;
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player.storage.yuedong_eff=0;
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}
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},
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guangshu:{
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enable:'phaseUse',
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check:function(card){
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var suit=get.suit(card);
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if(suit=='heart'){
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].hp==1&&ai.get.attitude(player,game.players[i])>0){
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return 8-ai.get.value(card);
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}
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}
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}
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else if(suit=='spade'){
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return 7-ai.get.value(card);
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}
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return 6-ai.get.value(card);
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},
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filter:function(event,player){
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return player.num('he')>0;
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},
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filterTarget:function(card,player,target){
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return !target.hasSkill('guangshu_heart')&&
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!target.hasSkill('guangshu_spade')&&
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!target.hasSkill('guangshu_club')&&
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!target.hasSkill('guangshu_diamond');
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},
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filterCard:true,
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position:'he',
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content:function(){
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target.addSkill('guangshu_'+get.suit(cards[0]));
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},
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ai:{
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expose:0.2,
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threaten:1.6,
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order:5,
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result:{
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target:function(player,target){
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if(!ui.selected.cards.length) return 0;
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switch(get.suit(ui.selected.cards[0])){
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case 'heart':if(target.hp==1) return 1;return 0.1;
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case 'diamond':return 1+Math.sqrt(target.num('h'));
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case 'club':return -target.num('h')-Math.sqrt(target.num('h','sha'));
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case 'spade':return ai.get.damageEffect(target,player,target,'thunder');
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default: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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guangshu_diamond:{
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mark:true,
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intro:{
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content:'下次造成伤害时摸两张牌'
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},
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trigger:{source:'damageEnd'},
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forced:true,
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content:function(){
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player.draw(2);
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player.removeSkill('guangshu_diamond');
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}
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},
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guangshu_heart:{
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mark:true,
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intro:{
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content:'进入濒死状态时回复一点体力'
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},
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trigger:{player:'dying'},
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priority:6,
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forced:true,
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content:function(){
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player.recover();
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player.removeSkill('guangshu_heart');
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}
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},
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guangshu_club:{
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mark:true,
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intro:{
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content:'无法使用杀直到下一回合结束'
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},
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trigger:{player:'phaseEnd'},
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forced:true,
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popup:false,
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content:function(){
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player.removeSkill('guangshu_club');
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},
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mod:{
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cardEnabled:function(card){
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if(card.name=='sha') return false;
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}
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}
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},
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guangshu_spade:{
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mark:true,
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intro:{
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content:'下个回合结束阶段受到一点无来源的雷电伤害'
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},
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trigger:{player:'phaseEnd'},
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forced:true,
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content:function(){
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player.damage('thunder','nosource');
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player.removeSkill('guangshu_spade');
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}
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},
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ziyu:{
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trigger:{global:'phaseEnd'},
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direct:true,
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filter:function(event,player){
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return game.phaseNumber%4==0;
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},
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content:function(){
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"step 0"
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var controls=['draw_card'];
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if(player.hp<player.maxHp){
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controls.push('recover_hp');
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}
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controls.push('cancel');
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player.chooseControl(controls).set('prompt','是否发动【自愈】?').set('ai',function(event,player){
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if(player.hp<player.maxHp) return 'recover_hp';
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return 'draw_card';
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});
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"step 1"
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if(result.control!='cancel'){
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player.logSkill('ziyu');
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if(result.control=='draw_card'){
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player.draw();
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}
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else{
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player.recover();
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}
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}
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}
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},
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ziyu_old:{
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trigger:{global:'phaseBegin'},
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direct:true,
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filter:function(event,player){
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return event.player.hasSkill('ziyu3');
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},
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content:function(){
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"step 0"
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var controls=['draw_card'];
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if(player.hp<player.maxHp){
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controls.push('recover_hp');
|
||||
}
|
||||
controls.push('cancel');
|
||||
player.chooseControl(controls).set('prompt','是否发动【自愈】?').set('ai',function(event,player){
|
||||
if(player.hp<player.maxHp) return 'recover_hp';
|
||||
return 'draw_card';
|
||||
});
|
||||
"step 1"
|
||||
if(result.control!='cancel'){
|
||||
player.logSkill('ziyu');
|
||||
if(result.control=='draw_card'){
|
||||
player.draw();
|
||||
}
|
||||
else{
|
||||
player.recover();
|
||||
}
|
||||
}
|
||||
},
|
||||
group:'ziyu2'
|
||||
},
|
||||
ziyu2:{
|
||||
trigger:{global:'recoverEnd'},
|
||||
forced:true,
|
||||
popup:false,
|
||||
silent:true,
|
||||
filter:function(event,player){
|
||||
return event.source==player&&event.player!=player;
|
||||
},
|
||||
content:function(){
|
||||
trigger.player.addTempSkill('ziyu3',{player:'phaseEnd'});
|
||||
}
|
||||
},
|
||||
ziyu3:{},
|
||||
shouhu:{
|
||||
mod:{
|
||||
cardEnabled:function(card){
|
||||
if(card.name=='sha') return false;
|
||||
},
|
||||
},
|
||||
enable:'phaseUse',
|
||||
filter:function(event,player){
|
||||
return player.num('h','sha')>0;
|
||||
},
|
||||
filterTarget:function(card,player,target){
|
||||
return target.hp<target.maxHp&&target!=player;
|
||||
},
|
||||
content:function(){
|
||||
target.recover();
|
||||
},
|
||||
filterCard:{name:'sha'},
|
||||
ai:{
|
||||
order:7,
|
||||
threaten:2,
|
||||
result:{
|
||||
target:function(player,target){
|
||||
return ai.get.recoverEffect(target,player,target);
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
shanxian:{
|
||||
trigger:{global:'phaseBefore'},
|
||||
filter:function(event,player){
|
||||
|
@ -107,6 +549,26 @@ character.ow={
|
|||
}
|
||||
},
|
||||
translate:{
|
||||
dangji:'荡击',
|
||||
dangji_info:'你的杀只能对距离1以外的角色使用;每当你使用杀造成伤害后,你可以弃置一张牌对距离目标1以内的其他角色各造成一点伤害',
|
||||
huoyu:'火雨',
|
||||
huoyu_info:'限定技,出牌阶段,你可以弃置两张红色牌,视为使用两张炽羽袭',
|
||||
yuedong:'乐动',
|
||||
yuedong_info:'回合结束阶段,你可以令一名角色摸一张牌',
|
||||
kuoyin:'扩音',
|
||||
kuoyin_info:'出牌阶段,你可以弃置一张牌令本回合乐动的目标数改为3,或弃置两张牌令本回合乐动的摸牌或治疗量改为2',
|
||||
huhuan:'互换',
|
||||
huhuan_info:'出牌阶段,你可以弃置两张牌令本回合乐动的摸牌效果改回复体力',
|
||||
guangshu:'光枢',
|
||||
guangshu_heart:'光盾',
|
||||
guangshu_spade:'光塔',
|
||||
guangshu_club:'光井',
|
||||
guangshu_diamond:'光流',
|
||||
guangshu_info:'出牌阶段,你可以弃置一张牌,并指定一名角色,根据弃置牌的花色执行如下效果:♥该角色进入濒死状态时回复一点体力;♦︎该角色下次造成伤害时摸两张牌;♣该角色无法使用杀直到下一回合结束;♠该角色于下个回合结束阶段受到一点无来源的雷电伤害',
|
||||
ziyu:'自愈',
|
||||
ziyu_info:'在一名角色的回合结束阶段,你可以回复一点体力或摸一张牌,每隔四回合发动一次',
|
||||
shouhu:'守护',
|
||||
shouhu_info:'你不能使用杀;出牌阶段,你可以弃置一张杀令一名其他角色回复一点体力',
|
||||
shanxian:'闪现',
|
||||
shanxian_info:'在一名其他角色的回合开始前,若你的武将牌正面朝上,你可以进行一个额外回合,并在回合结束后将武将牌翻至背面。若如此做,你对其使用卡牌无视距离直到回合结束。',
|
||||
shanhui:'闪回',
|
||||
|
|
|
@ -3073,7 +3073,8 @@ character.swd={
|
|||
target:function(card){
|
||||
if(card.name=='guohe'||card.name=='liuxinghuoyu') return 0.5;
|
||||
}
|
||||
}
|
||||
},
|
||||
noh:true,
|
||||
}
|
||||
},
|
||||
miejing:{
|
||||
|
@ -7078,7 +7079,10 @@ character.swd={
|
|||
if(player.isTurnedOver()){
|
||||
return 5-att;
|
||||
}
|
||||
return -att;
|
||||
if(att<=-3){
|
||||
return -att;
|
||||
}
|
||||
return 0;
|
||||
};
|
||||
"step 1"
|
||||
if(result.bool){
|
||||
|
|
|
@ -442,7 +442,7 @@ character.yijiang={
|
|||
}
|
||||
var forced=false;
|
||||
var str='获得其中一张牌并防止伤害';
|
||||
if(trigger.source.num('he')<num){
|
||||
if(trigger.source.num('he')<event.num){
|
||||
forced=true;
|
||||
}
|
||||
else{
|
||||
|
@ -989,18 +989,12 @@ character.yijiang={
|
|||
}
|
||||
},
|
||||
fulin:{
|
||||
mod:{
|
||||
maxHandcard:function(player,num){
|
||||
if(player.storage.fulin&&player.storage.fulin.length){
|
||||
var hs=player.get('h');
|
||||
for(var i=0;i<player.storage.fulin.length;i++){
|
||||
if(hs.contains(player.storage.fulin[i])){
|
||||
num++;
|
||||
}
|
||||
}
|
||||
return num;
|
||||
}
|
||||
}
|
||||
trigger:{player:'phaseDiscardBegin'},
|
||||
forced:true,
|
||||
popup:false,
|
||||
silent:true,
|
||||
content:function(){
|
||||
player.addTempSkill('fulin2','phaseDiscardAfter');
|
||||
},
|
||||
group:['fulin_count','fulin_reset'],
|
||||
subSkill:{
|
||||
|
@ -1033,6 +1027,21 @@ character.yijiang={
|
|||
}
|
||||
}
|
||||
},
|
||||
fulin2:{
|
||||
mod:{
|
||||
maxHandcard:function(player,num){
|
||||
if(player.storage.fulin&&player.storage.fulin.length){
|
||||
var hs=player.get('h');
|
||||
for(var i=0;i<player.storage.fulin.length;i++){
|
||||
if(hs.contains(player.storage.fulin[i])){
|
||||
num++;
|
||||
}
|
||||
}
|
||||
return num;
|
||||
}
|
||||
}
|
||||
},
|
||||
},
|
||||
duliang:{
|
||||
enable:'phaseUse',
|
||||
usable:1,
|
||||
|
|
|
@ -1444,6 +1444,7 @@ character.yxs={
|
|||
trigger.source.chooseToDiscard(2,'he',true);
|
||||
},
|
||||
ai:{
|
||||
expose:0.3,
|
||||
result:{
|
||||
target:function(card,player,target){
|
||||
if(player.num('he')>1&&get.tag(card,'damage')){
|
||||
|
|
13
game/game.js
13
game/game.js
|
@ -9818,6 +9818,17 @@
|
|||
}
|
||||
return false;
|
||||
},
|
||||
hasUnknown:function(){
|
||||
var mode=get.mode();
|
||||
if(mode=='identity'||mode=='guozhan'){
|
||||
for(var i=0;i<game.players.length;i++){
|
||||
if(game.players[i].ai.shown==0&&game.players[i]!=this){
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
},
|
||||
hasWuxie:function(){
|
||||
if(this.num('h','wuxie')) return true;
|
||||
var skills=this.get('s',true).concat(lib.skill.global);
|
||||
|
@ -25338,7 +25349,7 @@
|
|||
else if(_status.event.skill&&!get.info(_status.event.skill).viewAs){
|
||||
targetprompt=get.info(_status.event.skill).targetprompt;
|
||||
}
|
||||
else{
|
||||
else if(_status.event.name=='chooseToUse'){
|
||||
var currentcard=get.card();
|
||||
if(currentcard){
|
||||
targetprompt=get.info(currentcard).targetprompt;
|
||||
|
|
|
@ -6,7 +6,10 @@ window.noname_update={
|
|||
files:{
|
||||
global:[
|
||||
'character/ow.js',
|
||||
'character/swd.js',
|
||||
'character/gujian.js',
|
||||
'character/hearth.js',
|
||||
'character/yxs.js',
|
||||
'card/swd.js',
|
||||
'card/hearth.js',
|
||||
'card/shenqi.js',
|
||||
|
|
Loading…
Reference in New Issue