This commit is contained in:
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b01be9280e
commit
137ab7f11a
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@ -655,6 +655,7 @@ card.guozhan={
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},
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},
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content:function(){
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content:function(){
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'step 0'
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'step 0'
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_status.chiling=false;
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var targets=game.filterPlayer(function(target){
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var targets=game.filterPlayer(function(target){
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return target.isUnseen();
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return target.isUnseen();
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});
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});
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@ -666,7 +667,7 @@ card.guozhan={
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event.current=target;
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event.current=target;
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if(target.num('he',{type:'equip'})){
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if(target.num('he',{type:'equip'})){
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target.chooseControl('选项一','选项二','选项三',function(){
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target.chooseControl('选项一','选项二','选项三',function(){
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return Math.random()<0.5?'选项一':'选项二';
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return Math.random()<0.5?'选项一':'选项三';
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}).set('prompt','敕令<br><br><div class="text">选项一:明置一张武将牌,然后摸一张牌</div><br><div class="text">选项二:失去1点体力</div><br><div class="text">选项三:弃置一张装备牌</div>');
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}).set('prompt','敕令<br><br><div class="text">选项一:明置一张武将牌,然后摸一张牌</div><br><div class="text">选项二:失去1点体力</div><br><div class="text">选项三:弃置一张装备牌</div>');
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}
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}
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else{
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else{
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@ -769,7 +770,7 @@ card.guozhan={
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player.$give(cards,targets[0]);
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player.$give(cards,targets[0]);
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},
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},
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discard:false,
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discard:false,
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delay:0.5,
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// delay:0.5,
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content:function(){
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content:function(){
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"step 0"
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"step 0"
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target.gain(cards);
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target.gain(cards);
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@ -56,7 +56,7 @@ character.hearth={
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hs_huzhixiannv:['female','wu',3,['jingmeng','qingliu']],
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hs_huzhixiannv:['female','wu',3,['jingmeng','qingliu']],
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hs_tgolem:['male','wu',4,['xinwuyan','guozai']],
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hs_tgolem:['male','wu',4,['xinwuyan','guozai']],
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hs_totemic:['male','wu',3,['s_tuteng']],
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hs_totemic:['male','wu',3,['s_tuteng']],
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hs_xsylvanas:['female','wei',3,['busi','xshixin','xmojian']],
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hs_xsylvanas:['female','qun',3,['busi','xshixin','xmojian']],
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hs_siwangzhiyi:['male','qun',12,['mieshi']],
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hs_siwangzhiyi:['male','qun',12,['mieshi']],
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hs_bilanyoulong:['male','wei',4,['lingzhou']],
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hs_bilanyoulong:['male','wei',4,['lingzhou']],
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hs_jinglinglong:['male','wu',3,['mianyi']],
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hs_jinglinglong:['male','wu',3,['mianyi']],
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@ -2045,7 +2045,7 @@ character.hearth={
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trigger:{player:'turnOverAfter'},
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trigger:{player:'turnOverAfter'},
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direct:true,
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direct:true,
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filter:function(event,player){
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filter:function(event,player){
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return player.isTurnedOver();
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return !player.isTurnedOver();
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},
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},
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content:function(){
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content:function(){
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"step 0"
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"step 0"
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@ -4776,7 +4776,7 @@ character.hearth={
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xshixin:'蚀心',
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xshixin:'蚀心',
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xshixin_info:'锁定技,每当你对一名其他角色造成一次伤害,受伤害角色与你各流失一点体力',
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xshixin_info:'锁定技,每当你对一名其他角色造成一次伤害,受伤害角色与你各流失一点体力',
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xmojian:'魔箭',
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xmojian:'魔箭',
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xmojian_info:'每当你的武将牌翻至背面时,你可以指定一名角色视为对其使用了一张杀',
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xmojian_info:'每当你的武将牌翻至正面时,你可以指定一名角色视为对其使用了一张杀',
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enze:'恩泽',
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enze:'恩泽',
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enze_info:'出牌阶段限一次,你可以指定一名角色令其手牌数与你相等(至多摸三张牌)',
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enze_info:'出牌阶段限一次,你可以指定一名角色令其手牌数与你相等(至多摸三张牌)',
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chongsheng:'重生',
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chongsheng:'重生',
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@ -3,7 +3,7 @@ character.ow={
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character:{
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character:{
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ow_liekong:['female','shu',3,['shanxian','shanhui']],
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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_heibaihe:['female','shu',3,[]],
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ow_sishen:['male','shu',3,['xiandan','yihun','hongxi']],
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ow_sishen:['male','shu',3,['xiandan','yihun','shouge']],
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ow_tianshi:['female','qun',3,['shouhu','ziyu','feiying']],
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ow_tianshi:['female','qun',3,['shouhu','ziyu','feiying']],
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ow_falaozhiying:['female','shu',3,['feidan','huoyu','feiying']],
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ow_falaozhiying:['female','shu',3,['feidan','huoyu','feiying']],
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ow_zhixuzhiguang:['female','qun',3,['guangshu']],
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ow_zhixuzhiguang:['female','qun',3,['guangshu']],
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@ -15,6 +15,47 @@ character.ow={
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ow_chanyata:['male','qun',3,['xie','luan','sheng']],
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ow_chanyata:['male','qun',3,['xie','luan','sheng']],
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},
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},
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skill:{
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skill:{
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xiandan:{
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trigger:{player:'shaBegin'},
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direct:true,
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content:function(){
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"step 0"
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var dis=trigger.target.num('h','shan')||trigger.target.num('e','bagua')||trigger.target.num('h')>2;
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var next=player.chooseToDiscard('是否发动【霰弹】?');
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next.ai=function(card){
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if(dis) return 7-ai.get.value(card);
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return 0;
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}
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next.logSkill='xiandan';
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"step 1"
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if(result.bool){
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if(get.color(result.cards[0])=='red'){
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trigger.directHit=true;
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}
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else{
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player.addTempSkill('xiandan2','shaAfter');
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}
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}
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}
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},
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xiandan2:{
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trigger:{source:'damageBegin'},
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filter:function(event){
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return event.card&&event.card.name=='sha'&&event.notLink();
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},
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forced:true,
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popup:false,
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content:function(){
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trigger.num++;
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}
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},
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shouge:{
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trigger:{source:'dieAfter'},
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frequent:true,
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content:function(){
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player.gain(game.createCard('zhiliaobo'),'gain2');
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}
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},
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tuji:{
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tuji:{
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mod:{
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mod:{
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globalFrom:function(from,to,distance){
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globalFrom:function(from,to,distance){
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@ -417,7 +458,7 @@ character.ow={
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}
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}
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}
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}
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},
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},
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xiandan:{
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xiandan_old:{
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mod:{
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mod:{
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selectTarget:function(card,player,range){
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selectTarget:function(card,player,range){
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if(card.name=='sha'&&range[1]!=-1){
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if(card.name=='sha'&&range[1]!=-1){
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@ -456,7 +497,7 @@ character.ow={
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trigger:{player:'phaseEnd'},
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trigger:{player:'phaseEnd'},
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direct:true,
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direct:true,
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filter:function(event,player){
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filter:function(event,player){
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return player.num('he',{suit:'spade'})>0;
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return player.num('he',{suit:'spade'})>0&&!player.hasSkill('yihun2');
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},
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},
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content:function(){
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content:function(){
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'step 0'
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'step 0'
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@ -492,13 +533,15 @@ character.ow={
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},
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},
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},
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},
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yihun2:{
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yihun2:{
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trigger:{global:'phaseBegin'},
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trigger:{global:['phaseBegin','dieAfter']},
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forced:true,
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forced:true,
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filter:function(event,player){
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filter:function(event,player){
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return event.player==player.storage.yihun2;
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return event.player==player.storage.yihun2;
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},
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},
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content:function(){
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content:function(){
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player.useCard({name:'sha'},player.storage.yihun2);
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if(player.storage.yihun2.isAlive()){
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player.useCard({name:'sha'},player.storage.yihun2);
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}
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player.removeSkill('yihun2');
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player.removeSkill('yihun2');
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delete player.storage.yihun2;
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delete player.storage.yihun2;
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},
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},
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@ -1067,6 +1110,8 @@ character.ow={
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}
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}
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},
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},
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translate:{
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translate:{
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shouge:'收割',
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shouge_info:'每当你杀死一名角色,你可以获得一张治疗波',
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tuji:'突击',
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tuji:'突击',
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tuji_info:'锁定技,在你的回合内,你每使用一次牌后,你计算与其他角色的距离便减少1,直到回合结束',
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tuji_info:'锁定技,在你的回合内,你每使用一次牌后,你计算与其他角色的距离便减少1,直到回合结束',
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mujing:'目镜',
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mujing:'目镜',
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@ -1085,7 +1130,7 @@ character.ow={
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sheng:'圣',
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sheng:'圣',
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sheng_info:'限定技,出牌阶段,你可以将你的武将牌翻面,然后令任意名角色回复一点体力,若如此做,你不能成为其他角色的卡牌目标直到下一回合开始',
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sheng_info:'限定技,出牌阶段,你可以将你的武将牌翻面,然后令任意名角色回复一点体力,若如此做,你不能成为其他角色的卡牌目标直到下一回合开始',
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xiandan:'霰弹',
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xiandan:'霰弹',
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xiandan_info:'你的杀可以指定距离1以内的角色为额外目标',
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xiandan_info:'每当你使用一张杀,你可以弃置一张红色牌令此杀不可闪避,或弃置一张黑色牌令此杀伤害+1',
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yihun:'移魂',
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yihun:'移魂',
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yihun_info:'回合结束阶段,你可以弃置一张黑桃牌并指定一名其他角色,你在该角色下一回合开始时视为对其使用一张杀;在此之前,你不能使用卡牌,也不能成为卡牌的目标',
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yihun_info:'回合结束阶段,你可以弃置一张黑桃牌并指定一名其他角色,你在该角色下一回合开始时视为对其使用一张杀;在此之前,你不能使用卡牌,也不能成为卡牌的目标',
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feidan:'飞弹',
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feidan:'飞弹',
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@ -5141,7 +5141,7 @@ character.sp={
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selectCard:[1,Infinity],
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selectCard:[1,Infinity],
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complexSelect:true,
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complexSelect:true,
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filterTarget:function(card,player,target){
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filterTarget:function(card,player,target){
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return get.distance(player,target,'attack')<=1&&ui.selected.cards.length==target.hp;
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return target!=player&&get.distance(player,target,'attack')<=1&&ui.selected.cards.length==target.hp;
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},
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},
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check:function(card){
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check:function(card){
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switch(ui.selected.cards.length){
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switch(ui.selected.cards.length){
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@ -233,9 +233,9 @@ character.yijiang={
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var target=result.targets[0];
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var target=result.targets[0];
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event.target=target;
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event.target=target;
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player.line(target,'green');
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player.line(target,'green');
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var type=get.type(trigger.card);
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var type=get.type(trigger.card,'trick');
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target.chooseCard('滔乱<br><br><div class="text center">交给'+get.translation(player)+'一张'+get.translation(type)+'牌,或令其失去一点体力',function(card,player,target){
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target.chooseCard('滔乱<br><br><div class="text center">交给'+get.translation(player)+'一张'+get.translation(type)+'牌,或令其失去一点体力',function(card,player,target){
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return get.type(card)==_status.event.cardType;
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return get.type(card,'trick')==_status.event.cardType;
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}).set('cardType',type).set('ai',function(card){
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}).set('cardType',type).set('ai',function(card){
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if(_status.event.att){
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if(_status.event.att){
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return 11-ai.get.value(card);
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return 11-ai.get.value(card);
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@ -4492,6 +4492,7 @@ character.yijiang={
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content:function(){
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content:function(){
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"step 0"
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"step 0"
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player.chooseTarget('是否发动【谮毁】?',function(card,player,target){
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player.chooseTarget('是否发动【谮毁】?',function(card,player,target){
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if(player==target) return false;
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var trigger=_status.event.getTrigger();
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var trigger=_status.event.getTrigger();
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return player.canUse(trigger.card,target)&&trigger.targets.contains(target)==false;
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return player.canUse(trigger.card,target)&&trigger.targets.contains(target)==false;
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}).set('ai',function(target){
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}).set('ai',function(target){
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@ -6,9 +6,13 @@ window.noname_update={
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files:{
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files:{
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global:[
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global:[
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'character/hearth.js',
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'character/hearth.js',
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'character/ow.js',
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'character/yijiang.js',
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'character/sp.js',
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'card/swd.js',
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'card/swd.js',
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'card/guozhan.js',
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'game/game.js',
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'game/game.js',
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],
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],
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'1.8.15.4':[]
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'1.8.16.1':[]
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}
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}
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}
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}
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