From 146c769201f85e6125d27e4f8ded9b15dec9389d Mon Sep 17 00:00:00 2001 From: libccy Date: Mon, 4 Jan 2016 16:59:37 +0800 Subject: [PATCH] 1.7.5 --- card/standard.js | 4 +- character/boss.js | 564 +++ character/hearth.js | 8 +- character/rank.js | 1 + character/refresh.js | 2 +- character/standard.js | 4 +- character/swd.js | 2 +- character/woods.js | 4 +- character/xianjian.js | 4 +- character/yijiang.js | 1 + character/yxs.js | 4 +- game/game.js | 147 +- image/card/dianhaishenzhu.png | Bin 8879 -> 0 bytes image/card/emofengdi.png | Bin 23255 -> 0 bytes image/card/fengraozhijiao.png | Bin 32919 -> 0 bytes image/card/jintiao.png | Bin 39707 -> 0 bytes image/card/konghunshi.png | Bin 23628 -> 0 bytes image/card/leader_hard.jpg | Bin 188606 -> 77424 bytes image/card/liumangxingzhen.png | Bin 27875 -> 0 bytes image/card/mengjing_mengye.png | Bin 189812 -> 0 bytes image/card/miefafu.png | Bin 80154 -> 0 bytes image/card/mindieyi.png | Bin 46842 -> 0 bytes image/card/sanghunzhao.png | Bin 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image/character/stone_shumiao.jpg create mode 100644 image/character/stone_shuren.jpg create mode 100644 image/character/stone_tegong.jpg create mode 100644 image/character/stone_tutengyongshi.jpg create mode 100644 image/character/stone_tuyuansu.jpg delete mode 100644 image/character/stone_weibing.jpg delete mode 100644 image/character/stone_weiguan.jpg delete mode 100644 image/character/stone_weijiang.jpg delete mode 100644 image/character/stone_wubing.jpg delete mode 100644 image/character/stone_wuguan.jpg delete mode 100644 image/character/stone_wujiang.jpg create mode 100644 image/character/stone_wujiyuansu.jpg delete mode 100644 image/character/stone_wunv.jpg create mode 100644 image/character/stone_wushixuetu.jpg create mode 100755 image/character/stone_wuyi.jpg create mode 100755 image/character/stone_xiaogui.jpg create mode 100755 image/character/stone_xiaoguishouling.jpg create mode 100644 image/character/stone_xuejuren.jpg create mode 100644 image/character/stone_xukongxingzhe.jpg create mode 100644 image/character/stone_xunshoushi.jpg create mode 100755 image/character/stone_yanjingshe.jpg create mode 100755 image/character/stone_yaosaishouwei.jpg delete mode 100644 image/character/stone_yiji.jpg create mode 100644 image/character/stone_yingxiongzhihun.jpg delete mode 100644 image/character/stone_yinshi.jpg delete mode 100644 image/character/stone_yisheng.jpg create mode 100644 image/character/stone_youlinglang.jpg create mode 100644 image/character/stone_yuanguanying.jpg create mode 100644 image/character/stone_yuanhou.jpg create mode 100755 image/character/stone_yurenqishi.jpg create mode 100755 image/character/stone_zhihuiguan.jpg create mode 100644 image/character/stone_zhiyuzhe.jpg create mode 100755 image/character/stone_zhongshi.jpg create mode 100755 image/character/stone_zhucangzhe.jpg create mode 100644 image/character/stone_zhujiashi.jpg create mode 100644 image/character/stone_zongxiong.jpg delete mode 100644 image/character/yecha.jpg diff --git a/card/standard.js b/card/standard.js index 87fc64b8c..d80039327 100755 --- a/card/standard.js +++ b/card/standard.js @@ -1424,7 +1424,7 @@ card.standard={ else event.state=true; event.goto(1); } - else if(event.current.next==event.end){ + else if(event.current.next==event.end||event.end.isDead()){ if(event.state==false){ trigger.untrigger(); trigger.finish(); @@ -1518,7 +1518,7 @@ card.standard={ else event.state=true; event.goto(1); } - else if(event.current.next==event.end){ + else if(event.current.next==event.end||event.end.isDead()){ if(event.state==false){ trigger.untrigger(); trigger.cancelled=true; diff --git a/character/boss.js b/character/boss.js index b7803575d..b5b05871b 100644 --- a/character/boss.js +++ b/character/boss.js @@ -10,6 +10,19 @@ character.boss={ boss_pangtong:['male','shu',4,['boss_tianyu','qiwu','niepan','boss_yuhuo'],['boss','bossallowed'],'zhu'], boss_zhaoyun:['male','shu',1,['boss_juejing','longhun','zhanjiang'],['boss','bossallowed'],'qun'], boss_zhouyu:['male','wu',6,['huoshen','boss_honglian','boss_xianyin'],['boss','bossallowed'],'zhu'], + + boss_zhuoguiquxie:['male','qun',0,['boss_bianshen'],['boss','bossallowed']], + boss_baiwuchang:['male','qun',9,['boss_baolian','boss_qiangzheng','boss_zuijiu','juece','boss_bianshen4'],['hiddenboss','bossallowed']], + boss_heiwuchang:['male','qun',9,['boss_guiji','boss_taiping','boss_suoming','boss_xixing','boss_bianshen4'],['hiddenboss','bossallowed']], + boss_luocha:['male','qun',12,['boss_modao','boss_yushou','yizhong','boss_moyany'],['hiddenboss','bossallowed']], + boss_yecha:['male','qun',11,['boss_modao','boss_mojian','bazhen','boss_danshu'],['hiddenboss','bossallowed']], + boss_niutou:['male','qun',7,['boss_baolian','niepan','boss_manjia','boss_xiaoshou','boss_bianshen3'],['hiddenboss','bossallowed']], + boss_mamian:['male','qun',6,['boss_guiji','fankui','boss_lianyu','juece','boss_bianshen3'],['hiddenboss','bossallowed']], + boss_chi:['male','qun',5,['boss_guimei','boss_didong','boss_shanbeng','boss_bianshen2'],['hiddenboss','bossallowed']], + boss_mo:['female','qun',5,['boss_guimei','enyuan','boss_beiming','boss_bianshen2'],['hiddenboss','bossallowed']], + boss_wang:['male','qun',5,['boss_guimei','boss_luolei','huilei','boss_bianshen2'],['hiddenboss','bossallowed']], + boss_liang:['female','qun',5,['boss_guimei','boss_guihuo','boss_minbao','boss_bianshen2'],['hiddenboss','bossallowed']], + boss_lvbu1:['male','qun',8,['mashu','wushuang','boss_baonu'],['boss','bossallowed'],'wei'], boss_lvbu2:['male','qun',4,['mashu','wushuang','swd_xiuluo','shenwei','shenji'],['hiddenboss','bossallowed'],'qun'], boss_caiwenji:['female','qun',4,['beige','boss_hujia','boss_guihan'],['boss','bossallowed'],'wei'], @@ -20,8 +33,490 @@ character.boss={ boss_huatuo:['male','qun',6,['chulao','mazui','boss_shengshou','guizhen','wuqin'],['boss','bossallowed'],'wu'], boss_dongzhuo:['male','qun',20,['jiuchi','boss_qiangzheng','boss_baolin'],['boss','bossallowed'],'shu'], // boss_shuijing:['male','qun',8,[],['boss','bossallowed'],'wei'], + }, skill:{ + boss_bianshen2:{ + mode:['boss'], + global:'boss_bianshen2x' + }, + boss_bianshen2x:{ + trigger:{global:'dieAfter'}, + forced:true, + priority:-10, + filter:function(event){ + if(lib.config.mode!='boss') return false; + return event.player==game.boss&&event.player.skills.contains('boss_bianshen2'); + }, + content:function(){ + 'step 0' + game.delay(); + 'step 1' + game.changeBoss(['boss_niutou','boss_mamian'].randomGet()); + } + }, + boss_bianshen3:{ + mode:['boss'], + global:'boss_bianshen3x' + }, + boss_bianshen3x:{ + trigger:{global:'dieAfter'}, + forced:true, + priority:-10, + filter:function(event){ + if(lib.config.mode!='boss') return false; + return event.player==game.boss&&event.player.skills.contains('boss_bianshen3'); + }, + content:function(){ + 'step 0' + game.delay(); + 'step 1' + game.changeBoss(['boss_baiwuchang','boss_heiwuchang'].randomGet()); + } + }, + boss_bianshen4:{ + mode:['boss'], + global:'boss_bianshen4x' + }, + boss_bianshen4x:{ + trigger:{global:'dieAfter'}, + forced:true, + priority:-10, + filter:function(event){ + if(lib.config.mode!='boss') return false; + return event.player==game.boss&&event.player.skills.contains('boss_bianshen4'); + }, + content:function(){ + 'step 0' + game.delay(); + 'step 1' + game.changeBoss(['boss_yecha','boss_luocha'].randomGet()); + } + }, + boss_moyany:{ + trigger:{player:'loseEnd'}, + frequent:true, + unique:true, + filter:function(event,player){ + return _status.currentPhase!=player; + }, + content:function(){ + "step 0" + player.judge(function(card){ + return get.color(card)=='red'?1:0; + }); + "step 1" + if(result.bool){ + player.chooseTarget(true,'选择一个目标对其造成两点火焰伤害',function(card,player,target){ + return player!=target; + }).ai=function(target){ + return ai.get.damageEffect(target,player,player,'fire'); + } + } + else{ + event.finish(); + } + "step 2" + if(result.targets.length){ + player.line(result.targets,'fire'); + result.targets[0].damage(2,'fire'); + } + }, + ai:{ + effect:{ + target:function(card){ + if(get.tag(card,'loseCard')){ + return [0.5,1]; + } + } + } + } + }, + boss_danshu:{ + trigger:{player:'loseEnd'}, + frequent:true, + unique:true, + filter:function(event,player){ + return _status.currentPhase!=player&&player.hp=player.hp; + }).ai=function(target){ + return ai.get.damageEffect(target,player,player,'fire'); + } + "step 1" + if(result.bool){ + player.logSkill('boss_xiaoshou',result.targets); + result.targets[0].damage('fire',3); + } + }, + }, + boss_manjia:{ + group:['boss_manjia1','boss_manjia2'] + }, + boss_manjia1:{ + trigger:{target:'useCardToBefore'}, + forced:true, + priority:6, + filter:function(event,player){ + if(player.get('e','2')) return false; + if(event.player.num('s','unequip')) return false; + if(event.card.name=='nanman') return true; + if(event.card.name=='wanjian') return true; + if(event.card.name=='sha'&&!event.card.nature) return true; + }, + content:function(){ + trigger.untrigger(); + trigger.finish(); + }, + ai:{ + effect:{ + target:function(card,player,target,current){ + if(target.get('e','2')) return; + if(player.num('s','unequip')) return; + if(card.name=='nanman'||card.name=='wanjian') return 0; + if(card.name=='sha'){ + var equip1=player.get('e','1'); + if(equip1&&equip1.name=='zhuque') return 2; + if(equip1&&equip1.name=='qinggang') return 1; + if(!card.nature) return 0; + } + } + } + } + }, + boss_manjia2:{ + trigger:{player:'damageBegin'}, + filter:function(event,player){ + if(player.get('e','2')) return false; + if(event.nature=='fire') return true; + }, + forced:true, + check:function(){ + return false; + }, + content:function(){ + trigger.num++; + }, + ai:{ + effect:{ + target:function(card,player,target,current){ + if(target.get('e','2')) return; + if(card.name=='sha'){ + if(card.nature=='fire'||player.skills.contains('zhuque_skill')) return 2; + } + if(get.tag(card,'fireDamage')&¤t<0) return 2; + } + } + } + }, + boss_lianyu:{ + trigger:{player:'phaseEnd'}, + unique:true, + content:function(){ + "step 0" + event.players=get.players(player); + event.players.remove(player); + "step 1" + if(event.players.length){ + var current=event.players.shift(); + player.line(current,'fire'); + current.damage('fire'); + event.redo(); + } + }, + }, + boss_guiji:{ + trigger:{player:'phaseJudgeBegin'}, + forced:true, + content:function(){ + player.discard(player.get('j').randomGet()); + }, + filter:function(event ,player){ + return player.num('j')>0; + }, + ai:{ + effect:{ + target:function(card,player,target,current){ + if(get.type(card)=='delay'&&target.num('j')==0) return 0.1; + } + } + } + }, + boss_minbao:{ + global:'boss_minbao2' + }, + boss_minbao2:{ + trigger:{global:'dieAfter'}, + forced:true, + filter:function(event,player){ + return event.player.skills.contains('boss_minbao')&&event.player.isDead(); + }, + content:function(){ + trigger.player.line(player,'fire'); + player.damage('nosource','fire').animate=false; + player.$damage(trigger.player); + if(lib.config.animation&&!lib.config.low_performance){ + player.$fire(); + } + } + }, + boss_guihuo:{ + trigger:{player:'phaseEnd'}, + direct:true, + content:function(){ + "step 0" + player.chooseTarget('是否发动【鬼火】?',function(card,player,target){ + return player!=target; + }).ai=function(target){ + return ai.get.damageEffect(target,player,player,'fire'); + } + "step 1" + if(result.bool){ + player.logSkill('boss_guihuo',result.targets); + result.targets[0].damage('fire'); + } + }, + }, + boss_luolei:{ + trigger:{player:'phaseBegin'}, + direct:true, + content:function(){ + "step 0" + player.chooseTarget('是否发动【落雷】?',function(card,player,target){ + return player!=target; + }).ai=function(target){ + return ai.get.damageEffect(target,player,player,'thunder'); + } + "step 1" + if(result.bool){ + player.logSkill('boss_luolei',result.targets); + result.targets[0].damage('thunder'); + } + }, + }, + boss_beiming:{ + trigger:{player:'dieBegin'}, + forced:true, + filter:function(event){ + return event.source!=undefined; + }, + content:function(){ + trigger.source.discard(trigger.source.get('h')); + }, + ai:{ + threaten:0.7 + } + }, + boss_shanbeng:{ + global:'boss_shanbeng2', + trigger:{player:'dieBegin'}, + forced:true, + content:function(){ + for(var i=0;i0&&event.player.skills.contains('boss_shanbeng')&&event.player.isDead(); + }, + content:function(){ + player.discard(player.get('e')); + } + }, + boss_didong:{ + trigger:{player:'phaseEnd'}, + direct:true, + content:function(){ + "step 0" + player.chooseTarget('是否发动【地动】?',function(card,player,target){ + return player!=target; + }).ai=function(target){ + var att=ai.get.attitude(player,target); + if(target.isTurnedOver()){ + if(att>0){ + return att+5; + } + return -1; + } + if(player.isTurnedOver()){ + return 5-att; + } + return -att; + }; + "step 1" + if(result.bool){ + player.logSkill('boss_didong',result.targets); + result.targets[0].turnOver(); + } + }, + }, + boss_guimei:{ + mod:{ + targetEnabled:function(card,player,target){ + if(get.type(card)=='delay'){ + return false; + } + } + } + }, + boss_bianshen:{ + trigger:{global:'gameStart'}, + forced:true, + popup:false, + content:function(){ + player.init(['boss_chi','boss_mo','boss_wang','boss_liang'].randomGet()); + game.addVideo('reinit2',player,player.name); + } + }, zhanjiang:{ trigger:{player:'phaseBegin'}, filter:function(event,player){ @@ -413,6 +908,7 @@ character.boss={ player.chooseCardTarget({ position:'he', filterTarget:function(card,player,target){ + if(!lib.character[target.name]) return false; return player!=target&&!target.storage.boss_hujia; }, filterCard:true, @@ -535,6 +1031,7 @@ character.boss={ } "step 2" if(result.targets.length){ + player.line(result.targets); result.targets[0].loseHp(); } }, @@ -867,6 +1364,73 @@ character.boss={ }, }, translate:{ + boss_chi:'魑', + boss_mo:'魅', + boss_wang:'魍', + boss_liang:'魉', + boss_niutou:'牛头', + boss_mamian:'马面', + boss_baiwuchang:'白无常', + boss_heiwuchang:'黑无常', + boss_luocha:'罗刹', + boss_yecha:'夜叉', + + boss_yushou:'驭兽', + boss_yushou_info:'出牌阶段开始时,视为你使用了一张[南蛮入侵]', + boss_moyany:'魔炎', + boss_moyany_info:'每当你于回合外失去牌时,你可以进行一次判定,若结果为红色,你对一名其他角色造成2点火焰伤害', + boss_modao:'魔道', + boss_modao_info:'锁定技,准备阶段,你摸两张牌', + boss_mojian:'魔箭', + boss_mojian_info:'出牌阶段开始时,视为你使用了一张[万箭齐发]', + boss_danshu:'丹术', + boss_danshu_info:'每当你于回合外失去牌时,你可以进行一次判定,若结果为红色,你回复1点体力', + + boss_zuijiu:'醉酒', + boss_zuijiu_info:'锁定技,你的【杀】额外造成1点伤害', + boss_taiping:'太平', + boss_taiping_info:'锁定技,摸牌阶段摸牌时,你的摸牌数量+2', + boss_suoming:'索命', + boss_suoming_info:'结束阶段,将任意名未被横置的其他角色的武将牌横置', + boss_xixing:'吸星', + boss_xixing_info:'准备阶段,对任意一名横置的其他角色造成1点雷电伤害,然后回复1点体力', + + boss_baolian:'暴敛', + boss_baolian_info:'锁定技,结束阶段,你摸两张牌', + boss_manjia:'蛮甲', + boss_manjia_info:'锁定技,若你的装备区内没有防具牌,则你视为装备了[藤甲]', + boss_xiaoshou:'枭首', + boss_xiaoshou_info:'结束阶段,对体力不小于你的一名其他角色造成3点伤害', + boss_guiji:'诡计', + boss_guiji_info:'锁定技,准备阶段结束时,若你的判定区内有牌,你随机弃置其中一张牌', + boss_lianyu:'炼狱', + boss_lianyu_info:'结束阶段,对所有其他角色造成1点火焰伤害', + + boss_guihuo:'鬼火', + boss_guihuo_info:'结束阶段,对一名其他角色造成1点火焰伤害', + boss_minbao:'冥爆', + boss_minbao_info:'锁定技,当你死亡时,对场上所有其他角色造成1点火焰伤害', + boss_luolei:'落雷', + boss_luolei_info:'准备阶段,对一名其他角色造成1点雷电伤害', + boss_beiming:'悲鸣', + boss_beiming_info:'锁定技,当你死亡时,你令杀死你的角色弃置所有手牌', + boss_guimei:'鬼魅', + boss_guimei_info:'锁定技,你不能成为延时类锦囊的目标', + boss_didong:'地动', + boss_didong_info:'结束阶段,令一名其他角色将其武将牌翻面', + boss_shanbeng:'山崩', + boss_shanbeng_info:'锁定技,当你死亡时,你令所有其他角色弃置其装备区内的所有牌', + + boss_zhuoguiquxie:'捉鬼驱邪', + boss_bianshen:'变身', + boss_bianshen_info:'游戏开始时,你随机变身为魑、魅、魍、魉中的一个', + boss_bianshen2:'变身', + boss_bianshen2_info:'你死亡后随机变身为牛头、马面中的一个', + boss_bianshen3:'变身', + boss_bianshen3_info:'你死亡后随机变身为白无常、黑无常中的一个', + boss_bianshen4:'变身', + boss_bianshen4_info:'你死亡后随机变身为罗刹、夜叉中的一个', + zhanjiang:'斩将', zhanjiang_info:'准备阶段开始时,如果其他角色的装备区内有【青釭剑】,你可以获得之', diff --git a/character/hearth.js b/character/hearth.js index 1058992a8..971518468 100755 --- a/character/hearth.js +++ b/character/hearth.js @@ -245,7 +245,9 @@ character.hearth={ }, fushi:{ enable:'phaseUse', - filterTarget:true, + filterTarget:function(card,player,target){ + return target.hp卡组与职业绑定,每个职业有一个专属技能,每回合限用一次,消耗两点行动值'+ '
职业技能
  • 祭司:召唤一个随机图腾'+ '
  • 法师:对一名随从造成一点火焰伤害'+ - '
  • 医生:回复一点体力'+ - '
  • 战士:获得一点护甲,摸一张牌'+ + '
  • 牧师:回复一点体力'+ + '
  • 战士:获得一点护甲'+ '
  • 术士:牌库中摸两张牌'+ - '
  • 装备一把武器和一个随机非武器装备'+ - '
  • 谋士:召唤一名士兵'+ + '
  • 潜行者:装备一把武器和一个随机非武器装备'+ + '
  • 圣骑士:召唤一名士兵'+ '
  • 猎人:对敌方主将造成一点伤害'+ - '
  • 蛮人:视为使用一张不计入出杀次数的杀
'+ + '
  • 德鲁伊:视为使用一张不计入出杀次数的杀'+ '
    战斗