bug修复,新增孙翊英姿和英魂的语音
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@ -5752,7 +5752,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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var map={sha:'diamond',tao:'heart'}
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for(var i=0;i<list.length;i++){
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var name=list[i];
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if(player.countCards('hs',function(card){
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if(player.countCards('hes',function(card){
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return (name!='sha'||get.value(card)<5)&&get.suit(card,player)==map[name];
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})>0&&player.getUseValue({name:name,nature:name=='sha'?'fire':null})>0){
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var temp=get.order({name:name,nature:name=='sha'?'fire':null});
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@ -5767,7 +5767,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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return 1;
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},
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position:'hs',
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position:'hes',
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filterCard:function(card,player,event){
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event=event||_status.event;
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var filter=event._backup.filterCard;
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@ -5780,10 +5780,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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filter:function(event,player){
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var filter=event.filterCard;
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if(filter({name:'sha',nature:'fire'},player,event)&&player.countCards('hs',{suit:'diamond'})) return true;
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if(filter({name:'shan'},player,event)&&player.countCards('hs',{suit:'club'})) return true;
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if(filter({name:'tao'},player,event)&&player.countCards('hs',{suit:'heart'})) return true;
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if(filter({name:'wuxie'},player,event)&&player.countCards('hs',{suit:'spade'})) return true;
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if(filter({name:'sha',nature:'fire'},player,event)&&player.countCards('hes',{suit:'diamond'})) return true;
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if(filter({name:'shan'},player,event)&&player.countCards('hes',{suit:'club'})) return true;
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if(filter({name:'tao'},player,event)&&player.countCards('hes',{suit:'heart'})) return true;
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if(filter({name:'wuxie'},player,event)&&player.countCards('hes',{suit:'spade'})) return true;
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return false;
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},
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ai:{
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@ -5796,7 +5796,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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case 'respondShan':name='club';break;
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case 'save':name='heart';break;
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}
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if(!player.countCards('hs',{suit:name})) return false;
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if(!player.countCards('hes',{suit:name})) return false;
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},
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order:function(item,player){
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if(player&&_status.event.type=='phase'){
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@ -5805,7 +5805,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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var map={sha:'diamond',tao:'heart'}
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for(var i=0;i<list.length;i++){
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var name=list[i];
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if(player.countCards('hs',function(card){
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if(player.countCards('hes',function(card){
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return (name!='sha'||get.value(card)<5)&&get.suit(card,player)==map[name];
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})>0&&player.getUseValue({name:name,nature:name=='sha'?'fire':null})>0){
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var temp=get.order({name:name,nature:name=='sha'?'fire':null});
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@ -5819,9 +5819,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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hiddenCard:function(player,name){
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if(name=='wuxie'&&_status.connectMode&&player.countCards('hs')>0) return true;
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if(name=='wuxie') return player.countCards('hs',{suit:'spade'})>0;
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if(name=='tao') return player.countCards('hs',{suit:'heart'})>0;
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if(name=='wuxie'&&_status.connectMode&&player.countCards('hes')>0) return true;
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if(name=='wuxie') return player.countCards('hes',{suit:'spade'})>0;
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if(name=='tao') return player.countCards('hes',{suit:'heart'})>0;
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},
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},
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xinjuejing:{
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@ -6955,7 +6955,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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relonghun:'龙魂',
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relonghun_info:'你可以将同花色的一至两张牌按下列规则使用或打出:红桃当【桃】,方块当火【杀】,梅花当【闪】,黑桃当普【无懈可击】。若你以此法使用了两张红色牌,则此牌回复值或伤害值+1。若你以此法使用了两张黑色牌,则你弃置当前回合角色一张牌。',
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xinlonghun:'龙魂',
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xinlonghun_info:'你可以将你的手牌按下列规则使用或打出:红桃当【桃】,方块当火【杀】,梅花当【闪】,黑桃当普【无懈可击】。',
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xinlonghun_info:'你可以将你的牌按下列规则使用或打出:红桃当【桃】,方块当火【杀】,梅花当【闪】,黑桃当普【无懈可击】。',
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longhun:'龙魂',
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longhun1:'龙魂♥︎',
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longhun2:'龙魂♦︎',
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@ -437,7 +437,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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});
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'step 2'
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player.give(result.cards,trigger.player);
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trigger.player.addSkill('rexiantu_check');
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trigger.player.addTempSkill('rexiantu_check','phaseUseAfter');
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trigger.player.markAuto('rexiantu_check',[player]);
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},
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ai:{
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@ -12444,6 +12444,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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reyingzi:{
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audio:2,
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audioname:['heqi','sunce','gexuan','re_sunben','re_sunce','re_heqi'],
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audioname2:{re_sunyi:'reyingzi_re_sunyi'},
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trigger:{player:'phaseDrawBegin2'},
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forced:true,
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preHidden:true,
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@ -5085,6 +5085,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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gzyinghun:{
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audio:'yinghun',
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audioname:['re_sunjian','sunce','re_sunben','re_sunce','ol_sunjian','sb_sunce'],
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audioname2:{re_sunyi:'gzyinghun_re_sunyi'},
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trigger:{player:'phaseZhunbeiBegin'},
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filter:function(event,player){
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return player.getDamagedHp()>0;
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@ -8271,10 +8271,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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ai:{
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effect:{
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target:function(card,player,target){
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if(!_status.olxiuhao_judging&&get.tag(card,'damage')&&get.attitude(target,player)>0&&(!target.storage.counttrigger||!target.storage.counttrigger.olxiuhao)) return [0,0.5,0,0.5];
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if(!_status.olxiuhao_judging&&get.tag(card,'damage')&&get.attitude(target,player)>0&&player!=target&&(!target.storage.counttrigger||!target.storage.counttrigger.olxiuhao)) return [0,0.5,0,0.5];
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},
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player:function(card,player,target){
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if(!_status.olxiuhao_judging&&get.tag(card,'damage')&&get.attitude(player,target)>0&&(!player.storage.counttrigger||!player.storage.counttrigger.olxiuhao)) return [0,0.5,0,0.5];
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if(!_status.olxiuhao_judging&&get.tag(card,'damage')&&get.attitude(player,target)>0&&player!=target&&(!player.storage.counttrigger||!player.storage.counttrigger.olxiuhao)) return [0,0.5,0,0.5];
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},
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},
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},
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@ -9209,7 +9209,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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backup:function(links,player){
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return {
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selectCard:player.countMark('jinzhi2')+1,
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filterCard:lib.filter.cardDiscardable,
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filterCard:function(card,player){
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if(ui.selected.cards.length){
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if(get.color(card)!=get.color(ui.selected.cards[0])) return false;
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}
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return lib.filter.cardDiscardable.apply(this,arguments);
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},
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complexCard:true,
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viewAs:{
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name:links[0][2],
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nature:links[0][3],
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@ -9258,7 +9264,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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prompt:function(links,player){
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var name=links[0][2];
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var nature=links[0][3];
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return '弃置'+get.cnNumber(player.countMark('jinzhi2')+1)+'张牌并摸一张牌。若弃置的牌颜色均相同,则视为使用'+(get.translation(nature)||'')+get.translation(name);
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return '弃置'+get.cnNumber(player.countMark('jinzhi2')+1)+'张颜色相同的牌并摸一张牌,然后视为使用'+(get.translation(nature)||'')+get.translation(name);
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},
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},
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ai:{
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@ -22991,7 +22997,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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weiyi_info:'每名角色限一次。当有角色受到伤害后,你可选择:①若其体力值不小于你,则其失去1点体力。②若其体力值不大于你且其已受伤,则其回复1点体力。',
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jinzhi:'锦织',
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jinzhi2:'锦织',
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jinzhi_info:'当你需要使用或打出一张基本牌时,你可弃置X+1张牌并摸一张牌。若你以此法弃置的牌均为同一颜色,则视为你使用或打出了此牌。(X为你于本轮内发动此技能的次数)',
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jinzhi_info:'当你需要使用或打出一张基本牌时,你可弃置X+1张颜色相同的牌并摸一张牌,然后视为你使用或打出了此牌。(X为你于本轮内发动此技能的次数)',
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yanxiao_card:'言笑',
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yanxiao_global:'言笑',
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yanxiao_card_info:'判定阶段开始时,你获得判定区内的所有牌。',
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@ -17200,6 +17200,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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derivation:['olhunzi','reyingzi','gzyinghun'],
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},
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gzyinghun_re_sunyi:{audio:1},
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reyingzi_re_sunyi:{audio:1},
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//庞德公
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heqia:{
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audio:2,
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@ -27424,10 +27426,18 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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xpchijie:{
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audio:2,
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trigger:{
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player:'useCardToAfter',
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target:'useCardToAfter',
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},
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filter:function(event,player){
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return !player.hasSkill('xpchijie4')&&event.player!=player;
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var evt=event.getParent();
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var targets=evt.targets.slice(evt.num+1);
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return event.player!=player&&targets.length>0;
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},
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usable:1,
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prompt2:function(event,player){
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var evt=event.getParent();
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var targets=evt.targets.slice(evt.num+1);
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return '令'+get.translation(event.card)+'对'+get.translation(targets)+'无效';
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},
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check:function(event,player){
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var evt=event.getParent();
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@ -27439,7 +27449,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return num<-1;
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},
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content:function(){
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player.addTempSkill('xpchijie4');
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var evt=trigger.getParent();
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evt.excluded.addArray(evt.targets);
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},
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@ -27449,17 +27458,20 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger:{global:'useCardAfter'},
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audio:'xpchijie',
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filter:function(event,player){
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return event.player!=player&&event.targets.contains(player)&&!player.hasSkill('xpchijie4')&&event.cards.filterInD().length>0&&!game.hasPlayer2(function(current){
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return event.player!=player&&event.targets.contains(player)&&event.cards.filterInD().length>0&&!game.hasPlayer2(function(current){
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return current.getHistory('damage',function(evt){
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return evt.card==event.card;
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}).length>0;
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});
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},
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usable:1,
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check:function(event,player){
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return get.value(event.cards.filterInD(),player,'raw')>0;
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},
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prompt2:function(event,player){
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return '获得'+get.translation(event.cards.filterInD())+'。';
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},
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content:function(){
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player.addTempSkill('xpchijie4');
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player.gain(trigger.cards.filterInD(),'log','gain2');
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},
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},
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@ -27476,6 +27488,22 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player.storage.yinju2=target;
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player.addTempSkill('yinju2');
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},
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ai:{
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result:{
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player:function(player,target){
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if(player.countCards('hs',function(card){
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return get.tag(card,'damage')&&player.canUse(card,target);
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})>=1&&target.hp<=2) return 0.1;
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if(player.countCards('hes',function(card){
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return player.canUse(card,target);
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})<=2) return -100;
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return 1;
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},
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target:function(player,target){
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return target.isDamaged()?5:3;
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},
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}
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}
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},
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yinju2:{
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trigger:{
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@ -27504,6 +27532,15 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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'step 1'
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game.delayx();
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},
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ai:{
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effect:{
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player:function(card,player,target){
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if(target!=player.storage.yinju2) return;
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if(card.name=='lebu') return;
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return [0,0.5,0,0.5];
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},
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},
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},
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},
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//管辂和葛玄
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gxlianhua:{
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@ -29779,7 +29816,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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lskuizhu:'馈珠',
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lskuizhu_info:'出牌阶段结束时,你可以选择体力值为全场最多的一名其他角色,将手牌摸至与该角色相同(最多摸至五张),然后该角色观看你的手牌,弃置任意张手牌并从观看的牌中获得等量的牌。若其获得的牌大于一张,则你选择一项:移去一个“珠”;或令其对其攻击范围内的一名角色造成1点伤害。',
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xpchijie:'持节',
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xpchijie_info:'每回合限一次。①当你其他角色使用的牌对你结算结束后,你可以令此牌对所有后续目标无效。②其他角色使用的牌结算完成时,若你是此牌的目标之一且此牌未造成过伤害,则你可以获得此牌对应的所有实体牌。',
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xpchijie_info:'每回合每项各限一次。1.当其他角色使用的牌对你结算结束后,你可以令此牌对所有后续目标无效。2.其他角色使用的牌结算完成时,若你是此牌的目标之一且此牌未造成过伤害,则你可以获得此牌对应的所有实体牌。',
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xpchijie2:'持节',
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yinju:'引裾',
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yinju_info:'限定技,出牌阶段,你可以选择一名其他角色。若如此做,当你于此阶段内使用牌指定其为目标后,你与其各摸一张牌;当你即将对其造成伤害时,防止此伤害,然后其回复等量的体力。',
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@ -2211,16 +2211,19 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return '选项一';
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}).set('list',list);
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'step 1'
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if(result.control=='背水!'&&player!=trigger.player) player.give(player.getCards('h'),trigger.player);
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if(result.control!='选项二'){
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event.choice=result.control;
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if(event.choice=='背水!'&&player!=trigger.player) player.give(player.getCards('h'),trigger.player);
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'step 2'
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if(event.choice!='选项二'){
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var card=get.cardPile2(function(card){
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return card.name=='sha';
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});
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if(card) trigger.player.gain(card,'gain2');
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else game.log('但牌堆里已经没有','#y杀','了!');
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if(result.control=='选项一') event.finish();
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if(event.choice=='选项一') event.finish();
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}
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if(result.control!='选项一'){
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'step 3'
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if(event.choice!='选项一'){
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if(trigger.player.countCards('h')) trigger.player.chooseCardTarget({
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prompt:'将一张手牌交给另一名其他角色并摸两张牌',
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filterCard:true,
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@ -2237,7 +2240,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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});
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else event.finish();
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}
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'step 2'
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'step 4'
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var target=result.targets[0];
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trigger.player.line(target);
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trigger.player.give(result.cards,target);
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@ -1096,8 +1096,8 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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}
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"step 3"
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for(var i=0;i<game.players.length;i++){
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_status.characterlist.remove(get.sourceCharacter(game.players[i].name1));
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_status.characterlist.remove(get.sourceCharacter(game.players[i].name2));
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_status.characterlist.remove(game.players[i].name1);
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_status.characterlist.remove(game.players[i].name2);
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}
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setTimeout(function(){
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ui.arena.classList.remove('choose-character');
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@ -2259,9 +2259,15 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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},
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content:function(){
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"step 0"
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player.chooseToDiscard('h',2,'是否发动【飞扬】,弃置两张手牌并弃置自己判定区的一张牌?').set('logSkill','feiyang').ai=function(card){
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return 6-get.value(card);
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};
|
||||
player.chooseToDiscard('h',2,get.prompt('feiyang'),'弃置两张手牌,然后弃置判定区里的一张牌').set('logSkill','feiyang').set('ai',function(card){
|
||||
if(_status.event.goon) return 6-get.value(card);
|
||||
return 0;
|
||||
}).set('goon',player.hasCard(function(card){
|
||||
return get.effect(player,{
|
||||
name:card.viewAs||card.name,
|
||||
cards:[card],
|
||||
},player,player)<0;
|
||||
},'j'));
|
||||
"step 1"
|
||||
if(result.bool){
|
||||
player.discardPlayerCard(player,'j',true);
|
||||
|
|
Loading…
Reference in New Issue