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96d0589079
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1806547580
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@ -55,7 +55,7 @@ character.hearth={
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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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hs_ruanniguai:['male','wu',3,['nianfu']],
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// hs_ruanniguai:['male','wu',3,['nianfu']],
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hs_hudunren:['male','shu',3,['hhudun']],
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hs_hudunren:['male','shu',3,['hhudun']],
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hs_nate:['male','wu',4,['chuidiao']],
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hs_nate:['male','wu',4,['chuidiao']],
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hs_jiaziruila:['male','wu',4,['hannu']],
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hs_jiaziruila:['male','wu',4,['hannu']],
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@ -2810,8 +2810,7 @@ character.hearth={
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forced:true,
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forced:true,
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unique:true,
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unique:true,
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content:function(){
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content:function(){
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var rand=['tuteng1','tuteng2','tuteng4',
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var rand=['tuteng2','tuteng4','tuteng5','tuteng6','tuteng7','tuteng8'];
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'tuteng5','tuteng6','tuteng7'];
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if(player.storage.s_tuteng){
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if(player.storage.s_tuteng){
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var rand2=player.storage.s_tuteng;
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var rand2=player.storage.s_tuteng;
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@ -2852,6 +2851,13 @@ character.hearth={
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}
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}
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},
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},
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position:'he',
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position:'he',
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filter:function(event,player){
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var rand=['tuteng1','tuteng2','tuteng3','tuteng4'];
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for(var i=0;i<rand.length;i++){
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if(!player.hasSkill(rand[i])) 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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content:function(){
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'step 0'
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'step 0'
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var rand=['tuteng1','tuteng2','tuteng3','tuteng4'];
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var rand=['tuteng1','tuteng2','tuteng3','tuteng4'];
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@ -2859,7 +2865,7 @@ character.hearth={
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var randx=[];
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var randx=[];
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var rand2x=[];
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var rand2x=[];
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if(player.storage.tuteng_awake){
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if(player.storage.tuteng_awake){
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rand=rand.concat(['tuteng5','tuteng6','tuteng7','tuteng8']);
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// rand=rand.concat(['tuteng5','tuteng6','tuteng7','tuteng8']);
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}
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}
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for(var i=0;i<player.skills.length;i++){
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for(var i=0;i<player.skills.length;i++){
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if(rand.contains(player.skills[i])){
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if(rand.contains(player.skills[i])){
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@ -2867,8 +2873,14 @@ character.hearth={
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rand2.push(player.skills[i]);
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rand2.push(player.skills[i]);
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}
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}
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}
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}
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if(!player.storage.tuteng_awake){
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player.addSkill(rand.randomGet());
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game.delay();
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event.finish();
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return;
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}
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if(rand.length){
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if(rand.length){
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if(event.isMine()&&(rand.length>1||rand2.length>=3)){
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if(event.isMine()&&(rand.length>1||rand2.length>=4)){
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var dialog=ui.create.dialog();
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var dialog=ui.create.dialog();
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for(var i=0;i<rand.length;i++){
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for(var i=0;i<rand.length;i++){
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randx[i]=['','',rand[i]];
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randx[i]=['','',rand[i]];
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@ -2878,7 +2890,7 @@ character.hearth={
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}
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}
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dialog.add('选择一个图腾');
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dialog.add('选择一个图腾');
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dialog.add([randx,'vcard']);
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dialog.add([randx,'vcard']);
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if(rand2.length>=3){
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if(rand2.length>=4){
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dialog.add('替换一个已有图腾');
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dialog.add('替换一个已有图腾');
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dialog.add([rand2x,'vcard']);
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dialog.add([rand2x,'vcard']);
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player.chooseButton(dialog,2,true).filterButton=function(button){
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player.chooseButton(dialog,2,true).filterButton=function(button){
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@ -2915,9 +2927,9 @@ character.hearth={
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}
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}
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player.addSkill(rand.randomGet());
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player.addSkill(rand.randomGet());
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}
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}
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if(rand2.length>=3){
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// if(rand2.length>=3){
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player.removeSkill(rand2.randomGet());
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// player.removeSkill(rand2.randomGet());
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}
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// }
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game.delay();
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game.delay();
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event.finish();
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event.finish();
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}
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}
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@ -2971,7 +2983,7 @@ character.hearth={
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var num=0;
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var num=0;
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for(var i=0;i<player.skills.length;i++){
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for(var i=0;i<player.skills.length;i++){
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if(rand.contains(player.skills[i])) num++;
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if(rand.contains(player.skills[i])) num++;
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if(num>=3){
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if(num>=2){
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return true;
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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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@ -2980,7 +2992,6 @@ character.hearth={
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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.storage.tuteng_awake=true;
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player.storage.tuteng_awake=true;
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player.popup('图腾已解锁');
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player.loseMaxHp();
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player.loseMaxHp();
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}
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}
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},
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},
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@ -3789,10 +3800,10 @@ character.hearth={
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moying_old_info:'每当你造成或受到一次伤害,你可以令伤害目标或来源进行一次判定,若结果为黑色,其流失一点体力',
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moying_old_info:'每当你造成或受到一次伤害,你可以令伤害目标或来源进行一次判定,若结果为黑色,其流失一点体力',
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jingxiang:'镜像',
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jingxiang:'镜像',
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jingxiang_info:'每当你需要打出卡牌时,你可以观看一名随机角色的手牌并将其视为你的手牌打出',
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jingxiang_info:'每当你需要打出卡牌时,你可以观看一名随机角色的手牌并将其视为你的手牌打出',
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tuteng:'元素',
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tuteng:'图腾',
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tuteng_info:'出牌阶段,你可以获得一个基础图腾,你最多可以同时拥有3个图腾;每当你受到一次伤害,你随机失去一个图腾',
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tuteng_info:'出牌阶段,你可以获得一个随机图腾;每当你受到一次伤害,你随机失去一个图腾',
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zuling:'祖灵',
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zuling:'祖灵',
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zuling_info:'觉醒技,回合开始阶段,若你拥有至少3个图腾,你失去一点体力上限,并解锁强化图腾',
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zuling_info:'觉醒技,回合开始阶段,若你拥有至少2个图腾,你失去一点体力上限,并将图腾描述中的“获得一个随机图腾”改为“获得任意一个图腾”',
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tuteng1:'治疗图腾',
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tuteng1:'治疗图腾',
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tuteng2:'灼热图腾',
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tuteng2:'灼热图腾',
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tuteng3:'石爪图腾',
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tuteng3:'石爪图腾',
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@ -1173,7 +1173,7 @@ character.swd={
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popup:false,
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popup:false,
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content:function(){
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content:function(){
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player.removeSkill('guaili2');
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player.removeSkill('guaili2');
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player.chooseToDiscard(true);
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player.chooseToDiscard(2,true);
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}
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}
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},
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},
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xingzhui:{
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xingzhui:{
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@ -7554,7 +7554,7 @@ character.swd={
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fuyan2:'覆岩',
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fuyan2:'覆岩',
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fuyan_info:'每当你受到一次伤害,可以令一名没有护甲的角色获得一点护甲值',
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fuyan_info:'每当你受到一次伤害,可以令一名没有护甲的角色获得一点护甲值',
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guaili:'怪力',
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guaili:'怪力',
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guaili_info:'锁定技,你的杀造成的伤害+1,造成伤害后需弃置一张牌',
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guaili_info:'锁定技,你的杀造成的伤害+1,造成伤害后需弃置两张牌',
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pingshen:'凭神',
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pingshen:'凭神',
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pingshen2:'凭神',
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pingshen2:'凭神',
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pingshen_info:'锁定技,受到过你的伤害的角色可在回合内对你发动一次【离魂】(每局限发动一次)',
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pingshen_info:'锁定技,受到过你的伤害的角色可在回合内对你发动一次【离魂】(每局限发动一次)',
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@ -4,7 +4,7 @@ window.noname_update={
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'修bug',
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'修bug',
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],
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],
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files:{
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files:{
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global:['game/phantom.js','mode/stone.js','character/hearth.js','theme/simple/style.css'],
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global:['game/phantom.js','mode/stone.js','character/hearth.js','character/swd.js','theme/simple/style.css'],
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'1.8.10.2':['mode/guozhan.js'],
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'1.8.10.2':['mode/guozhan.js'],
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'1.8.10.3':['game/game.js','character/sp.js','layout/default/layout.css'],
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'1.8.10.3':['game/game.js','character/sp.js','layout/default/layout.css'],
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'1.8.10.4':[],
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'1.8.10.4':[],
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