refresh
This commit is contained in:
parent
a0dbc01f98
commit
18442f0d7c
|
@ -0,0 +1,15 @@
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{
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"extends": "eslint:recommended",
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"env": {
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"browser": true,
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"node": true,
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"es6": true,
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"worker": true
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},
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"rules": {
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"no-console": 0,
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"no-unused-vars": 0,
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"no-undef": 0,
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"no-redeclare": 0
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}
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}
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@ -0,0 +1,7 @@
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.DS_Store
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.DS_Store?
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._*
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.Spotlight-V100
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.Trashes
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ehthumbs.db
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Thumbs.db
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@ -785,7 +785,8 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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order:4.5,
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value:[5,1],
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tag:{
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gain:1
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gain:1,
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norepeat:1
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},
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result:{
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target:function(player,target){
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@ -361,7 +361,10 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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}
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}
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if(!ok) return 0;
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if(ui.selected.targets.length==1) return 2;
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if(ui.selected.targets.length==1){
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if(target.hasSkillTag('nogain')) return 0;
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return 2;
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}
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if(target.countCards('he')==0) return 0;
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if(player.hasFriend()) return -1;
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return 0;
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|
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@ -117,6 +117,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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forced:true,
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mark:true,
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audio:2,
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unique:true,
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filter:function(event){
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return event.num>0;
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},
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@ -1022,6 +1022,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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order:2.1,
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result:{
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target:function(player,target){
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if(target.hasSkillTag('nogain')) return 0;
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if(get.attitude(player,target)<3) return 0;
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if(target.hasJudge('lebu')) return 0;
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if(target.hasSkill('aqianghua2')) return 0.1;
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@ -189,9 +189,11 @@ window.noname_character_rank={
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'hs_kalimosi',
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'hs_zhihuanhua',
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'xizhicai',
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'maliang',
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],
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am:[
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'gw_oudimu',
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'guanyinping',
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'dongyun',
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'gw_xigedelifa',
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'gw_laomaotou',
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@ -437,7 +439,6 @@ window.noname_character_rank={
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'swd_hupo',
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'caopi',
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'jiaxu',
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'maliang',
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'zhangchunhua',
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'xushu',
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'xin_xushu',
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@ -482,7 +483,7 @@ window.noname_character_rank={
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'hs_nozdormu',
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'zhoucang',
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'hs_shifazhe',
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'guanyinping',
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'huanghao',
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],
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b:[
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'xinxianying',
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@ -492,7 +493,6 @@ window.noname_character_rank={
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'hs_jiawodun',
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'yxs_weizhongxian',
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'cenhun',
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'huanghao',
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'panzhangmazhong',
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'jsp_guanyu',
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'wenpin',
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@ -168,6 +168,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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result:{
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target:function(player,target){
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if(target.hasSkillTag('nogain')) return 0;
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if(ui.selected.cards.length&&ui.selected.cards[0].name=='du'){
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if(target.hasSkillTag('nodu')) return 0;
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return -10;
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134
character/sp.js
134
character/sp.js
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@ -26,7 +26,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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sp_caoren:['male','wei',4,['weikui','lizhan']],
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zhangbao:['male','qun',3,['zhoufu','yingbin']],
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zhangliang:['male','qun',3,['fulu','fuji']],
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maliang:['male','shu',3,['xiemu','naman']],
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maliang:['male','shu',3,['zishu','yingyuan']],
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sp_pangtong:['male','qun',3,['manjuan','zuixiang']],
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zhugedan:['male','wei',4,['gongao','juyi']],
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sp_jiangwei:['male','wei',4,['kunfen','fengliang']],
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@ -319,6 +319,133 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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},
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skill:{
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zishu:{
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subSkill:{
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discard:{
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trigger:{player:'gainAfter'},
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silent:true,
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filter:function(event,player){
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return _status.currentPhase!=player;
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},
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content:function(){
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if(!player.storage.zishu){
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player.storage.zishu=[];
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}
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player.storage.zishu.addArray(trigger.cards);
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}
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},
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discard2:{
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trigger:{global:'phaseAfter'},
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forced:true,
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filter:function(event,player){
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if(_status.currentPhase!=player&&player.storage.zishu){
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var he=player.getCards('he');
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for(var i=0;i<player.storage.zishu.length;i++){
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if(he.contains(player.storage.zishu[i])){
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return true;
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}
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}
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return false;
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}
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},
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content:function(){
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var he=player.getCards('he');
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var list=[];
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for(var i=0;i<player.storage.zishu.length;i++){
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if(he.contains(player.storage.zishu[i])){
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list.push(player.storage.zishu[i])
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}
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}
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player.$throw(list);
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player.lose(list,ui.discardPile);
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game.log(player,'将',list,'置入弃牌堆');
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}
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},
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discard3:{
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trigger:{global:'phaseBegin'},
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silent:true,
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content:function(){
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delete player.storage.zishu;
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}
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},
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draw:{
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trigger:{player:'gainAfter'},
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forced:true,
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filter:function(event,player){
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if(_status.currentPhase!=player) return false;
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return event.getParent(2).name!='zishu_draw';
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},
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content:function(){
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player.draw();
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}
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}
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},
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ai:{
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nogain:1
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},
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group:['zishu_draw','zishu_discard','zishu_discard2','zishu_discard3']
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},
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yingyuan:{
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trigger:{player:'useCardAfter'},
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direct:true,
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filter:function(event,player){
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if(_status.currentPhase!=player) return false;
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if(player.storage.yingyuan&&player.storage.yingyuan.contains(event.card.name)){
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return false;
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}
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if(event.cards){
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for(var i=0;i<event.cards.length;i++){
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if(event.cards[i].isInPile()) return true;
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}
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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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player.chooseTarget(get.prompt('yingyuan'),function(card,player,target){
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return target!=player;
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}).set('ai',function(target){
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if(target.hasJudge('lebu')) return 0;
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var att=get.attitude(_status.event.player,target);
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if(att<3) return 0;
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if(target.hasSha()&&_status.event.sha){
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att/=5;
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}
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if(event.wuxie&&target.needsToDiscard(1)){
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att/=5;
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}
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return att/(1+get.distance(player,target,'absolute'));
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}).set('sha',trigger.cards[0].name=='sha').set('wuxie',trigger.cards[0].name=='wuxie');
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'step 1'
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if(result.bool){
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var list=[];
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for(var i=0;i<trigger.cards.length;i++){
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if(trigger.cards[i].isInPile()){
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list.push(trigger.cards[i]);
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}
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}
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player.logSkill('yingyuan',result.targets[0]);
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result.targets[0].gain(list,'gain2');
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if(!player.storage.yingyuan){
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player.storage.yingyuan=[];
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}
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player.storage.yingyuan.push(trigger.card.name);
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}
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},
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group:'yingyuan_clear',
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subSkill:{
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clear:{
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trigger:{player:'phaseAfter'},
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silent:true,
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content:function(){
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delete player.storage.yingyuan;
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}
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}
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},
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ai:{
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threaten:1.5
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}
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},
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choulve:{
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trigger:{player:'phaseUseBegin'},
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direct:true,
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@ -9236,6 +9363,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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result:{
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player:0,
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target:function(player,target){
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if(target.hasSkillTag('nogain')) return 0;
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if(player.countCards('h')>1){
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return 1;
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}
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@ -9572,6 +9700,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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quyi:'麹义',
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liuye:'刘晔',
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zishu:'自书',
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zishu_info:'锁定技,你的回合外,你获得的牌均会在当前回合结束后置入弃牌堆;你的回合内,当你不因此技能效果获得牌时,额外摸一张牌。',
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yingyuan:'应援',
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yingyuan_info:'当你于回合内使用的牌置入弃牌堆后,你可以将之交给一名其他角色(相同牌名的牌每回合限一次)。',
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ly_piliche:'霹雳车',
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ly_piliche_info:'当你对其他角色造成伤害后,若造成伤害牌不为延时锦囊牌,你可以弃置其装备区里的防具牌与+1坐骑牌;当你失去此装备时,销毁之',
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polu:'破橹',
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@ -564,6 +564,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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result:{
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target:function(player,target){
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if(target.hasSkillTag('nogain')) return 0;
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if(ui.selected.cards.length&&ui.selected.cards[0].name=='du'){
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if(target.hasSkillTag('nodu')) return 0;
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return -10;
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@ -1100,7 +1100,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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},
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hujing:{
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trigger:{player:'phaseBegin'},
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trigger:{player:'phaseEnd'},
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forced:true,
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filter:function(event,player){
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return get.cardPile('lianyaohu')?true:false;
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@ -10037,7 +10037,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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xiangu:'仙骨',
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xiangu_info:'锁定技,你的手牌上限不会因体力值的减少而减少。',
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hujing:'壶境',
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hujing_info:'锁定技,准备阶段,若牌堆或弃牌堆中有炼妖壶,你装备之;当你的装备区内有炼妖壶时,你的手牌上限+2',
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hujing_info:'锁定技,结束阶段,若牌堆或弃牌堆中有炼妖壶,你装备之;当你的装备区内有炼妖壶时,你的手牌上限+2',
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huajian:'化剑',
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huajian_info:'出牌阶段结束时,你可以将一张牌当作杀对任意一名角色使用',
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xuanyuan:'轩辕',
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|
|
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@ -31,7 +31,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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liufeng:['male','shu',4,['xiansi']],
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manchong:['male','wei',3,['junxing','yuce']],
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guanzhang:['male','shu',4,['fuhun']],
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chenqun:['male','wei',3,['dingpin','faen']],
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chenqun:['male','wei',3,['pindi','faen']],
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sunluban:['female','wu',3,['chanhui','jiaojin']],
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guyong:['male','wu',3,['shenxing','bingyi']],
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caifuren:['female','qun',3,['qieting','xianzhou']],
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|
@ -170,6 +170,76 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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liuchen:['liushan'],
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},
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skill:{
|
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pindi:{
|
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enable:'phaseUse',
|
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filterTarget:function(card,player,target){
|
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if(player==target) return false;
|
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if(player.storage.pindi_target&&
|
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player.storage.pindi_target.contains(target)){
|
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return false;
|
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}
|
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return true;
|
||||
},
|
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filterCard:function(card,player){
|
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if(player.storage.pindi_type&&
|
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player.storage.pindi_type.contains(get.type2(card))){
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
},
|
||||
subSkill:{
|
||||
clear:{
|
||||
trigger:{player:'phaseAfter'},
|
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silent:true,
|
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content:function(){
|
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delete player.storage.pindi_target;
|
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delete player.storage.pindi_type;
|
||||
}
|
||||
}
|
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},
|
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group:'pindi_clear',
|
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check:function(card){
|
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var num=_status.event.player.getStat('skill').pindi||0;
|
||||
return 6+num-get.value(card);
|
||||
},
|
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position:'he',
|
||||
content:function(){
|
||||
'step 0'
|
||||
if(!player.storage.pindi_target){
|
||||
player.storage.pindi_target=[];
|
||||
}
|
||||
if(!player.storage.pindi_type){
|
||||
player.storage.pindi_type=[];
|
||||
}
|
||||
player.storage.pindi_target.push(target);
|
||||
player.storage.pindi_type.push(get.type2(cards[0]));
|
||||
event.num=player.getStat('skill').pindi;
|
||||
player.chooseControlList([
|
||||
'令'+get.translation(target)+'摸'+get.cnNumber(event.num)+'张牌',
|
||||
'令'+get.translation(target)+'弃置'+get.cnNumber(event.num)+'张牌'
|
||||
],function(){
|
||||
return _status.event.choice;
|
||||
}).set('choice',get.attitude(player,target)>0?0:1);
|
||||
'step 1'
|
||||
if(result.index==0){
|
||||
target.draw(event.num);
|
||||
}
|
||||
else{
|
||||
target.chooseToDiscard(event.num,'he',true);
|
||||
}
|
||||
'step 2'
|
||||
if(target.isDamaged()){
|
||||
player.link(true);
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
order:8,
|
||||
threaten:1.8,
|
||||
result:{
|
||||
player:1
|
||||
}
|
||||
}
|
||||
},
|
||||
funan:{
|
||||
trigger:{global:['respondAfter','useCardAfter']},
|
||||
filter:function(event,player){
|
||||
|
@ -2167,10 +2237,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
direct:true,
|
||||
filter:function(event,player){
|
||||
if(!player.countCards('he')) return false;
|
||||
if(!event.source||event.source.isDead()) return false;
|
||||
if(event.source.storage.huisheng&&event.source.storage.huisheng.contains(player)) return false;
|
||||
if(!event.source||!event.source.isIn()) return false;
|
||||
if(player.storage.huisheng.contains(event.source)) return false;
|
||||
return true;
|
||||
},
|
||||
init:function(player){
|
||||
player.storage.huisheng=[];
|
||||
},
|
||||
content:function(){
|
||||
'step 0'
|
||||
var att=(get.attitude(player,trigger.source)>0);
|
||||
|
@ -2190,18 +2263,22 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
}
|
||||
}
|
||||
player.chooseCard('he',[1,player.countCards('he')],get.prompt('huisheng',trigger.source)).set('ai',function(card){
|
||||
player.chooseCard('he',[1,player.countCards('he')],get.prompt2('huisheng',trigger.source)).set('ai',function(card){
|
||||
if(_status.event.att){
|
||||
return 10-get.value(card);
|
||||
}
|
||||
if(_status.event.goon){
|
||||
return 8-get.value(card);
|
||||
}
|
||||
if(!ui.selected.cards.length){
|
||||
return 7-get.value(card);
|
||||
}
|
||||
return 0;
|
||||
}).set('goon',goon).set('att',att);
|
||||
'step 1'
|
||||
if(result.bool){
|
||||
player.logSkill('huisheng');
|
||||
player.logSkill('huisheng',trigger.source);
|
||||
game.delay();
|
||||
event.num=result.cards.length;
|
||||
var goon=false;
|
||||
if(event.num>2||get.attitude(trigger.source,player)>=0){
|
||||
|
@ -2215,10 +2292,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
else{
|
||||
str+=',或取消并弃置'+get.cnNumber(result.cards.length)+'张牌';
|
||||
}
|
||||
if(!trigger.source.storage.huisheng){
|
||||
trigger.source.storage.huisheng=[];
|
||||
}
|
||||
trigger.source.storage.huisheng.push(player);
|
||||
trigger.source.chooseButton([str,result.cards],forced).set('ai',function(button){
|
||||
if(_status.event.goon){
|
||||
return get.value(button.link);
|
||||
|
@ -2240,6 +2313,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
player.$giveAuto(card,trigger.source);
|
||||
}
|
||||
trigger.cancel();
|
||||
player.storage.huisheng.push(trigger.source);
|
||||
}
|
||||
else{
|
||||
trigger.source.chooseToDiscard(event.num,true,'he');
|
||||
|
@ -2247,50 +2321,67 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
},
|
||||
qinqing:{
|
||||
mode:['identity'],
|
||||
mode:['identity','versus'],
|
||||
available:function(mode){
|
||||
if(mode=='versus'&&_status.mode!='four') return false;
|
||||
},
|
||||
trigger:{player:'phaseEnd'},
|
||||
direct:true,
|
||||
filter:function(event,player){
|
||||
var zhu=get.zhu(player);
|
||||
if(!zhu||!zhu.isZhu) return false;
|
||||
var players=game.filterPlayer();
|
||||
for(var i=0;i<players.length;i++){
|
||||
if(players[i]==zhu||players[i]==player) continue;
|
||||
if(get.distance(players[i],zhu,'attack')<=1&&players[i].countCards('he')){
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
return game.hasPlayer(function(current){
|
||||
return current!=player&¤t!=zhu&&get.distance(current,zhu,'attack')<=1;
|
||||
});
|
||||
},
|
||||
content:function(){
|
||||
'step 0'
|
||||
player.chooseTarget(get.prompt('qinqing'),function(card,player,target){
|
||||
if(target==player||target==get.zhu(player)) return false;
|
||||
return get.distance(target,get.zhu(player),'attack')<=1&&target.countCards('he')>0;
|
||||
player.chooseTarget(get.prompt('qinqing'),[1,Infinity],function(card,player,target){
|
||||
var zhu=get.zhu(player);
|
||||
if(target==player||target==zhu) return false;
|
||||
return get.distance(target,zhu,'attack')<=1;
|
||||
}).set('ai',function(target){
|
||||
var player=_status.event.player;
|
||||
var zhu=_status.event.zhu;
|
||||
if(get.attitude(player,target)>0) return 0;
|
||||
var nh=target.countCards('h');
|
||||
var nh2=zhu.countCards('h');
|
||||
if(nh>nh2) return 2;
|
||||
if(nh==nh2&&target.countCards('e')) return 1.5;
|
||||
return 1;
|
||||
}).set('zhu',get.zhu(player));
|
||||
var he=target.countCards('he')
|
||||
if(get.attitude(_status.event.player,target)>0){
|
||||
if(he==0) return 1;
|
||||
if(target.countCards('h')>get.zhu(player).countCards('h')) return 1;
|
||||
}
|
||||
else{
|
||||
if(he>0) return 1;
|
||||
}
|
||||
return 0;
|
||||
});
|
||||
'step 1'
|
||||
if(result.bool){
|
||||
event.target=result.targets[0];
|
||||
player.logSkill('qinqing',event.target);
|
||||
player.discardPlayerCard(event.target,'he',true);
|
||||
event.targets=result.targets.slice(0).sortBySeat();
|
||||
event.list=event.targets.slice(0);
|
||||
player.logSkill('qinqing',event.targets);
|
||||
}
|
||||
else{
|
||||
event.finish();
|
||||
}
|
||||
'step 2'
|
||||
event.target.draw();
|
||||
if(event.targets.length){
|
||||
var target=event.targets.shift();
|
||||
if(target.countCards('he')){
|
||||
player.discardPlayerCard(target,'he',true);
|
||||
}
|
||||
target.draw();
|
||||
event.redo();
|
||||
}
|
||||
'step 3'
|
||||
if(event.target.countCards('h')>get.zhu(player).countCards('h')){
|
||||
player.draw();
|
||||
var num=0;
|
||||
var zhu=get.zhu(player);
|
||||
if(zhu){
|
||||
var nh=zhu.countCards('h');
|
||||
for(var i=0;i<event.list.length;i++){
|
||||
if(event.list[i].countCards('h')>nh){
|
||||
num++;
|
||||
}
|
||||
}
|
||||
if(num){
|
||||
player.draw(num);
|
||||
}
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
|
@ -5159,6 +5250,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
order:1,
|
||||
result:{
|
||||
target:function(player,target){
|
||||
if(target.hasSkillTag('nogain')) return 0;
|
||||
if(player.countCards('h')==1&&player.countCards('h','du')) return -1;
|
||||
if(player.hp<=2&&player.countCards('h','shan')) return 0;
|
||||
if(target.countCards('h')+player.countCards('h')>target.hp+2) return 0;
|
||||
|
@ -6273,7 +6365,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
trigger:{global:['turnOverAfter','linkAfter']},
|
||||
filter:function(event,player){
|
||||
if(event.name=='link') return event.player.isLinked();
|
||||
return true;
|
||||
return !event.player.isTurnedOver();
|
||||
},
|
||||
check:function(event,player){
|
||||
return get.attitude(player,event.player)>0;
|
||||
|
@ -9143,6 +9235,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
qinmi:'秦宓',
|
||||
caiyong:'蔡邕',
|
||||
|
||||
pindi:'品第',
|
||||
pindi_info:'出牌阶段,你可以弃置一张牌并选择一名其他角色(不能弃置相同类型牌且不能指定相同的角色),然后令其执行一项:摸X张牌;弃置X张牌(X为本回合此技能发动次数)。若其已受伤,你须横置自身。',
|
||||
funan_jiexun:'诫训',
|
||||
bizhuan:'辟撰',
|
||||
bizhuan_bg:'书',
|
||||
|
@ -9201,9 +9295,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
jiyu:'讥谀',
|
||||
jiyu_info:'出牌阶段每名角色限一次,若你有可以使用的手牌,你可以令一名角色弃置一张手牌。若如此做,你不能使用与之相同花色的牌,直到回合结束。若其以此法弃置的牌为黑桃,你翻面并令其失去1点体力',
|
||||
qinqing:'寝情',
|
||||
qinqing_info:'结束阶段开始时,你可以弃置攻击范围内含有主公的一名其他角色的一张牌,令其摸一张牌,然后若其手牌比主公多,你摸一张牌',
|
||||
qinqing_info:'结束阶段,你可以选择任意名攻击范围内含有主公的角色,然后弃置这些角色各一张牌并令其摸一张牌(无牌则不弃),若如此做,你摸X张牌(X为其中手牌比主公多的角色数)',
|
||||
huisheng:'贿生',
|
||||
huisheng_info:'每名角色限一次,当你受到其他角色造成的伤害时,你可选你的任意数量的牌令该角色观看,然后该角色选择:1.获得这些牌中的一张,然后防止伤害。2.弃置等量的牌',
|
||||
huisheng_info:'当你受到其他角色对你造成的伤害时,你可以令其观看你任意数量的牌并令其选择一项:1.获得这些牌中的一张,防止此伤害,然后你不能再对其发动“贿生”;2.弃置等量的牌',
|
||||
jishe:'极奢',
|
||||
jishe_info:'出牌阶段,若你的手牌上限大于0,你可以摸一张牌,然后你本回合的手牌上限-1。结束阶段开始时,若你没有手牌,则你可以横置至多X名角色的武将牌(X为你的体力值)',
|
||||
lianhuo:'链祸',
|
||||
|
@ -9382,7 +9476,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
dingpin:'定品',
|
||||
dingpin_info:'出牌阶段限三次,你可以弃置一张手牌,然后令一名已受伤的角色进行一次判定,若结果为黑色,该角色摸X张牌(X为该角色已损失的体力值),然后你本回合不能再对其发动“定品”;若结果为红色,将你的武将牌翻面。',
|
||||
faen:'法恩',
|
||||
faen_info:'每当一名角色的武将牌翻面或横置时,你可以令其摸一张牌。',
|
||||
faen_info:'当一名角色翻至正面或横置后,你可以令其摸一张牌。',
|
||||
jyzongshi:'纵适',
|
||||
jyzongshi_info:'每当你拼点赢,你可以获得对方此次拼点的牌;每当你拼点没赢,你可以收回你此次拼点的牌',
|
||||
qiaoshui:'巧说',
|
||||
|
|
18
game/game.js
18
game/game.js
|
@ -6534,7 +6534,9 @@
|
|||
game.saveConfigValue('brokenFile');
|
||||
if(!lib.node.http) lib.node.http=require('http');
|
||||
if(!lib.node.https) lib.node.https=require('https');
|
||||
var request = (url.indexOf('https')==0?lib.node.https:lib.node.http).get(encodeURI(url), function(response) {
|
||||
var opts = require('url').parse(encodeURI(url));
|
||||
opts.headers={'User-Agent': navigator.userAgent};
|
||||
var request = (url.indexOf('https')==0?lib.node.https:lib.node.http).get(opts, function(response) {
|
||||
var stream=response.pipe(file);
|
||||
stream.on('finish',function(){
|
||||
lib.config.brokenFile.remove(folder);
|
||||
|
@ -28630,6 +28632,13 @@
|
|||
}
|
||||
return;
|
||||
}
|
||||
if(info.available&&info.available(mode)==false){
|
||||
lib.skill[i]={};
|
||||
if(lib.translate[i+'_info']){
|
||||
lib.translate[i+'_info']='此模式下不可用';
|
||||
}
|
||||
return;
|
||||
}
|
||||
if(info.viewAs){
|
||||
if(typeof info.viewAs=='string'){
|
||||
info.viewAs={name:info.viewAs};
|
||||
|
@ -35873,7 +35882,7 @@
|
|||
else{
|
||||
updatep1.style.display='';
|
||||
updatep2.style.display='';
|
||||
updatep3.style.display='none'; // coding
|
||||
// updatep3.style.display='none'; // coding
|
||||
updatepx.style.display='none';
|
||||
updatep4.innerHTML='更新';
|
||||
}
|
||||
|
@ -35897,7 +35906,7 @@
|
|||
|
||||
var button6=document.createElement('button');
|
||||
button6.innerHTML='设为国内镜像';
|
||||
button6.style.display='none';// coding
|
||||
// button6.style.display='none';// coding
|
||||
// button6.style.marginLeft='5px';
|
||||
button6.onclick=function(){
|
||||
game.saveConfig('updateURL',lib.mirrorURL);
|
||||
|
@ -44129,6 +44138,9 @@
|
|||
if(method=='trick'&&lib.card[obj.name].type=='delay') return 'trick';
|
||||
return lib.card[obj.name].type;
|
||||
},
|
||||
type2:function(card){
|
||||
return get.type(card,'trick');
|
||||
},
|
||||
subtype:function(obj){
|
||||
if(typeof obj=='string') obj={name:obj};
|
||||
if(typeof obj!='object') return;
|
||||
|
|
|
@ -1,11 +1,15 @@
|
|||
window.noname_update={
|
||||
version:'1.9.48.1',
|
||||
update:'1.9.48',
|
||||
version:'1.9.49',
|
||||
// update:'1.9.48',
|
||||
changeLog:[
|
||||
'bug修复'
|
||||
// '祭天祀地模式(在 选项-开始-身份 中开启)',
|
||||
'修复国内镜像更新问题',
|
||||
'武将修改',
|
||||
'毛玻璃主题(仅Safari可用)',
|
||||
'players://["chenqun","lifeng","maliang","huanghao"]'
|
||||
],
|
||||
files:[
|
||||
'game/game.js',
|
||||
// 'game/game.js',
|
||||
// 'game/package.js',
|
||||
// 'game/config.js',
|
||||
// 'game/source.js',
|
||||
|
@ -22,7 +26,7 @@ window.noname_update={
|
|||
// 'character/gwent.js',
|
||||
// 'character/diy.js',
|
||||
// 'character/standard.js',
|
||||
'character/shenhua.js',
|
||||
// 'character/shenhua.js',
|
||||
// 'character/refresh.js',
|
||||
// 'character/yijiang.js',
|
||||
// 'character/yxs.js',
|
||||
|
|
|
@ -5773,7 +5773,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
else if(_status.mode=='2v2'){
|
||||
if(_status.replacetwo){
|
||||
|
||||
// later ?
|
||||
}
|
||||
var friend;
|
||||
for(var i=0;i<game.players.length;i++){
|
||||
|
|
Loading…
Reference in New Issue