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631540be28
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19d3fbd738
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@ -339,10 +339,18 @@ card.standard={
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})){
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})){
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return 1;
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return 1;
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}
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}
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if(player.hasSha()&&_status.currentPhase==player){
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if(player.getEquip('zhuge')||player.getCardUsable('sha')==0){
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return 10;
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}
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}
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var num=player.countCards('h','sha');
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var num=player.countCards('h','sha');
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if(num>1) return 4+num;
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if(num>1) return 4+num;
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return 2+num;
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return 2+num;
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}
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}
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},
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tag:{
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valueswap:1
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}
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}
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},
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},
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skills:['zhuge_skill']
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skills:['zhuge_skill']
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@ -1206,6 +1206,7 @@ card.swd={
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if(target.hasSkillTag('noe')) return target.countCards('e')*2;
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if(target.hasSkillTag('noe')) return target.countCards('e')*2;
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if(target.getEquip('baiyin')&&target.isDamaged()) return 2;
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if(target.getEquip('baiyin')&&target.isDamaged()) return 2;
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if(target.getEquip('xuanyuanjian')||target.getEquip('qiankundai')) return 1;
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if(target.getEquip('xuanyuanjian')||target.getEquip('qiankundai')) return 1;
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if(target.hasSkill('jiguanyaoshu_skill')) return 0.5;
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var num=0;
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var num=0;
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var es=target.getCards('e');
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var es=target.getCards('e');
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for(var i=0;i<es.length;i++){
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for(var i=0;i<es.length;i++){
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@ -420,6 +420,7 @@ character.swd={
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content:function(){
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content:function(){
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if(targets.length==1){
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if(targets.length==1){
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target.damage('fire',2);
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target.damage('fire',2);
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target.draw();
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}
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}
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else{
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else{
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target.damage('fire');
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target.damage('fire');
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@ -429,24 +430,19 @@ character.swd={
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ai:{
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ai:{
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order:15,
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order:15,
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expose:0.2,
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expose:0.2,
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threaten:1.5,
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result:{
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result:{
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target:function(player,target){
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target:function(player,target){
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if(player.hp<2) return 0;
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if(player.hp<2) return 0;
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if(ai.get.attitude(player,target)>=0) return 0;
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if(ai.get.attitude(player,target)>=0) return 0;
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if(ui.selected.targets.length){
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if(target.hp>player.hp) return 0;
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if(ui.selected.targets[0].hp>1&&target.hp>1) return 0;
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}
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var eff=ai.get.damageEffect(target,player,target,'fire');
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var eff=ai.get.damageEffect(target,player,target,'fire');
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if(eff<0){
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if(eff<0){
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var num=game.countPlayer(function(current){
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if(ui.selected.targets.length&&target.hp>1&&ui.selected.targets[0].hp>1){
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return ai.get.attitude(player,current)<0&&
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return 0;
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ai.get.damageEffect(current,player,player,'fire')>0&&
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current.hp<=player.hp;
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});
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if(num>=2){
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if(target.nodying) return eff/10;
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return eff/Math.sqrt(target.hp);
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}
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}
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if(target.nodying) return eff/10;
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return eff/Math.sqrt(target.hp);
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}
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}
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return 0;
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return 0;
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}
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}
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@ -9303,7 +9299,7 @@ character.swd={
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datong:'大同',
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datong:'大同',
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datong_info:'任意一名角色的结束阶段,若全场手牌数最多和最少的角色手牌数之差不超过1(人数不少于7时改为2),你摸两张牌',
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datong_info:'任意一名角色的结束阶段,若全场手牌数最多和最少的角色手牌数之差不超过1(人数不少于7时改为2),你摸两张牌',
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huodan:'火丹',
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huodan:'火丹',
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huodan_info:'出牌阶段限一次,你可以弃置一张红色牌并失去一点体力,然后将两点火属性伤害分配给1~2名角色',
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huodan_info:'出牌阶段限一次,你可以弃置一张红色牌并失去一点体力,然后将两点火属性伤害分配给1~2名角色;若你只分配了一名角色,该角色在结算后摸一张牌',
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sxianjing:'陷阱',
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sxianjing:'陷阱',
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sxianjing_bg:'阱',
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sxianjing_bg:'阱',
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sxianjing_info:'出牌阶段,你可以将一张手牌背面朝上置于你的武将牌上(不能与已有花色相同)。当一名其他角色使用与一张“陷阱”牌花色相同的牌指定你为目标时,你移去对应的“陷阱”牌,然后随机获得该角色的一张牌。每当你受到一次伤害,你随机将一张“陷阱”牌返回手牌',
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sxianjing_info:'出牌阶段,你可以将一张手牌背面朝上置于你的武将牌上(不能与已有花色相同)。当一名其他角色使用与一张“陷阱”牌花色相同的牌指定你为目标时,你移去对应的“陷阱”牌,然后随机获得该角色的一张牌。每当你受到一次伤害,你随机将一张“陷阱”牌返回手牌',
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@ -16007,7 +16007,7 @@
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},
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},
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getEquip:function(name){
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getEquip:function(name){
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var es=this.getCards('e');
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var es=this.getCards('e');
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if(get.itemtype(name)=='card'){
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if(typeof name=='object'&&get.info(name)){
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name=get.info(name).subtype;
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name=get.info(name).subtype;
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if(name){
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if(name){
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name=parseInt(name[5]);
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name=parseInt(name[5]);
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@ -40762,12 +40762,12 @@
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if(!card||card.name!=name){
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if(!card||card.name!=name){
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card={name:name};
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card={name:name};
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}
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}
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var value1=ai.get.value(card,target);
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var value1=ai.get.equipValue(card,target);
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var value2=0;
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var value2=0;
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var current=target.getEquip(card);
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var current=target.getEquip(card);
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if(current&¤t!=card){
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if(current&¤t!=card){
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value2=ai.get.value(current,target);
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value2=ai.get.equipValue(current,target);
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if(value2>0&&!target.needsToDiscard()){
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if(value2>0&&!target.needsToDiscard()&&!get.tag(card,'valueswap')){
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return 0;
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return 0;
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}
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}
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}
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}
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@ -921,11 +921,12 @@ mode.versus={
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ui.cheat2.close();
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ui.cheat2.close();
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delete ui.cheat2;
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delete ui.cheat2;
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}
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}
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for(var i=0;i<result.links.length;i++){
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game.addRecentCharacter(result.links[i]);
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}
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game.me.init(result.links[0]);
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game.me.init(result.links[0]);
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game.addRecentCharacter(game.me.name);
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if(_status.replacetwo){
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if(_status.replacetwo){
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game.me.replacetwo=result.links[1];
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game.me.replacetwo=result.links[1];
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game.addRecentCharacter(game.me.replacetwo);
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}
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}
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event.list.remove(game.me.name);
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event.list.remove(game.me.name);
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for(var i=0;i<game.players.length;i++){
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for(var i=0;i<game.players.length;i++){
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