zuoci
This commit is contained in:
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785a9f7de8
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@ -2246,24 +2246,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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skillAnimation:true,
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animationColor:'water',
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unique:true,
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mark:true,
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init:function(player){
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player.storage.nshaoling=false;
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},
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limited:true,
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enable:'phaseUse',
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filter:function(event,player){
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return !player.storage.nshaoling;
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},
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intro:{
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content:'limited'
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},
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filterTarget:function(card,player,target){
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return target!=player;
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},
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content:function(){
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"step 0"
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player.awakenSkill('nshaoling');
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player.storage.nshaoling=true;
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event.targets=game.filterPlayer();
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event.targets.remove(player);
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event.targets.remove(target);
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@ -4069,15 +4059,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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guihan:{
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unique:true,
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enable:'chooseToUse',
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mark:true,
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skillAnimation:'epic',
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init:function(player){
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player.storage.guihan=false;
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},
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limited:true,
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filter:function(event,player){
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if(event.type!='dying') return false;
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if(player!=event.dying) return false;
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if(player.storage.guihan) return false;
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return true;
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},
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filterTarget:function(card,player,target){
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@ -4087,7 +4073,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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"step 0"
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player.awakenSkill('guihan');
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player.recover();
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player.storage.guihan=true;
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"step 1"
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player.draw(2);
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"step 2"
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@ -4115,9 +4100,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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threaten:function(player,target){
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if(!target.storage.guihan) return 0.8;
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}
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},
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intro:{
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content:'limited'
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}
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},
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luweiyan:{
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@ -143,18 +143,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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unique:true,
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enable:'phaseUse',
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filter:function(event,player){
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return !player.storage.shenfen&&player.storage.baonu>=6;
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},
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init:function(player){
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player.storage.shenfen=false;
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return player.storage.baonu>=6;
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},
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skillAnimation:true,
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animationColor:'metal',
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mark:true,
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limited:true,
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content:function(){
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"step 0"
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player.awakenSkill('shenfen');
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player.storage.shenfen=true;
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player.storage.baonu-=6;
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event.targets=game.filterPlayer();
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event.targets.remove(player);
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@ -175,9 +171,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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event.redo();
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}
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},
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intro:{
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content:'limited'
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},
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ai:{
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order:10,
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result:{
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@ -845,12 +838,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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audio:3,
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animationColor:'fire',
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skillAnimation:'legend',
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filter:function(event,player){
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return !player.storage.yeyan;
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},
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init:function(player){
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player.storage.yeyan=false;
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},
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filterTarget:function(card,player,target){
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var length=ui.selected.cards.length;
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return (length==0||length==4);
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@ -863,7 +850,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return true;
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},
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complexCard:true,
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mark:true,
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limited:true,
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selectCard:[0,4],
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line:'fire',
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check:function(){return -1},
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@ -884,9 +871,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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target.damage('fire','nocard');
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}
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},
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intro:{
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content:'limited'
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},
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ai:{
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order:1,
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result:{
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@ -7364,7 +7364,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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huanfeng:{
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skillAnimation:'epic',
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animationColor:'thunder',
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trigger:{player:'phaseBegin'},
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trigger:{player:'phaseBeginStart'},
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forced:true,
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unique:true,
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filter:function(event,player){
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@ -7392,7 +7392,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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hs:get.cards(4)
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});
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player.callSubPlayer(player.storage.huanfeng_end);
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game.createTrigger('phaseBegin','shengdun',player,trigger);
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// game.createTrigger('phaseBegin','shengdun',player,trigger);
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},
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// group:'huanfeng_end',
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subSkill:{
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@ -43,6 +43,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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zuoci:['male','qun',3,['huashen','xinsheng']],
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},
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perfectPair:{
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jiaxu:['liqueguosi'],
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yuanshao:['yanwen'],
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menghuo:['zhurong'],
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sp_zhugeliang:['pangtong'],
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@ -700,7 +701,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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unique:true,
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priority:-10,
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derivation:'guanxing',
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trigger:{player:'phaseBegin'},
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trigger:{player:'phaseBeginStart'},
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forced:true,
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filter:function(event,player){
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if(player.storage.zhiji) return false;
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@ -726,7 +727,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(player.hp>player.maxHp) player.hp=player.maxHp;
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player.update();
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player.addSkill('guanxing');
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game.createTrigger('phaseBegin','guanxing',player,trigger);
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}
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},
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xiangle:{
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@ -1196,7 +1196,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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audio:2,
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derivation:['reyingzi','yinghun'],
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unique:true,
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trigger:{player:'phaseBegin'},
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trigger:{player:'phaseBeginStart'},
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filter:function(event,player){
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return player.hp==1&&!player.storage.hunzi;
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},
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@ -1208,7 +1208,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player.addSkill('yinghun');
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player.awakenSkill('hunzi');
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player.storage.hunzi=true;
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game.createTrigger('phaseBegin','yinghun',player,trigger);
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},
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ai:{
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threaten:function(player,target){
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@ -1605,7 +1604,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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huashen2:{
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audio:2,
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trigger:{player:['phaseBegin','phaseEnd','huashenStart']},
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trigger:{player:['phaseBeginStart','phaseEnd','huashenStart']},
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filter:function(event,player,name){
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if(name=='phaseBegin'&&game.phaseNumber==1) return false;
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return true;
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@ -1685,37 +1684,37 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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}
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if(event.triggername=='phaseBegin'){
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(function(){
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var skills=[link];
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var list=[];
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game.expandSkills(skills);
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var triggerevent=event._trigger;
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var name='phaseBegin';
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for(i=0;i<skills.length;i++){
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var trigger=get.info(skills[i]).trigger;
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if(trigger){
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var add=false;
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if(player==triggerevent.player&&trigger.player){
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if(typeof trigger.player=='string'){
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if(trigger.player==name) add=true;
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}
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else if(trigger.player.contains(name)) add=true;
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}
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if(trigger.global){
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if(typeof trigger.global=='string'){
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if(trigger.global==name) add=true;
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}
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else if(trigger.global.contains(name)) add=true;
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}
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if(add&&player.isOut()==false) list.push(skills[i]);
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}
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}
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for(var i=0;i<list.length;i++){
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game.createTrigger('phaseBegin',list[i],player,triggerevent);
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}
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}());
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}
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// if(event.triggername=='phaseBegin'){
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// (function(){
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// var skills=[link];
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// var list=[];
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// game.expandSkills(skills);
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// var triggerevent=event._trigger;
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// var name='phaseBegin';
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// for(i=0;i<skills.length;i++){
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// var trigger=get.info(skills[i]).trigger;
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// if(trigger){
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// var add=false;
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// if(player==triggerevent.player&&trigger.player){
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// if(typeof trigger.player=='string'){
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// if(trigger.player==name) add=true;
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// }
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// else if(trigger.player.contains(name)) add=true;
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// }
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// if(trigger.global){
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// if(typeof trigger.global=='string'){
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// if(trigger.global==name) add=true;
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// }
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// else if(trigger.global.contains(name)) add=true;
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// }
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// if(add&&player.isOut()==false) list.push(skills[i]);
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// }
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// }
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// for(var i=0;i<list.length;i++){
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// game.createTrigger('phaseBegin',list[i],player,triggerevent);
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// }
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// }());
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// }
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}
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}
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if(type!='ai'){
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@ -2596,16 +2595,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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audio:2,
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unique:true,
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enable:'phaseUse',
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filter:function(event,player){
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return !player.storage.luanwu;
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},
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init:function(player){
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player.storage.luanwu=false;
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},
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mark:true,
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intro:{
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content:'limited'
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},
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limited:true,
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skillAnimation:'epic',
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animationColor:'thunder',
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filterTarget:function(card,player,target){
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@ -2616,8 +2606,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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multiline:true,
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content:function(){
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"step 0"
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player.unmarkSkill('luanwu')
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player.storage.luanwu=true;
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player.awakenSkill('luanwu');
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event.current=player.next;
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"step 1"
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event.current.animate('target');
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@ -3584,6 +3573,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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content:function(){
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trigger.directHit=true;
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},
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locked:false,
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mod:{
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attackFrom:function(from,to,distance){
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if(get.zhu(from,'shouyue')) return distance-1;
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@ -2761,11 +2761,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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list.remove(players[i].name1);
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list.remove(players[i].name2);
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}
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var dialog=ui.create.dialog('将武将牌替换为一名角色','hidden');
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dialog.add([list.randomGets(5),'character']);
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player.chooseButton(dialog,true).ai=function(button){
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// var dialog=ui.create.dialog();
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// dialog.add([list.randomGets(5),'character']);
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player.chooseButton(true).set('ai',function(button){
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return get.rank(button.link,true)-lib.character[button.link][2];
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};
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}).set('createDialog',['将武将牌替换为一名角色',[list.randomGets(5),'character']]);
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player.awakenSkill('fuhan');
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'step 1'
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var num=player.storage.fanghun2;
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@ -7540,7 +7540,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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else{
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trigger.player.storage.zhoufu2_markcount=1;
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trigger.player.updateMark('zhoufu2');
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trigger.player.updateMarks();
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}
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}
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},
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@ -8649,13 +8649,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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unique:true,
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enable:'phaseUse',
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audio:2,
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mark:true,
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filter:function(event,player){
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return !player.storage.xiongyi;
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},
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init:function(player){
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player.storage.xiongyi=false;
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},
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limited:true,
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filterTarget:function(card,player,target){
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if(get.mode()=='guozhan'){
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if(player==target) return true;
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@ -8685,7 +8679,6 @@ game.import('character',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.storage.xiongyi=true;
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player.awakenSkill('xiongyi');
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game.asyncDraw(targets,3);
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"step 1"
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@ -8700,9 +8693,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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}
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},
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intro:{
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content:'limited'
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},
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ai:{
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order:1,
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result:{
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@ -3,6 +3,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return {
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name:'yijiang',
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connect:true,
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connectBanned:['qinmi'],
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character:{
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caozhang:['male','wei',4,['jiangchi']],
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guohuai:['male','wei',4,['jingce']],
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@ -7706,9 +7707,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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luoying:{
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unique:true,
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gainable:true,
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group:['luoying1','luoying2'],
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},
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luoying1:{
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group:['luoying_discard','luoying_judge'],
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subfrequent:['discard','judge'],
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subSkill:{
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discard:{
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audio:2,
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trigger:{global:'discardAfter'},
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filter:function(event,player){
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@ -7745,7 +7747,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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},
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},
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luoying2:{
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judge:{
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audio:2,
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trigger:{global:'judgeAfter'},
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frequent:'check',
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@ -7761,6 +7763,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player.gain(trigger.result.card,'log');
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player.$gain2(trigger.result.card);
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}
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}
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}
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},
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jiushi:{
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group:['jiushi1','jiushi2','jiushi3'],
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@ -9637,9 +9641,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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jujian:'举荐',
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xinjujian:'举荐',
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luoying:'落英',
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luoying1:'落英',
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luoying2:'落英',
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luoying2_noconf:'落英·判定',
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luoying_discard:'落英',
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luoying_judge:'落英',
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luoying_judge_noconf:'落英·判定',
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jiushi:'酒诗',
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jiushi1:'酒诗',
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jiushi2:'酒诗',
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@ -1,5 +1,5 @@
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window.noname_asset_list=[
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'1.9.51',
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'1.9.54',
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'audio/background/music_danji.mp3',
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'audio/background/music_default.mp3',
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'audio/background/music_diaochan.mp3',
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@ -733,10 +733,10 @@ window.noname_asset_list=[
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'audio/skill/luoyan4.mp3',
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'audio/skill/luoyi1.mp3',
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'audio/skill/luoyi2.mp3',
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'audio/skill/luoying11.mp3',
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'audio/skill/luoying12.mp3',
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'audio/skill/luoying21.mp3',
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'audio/skill/luoying22.mp3',
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'audio/skill/luoying_discard1.mp3',
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'audio/skill/luoying_discard2.mp3',
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'audio/skill/luoying_judge1.mp3',
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'audio/skill/luoying_judge2.mp3',
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'audio/skill/manjuan.mp3',
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'audio/skill/mazui.mp3',
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'audio/skill/meibu1.mp3',
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@ -1796,6 +1796,7 @@ window.noname_asset_list=[
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'image/character/lingcao.jpg',
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'image/character/lingju.jpg',
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'image/character/lingtong.jpg',
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'image/character/liqueguosi.jpg',
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'image/character/liru.jpg',
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'image/character/litong.jpg',
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'image/character/liubei.jpg',
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@ -2894,5 +2895,5 @@ window.noname_skin_list={
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zhugeliang:5,
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zhuran:1,
|
||||
zhurong:3,
|
||||
zuoci:3
|
||||
zuoci:4
|
||||
};
|
|
@ -9,6 +9,7 @@ var updates=window.noname_update;
|
|||
var assetlist='';
|
||||
var skinlist='window.noname_skin_list={\n';
|
||||
var entrylist=[];
|
||||
var entrymap={};
|
||||
var get = function(dir,callback){
|
||||
fs.readdir(dir,function(err,list){
|
||||
var shift=function(){
|
||||
|
@ -37,6 +38,7 @@ var get = function(dir,callback){
|
|||
}
|
||||
}
|
||||
skinlist+='\t'+filename+':'+num+',\n';
|
||||
entrymap[filename]=num;
|
||||
shift();
|
||||
});
|
||||
delay=true;
|
||||
|
@ -69,6 +71,20 @@ get(path.dirname(__dirname),function(){
|
|||
break;
|
||||
}
|
||||
}
|
||||
if(!diff){
|
||||
for(var i in entrymap){
|
||||
if(window.noname_skin_list[i]!==entrymap[i]){
|
||||
diff=true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
for(var i in noname_skin_list){
|
||||
if(window.noname_skin_list[i]!==entrymap[i]){
|
||||
diff=true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else{
|
||||
diff=true;
|
||||
|
|
248
game/game.js
248
game/game.js
|
@ -20,7 +20,7 @@
|
|||
};
|
||||
var lib={
|
||||
configprefix:'noname_0.9_',
|
||||
versionOL:26,
|
||||
versionOL:27,
|
||||
updateURL:'https://raw.githubusercontent.com/libccy/noname',
|
||||
mirrorURL:'https://gitlab.com/isgs/noname/raw',
|
||||
hallURL:'noname.pub',
|
||||
|
@ -9026,7 +9026,6 @@
|
|||
setting:"设置",
|
||||
start:"开始",
|
||||
random:"随机",
|
||||
_phasebegin:'回合开始',
|
||||
_out:'无效',
|
||||
agree:'同意',
|
||||
refuse:'拒绝',
|
||||
|
@ -9099,6 +9098,58 @@
|
|||
},
|
||||
element:{
|
||||
content:{
|
||||
phasing:function(){
|
||||
'step 0'
|
||||
while(ui.dialogs.length){
|
||||
ui.dialogs[0].close();
|
||||
}
|
||||
if(!player.noPhaseDelay&&lib.config.show_phase_prompt){
|
||||
player.popup('回合开始');
|
||||
}
|
||||
if(lib.config.glow_phase){
|
||||
if(_status.currentPhase){
|
||||
_status.currentPhase.classList.remove('glow_phase');
|
||||
game.broadcast(function(player){
|
||||
player.classList.remove('glow_phase');
|
||||
},_status.currentPhase);
|
||||
}
|
||||
player.classList.add('glow_phase');
|
||||
game.broadcast(function(player){
|
||||
player.classList.add('glow_phase');
|
||||
},player);
|
||||
}
|
||||
_status.currentPhase=player;
|
||||
_status.discarded=[];
|
||||
game.phaseNumber++;
|
||||
game.syncState();
|
||||
game.addVideo('phaseChange',player);
|
||||
if(game.phaseNumber==1&&lib.configOL.observe){
|
||||
lib.configOL.observeReady=true;
|
||||
game.send('server','config',lib.configOL);
|
||||
}
|
||||
game.log();
|
||||
game.log(player,'的回合开始');
|
||||
player._noVibrate=true;
|
||||
if(get.config('identity_mode')!='zhong'&&!_status.connectMode){
|
||||
var num;
|
||||
switch(get.config('auto_identity')){
|
||||
case 'one':num=1;break;
|
||||
case 'two':num=2;break;
|
||||
case 'three':num=3;break;
|
||||
case 'always':num=-1;break;
|
||||
default:num=0;break;
|
||||
}
|
||||
if(num&&!_status.identityShown&&game.phaseNumber>game.players.length*num&&game.showIdentity){
|
||||
if(!_status.video) player.popup('显示身份');
|
||||
_status.identityShown=true;
|
||||
game.showIdentity(false);
|
||||
}
|
||||
}
|
||||
player.ai.tempIgnore=[];
|
||||
player.stat.push({card:{},skill:{}});
|
||||
'step 1'
|
||||
event.trigger('phaseBeginStart');
|
||||
},
|
||||
toggleSubPlayer:function(){
|
||||
'step 0'
|
||||
var list=event.list||player.storage.subplayer.skills.slice(0);
|
||||
|
@ -9486,8 +9537,23 @@
|
|||
},
|
||||
createTrigger:function(){
|
||||
"step 0"
|
||||
if(player._hookTrigger){
|
||||
for(var i=0;i<player._hookTrigger.length;i++){
|
||||
var info=lib.skill[player._hookTrigger[i]].hookTrigger;
|
||||
if(info){
|
||||
if(info.before&&info.before(event,player,event.triggername)){
|
||||
event.trigger('triggerBefore');
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
"step 1"
|
||||
var info=get.info(event.skill);
|
||||
if(info.filter&&!info.filter(trigger,player,event.triggername)){
|
||||
if(event.cancelled){
|
||||
event.finish();
|
||||
}
|
||||
else if(info.filter&&!info.filter(trigger,player,event.triggername)){
|
||||
event.finish();
|
||||
}
|
||||
else if(event._trigger._notrigger.contains(player)&&!lib.skill.global.contains(event.skill)){
|
||||
|
@ -9501,6 +9567,8 @@
|
|||
event.finish();
|
||||
}
|
||||
else{
|
||||
var fullskills=game.expandSkills(player.getSkills().concat(lib.skill.global));
|
||||
if(!fullskills.contains(event.skill)){
|
||||
var hidden=player.hiddenSkills.slice(0);
|
||||
game.expandSkills(hidden);
|
||||
if(hidden.contains(event.skill)){
|
||||
|
@ -9514,22 +9582,20 @@
|
|||
event.skillHidden=true;
|
||||
}
|
||||
}
|
||||
}
|
||||
"step 1"
|
||||
if(event.cancelled){
|
||||
else{
|
||||
event.finish();
|
||||
}
|
||||
else{
|
||||
event.trigger('triggerBefore');
|
||||
}
|
||||
}
|
||||
"step 2"
|
||||
var info=get.info(event.skill);
|
||||
if(event.cancelled){
|
||||
event.finish();
|
||||
return;
|
||||
}
|
||||
var info=get.info(event.skill);
|
||||
if(!event.revealed&&!info.forced){
|
||||
var checkFrequent=function(info){
|
||||
if(player.hasSkillTag('nofrequent',false,event.skill)) return false;
|
||||
if(typeof info.frequent=='boolean') return info.frequent;
|
||||
if(typeof info.frequent=='function') return info.frequent(trigger,player);
|
||||
if(info.frequent=='check'&&typeof info.check=='function') return info.check(trigger,player);
|
||||
|
@ -9538,15 +9604,18 @@
|
|||
if(info.direct&&player.isUnderControl()){
|
||||
game.modeSwapPlayer(player);
|
||||
event._result={bool:true};
|
||||
event._direct=true;
|
||||
}
|
||||
else if(checkFrequent(info)&&!lib.config.autoskilllist.contains(event.skill)){
|
||||
event._result={bool:true};
|
||||
}
|
||||
else if(info.direct){
|
||||
event._result={bool:true};
|
||||
event._direct=true;
|
||||
}
|
||||
else if(info.direct&&player.isOnline()){
|
||||
event._result={bool:true};
|
||||
event._direct=true;
|
||||
}
|
||||
else{
|
||||
var str;
|
||||
|
@ -9581,7 +9650,8 @@
|
|||
}
|
||||
"step 3"
|
||||
var info=get.info(event.skill);
|
||||
if(result&&result.bool!=false&&info.autodelay&&(info.forced||!event.isMine())){
|
||||
if(result&&result.bool!=false){
|
||||
if(info.autodelay&&(info.forced||!event.isMine())){
|
||||
if(typeof info.autodelay=='number'){
|
||||
game.delayx(info.autodelay);
|
||||
}
|
||||
|
@ -9589,10 +9659,12 @@
|
|||
game.delayx();
|
||||
}
|
||||
}
|
||||
}
|
||||
"step 4"
|
||||
var info=get.info(event.skill);
|
||||
if(result&&result.bool==false){
|
||||
if(info.oncancel) info.oncancel(trigger,player);
|
||||
event.finish();
|
||||
return;
|
||||
}
|
||||
var next=game.createEvent(event.skill);
|
||||
|
@ -9632,6 +9704,18 @@
|
|||
}
|
||||
}
|
||||
}
|
||||
"step 5"
|
||||
if(player._hookTrigger){
|
||||
for(var i=0;i<player._hookTrigger.length;i++){
|
||||
var info=lib.skill[player._hookTrigger[i]].hookTrigger;
|
||||
if(info){
|
||||
if(info.after&&info.after(event,player,event.triggername)){
|
||||
event.trigger('triggerAfter');
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
playVideoContent:function(){
|
||||
'step 0'
|
||||
|
@ -13988,11 +14072,12 @@
|
|||
},
|
||||
smoothAvatar:function(vice,video){
|
||||
var div=ui.create.div('.fullsize');
|
||||
div.style.background=getComputedStyle(this.node.avatar).background;
|
||||
if(vice){
|
||||
div.style.background=getComputedStyle(this.node.avatar2).background;
|
||||
this.node.avatar2.appendChild(div);
|
||||
}
|
||||
else{
|
||||
div.style.background=getComputedStyle(this.node.avatar).background;
|
||||
this.node.avatar.appendChild(div);
|
||||
}
|
||||
ui.refresh(div);
|
||||
|
@ -14641,6 +14726,16 @@
|
|||
countCards:function(arg1,arg2){
|
||||
return this.getCards(arg1,arg2).length;
|
||||
},
|
||||
getOriginalSkills:function(){
|
||||
var skills=[];
|
||||
if(lib.character[this.name]&&!this.isUnseen(0)){
|
||||
skills.addArray(lib.character[this.name][3]);
|
||||
}
|
||||
if(this.name2&&lib.character[this.name2]&&!this.isUnseen(1)){
|
||||
skills.addArray(lib.character[this.name2][3]);
|
||||
}
|
||||
return skills;
|
||||
},
|
||||
getSkills:function(arg2,arg3,arg4){
|
||||
var skills=this.skills.slice(0);
|
||||
var es=[];
|
||||
|
@ -16923,6 +17018,14 @@
|
|||
else if(info&&info.logv!==false){
|
||||
game.logv(this,name,targets);
|
||||
}
|
||||
if(this._hookTrigger){
|
||||
for(var i=0;i<this._hookTrigger.length;i++){
|
||||
var info=lib.skill[this._hookTrigger[i]].hookTrigger;
|
||||
if(info&&info.log){
|
||||
info.log(this,name,targets);
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
unprompt:function(){
|
||||
if(this.node.prompt){
|
||||
|
@ -17471,6 +17574,12 @@
|
|||
}
|
||||
}
|
||||
}
|
||||
if(info.hookTrigger){
|
||||
if(!this._hookTrigger){
|
||||
this._hookTrigger=[];
|
||||
}
|
||||
this._hookTrigger.add(skill);
|
||||
}
|
||||
return this;
|
||||
},
|
||||
addSkillLog:function(skill){
|
||||
|
@ -17597,6 +17706,14 @@
|
|||
if(!nounmark) this.unmarkSkill(skill);
|
||||
this.disableSkill(skill+'_awake',skill);
|
||||
this.awakenedSkills.add(skill);
|
||||
if(this.storage[skill]===false) this.storage[skill]=true;
|
||||
return this;
|
||||
},
|
||||
restoreSkill:function(skill,nomark){
|
||||
if(this.storage[skill]===true) this.storage[skill]=false;
|
||||
this.awakenedSkills.remove(skill);
|
||||
this.enableSkill(skill+'_awake',skill);
|
||||
if(!nomark) this.markSkill(skill);
|
||||
return this;
|
||||
},
|
||||
disableSkill:function(skill,skills){
|
||||
|
@ -17729,6 +17846,14 @@
|
|||
}
|
||||
}
|
||||
}
|
||||
if(info.hookTrigger){
|
||||
if(this._hookTrigger){
|
||||
this._hookTrigger.remove(skill);
|
||||
if(!this._hookTrigger.length){
|
||||
delete this._hookTrigger;
|
||||
}
|
||||
}
|
||||
}
|
||||
return this;
|
||||
},
|
||||
removeSkill:function(skill){
|
||||
|
@ -21808,61 +21933,6 @@
|
|||
}
|
||||
},
|
||||
},
|
||||
_phasebegin:{
|
||||
trigger:{player:'phaseBegin'},
|
||||
forced:true,
|
||||
priority:100,
|
||||
popup:false,
|
||||
content:function(){
|
||||
while(ui.dialogs.length){
|
||||
ui.dialogs[0].close();
|
||||
}
|
||||
if(!player.noPhaseDelay&&lib.config.show_phase_prompt){
|
||||
player.popup('回合开始');
|
||||
}
|
||||
if(lib.config.glow_phase){
|
||||
if(_status.currentPhase){
|
||||
_status.currentPhase.classList.remove('glow_phase');
|
||||
game.broadcast(function(player){
|
||||
player.classList.remove('glow_phase');
|
||||
},_status.currentPhase);
|
||||
}
|
||||
player.classList.add('glow_phase');
|
||||
game.broadcast(function(player){
|
||||
player.classList.add('glow_phase');
|
||||
},player);
|
||||
}
|
||||
_status.currentPhase=player;
|
||||
_status.discarded=[];
|
||||
game.phaseNumber++;
|
||||
game.syncState();
|
||||
game.addVideo('phaseChange',player);
|
||||
if(game.phaseNumber==1&&lib.configOL.observe){
|
||||
lib.configOL.observeReady=true;
|
||||
game.send('server','config',lib.configOL);
|
||||
}
|
||||
game.log();
|
||||
game.log(player,'的回合开始');
|
||||
player._noVibrate=true;
|
||||
if(get.config('identity_mode')!='zhong'&&!_status.connectMode){
|
||||
var num;
|
||||
switch(get.config('auto_identity')){
|
||||
case 'one':num=1;break;
|
||||
case 'two':num=2;break;
|
||||
case 'three':num=3;break;
|
||||
case 'always':num=-1;break;
|
||||
default:num=0;break;
|
||||
}
|
||||
if(num&&!_status.identityShown&&game.phaseNumber>game.players.length*num&&game.showIdentity){
|
||||
if(!_status.video) player.popup('显示身份');
|
||||
_status.identityShown=true;
|
||||
game.showIdentity(false);
|
||||
}
|
||||
}
|
||||
player.ai.tempIgnore=[];
|
||||
player.stat.push({card:{},skill:{}});
|
||||
},
|
||||
},
|
||||
_usecard:{
|
||||
trigger:{global:'useCardAfter'},
|
||||
forced:true,
|
||||
|
@ -27205,9 +27275,17 @@
|
|||
}
|
||||
else if(event._triggered==1){
|
||||
if(event.type=='card') event.trigger('useCardToBegin');
|
||||
if(event.name=='phase'&&!event._begun){
|
||||
var next=game.createEvent('phasing',false,event);
|
||||
next.player=event.player;
|
||||
next.setContent('phasing');
|
||||
event._begun=true;
|
||||
}
|
||||
else{
|
||||
event.trigger(event.name+'Begin');
|
||||
event._triggered++;
|
||||
}
|
||||
}
|
||||
else{
|
||||
if(player&&player.classList.contains('dead')&&!event.forceDie&&event.name!='phaseLoop'){
|
||||
game.broadcastAll(function(){
|
||||
|
@ -28789,6 +28867,15 @@
|
|||
lib.translate[i+'_info']=lib.translate[info.inherit+'_info'];
|
||||
}
|
||||
}
|
||||
if(info.limited){
|
||||
if(info.mark===undefined) info.mark=true;
|
||||
if(!info.intro) info.intro={};
|
||||
if(info.intro.content===undefined) info.intro.content='limited';
|
||||
if(info.skillAnimation===undefined) info.skillAnimation=true;
|
||||
if(info.init===undefined) info.init=function(player){
|
||||
player.storage[i]=false;
|
||||
}
|
||||
}
|
||||
if(info.subSkill&&!sub){
|
||||
for(var j in info.subSkill){
|
||||
lib.skill[i+'_'+j]=info.subSkill[j];
|
||||
|
@ -42482,11 +42569,22 @@
|
|||
},
|
||||
autoskill2:function(e){
|
||||
this.classList.toggle('on');
|
||||
var list=[];
|
||||
if(lib.skill[this.link].frequent){
|
||||
list.push(this.link);
|
||||
}
|
||||
if(lib.skill[this.link].subfrequent){
|
||||
for(var i=0;i<lib.skill[this.link].subfrequent.length;i++){
|
||||
list.push(this.link+'_'+lib.skill[this.link].subfrequent[i]);
|
||||
}
|
||||
}
|
||||
for(var i=0;i<list.length;i++){
|
||||
if(this.classList.contains('on')){
|
||||
lib.config.autoskilllist.remove(this.link);
|
||||
lib.config.autoskilllist.remove(list[i]);
|
||||
}
|
||||
else{
|
||||
lib.config.autoskilllist.add(this.link);
|
||||
lib.config.autoskilllist.add(list[i]);
|
||||
}
|
||||
}
|
||||
game.saveConfig('autoskilllist',lib.config.autoskilllist);
|
||||
ui.click.touchpop();
|
||||
|
@ -45219,9 +45317,21 @@
|
|||
else if(lib.skill[skills[i]].temp||!node.skills.contains(skills[i])||lib.skill[skills[i]].thundertext){
|
||||
uiintro.add('<div><div class="skill thundertext thunderauto">【'+translation+'】</div><div class="thundertext thunderauto">'+get.skillInfoTranslation(skills[i])+'</div></div>');
|
||||
}
|
||||
else if(lib.skill[skills[i]].frequent){
|
||||
else if(lib.skill[skills[i]].frequent||lib.skill[skills[i]].subfrequent){
|
||||
uiintro.add('<div><div class="skill">【'+translation+'】</div><div>'+get.skillInfoTranslation(skills[i])+'<br><div class="underlinenode on gray" style="position:relative;padding-left:0;padding-top:7px">自动发动</div></div></div>');
|
||||
var underlinenode=uiintro.content.lastChild.querySelector('.underlinenode');
|
||||
if(lib.skill[skills[i]].frequent){
|
||||
if(lib.config.autoskilllist.contains(skills[i])){
|
||||
underlinenode.classList.remove('on');
|
||||
}
|
||||
}
|
||||
if(lib.skill[skills[i]].subfrequent){
|
||||
for(var j=0;j<lib.skill[skills[i]].subfrequent.length;j++){
|
||||
if(lib.config.autoskilllist.contains(skills[i]+'_'+lib.skill[skills[i]].subfrequent[j])){
|
||||
underlinenode.classList.remove('on');
|
||||
}
|
||||
}
|
||||
}
|
||||
if(lib.config.autoskilllist.contains(skills[i])){
|
||||
underlinenode.classList.remove('on');
|
||||
}
|
||||
|
|
|
@ -1,19 +1,19 @@
|
|||
window.noname_update={
|
||||
version:'1.9.53.1',
|
||||
update:'1.9.53',
|
||||
version:'1.9.54',
|
||||
update:'1.9.53.1',
|
||||
changeLog:[
|
||||
'bug修复'
|
||||
],
|
||||
players:[
|
||||
'sunshangxiang'
|
||||
'变包武将'
|
||||
],
|
||||
files:[
|
||||
'card/standard.js',
|
||||
'character/gwent.js',
|
||||
'character/rank.js',
|
||||
'character/standard.js',
|
||||
'character/diy.js',
|
||||
'character/extra.js',
|
||||
'character/hearth.js',
|
||||
'character/shenhua.js',
|
||||
'character/sp.js',
|
||||
'character/yijiang.js',
|
||||
'layout/mobile/equip.css',
|
||||
'layout/newlayout/equip.css'
|
||||
'game/asset.js',
|
||||
'game/directory.js',
|
||||
'game/game.js',
|
||||
'mode/guozhan.js'
|
||||
]
|
||||
};
|
Binary file not shown.
After Width: | Height: | Size: 43 KiB |
Binary file not shown.
After Width: | Height: | Size: 64 KiB |
381
mode/guozhan.js
381
mode/guozhan.js
|
@ -267,9 +267,359 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
|
||||
gz_jun_liubei:['male','shu',4,['zhangwu','jizhao','shouyue','wuhujiangdaqi']],
|
||||
gz_jun_zhangjiao:['male','qun',4,['wuxin','hongfa','wendao','huangjintianbingfu']],
|
||||
|
||||
gz_liqueguosi:['male','qun',4,['xiongsuan']],
|
||||
gz_zuoci:['male','qun',3,['gzhuashen','gzxinsheng']],
|
||||
}
|
||||
},
|
||||
skill:{
|
||||
gzxinsheng:{
|
||||
trigger:{player:'damageEnd'},
|
||||
frequent:true,
|
||||
content:function(){
|
||||
game.log(player,'获得了一张','#g化身');
|
||||
lib.skill.gzhuashen.addCharacter(player,_status.characterlist.randomGet());
|
||||
game.delayx();
|
||||
}
|
||||
},
|
||||
gzhuashen:{
|
||||
unique:true,
|
||||
group:['gzhuashen_add','gzhuashen_swap','gzhuashen_remove','gzhuashen_disallow','gzhuashen_flash'],
|
||||
init:function(player){
|
||||
player.storage.gzhuashen=[];
|
||||
player.storage.gzhuashen_removing=[];
|
||||
player.storage.gzhuashen_trigger=[];
|
||||
player.storage.gzhuashen_map={};
|
||||
},
|
||||
onremove:function(player){
|
||||
delete player.storage.gzhuashen;
|
||||
delete player.storage.gzhuashen_removing;
|
||||
delete player.storage.gzhuashen_trigger;
|
||||
delete player.storage.gzhuashen_map;
|
||||
},
|
||||
ondisable:true,
|
||||
mark:true,
|
||||
intro:{
|
||||
mark:function(dialog,storage,player){
|
||||
if(storage&&storage.length){
|
||||
if(player.isUnderControl(true)){
|
||||
dialog.addSmall([storage,'character']);
|
||||
var skills=[];
|
||||
for(var i in player.storage.gzhuashen_map){
|
||||
skills.addArray(player.storage.gzhuashen_map[i]);
|
||||
}
|
||||
dialog.addText('可用技能:'+(skills.length?get.translation(skills):'无'));
|
||||
}
|
||||
else{
|
||||
return '共有'+get.cnNumber(storage.length)+'张“化身”'
|
||||
}
|
||||
}
|
||||
else{
|
||||
return '没有化身';
|
||||
}
|
||||
},
|
||||
content:function(storage,player){
|
||||
if(player.isUnderControl(true)){
|
||||
var skills=[];
|
||||
for(var i in player.storage.gzhuashen_map){
|
||||
skills.addArray(player.storage.gzhuashen_map[i]);
|
||||
}
|
||||
return get.translation(storage)+';可用技能:'+(skills.length?get.translation(skills):'无');
|
||||
}
|
||||
else{
|
||||
return '共有'+get.cnNumber(storage.length)+'张“化身”'
|
||||
}
|
||||
}
|
||||
},
|
||||
filterSkill:function(name){
|
||||
var skills=lib.character[name][3].slice(0);
|
||||
for(var i=0;i<skills.length;i++){
|
||||
var info=lib.skill[skills[i]];
|
||||
if(info.unique||info.limited||info.mainSkill||info.viceSkill||get.is.locked(skills[i])){
|
||||
skills.splice(i--,1);
|
||||
}
|
||||
}
|
||||
return skills;
|
||||
},
|
||||
addCharacter:function(player,name){
|
||||
var skills=lib.skill.gzhuashen.filterSkill(name);
|
||||
if(skills.length){
|
||||
player.storage.gzhuashen_map[name]=skills;
|
||||
for(var i=0;i<skills.length;i++){
|
||||
player.addAdditionalSkill('gzhuashen',skills[i],true);
|
||||
}
|
||||
}
|
||||
player.storage.gzhuashen.add(name);
|
||||
player.updateMarks('gzhuashen');
|
||||
_status.characterlist.remove(name);
|
||||
},
|
||||
removeCharacter:function(player,name){
|
||||
var skills=lib.skill.gzhuashen.filterSkill(name);
|
||||
if(skills.length){
|
||||
delete player.storage.gzhuashen_map[name];
|
||||
for(var i=0;i<skills.length;i++){
|
||||
var remove=true;
|
||||
for(var j in player.storage.gzhuashen_map){
|
||||
if(j!=name&&game.expandSkills(player.storage.gzhuashen_map[j].slice(0)).contains(skills[i])){
|
||||
remove=false;break;
|
||||
}
|
||||
}
|
||||
if(remove){
|
||||
player.removeAdditionalSkill('gzhuashen',skills[i]);
|
||||
player.storage.gzhuashen_removing.remove(skills[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
player.storage.gzhuashen.remove(name);
|
||||
player.updateMarks('gzhuashen');
|
||||
_status.characterlist.add(name);
|
||||
},
|
||||
getSkillSources:function(player,skill){
|
||||
if(player.getStockSkills().contains(skill)) return [];
|
||||
var sources=[];
|
||||
for(var i in player.storage.gzhuashen_map){
|
||||
if(game.expandSkills(player.storage.gzhuashen_map[i].slice(0)).contains(skill)) sources.push(i);
|
||||
}
|
||||
return sources;
|
||||
},
|
||||
subfrequent:['add'],
|
||||
subSkill:{
|
||||
add:{
|
||||
trigger:{player:'phaseBeginStart'},
|
||||
frequent:true,
|
||||
filter:function(event,player){
|
||||
return player.storage.gzhuashen.length<2;
|
||||
},
|
||||
content:function(){
|
||||
'step 0'
|
||||
var list=_status.characterlist.randomGets(5);
|
||||
if(!list.length){
|
||||
event.finish();
|
||||
return;
|
||||
}
|
||||
player.chooseButton([1,2]).set('ai',function(button){
|
||||
return get.rank(button.link,true);
|
||||
}).set('createDialog',['选择至多两张武将牌作为“化身”',[list,'character']]);
|
||||
'step 1'
|
||||
if(result.bool){
|
||||
for(var i=0;i<result.links.length;i++){
|
||||
lib.skill.gzhuashen.addCharacter(player,result.links[i]);
|
||||
}
|
||||
game.delayx();
|
||||
player.addTempSkill('gzhuashen_triggered');
|
||||
game.log(player,'获得了'+get.cnNumber(result.links.length)+'张','#g化身');
|
||||
}
|
||||
}
|
||||
},
|
||||
swap:{
|
||||
trigger:{player:'phaseBeginStart'},
|
||||
direct:true,
|
||||
filter:function(event,player){
|
||||
if(player.hasSkill('gzhuashen_triggered')) return false;
|
||||
return player.storage.gzhuashen.length>=2;
|
||||
},
|
||||
content:function(){
|
||||
'step 0'
|
||||
var list=player.storage.gzhuashen.slice(0);
|
||||
if(!list.length){
|
||||
event.finish();
|
||||
return;
|
||||
}
|
||||
player.chooseButton().set('ai',function(){
|
||||
return Math.random()-0.3;
|
||||
}).set('createDialog',['是否替换一张“化身”?',[list,'character']]);
|
||||
'step 1'
|
||||
if(result.bool){
|
||||
player.logSkill('gzhuashen');
|
||||
game.log(player,'替换了一张','#g化身');
|
||||
lib.skill.gzhuashen.removeCharacter(player,result.links[0]);
|
||||
lib.skill.gzhuashen.addCharacter(player,_status.characterlist.randomGet());
|
||||
game.delayx();
|
||||
}
|
||||
}
|
||||
},
|
||||
triggered:{},
|
||||
flash:{
|
||||
hookTrigger:{
|
||||
log:function(player,skill){
|
||||
var sources=lib.skill.gzhuashen.getSkillSources(player,skill);
|
||||
if(sources.length){
|
||||
player.flashAvatar('gzhuashen',sources.randomGet());
|
||||
player.storage.gzhuashen_removing.add(skill);
|
||||
}
|
||||
}
|
||||
},
|
||||
trigger:{player:['useSkillBegin','useCard','respond']},
|
||||
silent:true,
|
||||
filter:function(event,player){
|
||||
return event.skill&&lib.skill.gzhuashen.getSkillSources(player,event.skill).length>0;
|
||||
},
|
||||
content:function(){
|
||||
lib.skill.gzhuashen_flash.hookTrigger.log(player,trigger.skill);
|
||||
}
|
||||
},
|
||||
clear:{
|
||||
trigger:{player:'phaseAfter'},
|
||||
silent:true,
|
||||
content:function(){
|
||||
player.storage.gzhuashen_trigger.length=0;
|
||||
}
|
||||
},
|
||||
disallow:{
|
||||
trigger:{player:['triggerBefore']},
|
||||
silent:true,
|
||||
hookTrigger:{
|
||||
before:function(event,player,name){
|
||||
for(var i=0;i<player.storage.gzhuashen_trigger.length;i++){
|
||||
var info=player.storage.gzhuashen_trigger[i];
|
||||
if(info[0]==event._trigger&&info[1]==name){
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
},
|
||||
content:function(){
|
||||
trigger.cancelled=true;
|
||||
}
|
||||
},
|
||||
remove:{
|
||||
trigger:{player:['useSkillAfter','useCardAfter','respondAfter','triggerAfter']},
|
||||
hookTrigger:{
|
||||
after:function(event,player){
|
||||
if(event._direct&&!player.storage.gzhuashen_removing.contains(event.skill)) return false;
|
||||
return lib.skill.gzhuashen.getSkillSources(player,event.skill).length>0;
|
||||
}
|
||||
},
|
||||
silent:true,
|
||||
filter:function(event,player){
|
||||
return event.skill&&lib.skill.gzhuashen.getSkillSources(player,event.skill).length>0;
|
||||
},
|
||||
content:function(){
|
||||
'step 0'
|
||||
if(trigger.name=='trigger'){
|
||||
player.storage.gzhuashen_trigger.push([trigger._trigger,trigger.triggername]);
|
||||
}
|
||||
var sources=lib.skill.gzhuashen.getSkillSources(player,trigger.skill);
|
||||
if(sources.length==1){
|
||||
event.directresult=sources[0];
|
||||
}
|
||||
else{
|
||||
player.chooseButton(true).set('createDialog',['移除一张“化身”牌',[sources,'character']]);
|
||||
}
|
||||
'step 1'
|
||||
if(!event.directresult&&result&&result.links[0]){
|
||||
event.directresult=result.links[0];
|
||||
}
|
||||
// game.broadcastAll(function(name){
|
||||
// var img=name;
|
||||
// if(img.indexOf('gz_')==0){
|
||||
// img=name.slice(3);
|
||||
// }
|
||||
// lib.card['gzhuashen_'+name]={
|
||||
// fullborder:'bronze',
|
||||
// image:'character/'+img
|
||||
// }
|
||||
// lib.translate['gzhuashen_'+name]=lib.translate[name];
|
||||
// },event.directresult);
|
||||
// 'step 2'
|
||||
var name=event.directresult;
|
||||
lib.skill.gzhuashen.removeCharacter(player,name);
|
||||
// player.$throw(game.createCard('gzhuashen_'+name),'','');
|
||||
game.log(player,'移除了化身牌','#g'+get.translation(name));
|
||||
// game.delayx(2);
|
||||
}
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
nofrequent:true,
|
||||
skillTagFilter:function(player,tag,arg){
|
||||
if(arg&&player.storage.gzhuashen){
|
||||
if(lib.skill.gzhuashen.getSkillSources(player,arg).length>0){
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
},
|
||||
xiongsuan:{
|
||||
limited:true,
|
||||
enable:'phaseUse',
|
||||
filterCard:true,
|
||||
filter:function(event,player){
|
||||
return player.countCards('h');
|
||||
},
|
||||
filterTarget:function(card,player,target){
|
||||
return target.sameIdentityAs(player);
|
||||
},
|
||||
check:function(card){
|
||||
return 7-get.value(card);
|
||||
},
|
||||
content:function(){
|
||||
'step 0'
|
||||
player.awakenSkill('xiongsuan');
|
||||
target.damage();
|
||||
'step 1'
|
||||
player.draw(3);
|
||||
var list=[];
|
||||
var skills=target.getOriginalSkills();
|
||||
for(var i=0;i<skills.length;i++){
|
||||
if(lib.skill[skills[i]].limited&&target.awakenedSkills.contains(skills[i])){
|
||||
list.push(skills[i]);
|
||||
}
|
||||
}
|
||||
if(list.length==1){
|
||||
target.storage.xiongsuan_restore=list[0];
|
||||
target.addTempSkill('xiongsuan_restore','phaseBegin');
|
||||
event.finish();
|
||||
}
|
||||
else if(list.length>1){
|
||||
player.chooseControl(list).set('prompt','选择一个限定技在回合结束后重置之');
|
||||
}
|
||||
else{
|
||||
event.finish();
|
||||
}
|
||||
'step 2'
|
||||
target.storage.xiongsuan_restore=result.control;
|
||||
target.addTempSkill('xiongsuan_restore','phaseBegin');
|
||||
},
|
||||
subSkill:{
|
||||
restore:{
|
||||
trigger:{player:'phaseAfter'},
|
||||
silent:true,
|
||||
content:function(){
|
||||
player.restoreSkill(player.storage.xiongsuan_restore);
|
||||
}
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
order:4,
|
||||
damage:true,
|
||||
result:{
|
||||
target:function(player,target){
|
||||
if(get.damageEffect(target,player,player)>0) return 10;
|
||||
if(target.hp>1){
|
||||
var skills=target.getOriginalSkills();
|
||||
for(var i=0;i<skills.length;i++){
|
||||
if(lib.skill[skills[i]].limited&&target.awakenedSkills.contains(skills[i])){
|
||||
return 8;
|
||||
}
|
||||
}
|
||||
}
|
||||
if(target.hp>=4) return 5;
|
||||
if(target.hp==3){
|
||||
if(player.countCards('h')<=2&&game.hasPlayer(function(current){
|
||||
return current.hp<=1&&get.attitude(player,current)<0;
|
||||
})){
|
||||
return 3;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
gzsuishi:{
|
||||
audio:'suishi',
|
||||
trigger:{global:'dying'},
|
||||
|
@ -489,6 +839,8 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
},
|
||||
huangjintianbingfu:{
|
||||
unique:true,
|
||||
forceunique:true,
|
||||
nopop:true,
|
||||
mark:true,
|
||||
intro:{
|
||||
|
@ -842,6 +1194,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
gzjixi:{
|
||||
inherit:'jixi',
|
||||
mainSkill:true,
|
||||
init:function(player){
|
||||
if(player.checkMainSkill('gzjixi')){
|
||||
player.removeMaxHp();
|
||||
|
@ -856,6 +1209,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
init:function(player){
|
||||
player.checkViceSkill('ziliang');
|
||||
},
|
||||
viceSkill:true,
|
||||
direct:true,
|
||||
content:function(){
|
||||
'step 0'
|
||||
|
@ -872,7 +1226,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
player.unmarkSkill('tuntian');
|
||||
}
|
||||
else{
|
||||
player.updateMarks();
|
||||
player.updateMarks('tuntian');
|
||||
}
|
||||
trigger.player.gain(card);
|
||||
if(trigger.player==player){
|
||||
|
@ -954,6 +1308,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
init:function(player){
|
||||
player.checkMainSkill('tianfu');
|
||||
},
|
||||
mainSkill:true,
|
||||
inherit:'kanpo',
|
||||
zhenfa:'inline',
|
||||
viewAsFilter:function(player){
|
||||
|
@ -966,6 +1321,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
player.removeMaxHp();
|
||||
}
|
||||
},
|
||||
viceSkill:true,
|
||||
inherit:'guanxing',
|
||||
filter:function(event,player){
|
||||
return !player.hasSkill('guanxing');
|
||||
|
@ -1171,6 +1527,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
init:function(player){
|
||||
player.checkMainSkill('baoling');
|
||||
},
|
||||
mainSkill:true,
|
||||
forced:true,
|
||||
filter:function(event,player){
|
||||
return player.hasViceCharacter();
|
||||
|
@ -1679,7 +2036,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
},
|
||||
_mingzhi1:{
|
||||
trigger:{player:'phaseBegin'},
|
||||
trigger:{player:'phaseBeginStart'},
|
||||
priority:19,
|
||||
forced:true,
|
||||
popup:false,
|
||||
|
@ -2766,6 +3123,14 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
|
||||
gz_jun_liubei:'君刘备',
|
||||
gz_jun_zhangjiao:'君张角',
|
||||
gz_liqueguosi:'李傕郭汜',
|
||||
|
||||
xiongsuan:'凶算',
|
||||
xiongsuan_info:'限定技,出牌阶段,你可以弃置一张手牌并选择与你势力相同的一名角色,对其造成1点伤害,然后你摸三张牌。若该角色有已发动的限定技,则你选择其中一个限定技,此回合结束后视为该限定技未发动过。',
|
||||
gzhuashen:'化身',
|
||||
gzhuashen_info:'准备阶段开始时,若你的“化身”不足两张,则你可以观看剩余武将牌堆中的五张牌,然后扣置其中至多两张武将牌在你的武将旁,称为“化身”;若“化身”有两张以上,则你可以用剩余武将牌堆顶的一张牌替换一张“化身”。你可以于相应的时机明置并发动“化身”的一个技能,技能结算完成后将该“化身”放回剩余武将牌堆。你每个时机只能发动一张“化身”的技能,且不能发动带有技能类型的技能(锁定技、限定技等)。',
|
||||
gzxinsheng:'新生',
|
||||
gzxinsheng_info:'当你受到伤害后,你可以从剩余武将牌堆中扣置一张牌加入到“化身”牌中。',
|
||||
|
||||
wuxin:'悟心',
|
||||
wuxin_info:'摸牌阶段开始时,你可以观看牌堆顶的X张牌(X为群势力角色的数量),然后将这些牌以任意顺序置于牌堆顶',
|
||||
|
@ -3069,6 +3434,18 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
},
|
||||
player:{
|
||||
sameIdentityAs:function(target){
|
||||
if(this==target) return true;
|
||||
if(target.identity=='unknown'||target.identity=='ye') return false;
|
||||
if(this.identity=='unknown'){
|
||||
var identity=lib.character[this.name1][1];
|
||||
if(this.wontYe()) return identity==target.identity;
|
||||
return false;
|
||||
}
|
||||
else{
|
||||
return this.identity==target.identity;
|
||||
}
|
||||
},
|
||||
getModeState:function(){
|
||||
return {
|
||||
unseen:this.isUnseen(0),
|
||||
|
|
Loading…
Reference in New Issue