This commit is contained in:
parent
bf6ad78189
commit
1de8af81c6
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@ -463,6 +463,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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ai:{
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ai:{
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order:1.5,
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order:1.5,
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value:[4,1],
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value:[4,1],
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norepeat:1,
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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(target==player){
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if(target==player){
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@ -1027,7 +1027,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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filterTarget:true,
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filterTarget:true,
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content:function(){
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content:function(){
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'step 0'
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'step 0'
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target.chooseToDiscard('h',2,true);
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target.chooseToDiscard('h',2,true).delay=false;
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'step 1'
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'step 1'
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target.draw();
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target.draw();
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},
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},
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63
card/swd.js
63
card/swd.js
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@ -3326,69 +3326,6 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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delete player.storage.kongxin;
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delete player.storage.kongxin;
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},
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},
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},
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},
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lianyao_hujia:{
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mode:['identity','guozhan'],
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enable:'phaseUse',
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usable:1,
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filter:function(event,player){
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if(player!=game.me) return false;
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var card=player.getEquip('lianyaohu');
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if(card.storage.shouhua&&card.storage.shouhua.length) return true;
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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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var list=[];
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var card=player.getEquip('lianyaohu');
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for(var i=0;i<card.storage.shouhua.length;i++){
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list.push(card.storage.shouhua[i].name);
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}
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var dialog=ui.create.dialog([list,'character']);
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for(var i=0;i<dialog.buttons.length;i++){
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dialog.buttons[i].link=card.storage.shouhua[i];
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dialog.buttons[i].querySelector('.intro').remove();
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}
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player.chooseButton(dialog,true);
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"step 1"
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if(result.bool){
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game.restorePlayer(result.links[0]);
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game.delay();
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}
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else{
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event.finish();
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}
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"step 2"
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game.swapPlayer(result.links[0]);
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result.links[0].hp=1;
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result.links[0].update();
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result.links[0].storage.lianyao_hujia=player;
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game.swapPlayer(result.links[0]);
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result.links[0].addSkill('lianyao_hujia2');
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result.links[0].insertPhase();
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result.links[0].setIdentity();
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result.links[0].identityShown=true;
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player.out(true);
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}
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},
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lianyao_hujia2:{
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trigger:{player:['phaseAfter','changeHp']},
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forced:true,
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popup:false,
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content:function(){
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player.hp=1;
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player.update();
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var me=player.storage.lianyao_hujia;
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delete player.storage.lianyao_hujia;
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me.lockOut=false;
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me.out();
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player.removeSkill('lianyao_hujia2');
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if(player==game.me){
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game.swapPlayer(me);
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game.removePlayer(player);
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game.delay();
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}
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}
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},
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qinglianxindeng:{
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qinglianxindeng:{
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trigger:{player:'damageBefore'},
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trigger:{player:'damageBefore'},
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forced:true,
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forced:true,
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@ -109,15 +109,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return !player.hasSkill('lianpo2');
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return !player.hasSkill('lianpo2');
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},
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},
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content:function(){
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content:function(){
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player.addSkill('lianpo2');
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}
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},
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lianpo2:{
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trigger:{global:'phaseAfter'},
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forced:true,
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priority:-50,
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content:function(){
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player.removeSkill('lianpo2');
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player.insertPhase();
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player.insertPhase();
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}
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}
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},
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},
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@ -33,7 +33,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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// gw_aigeleisi:['male','wu',4,[]],
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// gw_aigeleisi:['male','wu',4,[]],
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gw_aokeweisite:['male','qun',4,['yunhuo']],
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gw_aokeweisite:['male','qun',4,['yunhuo']],
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// gw_kaxier:['male','wu',4,[]],
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// gw_kaxier:['male','wu',4,[]],
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// gw_luobo:['male','wu',4,[]],
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gw_luobo:['male','qun',3,['junchi']],
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// gw_mieren:['male','wu',4,[]],
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// gw_mieren:['male','wu',4,[]],
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// gw_sanhanya:['male','wu',4,[]],
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// gw_sanhanya:['male','wu',4,[]],
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gw_shanhu:['female','qun',3,['shuijian']],
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gw_shanhu:['female','qun',3,['shuijian']],
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@ -54,6 +54,87 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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gw_yioufeisi:'国王还是乞丐,两者有何区别,人类少一个算一个',
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gw_yioufeisi:'国王还是乞丐,两者有何区别,人类少一个算一个',
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},
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},
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skill:{
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skill:{
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junchi:{
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trigger:{global:'shaAfter'},
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direct:true,
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filter:function(event,player){
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return event.player!=player&&event.target!=player&&event.target.isIn()&&player.hasCard(function(card){
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return player.canUse(card,event.player,false);
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});
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},
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content:function(){
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var next=player.chooseToUse(get.prompt('junchi'),trigger.target,-1).set('targetRequired',true);
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next.prompt2='对'+get.translation(trigger.target)+'使用一张牌,并摸一张牌';
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next.filterCard=function(card){
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return player.canUse(card,trigger.target,false)&&!get.info(card).multitarget;
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};
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next.oncard=function(){
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player.draw();
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};
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next.logSkill='junchi';
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},
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subSkill:{
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gold:{
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trigger:{global:'useCardAfter'},
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frequent:true,
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filter:function(event,player){
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return event.player!=player&get.subtype(event.card)=='spell_gold';
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},
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content:function(){
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player.insertPhase();
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}
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}
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},
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group:'junchi_gold'
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},
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junchi_old:{
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trigger:{global:'shaAfter'},
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forced:true,
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popup:false,
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filter:function(event,player){
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return event.player!=player&&event.target!=player&&event.player.isIn()&&event.player.countCards('he');
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},
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content:function(){
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'step 0'
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var att=get.attitude(trigger.player,player);
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trigger.player.chooseCard('he','是否交给'+get.translation(player)+'一张牌?').ai=function(card){
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if(att>1){
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if(trigger.target.isIn()){
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return 9-get.value(card);
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}
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return 4-get.value(card);
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}
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return 0;
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}
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'step 1'
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if(result.bool){
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player.logSkill('junchi');
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player.gain(result.cards,trigger.player);
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if(get.position(result.cards[0])=='h'){
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trigger.player.$giveAuto(result.cards,player);
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}
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else{
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trigger.player.$give(result.cards,player);
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}
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trigger.player.addExpose(0.2);
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trigger.player.line(player,'green');
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}
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else{
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event.finish();
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}
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'step 2'
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if(trigger.target.isIn()){
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var next=player.chooseToUse('是否对'+get.translation(trigger.target)+'使用一张牌?',trigger.target,-1).set('targetRequired',true);
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next.filterCard=function(card){
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return player.canUse(card,trigger.target,false)&&!get.info(card).multitarget;
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};
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next.oncard=function(){
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player.recover();
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trigger.player.draw();
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}
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}
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}
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},
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hupeng:{
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hupeng:{
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enable:'phaseUse',
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enable:'phaseUse',
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usable:1,
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usable:1,
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@ -278,7 +359,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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forced:true,
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forced:true,
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content:function(){
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content:function(){
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'step 0'
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'step 0'
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player.addSkill('yunhuo2');
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player.insertPhase();
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event.list=player.getEnemies().sortBySeat();
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event.list=player.getEnemies().sortBySeat();
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'step 1'
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'step 1'
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if(event.list.length){
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if(event.list.length){
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@ -296,17 +377,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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game.delayx();
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game.delayx();
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}
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}
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},
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},
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yunhuo2:{
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trigger:{player:'phaseAfter'},
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forced:true,
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popup:false,
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silent:true,
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priority:-50,
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content:function(){
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player.insertPhase();
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player.removeSkill('yunhuo2');
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}
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},
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yinzhang:{
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yinzhang:{
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enable:'phaseUse',
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enable:'phaseUse',
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usable:1,
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usable:1,
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@ -604,8 +674,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(event.targets.length){
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if(event.targets.length){
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event.current=event.targets.shift();
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event.current=event.targets.shift();
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if(event.current.hasSha()){
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if(event.current.hasSha()){
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event.current.addTempSkill('gwzhanjiang3','gwzhanjiangAfter');
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event.current.chooseToUse({name:'sha'},'是否对'+get.translation(trigger.player)+'使用一张杀?',trigger.player,-1).oncard=function(card,player){
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event.current.chooseToUse({name:'sha'},'是否对'+get.translation(trigger.player)+'使用一张杀?',trigger.player,-1);
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player.draw();
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};
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}
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}
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else{
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else{
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event.redo();
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event.redo();
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@ -1218,6 +1289,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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gw_zhangyujushou:'章鱼巨兽',
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gw_zhangyujushou:'章鱼巨兽',
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gw_zhuoertan:'卓尔坦',
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gw_zhuoertan:'卓尔坦',
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junchi:'骏驰',
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junchi_info:'每当一名其他角色使用一张杀,若目标不是你,你可以对杀的目标使用一张牌,然后摸一张牌;每当一名其他角色使用一张金卡,你可以在此回合结束后获得一个额外回合',
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junchi_old_info:'当一名其他角色使用杀对一个目标结算后,该角色可以交给你一张牌,然后你可以对杀的目标使用一张牌,若如此做,你回复一点体力,杀的使用者摸一张牌',
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gw_dudayuanshuai1:'杜达元帅',
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gw_dudayuanshuai1:'杜达元帅',
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gw_dudayuanshuai1_info:'当你成为其他角色使用牌的目标时,你可以使用此牌取消之,然后获得对你使用的牌',
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gw_dudayuanshuai1_info:'当你成为其他角色使用牌的目标时,你可以使用此牌取消之,然后获得对你使用的牌',
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gw_dudayuanshuai2:'杜达元帅',
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gw_dudayuanshuai2:'杜达元帅',
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@ -1179,7 +1179,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return 1;
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return 1;
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}
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}
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var geteff=function(current){
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var geteff=function(current){
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return get.effect(current,{name:'sha'},player,player)>0;
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return player.canUse('sha',current,false,true)&&get.effect(current,{name:'sha'},player,player)>0;
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}
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}
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if(player.hasSha()&&geteff(target)){
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if(player.hasSha()&&geteff(target)){
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var num=game.countPlayer(function(current){
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var num=game.countPlayer(function(current){
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@ -910,9 +910,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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content:function(){
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content:function(){
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'step 0'
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'step 0'
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target.draw();
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target.chooseToDiscard(2,'h',true).delay=false;
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'step 1'
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'step 1'
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target.chooseToDiscard(2,'h',true);
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target.draw();
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},
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},
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selectTarget:-1,
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selectTarget:-1,
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ai:{
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ai:{
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@ -9546,7 +9546,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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miedao_info:'锁定技,摸牌阶段,你额外摸X张牌;弃牌阶段,你至少须弃X张牌(不足则全弃),X为你已损失的体力值。',
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miedao_info:'锁定技,摸牌阶段,你额外摸X张牌;弃牌阶段,你至少须弃X张牌(不足则全弃),X为你已损失的体力值。',
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senluo:'森罗',
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senluo:'森罗',
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senluo_info:'出牌阶段限一次,若你的手牌数为全场最少或之一,你可以令所有有手牌的其他角色摸一张牌并弃置两张手牌',
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senluo_info:'出牌阶段限一次,若你的手牌数为全场最少或之一,你可以令所有有手牌的其他角色弃置两张手牌然后摸一张牌',
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polang:'破浪',
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polang:'破浪',
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polang_info:'每当你造成一次伤害,可以一张对方的装备牌',
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polang_info:'每当你造成一次伤害,可以一张对方的装备牌',
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jikong:'亟空',
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jikong:'亟空',
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@ -332,7 +332,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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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(target.hp==1&&target.maxHp>=3){
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if(target.hp==1&&target.maxHp>=3){
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return get.recoverEffect(target,player,player);
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return get.recoverEffect(target,player,target);
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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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18
game/game.js
18
game/game.js
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@ -11040,6 +11040,9 @@
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}
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}
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}
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}
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event.id=get.id();
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event.id=get.id();
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if(event.oncard){
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event.oncard(event.card,event.player);
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}
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event.trigger('useCard');
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event.trigger('useCard');
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event._oncancel=function(){
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event._oncancel=function(){
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game.broadcastAll(function(id){
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game.broadcastAll(function(id){
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|
@ -11471,6 +11474,9 @@
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}
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}
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else{
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else{
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player.gain(cards);
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player.gain(cards);
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if(event.$draw){
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player.$draw(cards.length);
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}
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}
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}
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event.result=cards;
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event.result=cards;
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},
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},
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||||||
|
@ -14380,7 +14386,7 @@
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if(result.card||!result.skill){
|
if(result.card||!result.skill){
|
||||||
this.useCard(result.card,result.cards,result.targets,result.skill);
|
this.useCard(result.card,result.cards,result.targets,result.skill).oncard=event.oncard;
|
||||||
}
|
}
|
||||||
else if(result.skill){
|
else if(result.skill){
|
||||||
this.useSkill(result.skill,result.cards,result.targets);
|
this.useSkill(result.skill,result.cards,result.targets);
|
||||||
|
@ -14526,6 +14532,10 @@
|
||||||
else if(typeof arguments[i]=='boolean'){
|
else if(typeof arguments[i]=='boolean'){
|
||||||
next.animate=arguments[i];
|
next.animate=arguments[i];
|
||||||
}
|
}
|
||||||
|
else if(arguments[i]=='nodelay'){
|
||||||
|
next.animate=false;
|
||||||
|
next.$draw=true;
|
||||||
|
}
|
||||||
else if(arguments[i]=='visible'){
|
else if(arguments[i]=='visible'){
|
||||||
next.visible=true;
|
next.visible=true;
|
||||||
}
|
}
|
||||||
|
@ -35716,8 +35726,10 @@
|
||||||
}
|
}
|
||||||
if(node.node.name.querySelectorAll('br').length>=4){
|
if(node.node.name.querySelectorAll('br').length>=4){
|
||||||
node.node.name.classList.add('long');
|
node.node.name.classList.add('long');
|
||||||
node.addEventListener('mouseenter',ui.click.buttonnameenter);
|
if(lib.config.buttoncharacter_style=='old'){
|
||||||
node.addEventListener('mouseleave',ui.click.buttonnameleave);
|
node.addEventListener('mouseenter',ui.click.buttonnameenter);
|
||||||
|
node.addEventListener('mouseleave',ui.click.buttonnameleave);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
node.node.intro.innerHTML=lib.config.intro;
|
node.node.intro.innerHTML=lib.config.intro;
|
||||||
if(!noclick){
|
if(!noclick){
|
||||||
|
|
|
@ -26,7 +26,7 @@ window.noname_update={
|
||||||
// 'theme/music/style.css',
|
// 'theme/music/style.css',
|
||||||
// 'theme/woodden/style.css',
|
// 'theme/woodden/style.css',
|
||||||
// 'theme/simple/style.css',
|
// 'theme/simple/style.css',
|
||||||
// 'layout/default/layout.css',
|
'layout/default/layout.css',
|
||||||
// 'layout/default/phone.css',
|
// 'layout/default/phone.css',
|
||||||
// 'layout/default/menu.css',
|
// 'layout/default/menu.css',
|
||||||
// 'theme/style/cardback/*',
|
// 'theme/style/cardback/*',
|
||||||
|
|
|
@ -1668,6 +1668,10 @@ div:not(.handcards)>.card>.info>span,
|
||||||
}
|
}
|
||||||
.button.newstyle>.name{
|
.button.newstyle>.name{
|
||||||
top: 8px;
|
top: 8px;
|
||||||
|
max-height: 80px;
|
||||||
|
}
|
||||||
|
.button.newstyle>.name.long{
|
||||||
|
top: 6px;
|
||||||
}
|
}
|
||||||
.button.newstyle>.hp,
|
.button.newstyle>.hp,
|
||||||
.button.newstyle>.hp.text{
|
.button.newstyle>.hp.text{
|
||||||
|
|
Loading…
Reference in New Issue