v1.9.95.8
This commit is contained in:
parent
47cca7c105
commit
24ceae1ff5
|
@ -1155,7 +1155,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
content:function(){
|
||||
"step 0"
|
||||
player.chooseCard('选择任意张手牌与“星”交换',[1,Math.min(player.countCards('h'),player.storage.qixing.length)]).ai=function(card){
|
||||
player.chooseCard('选择任意张手牌与“星”交换',[1,Math.min(player.countCards('h'),player.storage.qixing.length)]).set('promptx',[player.storage.qixing]).ai=function(card){
|
||||
var val=get.value(card);
|
||||
if(val<0) return 10;
|
||||
if(player.skipList.contains('phaseUse')){
|
||||
|
@ -1721,33 +1721,56 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
content:function(){
|
||||
"step 0"
|
||||
trigger.cancel();
|
||||
"step 1"
|
||||
event.cards=get.cards(5);
|
||||
if(event.isMine()==false){
|
||||
event.dialog=ui.create.dialog('涉猎',event.cards);
|
||||
game.delay(2);
|
||||
event.videoId=lib.status.videoId++;
|
||||
game.broadcastAll(function(player,id,cards){
|
||||
var str;
|
||||
if(player==game.me&&!_status.auto){
|
||||
str='涉猎:获取花色各不相同的牌';
|
||||
}
|
||||
"step 2"
|
||||
if(event.dialog) event.dialog.close();
|
||||
var dialog=ui.create.dialog('涉猎',event.cards);
|
||||
player.chooseButton([0,5],dialog,true).set('ai',function(button){
|
||||
return get.value(button.link);
|
||||
}).filterButton=function(button){
|
||||
else{
|
||||
str='涉猎';
|
||||
}
|
||||
var dialog=ui.create.dialog(str,cards);
|
||||
dialog.videoId=id;
|
||||
},player,event.videoId,event.cards);
|
||||
event.time=get.utc();
|
||||
game.addVideo('showCards',player,['涉猎',get.cardsInfo(event.cards)]);
|
||||
game.addVideo('delay',null,2);
|
||||
"step 1"
|
||||
var next=player.chooseButton([0,5],true);
|
||||
next.set('dialog',event.videoId);
|
||||
next.set('filterButton',function(button){
|
||||
for(var i=0;i<ui.selected.buttons.length;i++){
|
||||
if(get.suit(button.link)==get.suit(ui.selected.buttons[i].link)) return false;
|
||||
if(get.suit(ui.selected.buttons[i].link)==get.suit(button.link)) return false;
|
||||
}
|
||||
return true;
|
||||
});
|
||||
next.set('ai',function(button){
|
||||
return get.value(button.link,_status.event.player);
|
||||
});
|
||||
"step 2"
|
||||
if(result.bool&&result.links){
|
||||
var cards2=[];
|
||||
for(var i=0;i<result.links.length;i++){
|
||||
cards2.push(result.links[i]);
|
||||
cards.remove(result.links[i]);
|
||||
}
|
||||
game.cardsDiscard(cards);
|
||||
event.cards2=cards2;
|
||||
}
|
||||
else{
|
||||
event.finish();
|
||||
}
|
||||
var time=1000-(get.utc()-event.time);
|
||||
if(time>0){
|
||||
game.delay(0,time);
|
||||
}
|
||||
"step 3"
|
||||
var cards2=[];
|
||||
for(var i=0;i<result.buttons.length;i++){
|
||||
cards2.push(result.buttons[i].link);
|
||||
cards.remove(result.buttons[i].link);
|
||||
}
|
||||
player.gain(cards2,'log');
|
||||
if(cards2.length) player.$gain2(cards2);
|
||||
game.cardsDiscard(cards);
|
||||
game.delay(2);
|
||||
game.broadcastAll('closeDialog',event.videoId);
|
||||
var cards2=event.cards2;
|
||||
player.gain(cards2,'log','gain2');
|
||||
game.delay();
|
||||
},
|
||||
ai:{
|
||||
threaten:1.2
|
||||
|
@ -2304,12 +2327,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
//if(button.link.name=='du') return 1;
|
||||
return 0;
|
||||
});
|
||||
chooseButton.filterButton=function(button){
|
||||
chooseButton.set('filterButton',function(button){
|
||||
for(var i=0;i<ui.selected.buttons.length;i++){
|
||||
if(get.suit(button.link)==get.suit(ui.selected.buttons[i].link)) return false;
|
||||
};
|
||||
return true;
|
||||
};
|
||||
});
|
||||
'step 1'
|
||||
if(result.bool){
|
||||
var list=result.links;
|
||||
|
@ -2436,7 +2459,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
content:function(){
|
||||
'step 0'
|
||||
player.chooseTarget(get.prompt('drlt_jieying'),function(card,player,target){
|
||||
player.chooseTarget(get.prompt('drlt_jieying'),"将“营”交给一名角色;其摸牌阶段多摸一张牌,出牌阶段使用【杀】的次数上限+1且手牌上限+1。该角色回合结束后,其移去“营”标记,然后你获得其所有手牌。",function(card,player,target){
|
||||
return target!=player;
|
||||
}).ai=function(target){
|
||||
if(get.attitude(player,target)>0)
|
||||
|
@ -2577,13 +2600,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
dawu2:'大雾',
|
||||
dawu3:'大雾',
|
||||
// dawu2_info:'已获得大雾标记',
|
||||
dawu_info:'结束阶段,你可以弃掉X枚“星”指定X名角色:直到你的下回合开始,防止他们受到的除雷电伤害外的一切伤害。',
|
||||
dawu_info:'结束阶段,你可以弃置X枚“星”并指定X名角色:直到你的下回合开始,防止这些角色受到的除雷电伤害外的伤害。',
|
||||
kuangfeng:'狂风',
|
||||
kuangfeng2:'狂风',
|
||||
kuangfeng2_bg:'风',
|
||||
// kuangfeng2_info:'已获得狂风标记',
|
||||
kuangfeng3:'狂风',
|
||||
kuangfeng_info:'结束阶段,你可以弃掉1枚“星”指定一名角色:直到你的下回合开始,该角色每次受到的火焰伤害+1。',
|
||||
kuangfeng_info:'结束阶段,你可以弃置1枚“星”并指定一名角色:直到你的下回合开始,该角色每次受到的火焰伤害+1。',
|
||||
baonu:'狂暴',
|
||||
baonu_bg:'暴',
|
||||
baonu_info:'锁定技,游戏开始时,你获得两枚“暴怒”标记,;锁定技,每当你造成/受到1点伤害后,你获得1枚“暴怒”标记。',
|
||||
|
@ -2594,13 +2617,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
wumou:'无谋',
|
||||
wumou_info:'锁定技,每当你使用非延时类锦囊牌选择目标后,你选择一项:1.弃1枚“暴怒”标记;2.失去1点体力。',
|
||||
ol_wuqian:'无前',
|
||||
ol_wuqian_info:'出牌阶段,你可以弃2枚“暴怒”标记并选择一名其他角色,你视为拥有技能“无双”并令其防具无效,直到回合结束。',
|
||||
ol_wuqian_info:'出牌阶段,你可以弃2枚“暴怒”标记并选择一名其他角色,你视为拥有技能〖无双〗并令其防具无效直到回合结束。',
|
||||
ol_shenfen:'神愤',
|
||||
ol_shenfen_info:'出牌阶段,你可以弃6枚“暴怒”标记并选择所有其他角色,然后这些角色先各弃置其装备区里的牌,再各弃置四张手牌,然后受到来自你的1点伤害。最后你将你的武将牌翻面。每阶段限一次。',
|
||||
ol_shenfen_info:'出牌阶段限一次,你可以弃6枚“暴怒”标记并选择所有其他角色,对其各造成1点伤害。然后这些角色先各弃置其装备区里的牌,再各弃置四张手牌。最后你将你的武将牌翻面。',
|
||||
"new_wuhun":"武魂",
|
||||
"new_wuhun_info":"锁定技,当你受到伤害后,伤害来源获得X个“梦魇”标记(X为伤害点数)。锁定技,当你死亡时,你选择一名“梦魇”标记数量最多的其他角色。你的死亡流程结算完成后,该角色进行一次判定:若判定结果不为【桃】或【桃园结义】,则该角色立刻死亡。",
|
||||
"new_guixin":"归心",
|
||||
"new_guixin_info":"当你受到1点伤害后,你可以随机获得每名其他角色区域里的一张牌,然后你翻面",
|
||||
"new_guixin_info":"当你受到1点伤害后,你可以随机获得每名其他角色区域里的一张牌,然后你翻面。",
|
||||
},
|
||||
};
|
||||
});
|
||||
|
|
|
@ -200,7 +200,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
if(num>player.countCards('h')) num=player.countCards('h');
|
||||
player.chooseCard('h',[1,num],'请选择需要替换“荣”的手牌').set('ai',function(card){
|
||||
return 5-get.value(card);
|
||||
});
|
||||
}).set('promptx',[player.storage.drlt_zhengrong]);
|
||||
'step 1'
|
||||
if(result.bool){
|
||||
event.cards=result.cards;
|
||||
|
@ -1486,6 +1486,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
'step 1'
|
||||
if(result.bool){
|
||||
player.storage.nzry_chenglve1=result.cards;
|
||||
player.syncStorage('nzry_chenglve1');
|
||||
player.addTempSkill('nzry_chenglve1',{player:'phaseAfter'});
|
||||
};
|
||||
},
|
||||
|
@ -1542,21 +1543,21 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
audio:2,
|
||||
prompt2:"当你使用牌指定目标时,若此牌与你本回合使用的牌类型均不同(包括装备牌),则你可以将此牌置于牌堆顶,然后摸一张牌",
|
||||
trigger:{
|
||||
player:['useCard','useCardAfter','respond'],
|
||||
player:['useCardAfter','respondAfter'],
|
||||
target:'useCardToTargeted',
|
||||
},
|
||||
filter:function (event,player,name){
|
||||
if(name=='useCard'&&!['equip','delay'].contains(get.type(event.card))) return false;
|
||||
if(name=='useCardToTargeted'&&(event.player!=player||get.type(event.card)!='equip')) return false;
|
||||
if(name=='useCardAfter'&&['equip','delay'].contains(get.type(event.card))) return false;
|
||||
return ((event.name=='respond'&&event.card.name=='shan'&&event.parent.parent.name=='sha')||event.name=='useCard')&&event.cards.length>0&&player.storage.nzry_shicai!=undefined&&!player.storage.nzry_shicai.contains(get.type(event.card,'trick'));
|
||||
return ((event.name=='respond'&&event.card.name=='shan'&&event.parent.parent.name=='sha')||event.name=='useCardToTargeted'||event.name=='useCard')&&event.cards.length>0&&player.storage.nzry_shicai!=undefined&&!player.storage.nzry_shicai.contains(get.type(event.card,'trick'));
|
||||
},
|
||||
check:function (event,player){
|
||||
if(get.type(event.card)=='equip'){
|
||||
return get.equipResult(player,player,event.card.name)<=0;
|
||||
}
|
||||
return event.card.name!='lebu'&&event.card.name!='bingliang';
|
||||
return true;
|
||||
},
|
||||
content:function(){
|
||||
"step 0"
|
||||
player.storage.nzry_shicai.push(get.type(trigger.card,'trick'));
|
||||
for(var i=0;i<trigger.cards.length;i++){
|
||||
if(get.position(trigger.cards[i])=='d'){
|
||||
|
@ -1567,10 +1568,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
};
|
||||
game.updateRoundNumber();
|
||||
player.draw();
|
||||
"step 1"
|
||||
if(event.triggername=='useCard'&&['equip','delay'].contains(get.type(trigger.card))){
|
||||
trigger.cancel();
|
||||
game.broadcastAll(ui.clear);
|
||||
if(event.triggername=='useCardToTargeted'){
|
||||
trigger.getParent().excluded.push(player);
|
||||
}
|
||||
},
|
||||
},
|
||||
|
@ -1835,7 +1834,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
'2':{
|
||||
audio:2,
|
||||
trigger:{
|
||||
player:'damageAfter',
|
||||
player:'damageEnd',
|
||||
},
|
||||
filter:function (event,player){
|
||||
return player.countCards('he')>0&&event.source&&event.source!=player&&player.storage.nzry_shenshi==true;
|
||||
|
|
|
@ -2051,7 +2051,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
return _status.currentPhase!=player;
|
||||
},
|
||||
content:function(){
|
||||
player.storage.diancai+=trigger.cards.length;
|
||||
for(var i=0;i<trigger.cards.length;i++){
|
||||
if(trigger.cards[i].original&&trigger.cards[i].original!='j') player.storage.diancai++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -4055,12 +4057,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
frequent:true,
|
||||
filter:function(event,player){
|
||||
if(event.player.hp<=player.hp) return false;
|
||||
if(event.targets.length>1) return false;
|
||||
//if(event.targets.length>1) return false;
|
||||
var hs=player.getCards('h');
|
||||
var names=['sha','shan','tao','jiu','du'];
|
||||
for(var i=0;i<hs.length;i++){
|
||||
names.remove(hs[i].name);
|
||||
}
|
||||
if(!names.length) return false;
|
||||
for(var i=0;i<ui.cardPile.childElementCount;i++){
|
||||
if(names.contains(ui.cardPile.childNodes[i].name)){
|
||||
return true;
|
||||
|
@ -5210,6 +5213,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
content:function(){
|
||||
'step 0'
|
||||
if(player.storage.fanghun) player.draw(player.storage.fanghun);
|
||||
event.num=player.storage.fanghun2;
|
||||
var list;
|
||||
if(_status.connectMode){
|
||||
|
@ -5251,7 +5255,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
intro:{
|
||||
content:'mark'
|
||||
},
|
||||
trigger:{source:'damageSource'},
|
||||
trigger:{
|
||||
source:'damageSource',
|
||||
player:'damageEnd',
|
||||
},
|
||||
forced:true,
|
||||
filter:function(event){
|
||||
return event.card&&event.card.name=='sha';
|
||||
|
@ -9651,6 +9658,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
player.chooseControl('basic','trick','equip','cancel2',function(){
|
||||
var source=_status.event.source;
|
||||
if(get.attitude(_status.event.player,source)>0) return 'cancel2';
|
||||
if(!source.storage.jilei2||!source.storage.jilei2.contains('basic')) return 'basic';
|
||||
if(_status.currentPhase!=source) return 'trick';
|
||||
if(lib.filter.cardUsable({name:'sha'},source)&&source.countCards('h')>=2) return 'basic';
|
||||
return 'trick';
|
||||
|
@ -9659,8 +9667,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
if(result.control!='cancel2'){
|
||||
player.logSkill('jilei',trigger.source);
|
||||
player.popup(get.translation(result.control)+'牌');
|
||||
trigger.source.storage.jilei2=result.control;
|
||||
trigger.source.addTempSkill('jilei2');
|
||||
trigger.source.addTempSkill('jilei2',{player:'phaseBegin'});
|
||||
trigger.source.storage.jilei2.add(result.control);
|
||||
trigger.source.updateMarks('jilei2');
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
|
@ -9675,33 +9684,36 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
return '不能使用、打出或弃置'+get.translation(storage)+'牌';
|
||||
}
|
||||
},
|
||||
init:function(player,skill){
|
||||
if(!player.storage[skill]) player.storage[skill]=[];
|
||||
},
|
||||
mark:true,
|
||||
onremove:true,
|
||||
mod:{
|
||||
cardDiscardable:function(card,player){
|
||||
if(player.storage.jilei2==get.type(card,'trick')) return false;
|
||||
if(player.storage.jilei2.contains(get.type(card,'trick'))) return false;
|
||||
},
|
||||
cardEnabled:function(card,player){
|
||||
if(player.storage.jilei2==get.type(card,'trick')) return false;
|
||||
if(player.storage.jilei2.contains(get.type(card,'trick'))) return false;
|
||||
},
|
||||
cardUsable:function(card,player){
|
||||
if(player.storage.jilei2==get.type(card,'trick')) return false;
|
||||
if(player.storage.jilei2.contains(get.type(card,'trick'))) return false;
|
||||
},
|
||||
cardRespondable:function(card,player){
|
||||
if(player.storage.jilei2==get.type(card,'trick')) return false;
|
||||
if(player.storage.jilei2.contains(get.type(card,'trick'))) return false;
|
||||
},
|
||||
cardSavable:function(card,player){
|
||||
if(player.storage.jilei2==get.type(card,'trick')) return false;
|
||||
if(player.storage.jilei2.contains(get.type(card,'trick'))) return false;
|
||||
},
|
||||
},
|
||||
},
|
||||
danlao:{
|
||||
audio:2,
|
||||
filter:function(event,player){
|
||||
return event.player!=player&&get.type(event.card)=='trick'&&event.targets&&event.targets.length>1;
|
||||
return (event.card.name=='sha'||get.type(event.card)=='trick')&&event.targets&&event.targets.length>1;
|
||||
},
|
||||
check:function(event,player){
|
||||
return get.tag(event.card,'multineg')||get.effect(player,event.card,event.player,player)<=0;
|
||||
return event.getParent().excluded.contains(player)||get.tag(event.card,'multineg')||get.effect(player,event.card,event.player,player)<=0;
|
||||
},
|
||||
trigger:{target:'useCardToTargeted'},
|
||||
content:function(){
|
||||
|
@ -13026,9 +13038,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
duanbing:'短兵',
|
||||
duanbing_info:'你使用【杀】可以多选择一名距离为1的角色为目标',
|
||||
fanghun:'芳魂',
|
||||
fanghun_info:'当你使用【杀】造成伤害后,你获得1个“梅影”标记;你可以移去1个“梅影”标记来发动“龙胆”并摸一张牌',
|
||||
fanghun_info:'当你使用【杀】造成伤害或受到【杀】的伤害后,你获得1个“梅影”标记;你可以移去1个“梅影”标记来发动“龙胆”并摸一张牌。',
|
||||
fuhan:'扶汉',
|
||||
fuhan_info:'限定技,回合开始时,你可以移去所有“梅影”标记,随机观看五名未登场的蜀势力角色,将武将牌替换为其中一名角色,并将体力上限数调整为本局游戏中移去“梅影”标记的数量(至多为游戏开始时的角色数),然后若你是体力值最低的角色,你回复1点体力',
|
||||
fuhan_info:'限定技,回合开始时,你可以移去所有“梅影”标记并摸等量的牌,随机观看五名未登场的蜀势力角色,将武将牌替换为其中一名角色,并将体力上限数调整为本局游戏中移去“梅影”标记的数量(至多为游戏开始时的角色数),然后若你是体力值最低的角色,你回复1点体力',
|
||||
yjixi:'觊玺',
|
||||
yjixi_info:'觉醒技,结束阶段,若你连续三回合没有失去过体力,则你增加1点体力上限并回复1点体力,然后选择一项:获得技能“妄尊”或摸两张牌并获得当前主公的主公技',
|
||||
xinyongsi:'庸肆',
|
||||
|
@ -13302,9 +13314,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
fenyin_info:'你的回合内,当你使用牌时,若此牌与你于此回合内使用的上一张牌颜色不同,则你可以摸一张牌。',
|
||||
fuji_info:'当一名角色造成雷电伤害时,你可以令其进行一次判定,若结果为黑色,此伤害+1;若结果为红色,该角色获得此牌。',
|
||||
fulu_info:'你可以将【杀】当雷【杀】使用。',
|
||||
jilei_info:'每当你受到有来源的伤害时,你可以选择一种牌的类别,令伤害来源不能使用、打出或弃置其此类别的手牌,直到回合结束',
|
||||
jilei_info:'当你受到有来源的伤害后,你可以声明一种牌的类别。若如此做,你令伤害来源不能使用、打出或弃置其此类别的手牌,直到其下个。回合开始。',
|
||||
danlao:'啖酪',
|
||||
danlao_info:'当你成为一张指定了多个目标的锦囊牌的目标时,你可以取消之,并摸一张牌。',
|
||||
danlao_info:'当你成为一张指定了多个目标的【杀】或普通锦囊牌的目标时,你可以摸一张牌并令此牌对你无效。',
|
||||
gongao:'功獒',
|
||||
zhuiji:'追击',
|
||||
chouhai:'仇海',
|
||||
|
|
|
@ -810,7 +810,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
content:function (){
|
||||
"step 0"
|
||||
event.cards=get.cards(4);
|
||||
player.chooseCardButton(true.event.cards,2,'选择两张牌置于牌堆顶').set('ai',ai.get.buttonValue);
|
||||
player.chooseCardButton(true,event.cards,2,'选择两张牌置于牌堆顶').set('ai',ai.get.buttonValue);
|
||||
"step 1"
|
||||
if(result.bool){
|
||||
var choice=[];
|
||||
|
@ -2297,13 +2297,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
delete player.storage.xinfu_yanyu2;
|
||||
},
|
||||
trigger:{
|
||||
global:["loseEnd","cardsDiscardEnd"],
|
||||
global:["loseEnd","cardsDiscardEnd","useCardAfter","respondAfter"],
|
||||
},
|
||||
direct:true,
|
||||
filter:function (event,player){
|
||||
if(player.storage.xinfu_yanyu2>=3) return false;
|
||||
var evt=event.getParent();
|
||||
if(evt&&evt.name=='useCard'&&evt.card&&['equip','delay'].contains(get.type(evt.card))) return false;
|
||||
if(evt&&evt.name=='useCard') return false;
|
||||
var type=player.storage.xinfu_yanyu;
|
||||
var cards=event.cards;
|
||||
for(var i=0;i<cards.length;i++){
|
||||
|
@ -5262,7 +5262,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
return true;
|
||||
},
|
||||
content:function (){
|
||||
player.storage.xinfu_shangjian+=trigger.cards.length;
|
||||
for(var i=0;i<trigger.cards.length;i++){
|
||||
if(trigger.cards[i].original&&trigger.cards[i].original!='j') player.storage.xinfu_shangjian++;
|
||||
}
|
||||
},
|
||||
sub:true,
|
||||
forced:true,
|
||||
|
@ -5617,11 +5619,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
"lingren_adddamage":"凌人",
|
||||
"lingren_adddamage_info":"",
|
||||
"lingren_jianxiong":"奸雄",
|
||||
"lingren_jianxiong_info":"每当你受到伤害后,你可以获得对你造成伤害的牌并摸一张牌。",
|
||||
"lingren_jianxiong_info":"当你受到伤害后,你可以获得对你造成伤害的牌并摸一张牌。",
|
||||
"lingren_xingshang":"行殇",
|
||||
"lingren_xingshang_info":"你可以立即获得死亡角色的所有牌。",
|
||||
"lingren_xingshang_info":"当有角色死亡后,你可以选择一项:1.回复一点体力。2.获得该角色的所有牌。",
|
||||
"xinfu_fujian":"伏间",
|
||||
"xinfu_fujian_info":"锁定技,结束阶段,你观看随机一名角色的随机X张手牌。(X为场上手牌最少的角色的手牌数)",
|
||||
"xinfu_fujian_info":"锁定技,结束阶段,你观看一名随机的其他角色的随机X张手牌。(X为场上手牌最少的角色的手牌数)",
|
||||
"xinfu_xionghuo":"凶镬",
|
||||
"xinfu_xionghuo_info":"游戏开始时,你获得3个“暴戾”标记。出牌阶段,你可以交给一名其他角色一个“暴戾”标记,你对有此标记的角色造成的伤害+1,且其出牌阶段开始时,移去“暴戾”并随机执行一项:1.受到1点火焰伤害且本回合不能对你使用【杀】;2.流失1点体力且本回合手牌上限-1;3.你随机获得其一张手牌和一张装备区里的牌。",
|
||||
xionghuo:"凶镬",
|
||||
|
|
|
@ -4379,12 +4379,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
});
|
||||
'step 1'
|
||||
if(result.bool){
|
||||
target.$give(result.cards,player);
|
||||
target.$give(result.cards.length,player);
|
||||
target.lose(result.cards,ui.special,'toStorage');
|
||||
player.storage.kuangbi_draw=result.cards;
|
||||
player.storage.kuangbi_draw_source=target;
|
||||
player.syncStorage('kuangbi_draw');
|
||||
if(!player.storage.kuangbi_draw) player.storage.kuangbi_draw=[];
|
||||
player.storage.kuangbi_draw.push([result.cards,target]);
|
||||
player.addSkill('kuangbi_draw');
|
||||
player.syncStorage('kuangbi_draw');
|
||||
player.updateMarks('kuangbi_draw');
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
|
@ -4404,21 +4405,43 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
trigger:{player:'phaseZhunbeiBegin'},
|
||||
forced:true,
|
||||
mark:true,
|
||||
charlotte:true,
|
||||
audio:'kuangbi',
|
||||
intro:{
|
||||
content:'cards'
|
||||
markcount:function(content){
|
||||
var cards=[];
|
||||
for(var i=0;i<content.length;i++){
|
||||
cards.addArray(content[i][0]);
|
||||
}
|
||||
return cards.length;
|
||||
},
|
||||
mark:function(dialog,content,player){
|
||||
if(content&&content.length){
|
||||
var cards=[];
|
||||
for(var i=0;i<content.length;i++){
|
||||
cards.addArray(content[i][0]);
|
||||
}
|
||||
if(player==game.me||player.isUnderControl()){
|
||||
dialog.addText('共有'+get.cnNumber(cards.length)+'张牌');
|
||||
}
|
||||
else{
|
||||
dialog.addAuto(cards);
|
||||
}
|
||||
}
|
||||
},
|
||||
},
|
||||
content:function(){
|
||||
var cards=player.storage.kuangbi_draw;
|
||||
if(cards){
|
||||
player.gain(cards,'gain2','fromStorage');
|
||||
var target=player.storage.kuangbi_draw_source;
|
||||
var storage=player.storage.kuangbi_draw;
|
||||
if(storage.length){
|
||||
var next=storage.shift();
|
||||
player.gain(next[0],'gain2','fromStorage');
|
||||
var target=next[1];
|
||||
if(target&&target.isAlive()){
|
||||
target.draw(cards.length);
|
||||
target.draw(next[0].length);
|
||||
}
|
||||
event.redo();
|
||||
}
|
||||
delete player.storage.kuangbi_draw;
|
||||
delete player.storage.kuangbi_draw_source;
|
||||
player.removeSkill('kuangbi_draw');
|
||||
else player.removeSkill('kuangbi_draw');
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -4506,6 +4529,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
else{
|
||||
target.addSkill('duliang2');
|
||||
target.updateMarks('duliang2');
|
||||
target.storage.duliang2++;
|
||||
event.finish();
|
||||
}
|
||||
|
@ -6857,6 +6881,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
target.gain(cards,player);
|
||||
target.addTempSkill('mingjian2',{player:'phaseAfter'});
|
||||
target.storage.mingjian2++;
|
||||
target.updateMarks('mingjian2');
|
||||
},
|
||||
ai:{
|
||||
order:1,
|
||||
|
@ -10239,9 +10264,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
"step 3"
|
||||
game.broadcastAll('closeDialog',event.videoId);
|
||||
var cards2=event.cards2;
|
||||
player.gain(cards2,'log');
|
||||
player.$draw(cards2);
|
||||
game.delay();
|
||||
player.gain(cards2,'log','gain2');
|
||||
},
|
||||
ai:{
|
||||
maixie:true,
|
||||
|
|
Loading…
Reference in New Issue