canSaveCard
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2763153908
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@ -551,23 +551,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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effect:{
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effect:{
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target:function(card,player,target){
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target:function(card,player,target){
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if(!target.hasFriend()||target.hp>1) return;
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if(!target.hasFriend()||target.hp>1) return;
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if(get.tag(card,'damage')==1&&((target.hasZhuSkill('sbzhiba')&&game.countPlayer(current=>current!=target&¤t.group=='wu'))||player.countCards('hs',function(card){
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if(get.tag(card,'damage')==1&&((target.hasZhuSkill('sbzhiba')&&game.countPlayer(current=>current!=target&¤t.group=='wu'))||player.countCards('hs',card=>player.canSaveCard(card,target))+target.countCards('hs',card=>target.canSaveCard(card,target))>0)&&!target.isTurnedOver()&&_status.currentPhase!=target&&get.distance(_status.currentPhase,target,'absolute')<=3) return [0.5,1];
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var mod2=game.checkMod(card,player,'unchanged','cardEnabled2',player);
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if(mod2!='unchanged') return mod2;
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var mod=game.checkMod(card,player,target,'unchanged','cardSavable',player);
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if(mod!='unchanged') return mod;
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var savable=get.info(card).savable;
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if(typeof savable=='function') savable=savable(card,player,target);
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return savable;
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})+target.countCards('hs',function(card){
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var mod2=game.checkMod(card,target,'unchanged','cardEnabled2',target);
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if(mod2!='unchanged') return mod2;
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var mod=game.checkMod(card,target,target,'unchanged','cardSavable',target);
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if(mod!='unchanged') return mod;
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var savable=get.info(card).savable;
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if(typeof savable=='function') savable=savable(card,target,target);
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return savable;
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})>0)&&!target.isTurnedOver()&&_status.currentPhase!=target&&get.distance(_status.currentPhase,target,'absolute')<=3) return [0.5,1];
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}
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}
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}
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}
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}
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}
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@ -2083,7 +2067,7 @@ 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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},
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sbjizhu:{
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sbjizhu:{
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audio:2,
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audio:3,
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trigger:{player:'phaseZhunbeiBegin'},
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trigger:{player:'phaseZhunbeiBegin'},
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direct:true,
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direct:true,
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content:function(){
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content:function(){
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@ -3061,9 +3045,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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subSkill:{
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subSkill:{
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mark:{
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mark:{
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trigger:{
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audio:'sbhuangtiang',
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global:'damageSource',
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trigger:{global:'damageSource'},
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},
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forced:true,
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forced:true,
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zhuSkill:true,
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zhuSkill:true,
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filter:function(event,player){
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filter:function(event,player){
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@ -4746,7 +4729,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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sbhunzi:'魂姿',
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sbhunzi:'魂姿',
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sbhunzi_info:'觉醒技。当你脱离濒死状态后,你减1点体力上限,获得1点护甲,摸三张牌。然后你获得〖英姿〗和〖英魂〗。',
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sbhunzi_info:'觉醒技。当你脱离濒死状态后,你减1点体力上限,获得1点护甲,摸三张牌。然后你获得〖英姿〗和〖英魂〗。',
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sbzhiba:'制霸',
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sbzhiba:'制霸',
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sbzhiba_info:'主公技,限定技。当你进入濒死状态时,你可以回复X点体力并修改〖激昂③〗为“出牌阶段限X次”(X为场上其他吴势力角色数)。然后其他吴势力角色依次受到1点无来源伤害,且当有角色因此死亡后,你摸三张牌。',
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sbzhiba_info:'主公技,限定技。当你进入濒死状态时,你可以回复X-1点体力并修改〖激昂③〗为“出牌阶段限X次”(X为场上其他吴势力角色数+1)。然后其他吴势力角色依次受到1点无来源伤害,且当有角色因此死亡后,你摸三张牌。',
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sb_daqiao:'谋大乔',
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sb_daqiao:'谋大乔',
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sbguose:'国色',
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sbguose:'国色',
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sbguose_info:'出牌阶段限四次。你可以选择一项:1.将一张♦牌当【乐不思蜀】使用;2.弃置场上一张【乐不思蜀】。然后你摸一张牌。',
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sbguose_info:'出牌阶段限四次。你可以选择一项:1.将一张♦牌当【乐不思蜀】使用;2.弃置场上一张【乐不思蜀】。然后你摸一张牌。',
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