音無 雅美
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13f8c13449
commit
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@ -1146,7 +1146,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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chooseButton:{
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chooseButton:{
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dialog:function(){
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dialog:function(){
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var list=[];
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var list=[];
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for(var i of lib.inpile){
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var list2=['pyzhuren_heart','pyzhuren_diamond','pyzhuren_club','pyzhuren_spade','pyzhuren_shandian','rewrite_zhuge'];
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list2.addArray(lib.inpile);
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for(var i of list2){
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var sub=get.subtype(i);
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var sub=get.subtype(i);
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if(['equip1','equip4'].contains(sub)) list.push([sub,'',i]);
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if(['equip1','equip4'].contains(sub)) list.push([sub,'',i]);
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}
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}
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@ -1158,7 +1160,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(get.subtype(name)=='equip4'||player.getEquip(name)) return 0;
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if(get.subtype(name)=='equip4'||player.getEquip(name)) return 0;
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var sha=player.countCards('h','sha');
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var sha=player.countCards('h','sha');
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switch(name){
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switch(name){
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case 'zhuge':
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case 'rewrite_zhuge':
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return sha-player.getCardUsable('sha');
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return sha-player.getCardUsable('sha');
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case 'guding':
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case 'guding':
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if(sha>0&&game.hasPlayer(function(current){
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if(sha>0&&game.hasPlayer(function(current){
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@ -1272,7 +1274,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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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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var list=[];
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var list=[];
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for(var i of lib.inpile){
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var list2=['rewrite_bagua','rewrite_renwang','rewrite_tengjia','rewrite_baiyin'];
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list2.addArray(lib.inpile);
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for(var i of list2){
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var sub=get.subtype(i);
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var sub=get.subtype(i);
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if(['equip2','equip3'].contains(sub)) list.push([sub,'',i]);
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if(['equip2','equip3'].contains(sub)) list.push([sub,'',i]);
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}
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}
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@ -1284,13 +1288,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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case 'yexingyi':
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case 'yexingyi':
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if(player.hp>2||player.getEquip('bagua')||player.getEquip('tengjia')) return 1.5+Math.random();
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if(player.hp>2||player.getEquip('bagua')||player.getEquip('tengjia')) return 1.5+Math.random();
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return 0.5+Math.random();
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return 0.5+Math.random();
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case 'bagua':case 'renwang':
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case 'rewrite_bagua':case 'rewrite_renwang':
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if(player.getEquip('bagua')||player.getEquip('tengjia')||player.getEquip('renwang')) return Math.random();
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if(player.getEquip('bagua')||player.getEquip('tengjia')||player.getEquip('renwang')) return Math.random();
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return 1.2+Math.random();
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return 1.2+Math.random();
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case 'tengjia':
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case 'rewrite_tengjia':
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if(player.getEquip('baiyin')) return 1.3+Math.random();
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if(player.getEquip('baiyin')) return 1.3+Math.random();
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return Math.random();
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return Math.random();
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case 'baiyin':
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case 'rewrite_baiyin':
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return 0.4+Math.random();
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return 0.4+Math.random();
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default: return 0;
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default: return 0;
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}
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}
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@ -313,7 +313,7 @@ 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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priority:-1,
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priority:-1,
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filter:function(event,player){
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filter:function(event,player){
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return event.card==player.storage.wxuying;
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return event.cards.contains(player.storage.wxuying);
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},
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},
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content:function(){
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content:function(){
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if(_status.currentPhase==player){
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if(_status.currentPhase==player){
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@ -1379,6 +1379,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player.discard(cards);
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player.discard(cards);
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if(event.position=='e'){
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if(event.position=='e'){
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var name=cards[0].name;
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var name=cards[0].name;
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if(name.indexOf('hstianqi_')!=0) return;
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for(var i=0;i<player.storage.hstianqi.length;i++){
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for(var i=0;i<player.storage.hstianqi.length;i++){
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if(player.storage.hstianqi[i].name==name){
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if(player.storage.hstianqi[i].name==name){
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return;
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return;
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@ -1583,7 +1583,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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}
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else event.finish();
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else event.finish();
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'step 2'
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'step 2'
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trigger.player.chooseToDiscard('弃置一张牌令'+get.translation(player)+'不能闪避此【杀】,或点「取消」摸两张牌并令此【杀】对其无效').set('ai',function(card){
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trigger.player.chooseToDiscard('弃置一张牌令'+get.translation(player)+'不能闪避此【杀】,或点「取消」摸两张牌并令此【杀】对其无效','he').set('ai',function(card){
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if(_status.event.goon) return 6-get.value(card);
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if(_status.event.goon) return 6-get.value(card);
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return 0;
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return 0;
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}).set('goon',get.attitude(trigger.player,player)<0);
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}).set('goon',get.attitude(trigger.player,player)<0);
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@ -13,11 +13,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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refresh_yijiang2:['old_madai','wangyi','guanzhang','re_handang','re_zhonghui','re_liaohua','re_chengpu','re_caozhang','re_liubiao','re_bulianshi'],
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refresh_yijiang2:['old_madai','wangyi','guanzhang','re_handang','re_zhonghui','re_liaohua','re_chengpu','re_caozhang','re_liubiao','re_bulianshi'],
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refresh_yijiang3:['re_jianyong','re_guohuai','re_zhuran','re_panzhangmazhong','re_yufan','re_liru','re_manchong'],
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refresh_yijiang3:['re_jianyong','re_guohuai','re_zhuran','re_panzhangmazhong','re_yufan','re_liru','re_manchong'],
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refresh_yijiang4:['re_sunluban','re_wuyi','re_hanhaoshihuan'],
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refresh_yijiang4:['re_sunluban','re_wuyi','re_hanhaoshihuan'],
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refresh_yijiang5:['re_zhangyi','re_quancong'],
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refresh_yijiang5:['re_zhangyi','re_quancong','re_caoxiu','re_sunxiu'],
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},
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},
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},
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},
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connect:true,
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connect:true,
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character:{
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character:{
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re_caoxiu:['male','wei',4,['qianju','reqingxi']],
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re_sunxiu:['male','wu',3,['reyanzhu','rexingxue','zhaofu'],['zhu']],
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ol_dengai:['male','wei',4,['oltuntian','olzaoxian'],['unseen']],
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ol_dengai:['male','wei',4,['oltuntian','olzaoxian'],['unseen']],
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re_gongsunzan:['male','qun',4,['reqiaomeng','reyicong']],
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re_gongsunzan:['male','qun',4,['reqiaomeng','reyicong']],
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re_manchong:['male','wei',3,['rejunxing','yuce']],
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re_manchong:['male','wei',3,['rejunxing','yuce']],
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@ -167,7 +169,7 @@ 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.chooseToDiscard(cards.length,'弃置'+get.cnNumber(cards.length)+'张牌并失去1点体力,或点取消将武将牌翻面并摸'+get.cnNumber(cards.length)+'张牌').set('ai',function(card){
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target.chooseToDiscard(cards.length,'弃置'+get.cnNumber(cards.length)+'张手牌并失去1点体力,或点取消将武将牌翻面并摸'+get.cnNumber(cards.length)+'张牌').set('ai',function(card){
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var player=_status.event.player;
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var player=_status.event.player;
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if(player.isTurnedOver()) return -1;
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if(player.isTurnedOver()) return -1;
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return (player.hp*player.hp)-get.value(card);
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return (player.hp*player.hp)-get.value(card);
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@ -1436,7 +1438,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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audioname:['boss_lvbu3','re_heqi','re_lingtong'],
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audioname:['boss_lvbu3','re_heqi','re_lingtong'],
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trigger:{
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trigger:{
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player:['loseAfter','phaseDiscardEnd'],
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player:['loseAfter','phaseDiscardEnd'],
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global:['equipAfter','addJudgeAfter','addJudgeAfter'],
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global:['equipAfter','addJudgeAfter','gainAfter'],
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},
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},
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direct:true,
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direct:true,
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filter:function(event,player){
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filter:function(event,player){
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@ -3082,6 +3084,22 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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_status.noclearcountdown=true;
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_status.noclearcountdown=true;
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event.videoId=lib.status.videoId++;
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event.videoId=lib.status.videoId++;
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var cards=player.storage.rehuashen.character.slice(0);
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var cards=player.storage.rehuashen.character.slice(0);
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var skills=[];
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var sto=player.storage.rehuashen;
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for(var i in player.storage.rehuashen.map){
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skills.addArray(player.storage.rehuashen.map[i]);
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}
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var cond='out';
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if(event.triggername=='phaseBegin'){
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cond='in';
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}
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skills.randomSort();
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skills.sort(function(a,b){
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return get.skillRank(b,cond)-get.skillRank(a,cond);
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});
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event.aiChoice=skills[0];
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var choice='更换技能';
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if(event.aiChoice==player.storage.rehuashen.current2||get.skillRank(event.aiChoice,cond)<1) choice='弃置化身';
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if(player.isOnline2()){
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if(player.isOnline2()){
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player.send(function(cards,id){
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player.send(function(cards,id){
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var dialog=ui.create.dialog('是否发动【化身】?',[cards,'character']);
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var dialog=ui.create.dialog('是否发动【化身】?',[cards,'character']);
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@ -3094,7 +3112,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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event.dialog.style.display='none';
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event.dialog.style.display='none';
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}
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}
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if(event.triggername=='rehuashen') event._result={control:'更换技能'};
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if(event.triggername=='rehuashen') event._result={control:'更换技能'};
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else player.chooseControl('弃置化身','更换技能','cancel2');
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else player.chooseControl('弃置化身','更换技能','cancel2').set('ai',function(){
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return _status.event.choice;
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}).set('choice',choice);
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"step 1"
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"step 1"
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event.control=result.control;
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event.control=result.control;
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if(event.control=='cancel2'){
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if(event.control=='cancel2'){
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@ -3117,6 +3137,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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});
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});
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next.set('current',player.storage.rehuashen.current);
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next.set('current',player.storage.rehuashen.current);
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}
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}
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else{
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next.set('ai',function(button){
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return player.storage.rehuashen.map[button.link].contains(_status.event.choice)?2.5:1+Math.random();
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});
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next.set('choice',event.aiChoice);
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}
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var prompt=event.control=='弃置化身'?'选择弃置至多两张化身':'选择要切换的化身';
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var prompt=event.control=='弃置化身'?'选择弃置至多两张化身':'选择要切换的化身';
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var func=function(id,prompt){
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var func=function(id,prompt){
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var dialog=get.idDialog(id);
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var dialog=get.idDialog(id);
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@ -3154,7 +3180,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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}
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var list=player.storage.rehuashen.map[event.card].slice(0);
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var list=player.storage.rehuashen.map[event.card].slice(0);
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list.push('返回');
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list.push('返回');
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player.chooseControl(list);
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player.chooseControl(list).set('choice',event.aiChoice).set('ai',function(){
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return _status.event.choice;
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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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lib.skill.rehuashen.removeHuashen(player,result.links.slice(0));
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lib.skill.rehuashen.removeHuashen(player,result.links.slice(0));
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@ -7858,7 +7886,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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ol_sunjian:'界孙坚',
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ol_sunjian:'界孙坚',
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wulie:'武烈',
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wulie:'武烈',
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wulie2:'武烈',
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wulie2:'武烈',
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wulie_info:'限定技,结束阶段,你可以失去任意点体力并指定等量的角色。这些角色各获得一枚「烈」。有「烈」的其他角色受到伤害时,其移去一枚「烈」,然后防止此伤害。',
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wulie_info:'限定技,结束阶段,你可以失去任意点体力并指定等量的其他角色。这些角色各获得一枚「烈」。有「烈」的角色受到伤害时,其移去一枚「烈」,然后防止此伤害。',
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re_sunluban:'界孙鲁班',
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re_sunluban:'界孙鲁班',
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re_masu:'界马谡',
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re_masu:'界马谡',
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ol_pangde:'界庞德',
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ol_pangde:'界庞德',
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@ -7927,6 +7955,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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olzaoxian:'凿险',
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olzaoxian:'凿险',
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oltuntian_info:'当你于回合外失去牌后,或于弃牌阶段因弃置而失去【杀】后,你可以进行判定。若判定结果不为♥,则你将此牌置于你的武将牌上,称之为【田】。锁定技,你计算与其他角色的距离时-X(X为你武将牌上【田】的数目)',
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oltuntian_info:'当你于回合外失去牌后,或于弃牌阶段因弃置而失去【杀】后,你可以进行判定。若判定结果不为♥,则你将此牌置于你的武将牌上,称之为【田】。锁定技,你计算与其他角色的距离时-X(X为你武将牌上【田】的数目)',
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olzaoxian_info:'觉醒技,准备阶段,若你武将牌上【田】的数量达到3张或更多,则你减1点体力上限,并获得技能〖急袭〗。你于当前回合结束后进行一个额外的回合。',
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olzaoxian_info:'觉醒技,准备阶段,若你武将牌上【田】的数量达到3张或更多,则你减1点体力上限,并获得技能〖急袭〗。你于当前回合结束后进行一个额外的回合。',
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re_sunxiu:'界孙休',
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re_caoxiu:'界曹休',
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refresh_standard:'界限突破·标',
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refresh_standard:'界限突破·标',
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refresh_feng:'界限突破·风',
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refresh_feng:'界限突破·风',
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195
character/sp.js
195
character/sp.js
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@ -10192,136 +10192,97 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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animationColor:'gray',
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animationColor:'gray',
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audio:true,
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audio:true,
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unique:true,
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unique:true,
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mark:true,
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limited:true,
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trigger:{player:'phaseZhunbeiBegin'},
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trigger:{player:'phaseZhunbeiBegin'},
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//priority:10,
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filter:function(event,player){
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if(player.storage.zuixiang) return false;
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return true;
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},
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check:function(event,player){
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return player.countCards('h')<player.hp&&player.hp==player.maxHp;
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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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var cards=get.cards(3);
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player.storage.zuixiang=cards;
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game.cardsGotoSpecial(cards);
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player.showCards(player.storage.zuixiang);
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player.markSkill('zuixiang');
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player.syncStorage('zuixiang');
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"step 1"
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var cards=player.storage.zuixiang;
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var bool=false;
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for(var i=0;i<cards.length;i++){
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for(var j=i+1;j<cards.length;j++){
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if(cards[i].number==cards[j].number){
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bool=true;
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break;
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}
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}
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if(bool) break;
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}
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if(bool){
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player.gain(player.storage.zuixiang,'draw2').type='xinmanjuan';
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player.storage.zuixiang=[];
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player.awakenSkill('zuixiang');
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player.awakenSkill('zuixiang');
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event.cards=player.showCards(get.cards(3)).cards;
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player.markAuto('zuixiang2',event.cards);
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game.cardsGotoSpecial(event.cards);
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'step 1'
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||||||
|
if(lib.skill.zuixiang.filterSame(cards)){
|
||||||
|
player.gain(cards,'gain2').type='xinmanjuan';
|
||||||
delete player.storage.zuixiang2;
|
delete player.storage.zuixiang2;
|
||||||
|
player.unmarkSkill('zuixiang2');
|
||||||
}
|
}
|
||||||
else{
|
else{
|
||||||
player.storage.zuixiang2=[];
|
trigger._zuixiang=true;
|
||||||
for(var i=0;i<cards.length;i++){
|
player.addSkill('zuixiang2');
|
||||||
player.storage.zuixiang2.add(get.type(cards[i],'trick'));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
player.storage.zuixiangtemp=true;
|
|
||||||
},
|
|
||||||
group:'zuixiang2',
|
|
||||||
intro:{
|
|
||||||
content:'cards',
|
|
||||||
onunmark:function(storage,player){
|
|
||||||
if(storage&&storage.length){
|
|
||||||
player.$throw(storage,1000);
|
|
||||||
game.cardsDiscard(storage);
|
|
||||||
game.log(storage,'被置入了弃牌堆');
|
|
||||||
storage.length=0;
|
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
},
|
filterSame:function(c){
|
||||||
mod:{
|
for(var i=0;i<c.length;i++){
|
||||||
targetEnabled:function(card,player,target){
|
for(var j=i+1;j<c.length;j++){
|
||||||
if(target.storage.zuixiang2&&target.storage.zuixiang2.contains(get.type(card,'trick'))){
|
if(get.number(c[i])==get.number(c[j])) return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
return false;
|
return false;
|
||||||
}
|
|
||||||
},
|
},
|
||||||
cardEnabled:function(card,player){
|
|
||||||
if(player.storage.zuixiang2&&player.storage.zuixiang2.contains(get.type(card,'trick'))){
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
},
|
|
||||||
cardRespondable:function(card,player){
|
|
||||||
if(player.storage.zuixiang2&&player.storage.zuixiang2.contains(get.type(card,'trick'))){
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
},
|
|
||||||
cardSavable:function(card,player){
|
|
||||||
if(player.storage.zuixiang2&&player.storage.zuixiang2.contains(get.type(card,'trick'))){
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
},
|
||||||
zuixiang2:{
|
zuixiang2:{
|
||||||
unique:true,
|
intro:{
|
||||||
trigger:{player:'phaseZhunbeiBegin'},
|
content:'cards',
|
||||||
//priority:9.5,
|
onunmark:'throw',
|
||||||
filter:function(event,player){
|
},
|
||||||
if(player.storage.zuixiang&&player.storage.zuixiang.length) return true;
|
mod:{
|
||||||
return false;
|
cardEnabled:function(card,player){
|
||||||
|
var type=get.type2(card);
|
||||||
|
var list=player.getStorage('zuixiang2');
|
||||||
|
for(var i of list){
|
||||||
|
if(get.type2(i)==type) return false;
|
||||||
|
}
|
||||||
|
},
|
||||||
|
cardRespondable:function(){
|
||||||
|
return lib.skill.zuixiang2.mod.cardEnabled.apply(this,arguments)
|
||||||
|
},
|
||||||
|
cardSavable:function(){
|
||||||
|
return lib.skill.zuixiang2.mod.cardEnabled.apply(this,arguments);
|
||||||
|
},
|
||||||
|
},
|
||||||
|
trigger:{
|
||||||
|
player:'phaseZhunbeiBegin',
|
||||||
|
target:'useCardToBefore',
|
||||||
},
|
},
|
||||||
forced:true,
|
forced:true,
|
||||||
popup:false,
|
filter:function(event,player){
|
||||||
|
if(event.name=='phaseZhunbei') return !event._zuixiang;
|
||||||
|
var type=get.type2(event.card);
|
||||||
|
var list=player.getStorage('zuixiang2');
|
||||||
|
for(var i of list){
|
||||||
|
if(get.type2(i)==type) return true;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
},
|
||||||
content:function(){
|
content:function(){
|
||||||
"step 0"
|
'step 0'
|
||||||
if(player.storage.zuixiangtemp){
|
if(event.triggername=='useCardToBefore'){
|
||||||
delete player.storage.zuixiangtemp;
|
trigger.cancel();
|
||||||
event.finish();
|
event.finish();
|
||||||
|
return;
|
||||||
}
|
}
|
||||||
else{
|
|
||||||
var cards=get.cards(3);
|
var cards=get.cards(3);
|
||||||
player.storage.zuixiang.addArray(cards);
|
player.markAuto('zuixiang2',cards);
|
||||||
|
player.showCards(player.storage.zuixiang2);
|
||||||
game.cardsGotoSpecial(cards);
|
game.cardsGotoSpecial(cards);
|
||||||
//event.trigger('addCardToStorage');
|
'step 1'
|
||||||
player.showCards(player.storage.zuixiang);
|
var cards=player.getStorage('zuixiang2');
|
||||||
player.markSkill('zuixiang');
|
if(lib.skill.zuixiang.filterSame(cards)){
|
||||||
player.syncStorage('zuixiang');
|
player.gain(cards,'gain2','log').type='xinmanjuan';
|
||||||
}
|
|
||||||
"step 1"
|
|
||||||
var cards=player.storage.zuixiang;
|
|
||||||
var bool=false;
|
|
||||||
for(var i=0;i<cards.length;i++){
|
|
||||||
for(var j=i+1;j<cards.length;j++){
|
|
||||||
if(cards[i].number==cards[j].number){
|
|
||||||
bool=true;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if(bool) break;
|
|
||||||
}
|
|
||||||
if(bool){
|
|
||||||
player.gain(player.storage.zuixiang,'draw2').type='xinmanjuan';
|
|
||||||
player.storage.zuixiang=[];
|
|
||||||
player.awakenSkill('zuixiang');
|
|
||||||
delete player.storage.zuixiang2;
|
delete player.storage.zuixiang2;
|
||||||
|
player.removeSkill('zuixiang2');
|
||||||
}
|
}
|
||||||
else{
|
},
|
||||||
player.storage.zuixiang2=[];
|
ai:{
|
||||||
for(var i=0;i<cards.length;i++){
|
effect:function(card,player,target){
|
||||||
player.storage.zuixiang2.add(get.type(cards[i]));
|
var type=get.type2(card);
|
||||||
}
|
var list=target.getStorage('zuixiang2');
|
||||||
|
for(var i of list){
|
||||||
|
if(get.type2(i)==type) return 'zeroplayertarget';
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
|
},
|
||||||
naman:{
|
naman:{
|
||||||
audio:2,
|
audio:2,
|
||||||
trigger:{global:'respondEnd'},
|
trigger:{global:'respondEnd'},
|
||||||
|
@ -10555,11 +10516,22 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
trigger:{global:'phaseEnd'},
|
trigger:{global:'phaseEnd'},
|
||||||
forced:true,
|
forced:true,
|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
return event.player.hasSkill('rezhoufu3')&&event.player.isAlive();
|
return game.hasPlayer(function(current){
|
||||||
|
return current.hasSkill('rezhoufu3');
|
||||||
|
});
|
||||||
|
},
|
||||||
|
logTarget:function(current){
|
||||||
|
return game.filterPlayer(function(current){
|
||||||
|
return current.hasSkill('rezhoufu3');
|
||||||
|
}).sortBySeat();
|
||||||
},
|
},
|
||||||
logTarget:'player',
|
|
||||||
content:function(){
|
content:function(){
|
||||||
trigger.player.loseHp();
|
var targets=game.filterPlayer(function(current){
|
||||||
|
return current.hasSkill('rezhoufu3');
|
||||||
|
}).sortBySeat();
|
||||||
|
while(targets.length){
|
||||||
|
targets.shift().loseHp();
|
||||||
|
}
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
|
@ -14339,7 +14311,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
player.logSkill('xinfu_zhennan',result.targets);
|
player.logSkill('xinfu_zhennan',result.targets);
|
||||||
var num=[1,2,3,1,1,2].randomGet();
|
var num=[1,2,3,1,1,2].randomGet();
|
||||||
if(get.isLuckyStar(player)) num=3;
|
if(get.isLuckyStar(player)) num=3;
|
||||||
player.line(result.targets[0],'fire');
|
//player.line(result.targets[0],'fire');
|
||||||
result.targets[0].damage(num);
|
result.targets[0].damage(num);
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
@ -14704,7 +14676,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
|
|
||||||
caoying:"曹婴",
|
caoying:"曹婴",
|
||||||
simahui:"司马徽",
|
simahui:"司马徽",
|
||||||
baosanniang:"鲍三娘",
|
baosanniang:"OL鲍三娘",
|
||||||
sp_xiahoushi:"SP夏侯氏",
|
sp_xiahoushi:"SP夏侯氏",
|
||||||
pangdegong:"庞德公",
|
pangdegong:"庞德公",
|
||||||
zhaotongzhaoguang:"赵统赵广",
|
zhaotongzhaoguang:"赵统赵广",
|
||||||
|
@ -15174,6 +15146,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
oldxiemu:'协穆',
|
oldxiemu:'协穆',
|
||||||
naman:'纳蛮',
|
naman:'纳蛮',
|
||||||
zuixiang:'醉乡',
|
zuixiang:'醉乡',
|
||||||
|
zuixiang2:'醉乡',
|
||||||
manjuan:'漫卷',
|
manjuan:'漫卷',
|
||||||
taichen:'抬榇',
|
taichen:'抬榇',
|
||||||
jilei:'鸡肋',
|
jilei:'鸡肋',
|
||||||
|
|
255
character/sp2.js
255
character/sp2.js
|
@ -4,7 +4,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
name:'sp2',
|
name:'sp2',
|
||||||
connect:true,
|
connect:true,
|
||||||
character:{
|
character:{
|
||||||
hejin:['male','qun',4,['spmouzhu']],
|
xin_baosanniang:['male','shu',3,['xinfu_wuniang','decadexushen']],
|
||||||
|
re_hejin:['male','qun',4,['spmouzhu']],
|
||||||
hansui:['male','qun',4,['spniluan','spweiwu']],
|
hansui:['male','qun',4,['spniluan','spweiwu']],
|
||||||
liuhong:['male','qun',4,['yujue','tuxing'],['unseen']],
|
liuhong:['male','qun',4,['yujue','tuxing'],['unseen']],
|
||||||
zhujun:['male','qun',4,['gongjian','kuimang'],['unseen']],
|
zhujun:['male','qun',4,['gongjian','kuimang'],['unseen']],
|
||||||
|
@ -64,11 +65,143 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
sp_shengun:["puyuan","guanlu","gexuan","xushao"],
|
sp_shengun:["puyuan","guanlu","gexuan","xushao"],
|
||||||
sp_baigei:['re_panfeng','xingdaorong','caoxing'],
|
sp_baigei:['re_panfeng','xingdaorong','caoxing'],
|
||||||
sp_guandu:["sp_zhanghe","xunchen","sp_shenpei","gaolan","lvkuanglvxiang","chunyuqiong","sp_xuyou"],
|
sp_guandu:["sp_zhanghe","xunchen","sp_shenpei","gaolan","lvkuanglvxiang","chunyuqiong","sp_xuyou"],
|
||||||
sp_huangjin:['liuhong','zhujun','hejin','hansui'],
|
sp_huangjin:['liuhong','zhujun','re_hejin','hansui'],
|
||||||
sp_decade:['wulan','leitong','huaman','wangshuang','wenyang','re_liuzan','re_sunluyu','caobuxing','ol_xinxianying','ol_yujin','re_maliang'],
|
sp_decade:['wulan','leitong','huaman','wangshuang','wenyang','re_liuzan','re_sunluyu','caobuxing','ol_xinxianying','ol_yujin','re_maliang','xin_baosanniang'],
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
skill:{
|
skill:{
|
||||||
|
decadexushen:{
|
||||||
|
derivation:'decadezhennan',
|
||||||
|
audio:'xinfu_xushen',
|
||||||
|
subSkill:{
|
||||||
|
count:{
|
||||||
|
trigger:{
|
||||||
|
player:["recoverBegin","recoverAfter"],
|
||||||
|
},
|
||||||
|
forced:true,
|
||||||
|
silent:true,
|
||||||
|
popup:false,
|
||||||
|
filter:function(event,player,name){
|
||||||
|
if(name=='recoverAfter') return event.decadexushen===true;
|
||||||
|
if(!event.source||player==event.source) return false;
|
||||||
|
if(!player.isDying()||event.getParent('dying').player!=player) return false;
|
||||||
|
if(game.hasPlayer(function(current){
|
||||||
|
return current.name=='guansuo'||current.name2=='guansuo';
|
||||||
|
})) return false;
|
||||||
|
return true;
|
||||||
|
},
|
||||||
|
content:function(){
|
||||||
|
if(event.triggername=='recoverBegin') trigger.decadexushen=true;
|
||||||
|
else event.getParent('dying').decadexushen_source=trigger.source;
|
||||||
|
},
|
||||||
|
sub:true,
|
||||||
|
},
|
||||||
|
},
|
||||||
|
group:["decadexushen_count"],
|
||||||
|
trigger:{
|
||||||
|
player:"dyingAfter",
|
||||||
|
},
|
||||||
|
limited:true,
|
||||||
|
filter:function(event,player){
|
||||||
|
return event.decadexushen_source&&event.decadexushen_source.isAlive();
|
||||||
|
},
|
||||||
|
logTarget:'decadexushen_source',
|
||||||
|
skillAnimation:true,
|
||||||
|
animationColor:'fire',
|
||||||
|
content:function (){
|
||||||
|
'step 0'
|
||||||
|
player.awakenSkill('decadexushen');
|
||||||
|
event.target=trigger.decadexushen_source;
|
||||||
|
event.videoId=lib.status.videoId++;
|
||||||
|
var sex='伴侣';
|
||||||
|
switch(event.target.sex){
|
||||||
|
case 'male':sex='丈夫';break;
|
||||||
|
case 'female':sex='妻子';break;
|
||||||
|
}
|
||||||
|
game.broadcastAll(function(str,id){
|
||||||
|
var dialog=ui.create.dialog('许身','hidden');
|
||||||
|
dialog.videoId=id;
|
||||||
|
dialog.addText(str,false);
|
||||||
|
dialog.add(' ');
|
||||||
|
dialog.open();
|
||||||
|
},get.translation(player)+',你是否发誓嫁'+get.translation(event.target)+'作为你的'+sex+',无论顺境或是逆境,富裕或贫穷,健康或疾病,快乐或忧愁,风雨同舟,患难与共,同甘共苦,缔结神圣的婚姻契约,成为终生的伴侣?',event.videoId);
|
||||||
|
game.delay(4);
|
||||||
|
player.chooseBool().set('ai',function(){
|
||||||
|
var evt=_status.event.getParent();
|
||||||
|
return get.attitude(evt.player,evt.target)>0;
|
||||||
|
}).set('prompt',false);
|
||||||
|
'step 1'
|
||||||
|
if(result.bool){
|
||||||
|
player.chat('我愿意!');
|
||||||
|
var sex='伴侣';
|
||||||
|
switch(player.sex){
|
||||||
|
case 'male':sex='丈夫';break;
|
||||||
|
case 'female':sex='妻子';break;
|
||||||
|
}
|
||||||
|
game.broadcastAll(function(str,id){
|
||||||
|
var dialog=get.idDialog(id);
|
||||||
|
if(dialog) dialog.content.childNodes[1].innerHTML='<div class="text">'+str+'</div>';
|
||||||
|
},get.translation(target)+',你是否发誓娶'+get.translation(player)+'作为你的妻子,无论顺境或是逆境,富裕或贫穷,健康或疾病,快乐或忧愁,风雨同舟,患难与共,同甘共苦,缔结神圣的婚姻契约,成为终生的伴侣?',event.videoId);
|
||||||
|
game.delay(4);
|
||||||
|
target.chooseBool().set('ai',function(){
|
||||||
|
return true;
|
||||||
|
}).set('prompt',false);
|
||||||
|
}
|
||||||
|
else event.goto(4);
|
||||||
|
'step 2'
|
||||||
|
if(result.bool){
|
||||||
|
target.chat('我愿意!');
|
||||||
|
if(target.name2!=undefined){
|
||||||
|
target.chooseControl(target.name1,target.name2).set('prompt','请选择要更换的武将牌');
|
||||||
|
}
|
||||||
|
else event._result={control:target.name};
|
||||||
|
}
|
||||||
|
else event.goto(4);
|
||||||
|
'step 3'
|
||||||
|
target.reinit(result.control,'guansuo');
|
||||||
|
if(_status.characterlist){
|
||||||
|
_status.characterlist.add(result.control);
|
||||||
|
_status.characterlist.remove('guansuo');
|
||||||
|
}
|
||||||
|
if(target.group!='shu') target.changeGroup('shu');
|
||||||
|
target.draw(3);
|
||||||
|
'step 4'
|
||||||
|
game.broadcastAll('closeDialog',event.videoId);
|
||||||
|
player.recover();
|
||||||
|
player.addSkill('decadezhennan');
|
||||||
|
},
|
||||||
|
mark:true,
|
||||||
|
intro:{
|
||||||
|
content:"limited",
|
||||||
|
},
|
||||||
|
},
|
||||||
|
decadezhennan:{
|
||||||
|
audio:'xinfu_zhennan',
|
||||||
|
trigger:{
|
||||||
|
target:"useCardToTargeted",
|
||||||
|
},
|
||||||
|
filter:function (event,player){
|
||||||
|
return event.targets&&event.targets.length>1&&get.type2(event.card)=='trick';
|
||||||
|
},
|
||||||
|
direct:true,
|
||||||
|
content:function (){
|
||||||
|
"step 0"
|
||||||
|
player.chooseTarget(get.prompt('decadezhennan'),'对一名其他角色造成1点随机伤害',function(card,player,target){
|
||||||
|
return target!=player;
|
||||||
|
}).set('ai',function(target){
|
||||||
|
var player=_status.event.player;
|
||||||
|
return get.damageEffect(target,player,player);
|
||||||
|
});
|
||||||
|
"step 1"
|
||||||
|
if(result.bool&&result.targets&&result.targets.length){
|
||||||
|
player.logSkill('decadezhennan',result.targets);
|
||||||
|
result.targets[0].damage();
|
||||||
|
}
|
||||||
|
},
|
||||||
|
ai:{
|
||||||
|
expose:0.25,
|
||||||
|
},
|
||||||
|
},
|
||||||
yujue:{
|
yujue:{
|
||||||
derivation:'zhihu',
|
derivation:'zhihu',
|
||||||
enable:'phaseUse',
|
enable:'phaseUse',
|
||||||
|
@ -3477,6 +3610,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
lose:false,
|
lose:false,
|
||||||
content:function(){
|
content:function(){
|
||||||
target.equip(cards[0]);
|
target.equip(cards[0]);
|
||||||
|
if(cards[0].name.indexOf('pyzhuren_')==0) player.draw(2);
|
||||||
},
|
},
|
||||||
ai:{
|
ai:{
|
||||||
order:11,
|
order:11,
|
||||||
|
@ -3505,12 +3639,16 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
if(!player.countCards('h','sha')) return 4-get.value(card);
|
if(!player.countCards('h','sha')) return 4-get.value(card);
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
return 2+card.number/2-get.value(card);
|
return 7-get.value(card);
|
||||||
},
|
},
|
||||||
content:function(){
|
content:function(){
|
||||||
|
player.addSkill('pyzhuren_destroy');
|
||||||
if(!_status.pyzhuren) _status.pyzhuren={};
|
if(!_status.pyzhuren) _status.pyzhuren={};
|
||||||
var rand=get.number(cards[0])/13;
|
var rand=0.85;
|
||||||
if(get.isLuckyStar(player)) rand=1;
|
var num=get.number(cards[0]);
|
||||||
|
if(num>4) rand=0.9;
|
||||||
|
if(num>8) rand=0.95;
|
||||||
|
if(num>12||cards[0].name=='shandian'||get.isLuckyStar(player)) rand=1;
|
||||||
var name='pyzhuren_'+(cards[0][cards[0].name=='shandian'?'name':'suit']);
|
var name='pyzhuren_'+(cards[0][cards[0].name=='shandian'?'name':'suit']);
|
||||||
if(!lib.card[name]||_status.pyzhuren[name]||Math.random()>rand){
|
if(!lib.card[name]||_status.pyzhuren[name]||Math.random()>rand){
|
||||||
player.popup('杯具');
|
player.popup('杯具');
|
||||||
|
@ -3531,11 +3669,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
player:1,
|
player:1,
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
group:'pyzhuren_destroy',
|
|
||||||
},
|
},
|
||||||
pyzhuren_destroy:{
|
pyzhuren_destroy:{
|
||||||
trigger:{global:['loseAfter','cardsDiscardAfter']},
|
trigger:{global:['loseEnd','cardsDiscardEnd']},
|
||||||
forced:true,
|
forced:true,
|
||||||
|
charlotte:true,
|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
var cs=event.cards;
|
var cs=event.cards;
|
||||||
for(var i=0;i<cs.length;i++){
|
for(var i=0;i<cs.length;i++){
|
||||||
|
@ -3562,6 +3700,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
audio:true,
|
audio:true,
|
||||||
trigger:{source:'damageSource'},
|
trigger:{source:'damageSource'},
|
||||||
usable:1,
|
usable:1,
|
||||||
|
equipSkill:true,
|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
return event.getParent().name=='sha';
|
return event.getParent().name=='sha';
|
||||||
},
|
},
|
||||||
|
@ -3571,27 +3710,37 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
content:function(){
|
content:function(){
|
||||||
'step 0'
|
'step 0'
|
||||||
player.judge(function(card){
|
player.judge(function(card){
|
||||||
return get.color(card)=='red'?1:-1;
|
var player=_status.event.getParent('pyzhuren_heart').player;
|
||||||
|
if(player.isHealthy()&&get.color(card)=='red') return 0;
|
||||||
|
return 2;
|
||||||
});
|
});
|
||||||
'step 1'
|
'step 1'
|
||||||
if(result.bool) player.recover();
|
if(result.color=='red') player.recover();
|
||||||
|
else player.draw(2);
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
pyzhuren_diamond:{
|
pyzhuren_diamond:{
|
||||||
audio:true,
|
audio:true,
|
||||||
trigger:{source:'damageBegin1'},
|
trigger:{source:'damageBegin1'},
|
||||||
direct:true,
|
direct:true,
|
||||||
|
usable:2,
|
||||||
|
equipSkill:true,
|
||||||
|
mod:{
|
||||||
|
cardUsable:function(card,player,num){
|
||||||
|
if(card.name=='sha') return num+1;
|
||||||
|
},
|
||||||
|
},
|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
if(event.getParent().name!='sha') return false;
|
if(event.getParent().name!='sha') return false;
|
||||||
if(_status.connectMode) return player.countCards('h')>0;
|
return player.countCards('he',function(card){
|
||||||
return player.countCards('h',this.filterCard)>0;
|
return card!=player.getEquip('pyzhuren_diamond');
|
||||||
},
|
})>0;
|
||||||
filterCard:function(card){
|
|
||||||
return get.name(card)=='sha'||get.subtype(card)=='equip1';
|
|
||||||
},
|
},
|
||||||
content:function(){
|
content:function(){
|
||||||
'step 0'
|
'step 0'
|
||||||
var next=player.chooseToDiscard('h',lib.skill.pyzhuren_diamond.filterCard,get.prompt(event.name,trigger.player),'弃置一张【杀】或武器牌,令即将对其造成的伤害+1');
|
var next=player.chooseToDiscard('he',function(card,player){
|
||||||
|
return card!=player.getEquip('pyzhuren_diamond');
|
||||||
|
},get.prompt(event.name,trigger.player),'弃置一张牌,令即将对其造成的伤害+1');
|
||||||
next.ai=function(card){
|
next.ai=function(card){
|
||||||
if(_status.event.goon) return 6-get.value(card);
|
if(_status.event.goon) return 6-get.value(card);
|
||||||
return -1;
|
return -1;
|
||||||
|
@ -3603,6 +3752,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
next.logSkill=[event.name,trigger.player];
|
next.logSkill=[event.name,trigger.player];
|
||||||
'step 1'
|
'step 1'
|
||||||
if(result.bool) trigger.num++;
|
if(result.bool) trigger.num++;
|
||||||
|
else player.storage.counttrigger.pyzhuren_diamond--;
|
||||||
},
|
},
|
||||||
ai:{
|
ai:{
|
||||||
expose:0.25,
|
expose:0.25,
|
||||||
|
@ -3612,8 +3762,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
audio:true,
|
audio:true,
|
||||||
trigger:{player:'useCard2'},
|
trigger:{player:'useCard2'},
|
||||||
direct:true,
|
direct:true,
|
||||||
|
equipSkill:true,
|
||||||
|
usable:2,
|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
if(player.countUsed(null,true)>1) return false;
|
|
||||||
if(event.card.name!='sha'&&get.type(event.card)!='trick') return false;
|
if(event.card.name!='sha'&&get.type(event.card)!='trick') return false;
|
||||||
var info=get.info(event.card);
|
var info=get.info(event.card);
|
||||||
if(info.allowMultiple==false) return false;
|
if(info.allowMultiple==false) return false;
|
||||||
|
@ -3644,6 +3795,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
event.targets=result.targets;
|
event.targets=result.targets;
|
||||||
}
|
}
|
||||||
else{
|
else{
|
||||||
|
player.storage.counttrigger[event.name]--;
|
||||||
event.finish();
|
event.finish();
|
||||||
}
|
}
|
||||||
'step 2'
|
'step 2'
|
||||||
|
@ -3657,14 +3809,17 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
audio:true,
|
audio:true,
|
||||||
trigger:{player:'useCardToPlayered'},
|
trigger:{player:'useCardToPlayered'},
|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
return event.card.name=='sha'&&event.targets.length==1&&get.color(event.card)=='black';
|
return event.card.name=='sha';//&&event.targets.length==1&&get.color(event.card)=='black';
|
||||||
},
|
},
|
||||||
check:function(event,player){
|
check:function(event,player){
|
||||||
return get.attitude(player,event.target)<=0;
|
return get.attitude(player,event.target)<=0;
|
||||||
},
|
},
|
||||||
|
logTarget:'target',
|
||||||
content:function(){
|
content:function(){
|
||||||
trigger.target.gain(trigger.cards.filterInD(),'gain2','log');
|
player.addTempSkill('pyzhuren_spade2');
|
||||||
trigger.target.loseHp().set('source',player);
|
player.addMark('pyzhuren_spade2',1,false);
|
||||||
|
//trigger.target.gain(trigger.cards.filterInD(),'gain2','log');
|
||||||
|
trigger.target.loseHp(Math.min(player.countMark('pyzhuren_spade2'),5)).set('source',player);
|
||||||
},
|
},
|
||||||
ai:{
|
ai:{
|
||||||
jueqing:true,
|
jueqing:true,
|
||||||
|
@ -3677,25 +3832,34 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
|
pyzhuren_spade2:{onremove:true},
|
||||||
pyzhuren_shandian:{
|
pyzhuren_shandian:{
|
||||||
audio:true,
|
audio:true,
|
||||||
trigger:{player:'useCardToPlayered'},
|
trigger:{player:'useCardToPlayered'},
|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
return event.card.name=='sha'&&event.targets.length==1;
|
return event.card.name=='sha';//&&event.targets.length==1;
|
||||||
},
|
},
|
||||||
check:function(event,player){
|
check:function(event,player){
|
||||||
return get.attitude(player,event.target)<=0;
|
return get.attitude(player,event.target)<=0;
|
||||||
},
|
},
|
||||||
|
logTarget:'target',
|
||||||
content:function(){
|
content:function(){
|
||||||
'step 0'
|
'step 0'
|
||||||
player.judge(function(card){
|
trigger.target.judge(function(card){
|
||||||
if(get.suit(card)=='spade'&&card.number>1&&card.number<10) return 10;
|
var suit=get.suit(card);
|
||||||
|
if(suit=='spade') return -10;
|
||||||
|
if(suit=='club') return -5;
|
||||||
return 0;
|
return 0;
|
||||||
});
|
});
|
||||||
'step 1'
|
'step 1'
|
||||||
if(result.bool){
|
if(result.suit=='spade'){
|
||||||
trigger.target.damage(3,'thunder');
|
trigger.target.damage(3,'thunder');
|
||||||
trigger.getParent().excluded.add(trigger.target);
|
//trigger.getParent().excluded.add(trigger.target);
|
||||||
|
}
|
||||||
|
else if(result.suit=='club'){
|
||||||
|
trigger.target.damage('thunder');
|
||||||
|
player.recover();
|
||||||
|
player.draw();
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
|
@ -5414,7 +5578,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
skills:['pyzhuren_heart'],
|
skills:['pyzhuren_heart'],
|
||||||
ai:{
|
ai:{
|
||||||
basic:{
|
basic:{
|
||||||
equipValue:2
|
equipValue:4
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
|
@ -5427,7 +5591,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
skills:['pyzhuren_diamond'],
|
skills:['pyzhuren_diamond'],
|
||||||
ai:{
|
ai:{
|
||||||
basic:{
|
basic:{
|
||||||
equipValue:2
|
equipValue:3
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
|
@ -5440,9 +5604,22 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
skills:['pyzhuren_club'],
|
skills:['pyzhuren_club'],
|
||||||
ai:{
|
ai:{
|
||||||
basic:{
|
basic:{
|
||||||
equipValue:2
|
equipValue:5
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
loseDelay:false,
|
||||||
|
onLose:function(){
|
||||||
|
var next=game.createEvent('baiyin_recover');
|
||||||
|
event.next.remove(next);
|
||||||
|
var evt=event.getParent();
|
||||||
|
if(evt.getlx===false) evt=evt.getParent();
|
||||||
|
evt.after.push(next);
|
||||||
|
next.player=player;
|
||||||
|
next.setContent(function(){
|
||||||
|
if(player.isDamaged()) player.logSkill('pyzhuren_club');
|
||||||
|
player.recover();
|
||||||
|
});
|
||||||
|
},
|
||||||
},
|
},
|
||||||
pyzhuren_spade:{
|
pyzhuren_spade:{
|
||||||
fullskin:true,
|
fullskin:true,
|
||||||
|
@ -5452,7 +5629,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
skills:['pyzhuren_spade'],
|
skills:['pyzhuren_spade'],
|
||||||
ai:{
|
ai:{
|
||||||
basic:{
|
basic:{
|
||||||
equipValue:2.6
|
equipValue:3
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
|
@ -5465,7 +5642,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
skills:['pyzhuren_shandian'],
|
skills:['pyzhuren_shandian'],
|
||||||
ai:{
|
ai:{
|
||||||
basic:{
|
basic:{
|
||||||
equipValue:2
|
equipValue:3
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
|
@ -5653,21 +5830,21 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
pingjian_info:'结束阶段开始时/当你受到伤害后/出牌阶段限一次,你可以令系统随机从剩余武将牌堆中检索出三张拥有发动时机为结束阶段开始时/当你受到伤害后/出牌阶段的技能的武将牌。然后你可以选择尝试发动其中一个技能或摸一张牌。每个技能每局只能选择一次。',
|
pingjian_info:'结束阶段开始时/当你受到伤害后/出牌阶段限一次,你可以令系统随机从剩余武将牌堆中检索出三张拥有发动时机为结束阶段开始时/当你受到伤害后/出牌阶段的技能的武将牌。然后你可以选择尝试发动其中一个技能或摸一张牌。每个技能每局只能选择一次。',
|
||||||
pingjian_use:'评荐',
|
pingjian_use:'评荐',
|
||||||
pytianjiang:'天匠',
|
pytianjiang:'天匠',
|
||||||
pytianjiang_info:'游戏开始时,你随机获得两张不同副类别的装备牌,并置入你的装备区。出牌阶段,你可以将装备区内的牌移动到其他角色的装备区(可替换原装备)。',
|
pytianjiang_info:'游戏开始时,你随机获得两张不同副类别的装备牌,并置入你的装备区。出牌阶段,你装备区里的牌可以移动至其他角色的装备区并替换其原有装备。',
|
||||||
pytianjiang_move:'天匠',
|
pytianjiang_move:'天匠',
|
||||||
pyzhuren:'铸刃',
|
pyzhuren:'铸刃',
|
||||||
pyzhuren_info:'出牌阶段限一次,你可以弃置一张手牌。根据此牌的花色点数,你有一定概率打造成功并获得一张武器牌(若打造失败或武器已有则改为摸一张【杀】,花色决定武器名称,点数决定成功率)。此武器牌进入弃牌堆时,将其移出游戏。',
|
pyzhuren_info:'出牌阶段限一次,你可以弃置一张手牌。根据此牌的花色点数,你有一定概率打造成功并获得一张武器牌(若打造失败或武器已有则改为摸一张【杀】,花色决定武器名称,点数决定成功率)。此武器牌进入弃牌堆时,将其移出游戏。',
|
||||||
pyzhuren_destroy:'铸刃',
|
pyzhuren_destroy:'铸刃',
|
||||||
pyzhuren_heart:'红缎枪',
|
pyzhuren_heart:'红缎枪',
|
||||||
pyzhuren_heart_info:'每回合限一次,当你使用【杀】造成伤害后,你可以进行判定,若结果为红色,你回复1点体力。',
|
pyzhuren_heart_info:'每回合限一次,当你使用【杀】造成伤害后,你可以进行判定,若结果为:红色,你回复1点体力;黑色:你摸两张牌。',
|
||||||
pyzhuren_diamond:'烈淬刀',
|
pyzhuren_diamond:'烈淬刀',
|
||||||
pyzhuren_diamond_info:'当你使用【杀】对目标角色造成伤害时,你可以弃置一张【杀】或武器牌,令此伤害+1。',
|
pyzhuren_diamond_info:'每回合限两次,当你使用【杀】对目标角色造成伤害时,你可以弃置一张牌,令此伤害+1。你使用【杀】的次数上限+1。',
|
||||||
pyzhuren_club:'水波剑',
|
pyzhuren_club:'水波剑',
|
||||||
pyzhuren_club_info:'当你于出牌阶段使用第一张牌时,若此牌是普通锦囊牌或【杀】,则你可以为此牌增加一个目标。',
|
pyzhuren_club_info:'每回合限两次,当你使用普通锦囊牌或【杀】时,你可以为此牌增加一个目标。当你失去装备区里的【水波剑】后,你回复1点体力。',
|
||||||
pyzhuren_spade:'混毒弯匕',
|
pyzhuren_spade:'混毒弯匕',
|
||||||
pyzhuren_spade_info:'当你使用的黑色【杀】指定单一目标后,你可令该角色获得此【杀】,然后其失去1点体力。',
|
pyzhuren_spade_info:'当你使用【杀】指定目标后,你可令其失去X点体力(X为此技能本回合内发动过的次数且至多为5)。',
|
||||||
pyzhuren_shandian:'天雷刃',
|
pyzhuren_shandian:'天雷刃',
|
||||||
pyzhuren_shandian_info:'当你使用【杀】仅指定一名角色为目标后,可令其进行一次判定,若结果为黑桃2~黑桃9,该角色受到3点雷电伤害,然后此【杀】对其无效。',
|
pyzhuren_shandian_info:'当你使用【杀】指定目标后,可令其进行判定,若结果为:黑桃,其受到3点雷属性伤害;梅花,其受到1点雷属性伤害,你回复1点体力并摸一张牌。',
|
||||||
|
|
||||||
songshu:'颂蜀',
|
songshu:'颂蜀',
|
||||||
songshu_info:'出牌阶段,你可以和其他角色拼点。若你没赢,其摸两张牌,且你本阶段内不能再发动〖颂蜀〗',
|
songshu_info:'出牌阶段,你可以和其他角色拼点。若你没赢,其摸两张牌,且你本阶段内不能再发动〖颂蜀〗',
|
||||||
|
@ -5844,6 +6021,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
tuxing:'图兴',
|
tuxing:'图兴',
|
||||||
tuxing2:'图兴',
|
tuxing2:'图兴',
|
||||||
tuxing_info:'锁定技,当你废除一个装备栏时,你加1点体力上限并回复1点体力。然后若你所有的装备栏均已被废除,则你减4点体力上限,且本局游戏内使用【杀】造成的伤害+1。',
|
tuxing_info:'锁定技,当你废除一个装备栏时,你加1点体力上限并回复1点体力。然后若你所有的装备栏均已被废除,则你减4点体力上限,且本局游戏内使用【杀】造成的伤害+1。',
|
||||||
|
re_hejin:'何进',
|
||||||
|
xin_baosanniang:'鲍三娘',
|
||||||
|
decadexushen:"许身",
|
||||||
|
decadexushen_info:"限定技,当你因其他角色而脱离濒死状态后,若场上没有“关索”,则你可发动此技能。你可令其选择是否将自己的一张武将牌变更为“关索”并摸三张牌。然后你回复一点体力,并获得技能〖镇南〗。",
|
||||||
|
decadezhennan:"镇南",
|
||||||
|
decadezhennan_info:"当你成为锦囊牌的目标后,若此牌的目标数大于1,则你可以对一名其他角色造成1点伤害。",
|
||||||
|
|
||||||
sp_whlw:"文和乱武",
|
sp_whlw:"文和乱武",
|
||||||
sp_zlzy:"逐鹿中原",
|
sp_zlzy:"逐鹿中原",
|
||||||
|
|
|
@ -62,11 +62,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
hanhaoshihuan:['male','wei',4,['shenduan','yonglve']],
|
hanhaoshihuan:['male','wei',4,['shenduan','yonglve']],
|
||||||
|
|
||||||
caorui:['male','wei',3,['huituo','mingjian','xingshuai'],['zhu']],
|
caorui:['male','wei',3,['huituo','mingjian','xingshuai'],['zhu']],
|
||||||
caoxiu:['male','wei',4,['qianju','reqingxi']],
|
caoxiu:['male','wei',4,['qianju','qingxi']],
|
||||||
zhongyao:['male','wei',3,['huomo','zuoding']],
|
zhongyao:['male','wei',3,['huomo','zuoding']],
|
||||||
liuchen:['male','shu',4,['zhanjue','qinwang'],['zhu']],
|
liuchen:['male','shu',4,['zhanjue','qinwang'],['zhu']],
|
||||||
zhangyi:['male','shu',4,['wurong','shizhi']],
|
zhangyi:['male','shu',4,['wurong','shizhi']],
|
||||||
sunxiu:['male','wu',3,['reyanzhu','rexingxue','rezhaofu'],['zhu']],
|
sunxiu:['male','wu',3,['yanzhu','xingxue','zhaofu'],['zhu']],
|
||||||
zhuzhi:['male','wu',4,['xinanguo']],
|
zhuzhi:['male','wu',4,['xinanguo']],
|
||||||
quancong:['male','wu',4,['yaoming']],
|
quancong:['male','wu',4,['yaoming']],
|
||||||
gongsunyuan:['male','qun',4,['huaiyi']],
|
gongsunyuan:['male','qun',4,['huaiyi']],
|
||||||
|
@ -320,7 +320,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
return player.countCards('he')>0;
|
return player.countCards('he')>0;
|
||||||
},
|
},
|
||||||
content:function(){
|
content:function(){
|
||||||
player.chooseToDiscard('是否发动【伤逝】弃置一张牌?').set('logSkill','reshangshi').set('ai',function(card){
|
player.chooseToDiscard('是否发动【伤逝】弃置一张牌?','he').set('logSkill','reshangshi').set('ai',function(card){
|
||||||
var player=_status.event.player;
|
var player=_status.event.player;
|
||||||
if(player.countCards('h')>player.getDamagedHp()+_status.event.getTrigger().num) return 1;
|
if(player.countCards('h')>player.getDamagedHp()+_status.event.getTrigger().num) return 1;
|
||||||
if(player.isPhaseUsing()) return 0.1-player.getUseValue(card,null,true)/Math.max(0.1,get.value(card));
|
if(player.isPhaseUsing()) return 0.1-player.getUseValue(card,null,true)/Math.max(0.1,get.value(card));
|
||||||
|
@ -4974,7 +4974,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
reqingxi:{
|
reqingxi:{
|
||||||
audio:'qingxi',
|
audio:2,
|
||||||
trigger:{player:'useCardToPlayered'},
|
trigger:{player:'useCardToPlayered'},
|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
return event.card.name=='sha'||event.card.name=='juedou';
|
return event.card.name=='sha'||event.card.name=='juedou';
|
||||||
|
@ -5024,25 +5024,25 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
if(!map[id]) map[id]={};
|
if(!map[id]) map[id]={};
|
||||||
if(!map[id].extraDamage) map[id].extraDamage=0;
|
if(!map[id].extraDamage) map[id].extraDamage=0;
|
||||||
map[id].extraDamage++;
|
map[id].extraDamage++;
|
||||||
trigger.target.judge(function(card){
|
player.judge(function(card){
|
||||||
if(get.color(card)=='red') return -1;
|
if(get.color(card)=='red') return 1;
|
||||||
return 0;
|
return 0;
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
'step 2'
|
'step 2'
|
||||||
if(result.bool===false) trigger.directHit.add(trigger.target);
|
if(result.color=='red') trigger.directHit.add(trigger.target);
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
reqingxi2:{
|
reqingxi2:{
|
||||||
mod:{
|
mod:{
|
||||||
cardEnabled:function(card,player){
|
cardEnabled:function(card,player){
|
||||||
if(player.storage.reqingxi2&&player.storage.reqingxi2.filter(function(cd){
|
if(player.storage.reqingxi2&&player.storage.reqingxi2.filter(function(cd){
|
||||||
return get.color(cd)!=get.color(card);
|
return get.color(cd)==get.color(card);
|
||||||
}).length) return false;
|
}).length) return false;
|
||||||
},
|
},
|
||||||
cardRespondable:function(card,player){
|
cardRespondable:function(card,player){
|
||||||
if(player.storage.reqingxi2&&player.storage.reqingxi2.filter(function(cd){
|
if(player.storage.reqingxi2&&player.storage.reqingxi2.filter(function(cd){
|
||||||
return get.color(cd)!=get.color(card);
|
return get.color(cd)==get.color(card);
|
||||||
}).length) return false;
|
}).length) return false;
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
|
@ -6423,7 +6423,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
},
|
},
|
||||||
reyanzhu:{
|
reyanzhu:{
|
||||||
enable:'phaseUse',
|
enable:'phaseUse',
|
||||||
audio:'yanzhu',
|
audio:2,
|
||||||
usable:1,
|
usable:1,
|
||||||
filterTarget:lib.filter.notMe,
|
filterTarget:lib.filter.notMe,
|
||||||
derivation:['reyanzhu_rewrite','rexingxue_rewrite'],
|
derivation:['reyanzhu_rewrite','rexingxue_rewrite'],
|
||||||
|
@ -6480,13 +6480,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
rexingxue:{
|
rexingxue:{
|
||||||
trigger:{player:'phaseJieshuBegin'},
|
trigger:{player:'phaseJieshuBegin'},
|
||||||
direct:true,
|
direct:true,
|
||||||
audio:'xingxue',
|
audio:2,
|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
return (player.storage.reyanzhu?player.hp:player.maxHp)>0;
|
return (player.storage.reyanzhu?player.maxHp:player.hp)>0;
|
||||||
},
|
},
|
||||||
content:function(){
|
content:function(){
|
||||||
'step 0'
|
'step 0'
|
||||||
player.chooseTarget([1,(player.storage.reyanzhu?player.maxHp:player.hp)],get.prompt('rexingxue'),'令所有目标角色依次摸一张牌,然后所有手牌数不等于体力值的目标角色依次将一张牌置于牌堆顶').set('ai',function(target){
|
player.chooseTarget([1,player.storage.reyanzhu?player.maxHp:player.hp],get.prompt('rexingxue'),'令所有目标角色依次摸一张牌,然后所有手牌数大于体力值的目标角色依次将一张牌置于牌堆顶').set('ai',function(target){
|
||||||
var att=get.attitude(player,target);
|
var att=get.attitude(player,target);
|
||||||
if(target.countCards('h')==target.hp-1) att*=2;
|
if(target.countCards('h')==target.hp-1) att*=2;
|
||||||
return att;
|
return att;
|
||||||
|
@ -6507,7 +6507,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
}
|
}
|
||||||
else event.finish();
|
else event.finish();
|
||||||
'step 4'
|
'step 4'
|
||||||
if(target.isAlive()&&target.countCards('h')&&target.countCards('h')!=target.hp) target.chooseCard('he',true,'将一张牌置于牌堆顶');
|
if(target.isAlive()&&target.countCards('h')&&target.countCards('h')>target.hp) target.chooseCard('he',true,'将一张牌置于牌堆顶');
|
||||||
else event.goto(3);
|
else event.goto(3);
|
||||||
'step 5'
|
'step 5'
|
||||||
if(result&&result.cards){
|
if(result&&result.cards){
|
||||||
|
@ -12085,8 +12085,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
return '出牌阶段限一次,你可以选择一名其他角色。该角色下一次受到的伤害+1直到其下回合开始。';
|
return '出牌阶段限一次,你可以选择一名其他角色。该角色下一次受到的伤害+1直到其下回合开始。';
|
||||||
},
|
},
|
||||||
rexingxue:function(player){
|
rexingxue:function(player){
|
||||||
if(player.storage.reyanzhu) return '结束阶段开始时,你可以令至多X名角色各摸一张牌。然后若有手牌数不等于体力值的目标角色,则这些角色各将一张牌置于牌堆顶。(X为你的体力上限)。';
|
if(player.storage.reyanzhu) return '结束阶段开始时,你可以令至多X名角色各摸一张牌。然后若有手牌数大于体力值的目标角色,则这些角色各将一张牌置于牌堆顶。(X为你的体力上限)。';
|
||||||
return '结束阶段开始时,你可以令至多X名角色各摸一张牌。然后若有手牌数不等于体力值的目标角色,则这些角色各将一张牌置于牌堆顶。(X为你的体力值)。';
|
return '结束阶段开始时,你可以令至多X名角色各摸一张牌。然后若有手牌数大于体力值的目标角色,则这些角色各将一张牌置于牌堆顶。(X为你的体力值)。';
|
||||||
},
|
},
|
||||||
jiaozhao:function(player){
|
jiaozhao:function(player){
|
||||||
if(player.storage.jiaozhao2) return '出牌阶段限一次,你可以展示一张手牌,然后声明一张基本牌或普通锦囊牌的牌名。在此出牌阶段内,你可以将此手牌当声明的牌使用且你不能被选择为目标。';
|
if(player.storage.jiaozhao2) return '出牌阶段限一次,你可以展示一张手牌,然后声明一张基本牌或普通锦囊牌的牌名。在此出牌阶段内,你可以将此手牌当声明的牌使用且你不能被选择为目标。';
|
||||||
|
@ -12309,7 +12309,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
reqianju:'千驹',
|
reqianju:'千驹',
|
||||||
reqianju_info:'锁定技,若你已受伤,你计算与其他角色的距离时-X(X为你已损失的体力值且至少为1)。',
|
reqianju_info:'锁定技,若你已受伤,你计算与其他角色的距离时-X(X为你已损失的体力值且至少为1)。',
|
||||||
reqingxi:'倾袭',
|
reqingxi:'倾袭',
|
||||||
reqingxi_info:'当你使用【杀】或【决斗】指定目标后,你可以令其选择一项:1、弃置X张手牌(X为你攻击范围内的角色数,且当你装备区内有武器牌/没有武器牌时至多为4/2),若如此做,其弃置你的此武器牌;2、令此牌的伤害值+1且其进行判定,若结果为红色,则其不能响应此牌。',
|
reqingxi_info:'当你使用【杀】或【决斗】指定目标后,你可以令其选择一项:1、弃置X张手牌(X为你攻击范围内的角色数,且当你装备区内有武器牌/没有武器牌时至多为4/2),若如此做,其弃置你的此武器牌;2、令此牌的伤害值+1且你进行判定,若结果为红色,则其不能响应此牌。',
|
||||||
jieyue:'节钺',
|
jieyue:'节钺',
|
||||||
jieyue1:'节钺',
|
jieyue1:'节钺',
|
||||||
jieyue2:'节钺',
|
jieyue2:'节钺',
|
||||||
|
@ -12381,9 +12381,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
reyanzhu_rewrite:'宴诛·改',
|
reyanzhu_rewrite:'宴诛·改',
|
||||||
reyanzhu_rewrite_info:'出牌阶段限一次,你可以选择一名其他角色。该角色下一次受到的伤害+1直到其下回合开始。',
|
reyanzhu_rewrite_info:'出牌阶段限一次,你可以选择一名其他角色。该角色下一次受到的伤害+1直到其下回合开始。',
|
||||||
rexingxue:'兴学',
|
rexingxue:'兴学',
|
||||||
rexingxue_info:'结束阶段开始时,你可以令至多X名角色各摸一张牌。然后若有手牌数不等于体力值的目标角色,则这些角色各将一张牌置于牌堆顶。(X为你的体力值)。',
|
rexingxue_info:'结束阶段开始时,你可以令至多X名角色各摸一张牌。然后若有手牌数大于体力值的目标角色,则这些角色各将一张牌置于牌堆顶。(X为你的体力值)。',
|
||||||
rexingxue_rewrite:'兴学·改',
|
rexingxue_rewrite:'兴学·改',
|
||||||
rexingxue_rewrite_info:'结束阶段开始时,你可以令至多X名角色各摸一张牌。然后若有手牌数不等于体力值的目标角色,则这些角色各将一张牌置于牌堆顶。(X为你的体力上限)。',
|
rexingxue_rewrite_info:'结束阶段开始时,你可以令至多X名角色各摸一张牌。然后若有手牌数大于体力值的目标角色,则这些角色各将一张牌置于牌堆顶。(X为你的体力上限)。',
|
||||||
rezhaofu:'诏缚',
|
rezhaofu:'诏缚',
|
||||||
rezhaofu_info:'主公技,锁定技,你攻击范围内的角色视为在其他吴势力角色的攻击范围内。',
|
rezhaofu_info:'主公技,锁定技,你攻击范围内的角色视为在其他吴势力角色的攻击范围内。',
|
||||||
wurong:'怃戎',
|
wurong:'怃戎',
|
||||||
|
|
|
@ -1,5 +1,5 @@
|
||||||
window.noname_asset_list=[
|
window.noname_asset_list=[
|
||||||
'v1.9.105.7',
|
'v1.9.105.8',
|
||||||
'audio/background/aozhan_chaoming.mp3',
|
'audio/background/aozhan_chaoming.mp3',
|
||||||
'audio/background/aozhan_online.mp3',
|
'audio/background/aozhan_online.mp3',
|
||||||
'audio/background/aozhan_rewrite.mp3',
|
'audio/background/aozhan_rewrite.mp3',
|
||||||
|
@ -632,6 +632,8 @@ window.noname_asset_list=[
|
||||||
'audio/die/re_yufan.mp3',
|
'audio/die/re_yufan.mp3',
|
||||||
'audio/die/xin_jianyong.mp3',
|
'audio/die/xin_jianyong.mp3',
|
||||||
'audio/die/sp_zhangliao.mp3',
|
'audio/die/sp_zhangliao.mp3',
|
||||||
|
'audio/die/re_caoxiu.mp3',
|
||||||
|
'audio/die/re_sunxiu.mp3',
|
||||||
|
|
||||||
'audio/skill/anguo1.mp3',
|
'audio/skill/anguo1.mp3',
|
||||||
'audio/skill/anguo2.mp3',
|
'audio/skill/anguo2.mp3',
|
||||||
|
@ -2789,6 +2791,12 @@ window.noname_asset_list=[
|
||||||
'audio/skill/mubing2.mp3',
|
'audio/skill/mubing2.mp3',
|
||||||
'audio/skill/ziqu1.mp3',
|
'audio/skill/ziqu1.mp3',
|
||||||
'audio/skill/ziqu2.mp3',
|
'audio/skill/ziqu2.mp3',
|
||||||
|
'audio/skill/reqingxi1.mp3',
|
||||||
|
'audio/skill/reqingxi2.mp3',
|
||||||
|
'audio/skill/rexingxue1.mp3',
|
||||||
|
'audio/skill/rexingxue2.mp3',
|
||||||
|
'audio/skill/reyanzhu1.mp3',
|
||||||
|
'audio/skill/reyanzhu2.mp3',
|
||||||
|
|
||||||
'font/huangcao.ttf',
|
'font/huangcao.ttf',
|
||||||
'font/shousha.ttf',
|
'font/shousha.ttf',
|
||||||
|
@ -3429,6 +3437,10 @@ window.noname_asset_list=[
|
||||||
'image/character/ol_yuanshu.jpg',
|
'image/character/ol_yuanshu.jpg',
|
||||||
'image/character/key_kotori.jpg',
|
'image/character/key_kotori.jpg',
|
||||||
'image/character/key_ryoichi.jpg',
|
'image/character/key_ryoichi.jpg',
|
||||||
|
'image/character/re_caoxiu.jpg',
|
||||||
|
'image/character/re_hejin.jpg',
|
||||||
|
'image/character/re_sunxiu.jpg',
|
||||||
|
'image/character/xin_baosanniang.jpg',
|
||||||
|
|
||||||
'image/character/baiwuchang.jpg',
|
'image/character/baiwuchang.jpg',
|
||||||
'image/character/baosanniang.jpg',
|
'image/character/baosanniang.jpg',
|
||||||
|
|
15
game/game.js
15
game/game.js
|
@ -11653,7 +11653,7 @@
|
||||||
}
|
}
|
||||||
event.backup(event.buttoned+'_backup');
|
event.backup(event.buttoned+'_backup');
|
||||||
if(info.prompt){
|
if(info.prompt){
|
||||||
event.openskilldialog=info.prompt(result.links,player);
|
event.openskilldialog=info.prompt(info.chooseControl?result:result.links,player);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else{
|
else{
|
||||||
|
@ -48511,8 +48511,19 @@
|
||||||
}
|
}
|
||||||
if(type=='in'){
|
if(type=='in'){
|
||||||
if(info.enable=='phaseUse') num+=0.5;
|
if(info.enable=='phaseUse') num+=0.5;
|
||||||
if(info.trigger&&['phaseBegin','phaseDrawBegin','phaseUseBegin','phaseEnd'].contains(info.trigger.player)){
|
if(info.trigger&&info.trigger.player){
|
||||||
|
var list=Array.isArray(info.trigger.player)?info.trigger.player:[info.trigger.player];
|
||||||
|
var add=false;
|
||||||
|
for(var i of list){
|
||||||
|
for(var j of lib.phaseName){
|
||||||
|
if(i.indexOf[j]==0){
|
||||||
num+=0.5;
|
num+=0.5;
|
||||||
|
add=true;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if(add) break;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
if(info.trigger&&((typeof info.trigger.player=='string'&&info.trigger.player.indexOf('use')==0)||info.trigger.source)){
|
if(info.trigger&&((typeof info.trigger.player=='string'&&info.trigger.player.indexOf('use')==0)||info.trigger.source)){
|
||||||
num+=0.3;
|
num+=0.3;
|
||||||
|
|
|
@ -1,8 +1,8 @@
|
||||||
window.noname_update={
|
window.noname_update={
|
||||||
version:'1.9.105.7',
|
version:'1.9.105.8',
|
||||||
update:'1.9.105.6.1',
|
update:'1.9.105.7',
|
||||||
changeLog:[
|
changeLog:[
|
||||||
'神户小鸟、三谷良一',
|
'界曹休、界孙休、新鲍三娘',
|
||||||
'bug修复',
|
'bug修复',
|
||||||
|
|
||||||
],
|
],
|
||||||
|
@ -21,33 +21,33 @@ window.noname_update={
|
||||||
//'card/zhulu.js',
|
//'card/zhulu.js',
|
||||||
'character/diy.js',
|
'character/diy.js',
|
||||||
//'character/extra.js',
|
//'character/extra.js',
|
||||||
//'character/hearth.js',
|
'character/hearth.js',
|
||||||
//'character/gujian.js',
|
//'character/gujian.js',
|
||||||
//'character/gwent.js',
|
//'character/gwent.js',
|
||||||
//'character/hearth.js',
|
//'character/hearth.js',
|
||||||
'character/mobile.js',
|
'character/mobile.js',
|
||||||
//'character/mtg.js',
|
//'character/mtg.js',
|
||||||
'character/old.js',
|
//'character/old.js',
|
||||||
'character/refresh.js',
|
'character/refresh.js',
|
||||||
'character/shenhua.js',
|
//'character/shenhua.js',
|
||||||
'character/sp.js',
|
'character/sp.js',
|
||||||
'character/sp2.js',
|
'character/sp2.js',
|
||||||
//'character/tw.js',
|
//'character/tw.js',
|
||||||
'character/standard.js',
|
//'character/standard.js',
|
||||||
//'character/swd.js',
|
//'character/swd.js',
|
||||||
//'character/xianjian.js',
|
//'character/xianjian.js',
|
||||||
'character/xinghuoliaoyuan.js',
|
//'character/xinghuoliaoyuan.js',
|
||||||
'character/yijiang.js',
|
'character/yijiang.js',
|
||||||
//'character/yxs.js',
|
//'character/yxs.js',
|
||||||
//'extension/boss/extension.js',
|
//'extension/boss/extension.js',
|
||||||
//'layout/default/layout.css',
|
//'layout/default/layout.css',
|
||||||
//'layout/nova/layout.css',
|
//'layout/nova/layout.css',
|
||||||
//'mode/identity.js',
|
'mode/identity.js',
|
||||||
//'mode/doudizhu.js',
|
//'mode/doudizhu.js',
|
||||||
'mode/guozhan.js',
|
'mode/guozhan.js',
|
||||||
//'mode/chess.js',
|
'mode/chess.js',
|
||||||
//'mode/tafang.js',
|
'mode/tafang.js',
|
||||||
//'mode/single.js',
|
'mode/single.js',
|
||||||
//'mode/stone.js',
|
//'mode/stone.js',
|
||||||
//'mode/brawl.js',
|
//'mode/brawl.js',
|
||||||
//'mode/versus.js',
|
//'mode/versus.js',
|
||||||
|
|
Binary file not shown.
After Width: | Height: | Size: 178 KiB |
Binary file not shown.
After Width: | Height: | Size: 163 KiB |
Binary file not shown.
After Width: | Height: | Size: 171 KiB |
Binary file not shown.
After Width: | Height: | Size: 177 KiB |
Binary file not shown.
After Width: | Height: | Size: 246 KiB |
|
@ -781,6 +781,20 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
||||||
}
|
}
|
||||||
return false;
|
return false;
|
||||||
},
|
},
|
||||||
|
dieAfter2:function(){
|
||||||
|
var player=this;
|
||||||
|
delete lib.posmap[player.dataset.position];
|
||||||
|
setTimeout(function(){
|
||||||
|
player.delete();
|
||||||
|
},500);
|
||||||
|
for(var i=0;i<ui.phasequeue.length;i++){
|
||||||
|
if(ui.phasequeue[i].link==player){
|
||||||
|
ui.phasequeue[i].remove();
|
||||||
|
ui.phasequeue.splice(i,1);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
},
|
||||||
dieAfter:function(source){
|
dieAfter:function(source){
|
||||||
var player=this;
|
var player=this;
|
||||||
if(_status.friends){
|
if(_status.friends){
|
||||||
|
@ -795,17 +809,6 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
||||||
if(ui.enemyDied&&player.side!=game.me.side){
|
if(ui.enemyDied&&player.side!=game.me.side){
|
||||||
ui.enemyDied.innerHTML='杀敌: '+get.cnNumber(++_status.enemyDied,true);
|
ui.enemyDied.innerHTML='杀敌: '+get.cnNumber(++_status.enemyDied,true);
|
||||||
}
|
}
|
||||||
delete lib.posmap[player.dataset.position];
|
|
||||||
setTimeout(function(){
|
|
||||||
player.delete();
|
|
||||||
},500);
|
|
||||||
for(var i=0;i<ui.phasequeue.length;i++){
|
|
||||||
if(ui.phasequeue[i].link==player){
|
|
||||||
ui.phasequeue[i].remove();
|
|
||||||
ui.phasequeue.splice(i,1);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if(player==game.friendZhu){
|
if(player==game.friendZhu){
|
||||||
if(game.friendViceZhu&&game.friendViceZhu.isAlive()){
|
if(game.friendViceZhu&&game.friendViceZhu.isAlive()){
|
||||||
game.friendZhu=game.friendViceZhu;
|
game.friendZhu=game.friendViceZhu;
|
||||||
|
|
|
@ -6597,7 +6597,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
||||||
game:{
|
game:{
|
||||||
getCharacterChoice:function(list,num){
|
getCharacterChoice:function(list,num){
|
||||||
var choice=list.splice(0,num);
|
var choice=list.splice(0,num);
|
||||||
var map={wei:[],shu:[],wu:[],qun:[]};
|
var map={wei:[],shu:[],wu:[],qun:[],key:[]};
|
||||||
for(var i=0;i<choice.length;i++){
|
for(var i=0;i<choice.length;i++){
|
||||||
var group=lib.character[choice[i]][1];
|
var group=lib.character[choice[i]][1];
|
||||||
if(map[group]){
|
if(map[group]){
|
||||||
|
|
|
@ -1412,6 +1412,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
||||||
list3.push(i);
|
list3.push(i);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
list2.sort(lib.sort.character);
|
||||||
event.list.randomSort();
|
event.list.randomSort();
|
||||||
_status.characterlist=event.list.slice(0);
|
_status.characterlist=event.list.slice(0);
|
||||||
list3.randomSort();
|
list3.randomSort();
|
||||||
|
|
|
@ -965,22 +965,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
suzi:{
|
suzi:{
|
||||||
audio:2,
|
inherit:'xingshang',
|
||||||
trigger:{global:'loseAfter'},
|
|
||||||
filter:function(event,player){
|
|
||||||
if(event.getParent().name!='die') return false;
|
|
||||||
for(var i=0;i<event.cards.length;i++){
|
|
||||||
if(get.position(event.cards[i])=='d') return true;
|
|
||||||
}
|
|
||||||
return false;
|
|
||||||
},
|
|
||||||
content:function(){
|
|
||||||
var list=[];
|
|
||||||
for(var i=0;i<trigger.cards.length;i++){
|
|
||||||
if(get.position(trigger.cards[i])=='d') list.push(trigger.cards[i]);
|
|
||||||
}
|
|
||||||
player.gain(list,'gain2');
|
|
||||||
},
|
|
||||||
},
|
},
|
||||||
cangji:{
|
cangji:{
|
||||||
trigger:{player:'die'},
|
trigger:{player:'die'},
|
||||||
|
@ -1197,7 +1182,6 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
||||||
sgkuanggu:'狂骨',
|
sgkuanggu:'狂骨',
|
||||||
sgkuanggu_info:'当你造成伤害后,若你已受伤,你可以进行判定:若结果为黑色,你回复1点体力。',
|
sgkuanggu_info:'当你造成伤害后,若你已受伤,你可以进行判定:若结果为黑色,你回复1点体力。',
|
||||||
suzi:'肃资',
|
suzi:'肃资',
|
||||||
suzi_info:'当其他角色区域内的牌因死亡而进入弃牌堆后,你可以获得之。',
|
|
||||||
cangji:'藏机',
|
cangji:'藏机',
|
||||||
cangji_info:'当你死亡时,你可以将装备区内的所有牌移动到游戏外。若如此做,你的下一名角色登场时,你将这些牌置入你的装备区。',
|
cangji_info:'当你死亡时,你可以将装备区内的所有牌移动到游戏外。若如此做,你的下一名角色登场时,你将这些牌置入你的装备区。',
|
||||||
sgrenwang:'仁望',
|
sgrenwang:'仁望',
|
||||||
|
|
|
@ -262,14 +262,8 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
player:{
|
player:{
|
||||||
dieAfter:function(source){
|
dieAfter2:function(){
|
||||||
var player=this;
|
var player=this;
|
||||||
if(_status.friends){
|
|
||||||
_status.friends.remove(this);
|
|
||||||
}
|
|
||||||
if(_status.enemies){
|
|
||||||
_status.enemies.remove(this);
|
|
||||||
}
|
|
||||||
delete lib.posmap[player.dataset.position];
|
delete lib.posmap[player.dataset.position];
|
||||||
setTimeout(function(){
|
setTimeout(function(){
|
||||||
player.delete();
|
player.delete();
|
||||||
|
@ -281,6 +275,15 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
},
|
||||||
|
dieAfter:function(source){
|
||||||
|
var player=this;
|
||||||
|
if(_status.friends){
|
||||||
|
_status.friends.remove(this);
|
||||||
|
}
|
||||||
|
if(_status.enemies){
|
||||||
|
_status.enemies.remove(this);
|
||||||
|
}
|
||||||
if(player==game.me){
|
if(player==game.me){
|
||||||
for(var i=0;i<game.players.length;i++){
|
for(var i=0;i<game.players.length;i++){
|
||||||
if(game.players[i].side==player.side){
|
if(game.players[i].side==player.side){
|
||||||
|
|
Loading…
Reference in New Issue