This commit is contained in:
parent
041853c42d
commit
3100e884f2
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@ -37,7 +37,7 @@ card.ex={
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content:function(){
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"step 0"
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player.choosePlayerCard('是否发动【寒冰剑】?','he',trigger.target,Math.min(2,trigger.target.num('he')),function(button){
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var trigger=_status.event.getParent()._trigger;
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var trigger=_status.event.getTrigger();
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var player=_status.event.player;
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var eff=ai.get.damageEffect(trigger.target,player,player);
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if(ai.get.attitude(player,trigger.target)>0){
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@ -130,7 +130,7 @@ card.refresh={
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content:function(){
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"step 0"
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player.chooseButton(['木牛流马',player.get('e','5').cards]).set('filterButton',function(button){
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var evt=_status.event.getParent()._trigger;
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var evt=_status.event.getTrigger();
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if(evt&&evt.filterCard){
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return evt.filterCard(button.link,_status.event.player);
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}
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@ -244,7 +244,7 @@ card.standard={
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if(target.hp<0&&target!=player&&target.identity!='zhu') return 0;
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var att=ai.get.attitude(player,target);
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if(att<3&&att>=0&&player!=target) return 0;
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var tri=_status.event.getParent()._trigger;
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var tri=_status.event.getTrigger();
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if(mode=='identity'&&player.identity=='fan'&&target.identity=='fan'){
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if(tri&&tri.name=='dying'&&tri.source&&tri.source.identity=='fan'&&tri.source!=target){
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var num=0;
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@ -1217,7 +1217,7 @@ card.standard={
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content:function(){
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"step 0"
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trigger.target.chooseToDiscard().set('ai',function(card){
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var trigger=_status.event.getParent()._trigger;
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var trigger=_status.event.getTrigger();
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return -ai.get.attitude(trigger.target,trigger.player)-ai.get.value(card);
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});
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"step 1"
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@ -134,7 +134,7 @@ character.refresh={
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"step 0"
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player.chooseCard(get.translation(trigger.player)+'的'+(trigger.judgestr||'')+'判定为'+
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get.translation(trigger.player.judging[0])+',是否发动【鬼才】?','he').set('ai',function(card){
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var trigger=_status.event.getParent()._trigger;
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var trigger=_status.event.getTrigger();
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var player=_status.event.player;
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var judging=_status.event.judging;
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var result=trigger.judge(card)-trigger.judge(judging);
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@ -675,7 +675,7 @@ character.refresh={
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"step 0"
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if(get.itemtype(trigger.cards)=='cards'&&get.position(trigger.cards[0])=='d'){
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player.chooseControl('rejianxiong_mopai','rejianxiong_napai','cancel').ai=function(){
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var trigger=_status.event.getParent()._trigger;
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var trigger=_status.event.getTrigger();
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if(trigger.cards.length==1&&trigger.cards[0].name=='sha') return 0;
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return 1;
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};
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@ -1210,9 +1210,9 @@ character.refresh={
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"step 0"
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player.chooseTarget('选择令'+get.translation(trigger.card)+'无效的目标',
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[1,trigger.targets.length],function(card,player,target){
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return _status.event.getParent()._trigger.targets.contains(target);
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return _status.event.getTrigger().targets.contains(target);
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}).set('ai',function(target){
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var trigger=_status.event.getParent()._trigger;
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var trigger=_status.event.getTrigger();
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if(game.phaseNumber>game.players.length*2&&trigger.targets.length>=game.players.length-1){
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return -ai.get.effect(target,trigger.card,trigger.player,_status.event.player);
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}
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@ -2696,7 +2696,7 @@ character.shenhua={
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},
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ai2:function(target){
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var att=ai.get.attitude(_status.event.player,target);
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var trigger=_status.event.getParent()._trigger;
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var trigger=_status.event.getTrigger();
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var da=0;
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if(_status.event.player.hp==1){
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da=10;
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@ -2900,7 +2900,7 @@ character.shenhua={
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get.translation(trigger.player.judging[0])+',是否发动【鬼道】?','he',function(card){
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return get.color(card)=='black';
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}).set('ai',function(card){
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var trigger=_status.event.getParent()._trigger;
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var trigger=_status.event.getTrigger();
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var player=_status.event.player;
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var judging=_status.event.judging;
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var result=trigger.judge(card)-trigger.judge(judging);
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119
character/sp.js
119
character/sp.js
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@ -90,14 +90,15 @@ character.sp={
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content:function(){
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'step 0'
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player.chooseTarget('是否发动【奇制】?',function(card,player,target){
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return !trigger.targets.contains(target)&&target.num('he')>0;
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}).ai=function(target){
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return !_status.event.getTrigger().targets.contains(target)&&target.num('he')>0;
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}).set('ai',function(target){
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var player=_status.event.player;
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if(target==player) return 2;
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if(ai.get.attitude(player,target)<=0){
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return 1
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}
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return 0.5;
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};
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});
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'step 1'
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if(result.bool){
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player.storage.qizhi++;
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@ -149,24 +150,35 @@ character.sp={
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},
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mouduan:{
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init2:function(player){
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player.storage.mouduan_mark=player.mark('武',{
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content:'拥有技能【激昂】、【谦逊】'
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});
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game.broadcastAll(function(player){
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player._mouduan_mark=player.mark('武',{
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content:'拥有技能【激昂】、【谦逊】'
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});
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},player);
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player.additionalSkills.mouduan=['jiang','qianxun'];
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},
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onremove:function(player){
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game.broadcastAll(function(player){
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if(player._mouduan_mark){
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player._mouduan_mark.delete();
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delete player._mouduan_mark;
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}
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},player);
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delete player.additionalSkills.mouduan;
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},
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trigger:{player:'loseEnd'},
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forced:true,
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filter:function(event,player){
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return player.storage.mouduan_mark&&player.storage.mouduan_mark.name=='武'&&player.num('h')<=2;
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return player._mouduan_mark&&player._mouduan_mark.name=='武'&&player.num('h')<=2;
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},
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content:function(){
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player.storage.mouduan_mark.name='文';
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player.storage.mouduan_mark.skill='文';
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player.storage.mouduan_mark.firstChild.innerHTML='文';
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player.storage.mouduan_mark.info.content='拥有技能【英姿】、【克己】';
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game.broadcastAll(function(player){
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if(!player._mouduan_mark) return;
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player._mouduan_mark.name='文';
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player._mouduan_mark.skill='文';
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player._mouduan_mark.firstChild.innerHTML='文';
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player._mouduan_mark.info.content='拥有技能【英姿】、【克己】';
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},player);
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player.additionalSkills.mouduan=['yingzi','keji'];
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},
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group:'mouduan2'
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@ -175,7 +187,7 @@ character.sp={
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trigger:{global:'phaseBegin'},
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priority:5,
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filter:function(event,player){
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return player.storage.mouduan_mark&&player.storage.mouduan_mark.name=='文'&&player.num('h')>2;
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return player._mouduan_mark&&player._mouduan_mark.name=='文'&&player.num('h')>2;
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},
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direct:true,
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content:function(){
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@ -185,10 +197,13 @@ character.sp={
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}
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'step 1'
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if(result.bool&&player.num('h')>2){
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player.storage.mouduan_mark.name='武';
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player.storage.mouduan_mark.skill='武';
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player.storage.mouduan_mark.firstChild.innerHTML='武';
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player.storage.mouduan_mark.info.content='拥有技能【激昂】、【谦逊】';
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game.broadcastAll(function(player){
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if(!player._mouduan_mark) return;
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player._mouduan_mark.name='武';
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player._mouduan_mark.skill='武';
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player._mouduan_mark.firstChild.innerHTML='武';
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player._mouduan_mark.info.content='拥有技能【激昂】、【谦逊】';
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},player);
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player.additionalSkills.mouduan=['jiang','qianxun'];
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}
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}
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@ -360,6 +375,8 @@ character.sp={
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'step 0'
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player.removeSkill('fenyong2');
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player.chooseControl('弃牌','出杀',function(){
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var player=_status.event.player;
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var trigger=_status.event.getTrigger();
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if(ai.get.attitude(player,trigger.player)<0){
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var he=trigger.player.num('he');
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if(player.maxHp-player.hp>=2&&he<=3){
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@ -374,7 +391,7 @@ character.sp={
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return
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}
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return '出杀';
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}).prompt='弃置'+get.translation(trigger.player)+get.cnNumber(player.maxHp-player.hp)+'张牌,或对任意一名角色使用一张杀';
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}).set('prompt','弃置'+get.translation(trigger.player)+get.cnNumber(player.maxHp-player.hp)+'张牌,或对任意一名角色使用一张杀');
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'step 1'
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if(result.control=='弃牌'){
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player.line(trigger.player,'green');
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@ -385,9 +402,9 @@ character.sp={
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else{
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player.chooseTarget('选择一个出杀目标',function(card,player,target){
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return lib.filter.targetEnabled({name:'sha'},player,target);
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}).ai=function(target){
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return ai.get.effect(target,{name:'sha'},player);
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}
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}).set('ai',function(target){
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return ai.get.effect(target,{name:'sha'},_status.event.player);
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});
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event.sha=true;
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}
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'step 2'
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@ -445,7 +462,7 @@ character.sp={
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"step 1"
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if(result.bool){
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player.chooseControl('转移','失效',function(){
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var trigger=_status.event.getParent()._trigger;
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var trigger=_status.event.getTrigger();
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var player=_status.event.player;
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if(trigger.card.name=='sha'){
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if(player.num('h','shan')) return '转移';
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@ -665,17 +682,13 @@ character.sp={
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},
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content:function(){
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'step 0'
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var dialog=ui.create.dialog('是否发动【军威】?','hidden',player.storage.yinling);
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if(player.storage.yinling.length>3){
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player.chooseButton(dialog,3).ai=function(button){
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player.chooseButton(3,['是否发动【军威】?','hidden',player.storage.yinling]).set('ai',function(button){
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return 1;
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};
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});
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}
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else{
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for(var i=0;i<dialog.buttons.length;i++){
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dialog.buttons[i].classList.add('selectedx');
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}
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player.chooseBool(dialog);
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player.chooseBool().set('createDialog',['是否发动【军威】?','hidden',player.storage.yinling]).set('dialogselectx',true);
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event.cards=player.storage.yinling.slice(0);
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}
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'step 1'
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@ -690,12 +703,15 @@ character.sp={
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if(player.storage.yinling.length==0){
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player.unmarkSkill('yinling');
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}
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else{
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player.markSkill('yinling');
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}
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game.delay();
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player.chooseTarget(true,function(card,player,target){
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return player!=target;
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}).ai=function(target){
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return -ai.get.attitude(player,target);
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}
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}).set('ai',function(target){
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return -ai.get.attitude(_status.event.player,target);
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});
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}
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else{
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event.finish();
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@ -712,11 +728,11 @@ character.sp={
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else{
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target.chooseCard('交给'+get.translation(player)+'一张闪,或流失一点体力',function(card){
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return card.name=='shan';
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}).ai=function(card){
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if(nshan>1) return 1;
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if(target.hp>3) return 0;
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}).set('ai',function(card){
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if(_status.event.nshan>1) return 1;
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if(_status.event.player.hp>=3) return 0;
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return 1;
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};
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}).set('nshan',nshan);
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}
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}
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else{
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@ -730,10 +746,10 @@ character.sp={
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event.cards=result.cards;
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event.target.$throw(result.cards);
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player.chooseTarget('将闪交给一名角色',true,function(card,player,target){
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return target!=event.target;
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}).ai=function(target){
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return ai.get.attitude(player,target)/(target.num('h','shan')+1);
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}
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return target!=_status.event.getParent().target;
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}).set('ai',function(target){
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return ai.get.attitude(_status.event.player,target)/(target.num('h','shan')+1);
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});
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}
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else{
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event.target.loseHp();
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@ -759,6 +775,7 @@ character.sp={
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var card=result.links[0];
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if(event.target.storage.junwei2){
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event.target.storage.junwei2.push(card);
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event.target.markSkill('junwei2');
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}
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else{
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event.target.storage.junwei2=[card];
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@ -940,7 +957,7 @@ character.sp={
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var next=player.chooseToDiscard('是否发动【安娴】?');
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next.set('ai',function(card){
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var player=_status.event.player;
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var trigger=_status.event.getParent()._trigger;
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var trigger=_status.event.getTrigger();
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if(ai.get.attitude(player,trigger.player)>0){
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return 9-ai.get.value(card);
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}
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@ -984,7 +1001,7 @@ character.sp={
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},
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ai2:function(target){
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var att=ai.get.attitude(_status.event.player,target);
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var trigger=_status.event.getParent()._trigger;
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var trigger=_status.event.getTrigger();
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var da=0;
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if(_status.event.player.hp==1){
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da=10;
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@ -1065,7 +1082,7 @@ character.sp={
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var next=player.chooseCardTarget({
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position:'he',
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filterTarget:function(card,player,target){
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var trigger=_status.event.getParent()._trigger;
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var trigger=_status.event.getTrigger();
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if(get.distance(player,target,'attack')<=1&&
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target!=trigger.player&&target!=player){
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if(player.canUse(trigger.card,target)) return true;
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@ -1808,7 +1825,7 @@ character.sp={
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var next=player.chooseToDiscard('竭缘:是否弃置一张红色手牌令伤害-1?',{color:'red'});
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next.set('ai',function(card){
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var player=_status.event.player;
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if(player.hp==1||_status.event.getParent()._trigger.num>1){
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if(player.hp==1||_status.event.getTrigger().num>1){
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return 9-ai.get.value(card);
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}
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if(player.hp==2){
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@ -2101,10 +2118,10 @@ character.sp={
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content:function(){
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'step 0'
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player.chooseTarget('是否发动【陈情】?',function(card,player,target){
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return target!=player&&target!=_status.event.getParent()._trigger.player;
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return target!=player&&target!=_status.event.getTrigger().player;
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}).set('ai',function(target){
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var player=_status.event.player;
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var trigger=_status.event.getParent()._trigger;
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var trigger=_status.event.getTrigger();
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if(ai.get.attitude(player,trigger.player)>0){
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var att1=ai.get.attitude(target,player);
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var att2=ai.get.attitude(target,trigger.player);
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@ -2393,7 +2410,7 @@ character.sp={
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player.chooseButton([get.translation(trigger.player)+'的'+(trigger.judgestr||'')+'判定为'+get.translation(trigger.player.judging[0])+
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',是否发动【米道】?',list,'hidden'],function(button){
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var card=button.link;
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var trigger=_status.event.getParent()._trigger;
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var trigger=_status.event.getTrigger();
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var player=_status.event.player;
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var judging=_status.event.judging;
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var result=trigger.judge(card)-trigger.judge(judging);
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@ -2563,7 +2580,7 @@ character.sp={
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content:function(){
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'step 0'
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player.chooseTarget(function(card,player,target){
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return target==player||target==_status.event.getParent()._trigger.player;
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return target==player||target==_status.event.getTrigger().player;
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},true,'礼下:选择一个目标摸一张牌').set('ai',function(target){
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return player==target?1:0;
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});
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@ -3134,14 +3151,14 @@ character.sp={
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player.chooseCardTarget({
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filterCard:true,
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filterTarget:function(card,player,target){
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var trigger=_status.event.getParent()._trigger;
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var trigger=_status.event.getTrigger();
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return lib.filter.targetEnabled(trigger.card,player,target)&&target!=trigger.targets[0];
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},
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ai1:function(card){
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return 6-ai.get.value(card);
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},
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ai2:function(target){
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var trigger=_status.event.getParent()._trigger;
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var trigger=_status.event.getTrigger();
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var player=_status.event.player;
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return ai.get.effect(target,trigger.card,player,player);
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},
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@ -3536,7 +3553,7 @@ character.sp={
|
|||
}
|
||||
controls.push('cancel');
|
||||
player.chooseControl(controls).set('ai',function(){
|
||||
var trigger=_status.event.getParent()._trigger;
|
||||
var trigger=_status.event.getTrigger();
|
||||
if(trigger.target.num('he')&&ai.get.attitude(_status.event.player,trigger.target)<0){
|
||||
return 'discard_card';
|
||||
}
|
||||
|
@ -4483,7 +4500,7 @@ character.sp={
|
|||
cards.push(ui.cardPile.childNodes[i]);
|
||||
}
|
||||
player.chooseCardButton('傲才:选择一张卡牌打出',cards).set('filterButton',function(button){
|
||||
return get.type(button.link)=='basic'&&_status.event.getParent()._trigger.filterCard(button.link);
|
||||
return get.type(button.link)=='basic'&&_status.event.getTrigger().filterCard(button.link);
|
||||
});
|
||||
"step 1"
|
||||
if(result.bool){
|
||||
|
|
|
@ -150,7 +150,7 @@ character.standard={
|
|||
"step 0"
|
||||
player.chooseCard(get.translation(trigger.player)+'的'+(trigger.judgestr||'')+'判定为'+
|
||||
get.translation(trigger.player.judging[0])+',是否发动【鬼才】?').set('ai',function(card){
|
||||
var trigger=_status.event.getParent()._trigger;
|
||||
var trigger=_status.event.getTrigger();
|
||||
var player=_status.event.player;
|
||||
var judging=_status.event.judging;
|
||||
var result=trigger.judge(card)-trigger.judge(judging);
|
||||
|
@ -1219,7 +1219,7 @@ character.standard={
|
|||
var next=player.chooseCardTarget({
|
||||
position:'he',
|
||||
filterTarget:function(card,player,target){
|
||||
var trigger=_status.event.getParent()._trigger;
|
||||
var trigger=_status.event.getTrigger();
|
||||
if(get.distance(player,target,'attack')<=1&&
|
||||
target!=trigger.player&&target!=player){
|
||||
if(player.canUse(trigger.card,target)) return true;
|
||||
|
|
17
game/game.js
17
game/game.js
|
@ -4736,7 +4736,7 @@
|
|||
return;
|
||||
}
|
||||
if(!_status.connectMode&&lib.config.wuxie_self&&event.getParent().state){
|
||||
var tw=event.getParent()._trigger.parent;
|
||||
var tw=event.getTrigger().parent;
|
||||
if(tw.player==player&&tw.targets&&tw.targets.length==1){
|
||||
event.result={
|
||||
bool:false
|
||||
|
@ -5485,6 +5485,16 @@
|
|||
"step 0"
|
||||
if(event.isMine()){
|
||||
ui.create.confirm('oc');
|
||||
if(event.createDialog&&!event.dialog){
|
||||
if(Array.isArray(event.createDialog)){
|
||||
event.dialog=ui.create.dialog.apply(this,event.createDialog);
|
||||
if(event.dialogselectx){
|
||||
for(var i=0;i<event.dialog.buttons.length;i++){
|
||||
event.dialog.buttons[i].classList.add('selectedx');
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if(event.dialog){
|
||||
event.dialog.open();
|
||||
}
|
||||
|
@ -5899,7 +5909,7 @@
|
|||
if(event.animate!=false){
|
||||
if(card.name=='wuxie'&&event.getParent().target){
|
||||
var lining=event.getParent().target2||event.getParent().target;
|
||||
if(Array.isArray(lining)&&event.getParent()._trigger.name=='jiedao'){
|
||||
if(Array.isArray(lining)&&event.getTrigger().name=='jiedao'){
|
||||
player.line(lining[0],'green');
|
||||
}
|
||||
else{
|
||||
|
@ -11177,6 +11187,9 @@
|
|||
}
|
||||
}
|
||||
return parent;
|
||||
},
|
||||
getTrigger:function(){
|
||||
return this.getTrigger();
|
||||
},
|
||||
backup:function(skill){
|
||||
this._backup={
|
||||
|
|
Loading…
Reference in New Issue