v1.9.93(Part 2)
This commit is contained in:
parent
39f952d0bb
commit
31213874d5
340
card/extra.js
340
card/extra.js
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@ -4,6 +4,43 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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name:'extra',
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connect:true,
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card:{
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muniu:{
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fullskin:true,
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type:'equip',
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subtype:'equip5',
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nomod:true,
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onEquip:function(){
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player.markSkill('muniu_skill6');
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},
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forceDie:true,
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onLose:function(){
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player.unmarkSkill('muniu_skill6');
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if((event.getParent(2)&&event.getParent(2).name!='swapEquip')&&event.parent.type!='equip'&&card&&card.cards&&card.cards.length){
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player.$throw(card.cards,1000);
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player.popup('muniu');
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game.log(card,'掉落了',card.cards);
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while(card.cards.length){
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var card2=card.cards.shift();
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if(card2.parentNode.id=='special'){
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card2.discard();
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}
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}
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}
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},
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clearLose:true,
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equipDelay:false,
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loseDelay:false,
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skills:['muniu_skill','muniu_skill2','muniu_skill6','muniu_skill7'],
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ai:{
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equipValue:function(card){
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if(card.card) return 7+card.card.length;
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return 7;
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},
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basic:{
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equipValue:7
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}
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}
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},
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jiu:{
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audio:true,
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fullskin:true,
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@ -382,6 +419,295 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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},
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},
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skill:{
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muniu_skill:{
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enable:'phaseUse',
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usable:1,
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filterCard:true,
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check:function(card){
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if(card.name=='du') return 20;
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var player=_status.event.player;
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var nh=player.countCards('h');
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if(!player.needsToDiscard()){
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if(nh<3) return 0;
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if(nh==3) return 5-get.value(card);
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return 7-get.value(card);
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}
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return 10-get.useful(card);
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},
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discard:false,
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lose:true,
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sync:function(muniu){
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if(game.online){
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return;
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}
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if(!muniu.cards){
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muniu.cards=[];
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}
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for(var i=0;i<muniu.cards.length;i++){
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if(!muniu.cards[i].parentNode||muniu.cards[i].parentNode.id!='special'){
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muniu.cards.splice(i--,1);
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}
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}
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game.broadcast(function(muniu,cards){
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muniu.cards=cards;
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},muniu,muniu.cards);
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},
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filter:function(event,player){
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return player.countCards('h')>0;
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},
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prepare:function(cards,player){
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player.$give(1,player,false);
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},
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content:function(){
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"step 0"
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for(var i=0;i<cards.length;i++){
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if(!cards[i].destroyed){
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ui.special.appendChild(cards[i]);
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}
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else{
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cards[i].remove();
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cards.splice(i--,1);
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}
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}
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var muniu=player.getEquip(5);
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if(!muniu||!cards.length){
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for(var i=0;i<cards.length;i++){
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cards[i].discard();
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}
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event.finish();
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return;
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}
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if(muniu.cards==undefined) muniu.cards=[];
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muniu.cards.push(cards[0]);
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game.broadcast(function(muniu,cards){
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muniu.cards=cards;
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},muniu,muniu.cards);
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event.trigger("addCardToStorage");
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var players=game.filterPlayer(function(current){
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if(!current.getEquip(5)&¤t!=player&&!current.isTurnedOver()&&
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get.attitude(player,current)>=3&&get.attitude(current,player)>=3){
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return true;
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}
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});
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players.sort(lib.sort.seat);
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var choice=players[0];
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var next=player.chooseTarget('是否移动木牛流马?',function(card,player,target){
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return !target.isMin()&&player!=target&&target.isEmpty(5);
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});
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next.set('ai',function(target){
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return target==_status.event.choice?1:-1;
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});
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next.set('choice',choice);
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"step 1"
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if(result.bool){
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var card=player.getEquip(5);
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result.targets[0].equip(card);
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player.$give(card,result.targets[0]);
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player.line(result.targets,'green');
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game.delay();
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}
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else{
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player.updateMarks();
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}
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},
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ai:{
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save:true,
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respondSha:true,
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respondShan:true,
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skillTagFilter:function(player,tag){
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var muniu=player.getEquip(5);
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if(!muniu||!muniu.cards) return false;
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for(var i=0;i<muniu.cards.length;i++){
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switch(tag){
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case 'respondSha':if(muniu.cards[i].name=='sha') return true;break;
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case 'respondShan':if(muniu.cards[i].name=='shan') return true;break;
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case 'save':{
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if(muniu.cards[i].name=='tao'||muniu.cards[i].name=='spell_zhiliaoshui') return true;
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if(player==_status.event.dying){
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if(muniu.cards[i].name=='jiu'||muniu.cards[i].name=='tianxianjiu') return true;
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}
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break;
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}
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}
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}
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return false;
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},
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order:1,
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expose:0.1,
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result:{
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player:1
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}
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}
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},
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muniu_skill2:{
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group:['muniu_skill3','muniu_skill4']
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},
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muniu_skill3:{
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trigger:{player:'chooseToRespondBegin'},
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filter:function(event,player){
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if(event.responded) return false;
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var muniu=player.getEquip(5);
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if(!muniu.cards) return false;
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lib.skill.muniu_skill.sync(muniu);
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for(var i=0;i<muniu.cards.length;i++){
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if(event.filterCard(muniu.cards[i],player,event)&&lib.filter.cardRespondable(muniu.cards[i],player,event)) return true;
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}
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return false;
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},
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direct:true,
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content:function(){
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"step 0"
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player.chooseButton(['木牛流马',player.getEquip(5).cards]).set('filterButton',function(button){
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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,evt)&&lib.filter.cardRespondable(button.link,_status.event.player,evt);
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}
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return true;
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}).set('ai',function(button){
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var evt=_status.event.getTrigger();
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if(evt&&evt.ai){
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var tmp=_status.event;
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_status.event=evt;
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var result=evt.ai(button.link,_status.event.player,evt);
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_status.event=tmp;
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return result;
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}
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return 1;
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});
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"step 1"
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if(result.bool){
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trigger.untrigger();
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trigger.responded=true;
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trigger.result={bool:true,card:result.links[0]};
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var muniu=player.getEquip(5);
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muniu.cards.remove(result.links[0]);
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lib.skill.muniu_skill.sync(muniu);
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player.updateMarks();
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}
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},
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ai:{
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order:4,
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useful:-1,
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value:-1
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}
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},
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muniu_skill4:{
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enable:'chooseToUse',
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filter:function(event,player){
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var muniu=player.getEquip(5);
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if(!muniu.cards) return false;
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lib.skill.muniu_skill.sync(muniu);
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for(var i=0;i<muniu.cards.length;i++){
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if(event.filterCard(muniu.cards[i],player)) return true;
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}
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return false;
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},
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chooseButton:{
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dialog:function(event,player){
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return ui.create.dialog('木牛流马',player.getEquip(5).cards,'hidden');
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},
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filter:function(button,player){
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var evt=_status.event.getParent();
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if(evt&&evt.filterCard){
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return evt.filterCard(button.link,player,evt);
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}
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return true;
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},
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check:function(button){
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if(button.link.name=='du') return -2;
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var player=_status.event.player;
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if(button.link.name=='xingjiegoutong'&&player.countCards('h')>1) return -2;
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if(get.select(get.info(button.link).selectTarget)[1]==-1){
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if(get.type(button.link)=='delay') return -1;
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if(get.type(button.link)=='equip'){
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var current=player.getCards('e',{subtype:get.subtype(button.link)})[0];
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if(current&&get.equipValue(current)>=get.equipValue(button.link)) return -1;
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return 1;
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}
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if(get.tag(button.link,'multitarget')) return -1;
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if(button.link.name=='huoshaolianying') return -1;
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}
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if(button.link.name=='jiu'){
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if(get.effect(player,{name:'jiu'},player)>0){
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return 1;
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}
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return -1;
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}
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return 1;
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},
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backup:function(links,player){
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return {
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filterCard:function(){return false},
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selectCard:-1,
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viewAs:links[0],
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onuse:function(result,player){
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var muniu=player.getEquip(5);
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if(muniu&&muniu.cards){
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muniu.cards.remove(result.card);
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lib.skill.muniu_skill.sync(muniu);
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}
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player.updateMarks();
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}
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}
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},
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prompt:function(links,player){
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return '选择'+get.translation(links)+'的目标';
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}
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},
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ai:{
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order:4,
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result:{
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player:function(player){
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if(_status.event.dying) return get.attitude(player,_status.event.dying);
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return 1;
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}
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},
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useful:-1,
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value:-1
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}
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},
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muniu_skill6:{
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mark:true,
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intro:{
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content:function(storage,player){
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var muniu=player.getEquip(5);
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if(!muniu||!muniu.cards||!muniu.cards.length) return '共有〇张牌';
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if(player.isUnderControl(true)){
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return get.translation(muniu.cards);
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}
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else{
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return '共有'+get.cnNumber(muniu.cards.length)+'张牌';
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}
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},
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mark:function(dialog,storage,player){
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var muniu=player.getEquip(5);
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if(!muniu||!muniu.cards||!muniu.cards.length) return '共有〇张牌';
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if(player.isUnderControl(true)){
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dialog.addAuto(muniu.cards);
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}
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else{
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return '共有'+get.cnNumber(muniu.cards.length)+'张牌';
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}
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},
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markcount:function(storage,player){
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var muniu=player.getEquip(5);
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if(muniu&&muniu.cards) return muniu.cards.length;
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return 0;
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}
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}
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},
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muniu_skill7:{
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filter:function(){return false},
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hiddenCard:function(player,name){
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var muniu=player.getEquip(5);
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if(!muniu.cards) return false;
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lib.skill.muniu_skill.sync(muniu);
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for(var i=0;i<muniu.cards.length;i++){
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if(muniu.cards[i].name==name) return true;
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}
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return false;
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},
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},
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huogong2:{},
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jiu:{
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trigger:{player:'useCard'},
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@ -610,6 +936,18 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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baiyin:'白银狮子',
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baiyin_info:'锁定技,你每次受到伤害时,最多承受1点伤害(防止多余的伤害);当你失去装备区里的【白银狮子】时,你回复1点体力。',
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baiyin_skill:'白银狮子',
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muniu:'木牛流马',
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muniu_bg:'牛',
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muniu_skill:'木牛',
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muniu_skill2:'流马',
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muniu_skill3:'流马',
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muniu_skill4:'流马',
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muniu_skill6:'木牛流马',
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muniu_skill6_bg:'辎',
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muniu_skill4_backup:'流马',
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muniu_info:'出牌阶段限一次,你可以将一张手牌扣置于你装备区里的【木牛流马】下,若如此做,你可以将此装备移动到一名其他角色的装备区里;你可以将此装备牌下的牌如手牌般使用或打出。',
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muniu_skill_info:'出牌阶段限一次,你可以将一张手牌扣置于你装备区里的【木牛流马】下,若如此做,你可以将此装备移动到一名其他角色的装备区里;你可以将此装备牌下的牌如手牌般使用或打出。',
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},
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list:[
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["heart",4,"sha","fire"],
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@ -666,6 +1004,8 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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["spade",13,"wuxie"],
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["spade",10,"bingliang"],
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["club",4,"bingliang"],
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['diamond',5,'muniu'],
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],
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}
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});
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339
card/sp.js
339
card/sp.js
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@ -232,43 +232,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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},
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skills:['yinyueqiang']
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},
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muniu:{
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fullskin:true,
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type:'equip',
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subtype:'equip5',
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nomod:true,
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onEquip:function(){
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player.markSkill('muniu_skill6');
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},
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forceDie:true,
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onLose:function(){
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player.unmarkSkill('muniu_skill6');
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if((event.getParent(2)&&event.getParent(2).name!='swapEquip')&&event.parent.type!='equip'&&card&&card.cards&&card.cards.length){
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player.$throw(card.cards,1000);
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player.popup('muniu');
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game.log(card,'掉落了',card.cards);
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while(card.cards.length){
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var card2=card.cards.shift();
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if(card2.parentNode.id=='special'){
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card2.discard();
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}
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}
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}
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},
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clearLose:true,
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equipDelay:false,
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loseDelay:false,
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skills:['muniu_skill','muniu_skill2','muniu_skill6','muniu_skill7'],
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ai:{
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equipValue:function(card){
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if(card.card) return 7+card.card.length;
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return 7;
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},
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basic:{
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equipValue:7
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}
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}
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},
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du:{
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type:'basic',
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fullskin:true,
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@ -616,295 +580,6 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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}
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}
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},
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muniu_skill:{
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enable:'phaseUse',
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usable:1,
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filterCard:true,
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check:function(card){
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if(card.name=='du') return 20;
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var player=_status.event.player;
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var nh=player.countCards('h');
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if(!player.needsToDiscard()){
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if(nh<3) return 0;
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if(nh==3) return 5-get.value(card);
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return 7-get.value(card);
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}
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return 10-get.useful(card);
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},
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discard:false,
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lose:true,
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sync:function(muniu){
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if(game.online){
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return;
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}
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if(!muniu.cards){
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muniu.cards=[];
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}
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for(var i=0;i<muniu.cards.length;i++){
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if(!muniu.cards[i].parentNode||muniu.cards[i].parentNode.id!='special'){
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muniu.cards.splice(i--,1);
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}
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}
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game.broadcast(function(muniu,cards){
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muniu.cards=cards;
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},muniu,muniu.cards);
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},
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filter:function(event,player){
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return player.countCards('h')>0;
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},
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prepare:function(cards,player){
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player.$give(1,player,false);
|
||||
},
|
||||
content:function(){
|
||||
"step 0"
|
||||
for(var i=0;i<cards.length;i++){
|
||||
if(!cards[i].destroyed){
|
||||
ui.special.appendChild(cards[i]);
|
||||
}
|
||||
else{
|
||||
cards[i].remove();
|
||||
cards.splice(i--,1);
|
||||
}
|
||||
}
|
||||
var muniu=player.getEquip(5);
|
||||
if(!muniu||!cards.length){
|
||||
for(var i=0;i<cards.length;i++){
|
||||
cards[i].discard();
|
||||
}
|
||||
event.finish();
|
||||
return;
|
||||
}
|
||||
if(muniu.cards==undefined) muniu.cards=[];
|
||||
muniu.cards.push(cards[0]);
|
||||
game.broadcast(function(muniu,cards){
|
||||
muniu.cards=cards;
|
||||
},muniu,muniu.cards);
|
||||
event.trigger("addCardToStorage");
|
||||
var players=game.filterPlayer(function(current){
|
||||
if(!current.getEquip(5)&¤t!=player&&!current.isTurnedOver()&&
|
||||
get.attitude(player,current)>=3&&get.attitude(current,player)>=3){
|
||||
return true;
|
||||
}
|
||||
});
|
||||
players.sort(lib.sort.seat);
|
||||
var choice=players[0];
|
||||
var next=player.chooseTarget('是否移动木牛流马?',function(card,player,target){
|
||||
return !target.isMin()&&player!=target&&target.isEmpty(5);
|
||||
});
|
||||
next.set('ai',function(target){
|
||||
return target==_status.event.choice?1:-1;
|
||||
});
|
||||
next.set('choice',choice);
|
||||
"step 1"
|
||||
if(result.bool){
|
||||
var card=player.getEquip(5);
|
||||
result.targets[0].equip(card);
|
||||
player.$give(card,result.targets[0]);
|
||||
player.line(result.targets,'green');
|
||||
game.delay();
|
||||
}
|
||||
else{
|
||||
player.updateMarks();
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
save:true,
|
||||
respondSha:true,
|
||||
respondShan:true,
|
||||
skillTagFilter:function(player,tag){
|
||||
var muniu=player.getEquip(5);
|
||||
if(!muniu||!muniu.cards) return false;
|
||||
for(var i=0;i<muniu.cards.length;i++){
|
||||
switch(tag){
|
||||
case 'respondSha':if(muniu.cards[i].name=='sha') return true;break;
|
||||
case 'respondShan':if(muniu.cards[i].name=='shan') return true;break;
|
||||
case 'save':{
|
||||
if(muniu.cards[i].name=='tao'||muniu.cards[i].name=='spell_zhiliaoshui') return true;
|
||||
if(player==_status.event.dying){
|
||||
if(muniu.cards[i].name=='jiu'||muniu.cards[i].name=='tianxianjiu') return true;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
},
|
||||
order:1,
|
||||
expose:0.1,
|
||||
result:{
|
||||
player:1
|
||||
}
|
||||
}
|
||||
},
|
||||
muniu_skill2:{
|
||||
group:['muniu_skill3','muniu_skill4']
|
||||
},
|
||||
muniu_skill3:{
|
||||
trigger:{player:'chooseToRespondBegin'},
|
||||
filter:function(event,player){
|
||||
if(event.responded) return false;
|
||||
var muniu=player.getEquip(5);
|
||||
if(!muniu.cards) return false;
|
||||
lib.skill.muniu_skill.sync(muniu);
|
||||
for(var i=0;i<muniu.cards.length;i++){
|
||||
if(event.filterCard(muniu.cards[i],player,event)&&lib.filter.cardRespondable(muniu.cards[i],player,event)) return true;
|
||||
}
|
||||
return false;
|
||||
},
|
||||
direct:true,
|
||||
content:function(){
|
||||
"step 0"
|
||||
player.chooseButton(['木牛流马',player.getEquip(5).cards]).set('filterButton',function(button){
|
||||
var evt=_status.event.getTrigger();
|
||||
if(evt&&evt.filterCard){
|
||||
return evt.filterCard(button.link,_status.event.player,evt)&&lib.filter.cardRespondable(button.link,_status.event.player,evt);
|
||||
}
|
||||
return true;
|
||||
}).set('ai',function(button){
|
||||
var evt=_status.event.getTrigger();
|
||||
if(evt&&evt.ai){
|
||||
var tmp=_status.event;
|
||||
_status.event=evt;
|
||||
var result=evt.ai(button.link,_status.event.player,evt);
|
||||
_status.event=tmp;
|
||||
return result;
|
||||
}
|
||||
return 1;
|
||||
});
|
||||
"step 1"
|
||||
if(result.bool){
|
||||
trigger.untrigger();
|
||||
trigger.responded=true;
|
||||
trigger.result={bool:true,card:result.links[0]};
|
||||
var muniu=player.getEquip(5);
|
||||
muniu.cards.remove(result.links[0]);
|
||||
lib.skill.muniu_skill.sync(muniu);
|
||||
player.updateMarks();
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
order:4,
|
||||
useful:-1,
|
||||
value:-1
|
||||
}
|
||||
},
|
||||
muniu_skill4:{
|
||||
enable:'chooseToUse',
|
||||
filter:function(event,player){
|
||||
var muniu=player.getEquip(5);
|
||||
if(!muniu.cards) return false;
|
||||
lib.skill.muniu_skill.sync(muniu);
|
||||
for(var i=0;i<muniu.cards.length;i++){
|
||||
if(event.filterCard(muniu.cards[i],player)) return true;
|
||||
}
|
||||
return false;
|
||||
},
|
||||
chooseButton:{
|
||||
dialog:function(event,player){
|
||||
return ui.create.dialog('木牛流马',player.getEquip(5).cards,'hidden');
|
||||
},
|
||||
filter:function(button,player){
|
||||
var evt=_status.event.getParent();
|
||||
if(evt&&evt.filterCard){
|
||||
return evt.filterCard(button.link,player,evt);
|
||||
}
|
||||
return true;
|
||||
},
|
||||
check:function(button){
|
||||
if(button.link.name=='du') return -2;
|
||||
var player=_status.event.player;
|
||||
if(button.link.name=='xingjiegoutong'&&player.countCards('h')>1) return -2;
|
||||
if(get.select(get.info(button.link).selectTarget)[1]==-1){
|
||||
if(get.type(button.link)=='delay') return -1;
|
||||
if(get.type(button.link)=='equip'){
|
||||
var current=player.getCards('e',{subtype:get.subtype(button.link)})[0];
|
||||
if(current&&get.equipValue(current)>=get.equipValue(button.link)) return -1;
|
||||
return 1;
|
||||
}
|
||||
if(get.tag(button.link,'multitarget')) return -1;
|
||||
if(button.link.name=='huoshaolianying') return -1;
|
||||
}
|
||||
if(button.link.name=='jiu'){
|
||||
if(get.effect(player,{name:'jiu'},player)>0){
|
||||
return 1;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
return 1;
|
||||
},
|
||||
backup:function(links,player){
|
||||
return {
|
||||
filterCard:function(){return false},
|
||||
selectCard:-1,
|
||||
viewAs:links[0],
|
||||
onuse:function(result,player){
|
||||
var muniu=player.getEquip(5);
|
||||
if(muniu&&muniu.cards){
|
||||
muniu.cards.remove(result.card);
|
||||
lib.skill.muniu_skill.sync(muniu);
|
||||
}
|
||||
player.updateMarks();
|
||||
}
|
||||
}
|
||||
},
|
||||
prompt:function(links,player){
|
||||
return '选择'+get.translation(links)+'的目标';
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
order:4,
|
||||
result:{
|
||||
player:function(player){
|
||||
if(_status.event.dying) return get.attitude(player,_status.event.dying);
|
||||
return 1;
|
||||
}
|
||||
},
|
||||
useful:-1,
|
||||
value:-1
|
||||
}
|
||||
},
|
||||
muniu_skill6:{
|
||||
mark:true,
|
||||
intro:{
|
||||
content:function(storage,player){
|
||||
var muniu=player.getEquip(5);
|
||||
if(!muniu||!muniu.cards||!muniu.cards.length) return '共有〇张牌';
|
||||
if(player.isUnderControl(true)){
|
||||
return get.translation(muniu.cards);
|
||||
}
|
||||
else{
|
||||
return '共有'+get.cnNumber(muniu.cards.length)+'张牌';
|
||||
}
|
||||
},
|
||||
mark:function(dialog,storage,player){
|
||||
var muniu=player.getEquip(5);
|
||||
if(!muniu||!muniu.cards||!muniu.cards.length) return '共有〇张牌';
|
||||
if(player.isUnderControl(true)){
|
||||
dialog.addAuto(muniu.cards);
|
||||
}
|
||||
else{
|
||||
return '共有'+get.cnNumber(muniu.cards.length)+'张牌';
|
||||
}
|
||||
},
|
||||
markcount:function(storage,player){
|
||||
var muniu=player.getEquip(5);
|
||||
if(muniu&&muniu.cards) return muniu.cards.length;
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
},
|
||||
muniu_skill7:{
|
||||
filter:function(){return false},
|
||||
hiddenCard:function(player,name){
|
||||
var muniu=player.getEquip(5);
|
||||
if(!muniu.cards) return false;
|
||||
lib.skill.muniu_skill.sync(muniu);
|
||||
for(var i=0;i<muniu.cards.length;i++){
|
||||
if(muniu.cards[i].name==name) return true;
|
||||
}
|
||||
return false;
|
||||
},
|
||||
},
|
||||
g_du:{
|
||||
trigger:{player:['useCardAfter','respondAfter','discardAfter']},
|
||||
popup:false,
|
||||
|
@ -966,17 +641,6 @@ game.import('card',function(lib,game,ui,get,ai,_status){
|
|||
lanyinjia_info:'你可以将一张手牌当做【闪】使用或打出。锁定技,【烂银甲】不会无效化;当你受到【杀】造成的伤害时,弃置【烂银甲】。',
|
||||
yinyueqiang:'银月枪',
|
||||
yinyueqiang_info:'你的回合外,每当你使用或打出了一张黑色手牌(若为使用则在它结算之前),你可以立即对你攻击范围内的任意一名角色使用一张【杀】',
|
||||
muniu:'木牛流马',
|
||||
muniu_bg:'牛',
|
||||
muniu_skill:'木牛',
|
||||
muniu_skill2:'流马',
|
||||
muniu_skill3:'流马',
|
||||
muniu_skill4:'流马',
|
||||
muniu_skill6:'木牛流马',
|
||||
muniu_skill6_bg:'辎',
|
||||
muniu_skill4_backup:'流马',
|
||||
muniu_info:'出牌阶段限一次,你可以将一张手牌扣置于你装备区里的【木牛流马】下,若如此做,你可以将此装备移动到一名其他角色的装备区里;你可以将此装备牌下的牌如手牌般使用或打出。',
|
||||
muniu_skill_info:'出牌阶段限一次,你可以将一张手牌扣置于你装备区里的【木牛流马】下,若如此做,你可以将此装备移动到一名其他角色的装备区里;你可以将此装备牌下的牌如手牌般使用或打出。',
|
||||
du:'毒',
|
||||
du_info:'当你因使用、打出或弃置而失去此牌时,你失去一点体力',
|
||||
shengdong:'声东击西',
|
||||
|
@ -1001,7 +665,6 @@ game.import('card',function(lib,game,ui,get,ai,_status){
|
|||
['club',9,'du'],
|
||||
['diamond',5,'du'],
|
||||
['diamond',9,'du'],
|
||||
['diamond',5,'muniu'],
|
||||
['diamond',12,'yinyueqiang'],
|
||||
["spade",11,'jinchan'],
|
||||
["club",12,'jinchan'],
|
||||
|
|
|
@ -366,7 +366,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
|
|||
ai:{
|
||||
equipValue:function(card,player){
|
||||
if(!game.hasPlayer(function(current){
|
||||
return player.canUse('sha',current)&&get.effect(current,{name:'sha'},player,player)<0;
|
||||
return player.canUse('sha',current)&&get.effect(current,{name:'sha'},player,player)>0;
|
||||
})){
|
||||
return 1;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue