v1.9.93(Part 2)

This commit is contained in:
Spmario233 2019-09-20 23:10:34 +08:00 committed by GitHub
parent 39f952d0bb
commit 31213874d5
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 342 additions and 339 deletions

View File

@ -4,6 +4,43 @@ game.import('card',function(lib,game,ui,get,ai,_status){
name:'extra', name:'extra',
connect:true, connect:true,
card:{ card:{
muniu:{
fullskin:true,
type:'equip',
subtype:'equip5',
nomod:true,
onEquip:function(){
player.markSkill('muniu_skill6');
},
forceDie:true,
onLose:function(){
player.unmarkSkill('muniu_skill6');
if((event.getParent(2)&&event.getParent(2).name!='swapEquip')&&event.parent.type!='equip'&&card&&card.cards&&card.cards.length){
player.$throw(card.cards,1000);
player.popup('muniu');
game.log(card,'掉落了',card.cards);
while(card.cards.length){
var card2=card.cards.shift();
if(card2.parentNode.id=='special'){
card2.discard();
}
}
}
},
clearLose:true,
equipDelay:false,
loseDelay:false,
skills:['muniu_skill','muniu_skill2','muniu_skill6','muniu_skill7'],
ai:{
equipValue:function(card){
if(card.card) return 7+card.card.length;
return 7;
},
basic:{
equipValue:7
}
}
},
jiu:{ jiu:{
audio:true, audio:true,
fullskin:true, fullskin:true,
@ -382,6 +419,295 @@ game.import('card',function(lib,game,ui,get,ai,_status){
}, },
}, },
skill:{ skill:{
muniu_skill:{
enable:'phaseUse',
usable:1,
filterCard:true,
check:function(card){
if(card.name=='du') return 20;
var player=_status.event.player;
var nh=player.countCards('h');
if(!player.needsToDiscard()){
if(nh<3) return 0;
if(nh==3) return 5-get.value(card);
return 7-get.value(card);
}
return 10-get.useful(card);
},
discard:false,
lose:true,
sync:function(muniu){
if(game.online){
return;
}
if(!muniu.cards){
muniu.cards=[];
}
for(var i=0;i<muniu.cards.length;i++){
if(!muniu.cards[i].parentNode||muniu.cards[i].parentNode.id!='special'){
muniu.cards.splice(i--,1);
}
}
game.broadcast(function(muniu,cards){
muniu.cards=cards;
},muniu,muniu.cards);
},
filter:function(event,player){
return player.countCards('h')>0;
},
prepare:function(cards,player){
player.$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)&&current!=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;
},
},
huogong2:{}, huogong2:{},
jiu:{ jiu:{
trigger:{player:'useCard'}, trigger:{player:'useCard'},
@ -610,6 +936,18 @@ game.import('card',function(lib,game,ui,get,ai,_status){
baiyin:'白银狮子', baiyin:'白银狮子',
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。', 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。',
baiyin_skill:'白银狮子', baiyin_skill:'白银狮子',
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。',
}, },
list:[ list:[
["heart",4,"sha","fire"], ["heart",4,"sha","fire"],
@ -666,6 +1004,8 @@ game.import('card',function(lib,game,ui,get,ai,_status){
["spade",13,"wuxie"], ["spade",13,"wuxie"],
["spade",10,"bingliang"], ["spade",10,"bingliang"],
["club",4,"bingliang"], ["club",4,"bingliang"],
['diamond',5,'muniu'],
], ],
} }
}); });

View File

@ -232,43 +232,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
}, },
skills:['yinyueqiang'] skills:['yinyueqiang']
}, },
muniu:{
fullskin:true,
type:'equip',
subtype:'equip5',
nomod:true,
onEquip:function(){
player.markSkill('muniu_skill6');
},
forceDie:true,
onLose:function(){
player.unmarkSkill('muniu_skill6');
if((event.getParent(2)&&event.getParent(2).name!='swapEquip')&&event.parent.type!='equip'&&card&&card.cards&&card.cards.length){
player.$throw(card.cards,1000);
player.popup('muniu');
game.log(card,'掉落了',card.cards);
while(card.cards.length){
var card2=card.cards.shift();
if(card2.parentNode.id=='special'){
card2.discard();
}
}
}
},
clearLose:true,
equipDelay:false,
loseDelay:false,
skills:['muniu_skill','muniu_skill2','muniu_skill6','muniu_skill7'],
ai:{
equipValue:function(card){
if(card.card) return 7+card.card.length;
return 7;
},
basic:{
equipValue:7
}
}
},
du:{ du:{
type:'basic', type:'basic',
fullskin:true, fullskin:true,
@ -616,295 +580,6 @@ game.import('card',function(lib,game,ui,get,ai,_status){
} }
} }
}, },
muniu_skill:{
enable:'phaseUse',
usable:1,
filterCard:true,
check:function(card){
if(card.name=='du') return 20;
var player=_status.event.player;
var nh=player.countCards('h');
if(!player.needsToDiscard()){
if(nh<3) return 0;
if(nh==3) return 5-get.value(card);
return 7-get.value(card);
}
return 10-get.useful(card);
},
discard:false,
lose:true,
sync:function(muniu){
if(game.online){
return;
}
if(!muniu.cards){
muniu.cards=[];
}
for(var i=0;i<muniu.cards.length;i++){
if(!muniu.cards[i].parentNode||muniu.cards[i].parentNode.id!='special'){
muniu.cards.splice(i--,1);
}
}
game.broadcast(function(muniu,cards){
muniu.cards=cards;
},muniu,muniu.cards);
},
filter:function(event,player){
return player.countCards('h')>0;
},
prepare:function(cards,player){
player.$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)&&current!=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:{ g_du:{
trigger:{player:['useCardAfter','respondAfter','discardAfter']}, trigger:{player:['useCardAfter','respondAfter','discardAfter']},
popup:false, 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】。', 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:'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】', 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:'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', 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', shengdong:'声东击西',
@ -1001,7 +665,6 @@ game.import('card',function(lib,game,ui,get,ai,_status){
['club',9,'du'], ['club',9,'du'],
['diamond',5,'du'], ['diamond',5,'du'],
['diamond',9,'du'], ['diamond',9,'du'],
['diamond',5,'muniu'],
['diamond',12,'yinyueqiang'], ['diamond',12,'yinyueqiang'],
["spade",11,'jinchan'], ["spade",11,'jinchan'],
["club",12,'jinchan'], ["club",12,'jinchan'],

View File

@ -366,7 +366,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
ai:{ ai:{
equipValue:function(card,player){ equipValue:function(card,player){
if(!game.hasPlayer(function(current){ 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; return 1;
} }