This commit is contained in:
parent
677cb6c1a2
commit
31d475fca3
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@ -2418,6 +2418,7 @@ card.swd={
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check:function(event,player){
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check:function(event,player){
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return ai.get.attitude(player,event.player)>=3;
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return ai.get.attitude(player,event.player)>=3;
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},
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},
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logTarget:'player',
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content:function(){
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content:function(){
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"step 0"
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"step 0"
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trigger.player.recover();
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trigger.player.recover();
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@ -4140,7 +4141,7 @@ card.swd={
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chiyuxi_info:'出牌阶段,对所有其他角色使用。每名目标角色需打出一张【闪】,否则受到1点火焰伤害。',
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chiyuxi_info:'出牌阶段,对所有其他角色使用。每名目标角色需打出一张【闪】,否则受到1点火焰伤害。',
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guangshatianyi:'光纱天衣',
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guangshatianyi:'光纱天衣',
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guangshatianyi_bg:'纱',
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guangshatianyi_bg:'纱',
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guangshatianyi_info:'仅女性可装备,锁定技,每当你即将受到伤害,有三分之一的概率令伤害减一',
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guangshatianyi_info:'仅女性角色可使用,锁定技,每当你即将受到伤害,有三分之一的概率令伤害减一',
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sifeizhenmian:'四非真面',
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sifeizhenmian:'四非真面',
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sifeizhenmian_info:'出牌阶段限一次,你可以指定攻击范围内的一名角色并亮出牌堆顶的一张牌,若此牌为黑色,该角色进入混乱状态直到下一回合结束;否则该角色摸一张牌',
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sifeizhenmian_info:'出牌阶段限一次,你可以指定攻击范围内的一名角色并亮出牌堆顶的一张牌,若此牌为黑色,该角色进入混乱状态直到下一回合结束;否则该角色摸一张牌',
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yiluan:'意乱',
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yiluan:'意乱',
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@ -2232,29 +2232,30 @@ character.hearth={
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enable:'chooseToUse',
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enable:'chooseToUse',
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mark:true,
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mark:true,
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init:function(player){
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init:function(player){
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player.storage.chongsheng=0;
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player.storage.chongsheng=2;
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game.addVideo('storage',player,['chongsheng',player.storage.chongsheng]);
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player.syncStorage('chongsheng');
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},
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},
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filter:function(event,player){
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filter:function(event,player){
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if(event.type!='dying') return false;
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if(event.type!='dying') return false;
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if(player!=_status.dying) return false;
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if(player!=_status.dying) return false;
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if(player.storage.chongsheng==2) return false;
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if(player.storage.chongsheng<=0) return false;
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return true;
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},
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},
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content:function(){
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content:function(){
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player.hp=Math.min(2-player.storage.chongsheng,player.maxHp);
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player.hp=Math.min(player.storage.chongsheng,player.maxHp);
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player.discard(player.get('hej'));
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player.discard(player.get('hej'));
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player.draw(2-player.storage.chongsheng);
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player.draw(player.storage.chongsheng);
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player.storage.chongsheng++;
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player.storage.chongsheng--;
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if(player.storage.chongsheng==2){
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if(player.storage.chongsheng<=0){
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player.unmarkSkill('chongsheng');
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player.unmarkSkill('chongsheng');
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}
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}
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if(player.isLinked()) player.link();
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if(player.isLinked()) player.link();
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if(player.isTurnedOver()) player.turnOver();
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if(player.isTurnedOver()) player.turnOver();
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game.addVideo('storage',player,['chongsheng',player.storage.chongsheng]);
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player.syncStorage('chongsheng');
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},
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},
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ai:{
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ai:{
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skillTagFilter:function(player){
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skillTagFilter:function(player){
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if(player.storage.chongsheng==2) return false;
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if(player.storage.chongsheng<=0) return false;
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if(player.hp>0) return false;
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if(player.hp>0) return false;
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},
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},
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save:true,
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save:true,
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@ -2262,13 +2263,11 @@ character.hearth={
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player:10
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player:10
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},
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},
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threaten:function(player,target){
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threaten:function(player,target){
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if(target.storage.chongsheng<2) return 0.6;
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if(target.storage.chongsheng>0) return 0.6;
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}
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}
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},
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},
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intro:{
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intro:{
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content:function(storage){
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content:'time'
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return '剩余'+get.cnNumber(2-storage)+'次';
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}
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}
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}
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},
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},
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guozai:{
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guozai:{
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@ -459,7 +459,7 @@ character.swd={
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if(!player.num('he',{color:'red'})) return false;
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if(!player.num('he',{color:'red'})) return false;
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},
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},
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},
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},
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group:['huanxia_expire','huanxia_draw'],
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group:['huanxia_expire','huanxia_draw','huanxia_gain'],
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subSkill:{
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subSkill:{
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expire:{
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expire:{
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trigger:{source:'damageAfter'},
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trigger:{source:'damageAfter'},
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@ -474,16 +474,32 @@ character.swd={
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},
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},
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draw:{
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draw:{
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trigger:{player:'shaAfter'},
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trigger:{player:'shaAfter'},
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direct:true,
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forced:true,
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popup:false,
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content:function(){
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content:function(){
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if(trigger.parent.skill=='huanxia'){
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if(trigger.parent.skill=='huanxia'){
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var card=trigger.cards[0];
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var card=trigger.cards[0];
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if(get.itemtype(card)=='card'&&get.position(card)=='d'&&!player.storage.huanxia){
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if(get.itemtype(card)=='card'&&get.position(card)=='d'&&!player.storage.huanxia){
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player.gain(card,'gain2');
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ui.special.appendChild(card);
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if(!player.storage.huanxia_draw){
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player.storage.huanxia_draw=[];
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}
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player.storage.huanxia_draw.push(card);
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}
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}
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}
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}
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delete player.storage.huanxia;
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delete player.storage.huanxia;
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}
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}
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},
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gain:{
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trigger:{player:'phaseEnd'},
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forced:true,
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filter:function(event,player){
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return player.storage.huanxia_draw;
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},
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content:function(){
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player.gain(player.storage.huanxia_draw,'gain2');
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delete player.storage.huanxia_draw;
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}
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}
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}
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}
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}
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},
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},
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@ -8067,7 +8083,7 @@ character.swd={
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jinlin:'金鳞',
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jinlin:'金鳞',
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jinlin_info:'限定技,出牌阶段,你可以令任意名角色各获得3点护甲,获得护甲的角色于每个回合开始阶段失去1点护甲直到首次失去所有护甲或累计以此法失去3点护甲',
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jinlin_info:'限定技,出牌阶段,你可以令任意名角色各获得3点护甲,获得护甲的角色于每个回合开始阶段失去1点护甲直到首次失去所有护甲或累计以此法失去3点护甲',
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huanxia:'幻霞',
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huanxia:'幻霞',
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huanxia_info:'你可以将一张红色牌当作杀使用,若此杀未造成伤害,你可以在其进入弃牌堆后收回此牌',
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huanxia_info:'你可以将一张红色牌当作杀使用,若此杀未造成伤害,你在回合结束时收回此牌',
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jingjie:'镜界',
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jingjie:'镜界',
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jingjie_info:'回合开始阶段,你可以流失一点体力,并',
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jingjie_info:'回合开始阶段,你可以流失一点体力,并',
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jingjie_old_info:'限定技,出牌阶段,你可以令所有角色弃置所有牌,然后摸两张牌(不触发任何技能)',
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jingjie_old_info:'限定技,出牌阶段,你可以令所有角色弃置所有牌,然后摸两张牌(不触发任何技能)',
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25
game/game.js
25
game/game.js
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@ -3431,7 +3431,6 @@
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lib.status.canvas=false;
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lib.status.canvas=false;
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return false;
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return false;
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}
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}
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_status.canvasChanged=true;
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ui.canvas.width=ui.arena.offsetWidth;
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ui.canvas.width=ui.arena.offsetWidth;
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ui.canvas.height=ui.arena.offsetHeight;
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ui.canvas.height=ui.arena.offsetHeight;
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var ctx=ui.ctx;
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var ctx=ui.ctx;
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@ -19236,11 +19235,8 @@
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ui.touchlines.shift().delete();
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ui.touchlines.shift().delete();
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}
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}
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}
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}
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if(_status.canvasChanged||!lib.config.low_performance){
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ui.canvas.width=ui.arena.offsetWidth;
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ui.canvas.width=ui.arena.offsetWidth;
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ui.canvas.height=ui.arena.offsetHeight;
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ui.canvas.height=ui.arena.offsetHeight;
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delete _status.canvasChanged;
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}
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for(var i=0;i<game.players.length;i++){
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for(var i=0;i<game.players.length;i++){
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game.players[i].unprompt();
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game.players[i].unprompt();
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}
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}
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@ -28899,8 +28895,6 @@
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_status.clicked=false;
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_status.clicked=false;
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game.uncheck();
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game.uncheck();
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game.check();
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game.check();
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ui.canvas.width=ui.arena.offsetWidth;
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ui.canvas.height=ui.arena.offsetHeight;
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_status.clicked=true;
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_status.clicked=true;
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}
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}
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return;
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return;
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@ -29125,6 +29119,8 @@
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ui.confirm.close();
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ui.confirm.close();
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}
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}
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ui.click.ok();
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ui.click.ok();
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ui.canvas.width=ui.arena.offsetWidth;
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ui.canvas.height=ui.arena.offsetHeight;
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}
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}
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else{
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else{
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game.uncheck();
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game.uncheck();
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@ -29142,11 +29138,6 @@
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while(ui.touchlines.length){
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while(ui.touchlines.length){
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ui.touchlines.shift().delete();
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ui.touchlines.shift().delete();
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}
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}
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if(_status.canvasChanged){
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ui.canvas.width=ui.arena.offsetWidth;
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ui.canvas.height=ui.arena.offsetHeight;
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delete _status.canvasChanged;
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}
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if(tmpflag){
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if(tmpflag){
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game.check();
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game.check();
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}
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}
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@ -29237,8 +29228,6 @@
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_status.clicked=false;
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_status.clicked=false;
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game.uncheck();
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game.uncheck();
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game.check();
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game.check();
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ui.canvas.width=ui.arena.offsetWidth;
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ui.canvas.height=ui.arena.offsetHeight;
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_status.clicked=true;
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_status.clicked=true;
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}
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}
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return;
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return;
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@ -29485,8 +29474,6 @@
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_status.mouseleft=false;
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_status.mouseleft=false;
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_status.mousedragorigin=null;
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_status.mousedragorigin=null;
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_status.dragstatuschanged=false;
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_status.dragstatuschanged=false;
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ui.canvas.width=ui.arena.offsetWidth;
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ui.canvas.height=ui.arena.offsetHeight;
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game.uncheck();
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game.uncheck();
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game.check();
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game.check();
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_status.noright=true;
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_status.noright=true;
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@ -32192,13 +32179,13 @@
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}
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}
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case 'turn':{
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case 'turn':{
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if(content>0){
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if(content>0){
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return '还剩'+content+'个回合';
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return '剩余'+content+'个回合';
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}
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}
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return false;
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return false;
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}
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}
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case 'time':{
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case 'time':{
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if(content>0){
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if(content>0){
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return '还剩'+content+'次';
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return '剩余'+content+'次';
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}
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}
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return false;
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return false;
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}
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}
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@ -22,8 +22,10 @@ window.noname_update={
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// 'card/swd.js',
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// 'card/swd.js',
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// 'game/package.js',
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// 'game/package.js',
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// 'game/asset.js',
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// 'game/asset.js',
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// 'game/game.js',
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// 'character/diy.js',
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// 'character/diy.js',
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// 'character/swd.js',
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// 'character/swd.js',
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// 'character/hearth.js',
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// 'mode/boss.js',
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// 'mode/boss.js',
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// 'mode/versus.js',
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// 'mode/versus.js',
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// 'extension/boss/extension.js',
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// 'extension/boss/extension.js',
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