v1.9.95.3
This commit is contained in:
parent
eced339ed9
commit
331f531bae
|
@ -441,6 +441,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
event.finish();
|
||||
}
|
||||
else{
|
||||
if(!game.hasPlayer(function(current){
|
||||
return current!=player&¤t!=trigger.player&&player.canUse('juedou',current);
|
||||
})){
|
||||
event.finish();
|
||||
return;
|
||||
}
|
||||
trigger.player.chooseTarget(true,function(card,player,target){
|
||||
var evt=_status.event.getParent();
|
||||
return evt.player.canUse({name:'juedou'},target)&&target!=_status.event.player;
|
||||
|
|
|
@ -1837,14 +1837,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
global:"damageEnd",
|
||||
},
|
||||
filter:function (event,player){
|
||||
return event.player.isLinked()&&event.player.isAlive()&&event.notLink()&&event.nature;
|
||||
return event.lianhuanable==true&&event.player.isAlive();
|
||||
},
|
||||
frequent:true,
|
||||
content:function (){
|
||||
"step 0"
|
||||
event.cards=get.cards(game.countPlayer(function(current){
|
||||
return current.isLinked();
|
||||
}));
|
||||
})+1);
|
||||
"step 1"
|
||||
if(event.cards.length>1){
|
||||
player.chooseCardButton('【称好】:请选择要分配的牌',true,event.cards,[1,event.cards.length]).set('ai',function(button){
|
||||
|
@ -5290,7 +5290,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
if(player.hasSkillTag('unequip2')) return false;
|
||||
if(event.responded) return false;
|
||||
if(!event.filterCard({name:'shan'})) return false;
|
||||
if(!lib.filter.cardRespondable({name:'sha'},player,event)) return false;
|
||||
if(!lib.filter.cardRespondable({name:'shan'},player,event)) return false;
|
||||
var evt=event.getParent();
|
||||
if(evt.player&&evt.player.hasSkillTag('unequip',false,{
|
||||
name:evt.card?evt.card.name:null,
|
||||
|
|
|
@ -274,7 +274,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
player.storage.xinbenxi=0;
|
||||
},
|
||||
filter:function(trigger,player){
|
||||
return _status.currentPhase==player&&trigger.targets&&trigger.targets.length==1&&!game.hasPlayer(function(current){
|
||||
return _status.currentPhase==player&&trigger.targets&&trigger.targets.length==1&&(get.name(trigger.card)=='sha'||get.type(trigger.card)=='trick')&&!game.hasPlayer(function(current){
|
||||
return get.distance(player,current)>1;
|
||||
});
|
||||
},
|
||||
|
@ -430,6 +430,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
sub:true,
|
||||
trigger:{player:['phaseAfter','useCardAfter','useCard']},
|
||||
silent:true,
|
||||
filter:function(event,player){
|
||||
return player==_status.currentPhase;
|
||||
},
|
||||
content:function(){
|
||||
if(trigger.name=='phase'){
|
||||
player.storage.xinbenxi=0;
|
||||
|
@ -5764,7 +5767,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
player.discard(cards);
|
||||
event.num=cards.length;
|
||||
'step 3'
|
||||
player.chooseTarget([1,event.num],function(card,player,target){
|
||||
player.chooseTarget('请选择至多'+get.cnNumber(event.num)+'名有牌的其他角色,获得这些角色的各一张手牌。',[1,event.num],function(card,player,target){
|
||||
return target!=player&&target.countCards('he')>0;
|
||||
}).set('ai',function(target){
|
||||
return -get.attitude(_status.event.player,target)+0.5;
|
||||
|
@ -11089,7 +11092,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
benxi:'奔袭',
|
||||
benxi_info:'锁定技,你的回合内,你每使用一次牌后,你的进攻距离+1直到回合结束;你的回合内,若你与所有角色的距离均为1,你无视其他角色的防具,且你使用的【杀】可额外指定一个目标',
|
||||
xinbenxi:'奔袭',
|
||||
xinbenxi_info:'锁定技,当你于回合内使用牌时,你本回合计算与其他角色的距离-1。你的回合内若你至场上所有其他角色的距离均不大于1,则当你使用牌选择唯一目标后,你选择至多两项:1.为此牌多指定一个目标;2.令此牌无视防具;3.令此牌不可被响应;4.你因此牌造成伤害时摸一张牌。',
|
||||
xinbenxi_info:'锁定技,当你于回合内使用牌时,你本回合计算与其他角色的距离-1。你的回合内,若你至场上所有其他角色的距离均不大于1,则当你使用【杀】或普通锦囊牌选择唯一目标后,你选择至多两项:1.为此牌多指定一个目标;2.令此牌无视防具;3.令此牌不可被响应;4.你因此牌造成伤害时摸一张牌。',
|
||||
sidi:'司敌',
|
||||
sidi2:'司敌',
|
||||
sidi3:'司敌',
|
||||
|
|
Loading…
Reference in New Issue