v1.9.90.3

This commit is contained in:
Spmario233 2019-07-25 19:17:52 +08:00 committed by GitHub
parent 951778cd96
commit 470293a002
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GPG Key ID: 4AEE18F83AFDEB23
13 changed files with 91 additions and 159 deletions

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@ -279,7 +279,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
},
mode:['guozhan'],
filterTarget:function(card,player,target){
return target.identity!='unknown'&&(target.identity!=player.identity||target.identity=='ye');
return target!=player&&target.identity!='unknown'&&(target.identity!=player.identity||target.identity=='ye');
},
changeTarget:function(player,targets){
var target=targets[0];

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@ -1037,6 +1037,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
reguanxing:{
audio:'guanxing',
audioname:['jiangwei'],
trigger:{player:['phaseBegin','phaseEnd']},
frequent:true,
filter:function(event,player,name){

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@ -501,7 +501,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
},
mark:true,
intro:{content:'本回合内可以多使用三张【杀】'},
marktext:'决',
intro:{name:'决堰 - 武器',content:'本回合内可以多使用三张【杀】'},
},
'drlt_jueyan2':{
mod:{
@ -510,7 +511,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
},
mark:true,
intro:{content:'本回合内使用牌没有距离限制'},
marktext:'决',
intro:{name:'决堰 - 坐骑',content:'本回合内使用牌没有距离限制'},
},
'drlt_jueyan3':{
mod:{
@ -519,7 +521,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
},
mark:true,
intro:{content:'本回合内手牌上限+3'},
marktext:'决',
intro:{name:'决堰 - 防具',content:'本回合内手牌上限+3'},
},
"drlt_poshi":{
audio:2,
@ -687,8 +690,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
ai:{
order:13,
result:{
player:function(player){
if(player.countCards('h',{name:'sha'})>=2&&game.countPlayer(function(current){return get.attitude(player,current)<0})>0) return 1;
target:function(player,target){
var hs=player.countCards('h',{name:['sha','juedou']});
var ts=target.hp;
if(hs>=ts&&ts>1) return -1;
return 0;
},
},
},
@ -738,6 +744,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(get.position(card)=='h') return false;
},
},
ai:{
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')) return [0,-999999];
},
},
},
},
@ -3315,6 +3328,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
},
huashen:{
audio:'huashen2',
unique:true,
forbid:['guozhan'],
init:function(player){
@ -3333,7 +3347,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
var skills=lib.character[name][3].slice(0);
for(var i=0;i<skills.length;i++){
var info=lib.skill[skills[i]];
if(info.unique&&!info.gainable){
if(info.limited||info.juexingji||info.charlotte||info.zhuSkill){
skills.splice(i--,1);
}
}
@ -3418,7 +3432,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(!info){
continue;
}
if(info.gainable||!info.unique){
if(!info.limited&&!info.juexingji&&!info.charlotte&&!info.zhuSkill){
add=true;break;
}
}

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@ -2822,10 +2822,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
zishu:{
audio:2,
locked:true,
subSkill:{
discard:{
trigger:{player:'gainAfter'},
audio:"zishu",
forced:true,
filter:function(event,player){
return _status.currentPhase!=player;
},
@ -5226,15 +5228,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
xiehui:{
mod:{
maxHandcard:function(player,num){
var hs=player.getCards('h');
for(var i=0;i<hs.length;i++){
if(get.color(hs[i])=='black'){
num++;
}
ignoredHandcard:function(card,player){
if(get.color(card)=='black'){
return true;
}
return num;
},
cardDiscardable:function(card,player,name){
if(name=='phaseDiscard'&&get.color(card)=='black') return false;
}
},
trigger:{global:'gainBegin'},
forced:true,
@ -8999,8 +9000,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
player.draw(nd);
}
else{
player.addTempSkill('fengpo2','useCardToAfter');
player.storage.fengpo=nd;
if(typeof trigger.extraDamage!='number'){
trigger.extraDamage=0;
}
trigger.extraDamage+=nd;
}
}
}

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@ -3364,6 +3364,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
count:{
trigger:{player:'gainEnd'},
audio:'fulin',
forced:true,
filter:function(event,player){
return _status.currentPhase==player;
},

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@ -16,7 +16,7 @@ game.import('play',function(lib,game,ui,get,ai,_status){
for(var i in lib.characterPack.mode_extension_boss){
lib.characterPack.mode_extension_boss[i][4].push('mode:boss');
lib.character[i]=lib.characterPack.mode_extension_boss[i];
if(typeof lib.character[i][2]!='number'){
if(typeof lib.character[i][2]!='number'&&(typeof lib.character[i][2]!='string'||lib.character[i][2].indexOf('/')==-1)){
lib.character[i][2]=Infinity;
}
if(!lib.config.boss_enableai_playpackconfig){

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@ -1,5 +1,5 @@
window.noname_asset_list=[
'1.9.90.2',
'1.9.90.3',
'audio/background/aozhan_chaoming.mp3',
'audio/background/aozhan_online.mp3',
'audio/background/music_danji.mp3',
@ -1788,6 +1788,7 @@ window.noname_asset_list=[
'font/yuanli.ttf',
'font/shousha.ttf',
'image/background/huangtian_bg.jpg',
'image/background/kyoani_bg.jpg',
'image/background/ol_bg.jpg',
'image/background/september_bg.jpg',
'image/background/shengshi_bg.jpg',

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@ -1,5 +1,5 @@
window.config={
forbidai:['miheng','ns_liuzhang'],
forbidai:['ns_liuzhang'],
forbidai_user:[],
forbidall:[],
forbidstone:['zhugedan','pal_xuanxiao','hs_malfurion','lusu','chenlin','hs_siwangzhiyi',

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@ -6051,6 +6051,7 @@
if(type){
var dbimage=null,extimage=null,modeimage=null;
var nameinfo;
var gzbool=false;
var mode=get.mode();
if(type=='character'){
if(lib.characterPack['mode_'+mode]&&lib.characterPack['mode_'+mode][name]){
@ -6058,7 +6059,8 @@
if(name.indexOf('gz_shibing')==0){
name=name.slice(3,11);
}
else if(!lib.config.mode_config.guozhan.guozhanSkin||!lib.character[name]||!lib.character[name][4].contains('gzskin')){
else{
if(lib.config.mode_config.guozhan.guozhanSkin&&lib.character[name]&&lib.character[name][4].contains('gzskin')) gzbool=true;
name=name.slice(3);
}
}
@ -6106,7 +6108,7 @@
}
else{
if(type=='character'){
src='image/character/'+name+ext;
src='image/character/'+(gzbool?'gz_':'')+name+ext;
}
else{
src='image/'+type+'/'+subfolder+'/'+name+ext;

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@ -81,6 +81,7 @@ window.noname_package={
huangtian_bg:'黄天',
september_bg:'九月',
yinxiang_bg:'印象',
kyoani_bg:'京都',
},
music:{
music_diaochan:'貂蝉',

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@ -1,22 +1,20 @@
window.noname_update={
version:'1.9.90.2',
update:'1.9.90.1',
version:'1.9.90.3',
update:'1.9.90.2',
changeLog:[
'神武将选择势力设为可选选项',
'大量配音问题修复',
'解除祢衡的AI禁选限制',
'BUG修复',
],
files:[
'card/guozhan.js',
'character/extra.js',
'character/old.js',
'character/refresh.js',
'character/shenhua.js',
'character/sp.js',
'character/standard.js',
'character/xinghuoliaoyuan.js',
'character/yijiang.js',
'extension/boss/extension.js',
'mode/guozhan.js',
'mode/identity.js',
'game/game.js',
'game/config.js',
'game/package.js',
]
};

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@ -6517,149 +6517,60 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
_zhenfazhaohuan:{
enable:'phaseUse',
usable:1,
getConfig:function(player){
var n1,n2,p1,p2;
var config={
inline:false,
siege:false
};
var config2={};
n1=player.getNext();
p1=player.getPrevious();
if(n1){
if(n1.isUnseen()){
config.inline=true;
}
else if(n1.identity!=player.identity){
n2=n1.getNext();
if(n2&&n2.isUnseen()){
config.siege=true;
}
getConfig:function(player,target){
var config={};
var skills=player.getSkills();
for(var i=0;i<skills.length;i++){
var info=get.info(skills[i]).zhenfa;
if(info){
config[info]=true;
}
}
if(p1){
if(p1.isUnseen()){
config.inline=true;
}
else if(p1.identity!=player.identity){
p2=p1.getPrevious();
if(p2&&p2.isUnseen()){
config.siege=true;
}
}
if(config.inline){
var next=target.getNext();
var previous=target.getPrevious();
return (next==player||previous==player||next.inline(player)||previous.inline(player))
}
if(config.inline||config.siege){
var skills=player.getSkills();
for(var i=0;i<skills.length;i++){
var info=get.info(skills[i]).zhenfa;
if(info&&config[info]){
config2[info]=true;
}
}
else if(config.siege){
return (target==player.getNext().getNext()||target==player.getPrevious().getPrevious());
}
return config2;
return false;
},
filter:function(event,player){
if(game.countPlayer()<4) return false;
if(player.identity=='ye') return false;
if(player.hasSkill('undist')) return false;
var config=lib.skill._zhenfazhaohuan.getConfig(player);
return config.inline||config.siege;
if(game.countPlayer(function(current){
return !current.hasSkill('undist');
})<4) return false;
return game.hasPlayer(function(current){
return current!=player&&current.isUnseen()&&lib.skill._zhenfazhaohuan.getConfig(player,current);
});
},
content:function(){
'step 0'
var config=lib.skill._zhenfazhaohuan.getConfig(player);
if(config.siege){
event.siege=true;
}
if(!config.inline){
event.goto(3);
}
event.asked=[];
event.current=player;
event.dir=true;
event.askPlayer=function(){
event.directfalse=false;
if(event.current&&event.current.isUnseen()&&!event.asked.contains(event.current)){
player.line(event.current,'green');
event.asked.push(event.current);
if(lib.character[event.current.name1][1]==player.identity){
event.current.chooseControl([
'明置'+get.translation(event.current.name1),
'明置'+get.translation(event.current.name2),
'不明置'
],function(){
return Math.floor(Math.random()*3);
}).set('prompt',get.translation(player)+'发了阵法召唤,你可以明置一个武将');
}
else{
event.directfalse=true;
if(_status.connectMode){
event.current.chooseControl(
'不明置'
).set('prompt',get.translation(player)+'发了阵法召唤(你与其势力不同,无法明置武将)');
}
}
}
else{
event.directfalse=true;
}
};
event.checkResult=function(result,num){
if(!event.directfalse&&result.control!='不明置'){
if(result.index==0){
event.current.showCharacter(0);
}
else{
event.current.showCharacter(1);
}
if(event.current.identity=='ye'||num!=1){
if(event.dir){
event.dir=false;
event.current=player;
event.goto(num);
}
}
else{
event.goto(num);
}
}
else if(event.dir){
event.dir=false;
event.current=player;
event.goto(num);
}
}
event.list=game.filterPlayer(function(current){
return current!=player&&current.isUnseen();
});
'step 1'
if(event.dir){
event.current=event.current.getNext();
event.current=event.list.shift();
if(lib.skill._zhenfazhaohuan.getConfig(player,event.current)){
player.line(event.current,'green');
if(event.current._group==player.group&&event.current.wontYe()){
event.current.chooseControl('明置主将','明置副将','取消').set('prompt','是否响应'+get.translation(player)+'的阵法召唤?').ai=function(){return Math.floor(Math.random()*3)};
}
}
else{
event.current=event.current.getPrevious();
}
event.askPlayer();
else event.goto(3);
'step 2'
event.checkResult(result,1);
if(result.control=='明置主将'){
event.current.showCharacter(0);
}
else if(result.control=='明置副将'){
event.current.showCharacter(1);
}
'step 3'
if(!event.siege){
event.finish();
return;
}
event.dir=true;
if(event.list.length) event.goto(1);
'step 4'
var str;
if(event.dir){
str='getNext';
}
else{
str='getPrevious';
}
event.current=player[str]();
if(event.current&&!event.current.isUnseen()&&event.current.identity!=player.identity){
event.current=event.current[str]();
}
event.askPlayer();
'step 5'
event.checkResult(result,4);
game.delay();
},
ai:{
order:5,