Merge branch 'PR-Branch' of https://github.com/libccy/noname into PR-Branch
This commit is contained in:
commit
4a05e9727b
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@ -18,6 +18,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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clan_zhongyan:['female','jin',3,['clanguangu','clanxiaoyong','clanbaozu'],['clan:颍川钟氏']],
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clan_wangyun:['male','qun',3,['clanjiexuan','clanmingjie','clanzhongliu'],['clan:太原王氏']],
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clan_wanghun:['male','jin',3,['clanfuxun','clanchenya','clanzhongliu'],['clan:太原王氏']],
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clan_zhonghui:['male','wei','3/4',['clanyuzhi','clanxieshu','clanbaozu'],['clan:颍川钟氏']],
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},
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characterSort:{
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clan:{
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@ -25,10 +26,102 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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clan_xun:['clan_xunshu','clan_xunchen','clan_xuncai','clan_xuncan'],
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clan_han:['clan_hanshao','clan_hanrong'],
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clan_wang:['clan_wangling','clan_wangyun','clan_wanghun'],
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clan_zhong:['clan_zhongyan'],
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clan_zhong:['clan_zhongyan','clan_zhonghui'],
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},
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},
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skill:{
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//族钟会
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clanyuzhi:{
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mod:{
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aiOrder:function(player,card,num){
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if(card.name=='tao') return num/114514;
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},
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},
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audio:2,
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trigger:{global:'roundStart'},
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direct:true,
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locked:true,
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content:function(){
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'step 0'
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var num1=0,num2=0,num3=0,bool=true;
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var history=player.actionHistory;
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for(var i=history.length-2;i>=0;i--){
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for(var evt of history[i].gain){
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if(evt.getParent().name=='draw'&&evt.getParent(2).name=='clanyuzhi'){
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if(bool) num1+=evt.cards.length;
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else num2+=evt.cards.length;
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}
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}
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if(bool) num3+=history[i].useCard.length;
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if(history[i].isRound){
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if(bool) bool=false;
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else break;
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}
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}
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event.num1=num1;
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if(num1>0&&(num2>0&&num1>num2)||num1>num3){
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player.logSkill('clanyuzhi');
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if(num2>0&&num1>num2) game.log(player,'的野心已开始膨胀','#y('+num1+'张>'+num2+'张)');
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if(num1>num3) game.log(player,'的行动未达到野心','#y('+num3+'张<'+num1+'张)');
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if(player.hasSkill('clanbaozu',null,false,false)) player.chooseBool('迂志:是否失去〖保族〗?','若选择“否”,则你失去1点体力').set('choice',player.awakenedSkills.contains('clanbaozu'));
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else event._result={bool:false};
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}
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else event.goto(2);
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'step 1'
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if(result.bool){
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player.removeSkill('clanbaozu');
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player.popup('保族');
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game.log(player,'失去了技能','#g【保族】');
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}
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else player.loseHp();
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'step 2'
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if(!player.countCards('h')) event.finish();
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'step 3'
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player.chooseCard('迂志:请展示一张手牌','摸此牌牌名字数的牌。下一轮开始时,若本轮你使用的牌数或上一轮你以此法摸的牌数小于此牌牌名字数,则你失去1点体力。',true,function(card,player){
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var num=lib.skill.dcweidang.getLength(card);
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return typeof num=='number'&&num>0;
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}).set('ai',function(card){
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if(_status.event.dying&&_status.event.num>0&&lib.skill.dcweidang.getLength(card)>_status.event.num) return 1/lib.skill.dcweidang.getLength(card);//怂
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return lib.skill.dcweidang.getLength(card);//勇
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}).set('dying',player.hp+player.countCards('hs',{name:['tao','jiu']})<1).set('num',event.num);
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'step 4'
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if(result.bool){
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player.logSkill('clanyuzhi');
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player.showCards(result.cards,get.translation(player)+'发动了【迂志】');
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player.draw(lib.skill.dcweidang.getLength(result.cards[0]));
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}
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},
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ai:{
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threaten:3,
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nokeep:true,
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},
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},
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clanxieshu:{
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audio:2,
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trigger:{player:'damageEnd',source:'damageSource'},
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filter:function(event,player){
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if(!event.card) return false;
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var num=lib.skill.dcweidang.getLength(event.card);
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return typeof num=='number'&&num>0&&player.countCards('he');
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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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var num=lib.skill.dcweidang.getLength(trigger.card),str='';
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if(player.getDamagedHp()>0) str+=('并摸'+get.cnNumber(player.getDamagedHp())+'张牌');
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player.chooseToDiscard(get.prompt('clanxieshu'),'弃置'+get.cnNumber(num)+'张牌'+str,'he',num).set('ai',function(card){
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var player=_status.event.player;
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var num=_status.event.num;
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var num2=player.getDamagedHp();
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if(num>num2) return 7-get.value(card);
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if(num==num2) return lib.skill.zhiheng.check(card);
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return 0;
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}).set('num',num).logSkill='clanxieshu';
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'step 1'
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if(result.bool&&player.getDamagedHp()>0) player.draw(player.getDamagedHp());
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},
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ai:{threaten:3},
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},
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//族王浑
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clanfuxun:{
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audio:2,
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@ -644,16 +737,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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clanbaozu:{
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audio:2,
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audioname:['clan_zhongyan'],
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trigger:{
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gloabl:'dying',
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},
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audioname:['clan_zhongyan','clan_zhonghui'],
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trigger:{global:'dying'},
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clanSkill:true,
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limited:true,
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skillAnimation:true,
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animationColor:'water',
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filter:function(event,player){
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return event.player.hasClan('颍川钟氏')&&event.player.hp<=0&&!event.player.isLinked();
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return (event.player==player||event.player.hasClan('颍川钟氏'))&&event.player.hp<=0&&!event.player.isLinked();
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},
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logTarget:'player',
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check:function(event,player){
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@ -672,9 +763,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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content:function(){
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'step 0'
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player.awakenSkill('clanbaozu');
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'step 1'
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trigger.player.link(true);
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trigger.player.recover();
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}
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},
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},
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//族王凌
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clanbolong:{
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@ -2281,6 +2374,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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clanfuxun_info:'出牌阶段限一次。你可以获得或交给一名其他角色一张手牌,然后若其手牌数与你相等且于此阶段仅以此法获得或失去过牌,你可以将一张牌当任意基本牌使用。',
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clanchenya:'沉雅',
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clanchenya_info:'当一名角色发动“出牌阶段限一次”的技能后,你可以令其重铸任意张牌名字数为X的牌(X为其手牌数)。',
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clan_zhonghui:'族钟会',
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clanyuzhi:'迂志',
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clanyuzhi_info:'锁定技。新的一轮开始时,你依次执行以下项:①若你上一轮使用的牌数或你上上轮因〖迂志〗摸的牌数小于你上轮因〖迂志〗摸的牌数,你失去1点体力或失去〖保族〗。②你展示一张手牌,然后摸X张牌(X为此牌牌名字数)。',
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clanxieshu:'挟术',
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clanxieshu_info:'当你使用牌造成伤害后,或受到来自牌造成的伤害后,你可以弃置Y张牌并摸你已损失体力值张牌(Y为此牌牌名字数)。',
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clan_wu:'陈留·吴氏',
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clan_xun:'颍川·荀氏',
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@ -504,8 +504,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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var names=map[first];
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return !names.contains(changshi);
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});
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if(list.length==0) return others.randomGets(1);
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return list;
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return list.length?list:others;
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}());
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next.set('ai',button=>{
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if(button.link=='scs_gaowang') return 10;
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@ -1492,6 +1491,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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wuxie:function(){
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'step 0'
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var trigger=event.getParent().getTrigger();
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if(!trigger.respondTo){event.finish();return;}
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var target=trigger.respondTo[0];
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event.target=target;
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if(!target||!target.countGainableCards(player,player==target?'e':'he')) event._result={bool:false};
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|
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@ -9864,7 +9864,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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else if(event.isMine()){
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func(event.videoId);
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}
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event._result={control:'弃置化身'};
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event._result={control:'更换技能'};
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event.goto(1);
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return;
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}
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|
|
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@ -1,5 +1,4 @@
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'use strict';
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game.import('character',function(lib,game,ui,get,ai,_status){
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return {
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name:'shiji',
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@ -257,24 +256,44 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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'step 1'
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if(result.bool){
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var name=result.links[0][2],target=trigger.player;
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target.addTempSkill('zhengsu',{player:['phaseDiscardAfter','phaseAfter']});
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target.addTempSkill('houfeng_share',{player:['phaseDiscardAfter','phaseAfter']});
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target.markAuto('houfeng_share',[player]);
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target.addTempSkill(name,{player:['phaseDiscardAfter','phaseAfter']});
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target.popup(name,'thunder');
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player.addTempSkill('houfeng_share');
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game.delayx();
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}
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},
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subSkill:{
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share:{
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trigger:{global:['drawAfter','recoverAfter']},
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charlotte:true,
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onremove:true,
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trigger:{player:'phaseDiscardEnd'},
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filter:function(event,player){
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return lib.skill.zhengsu.filter(event,player);
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},
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forced:true,
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popup:false,
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charlotte:true,
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filter:function(event,player){
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return event.getParent(2).name=='zhengsu';
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},
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content:function(){
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player.chooseDrawRecover(2,true);
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'step 0'
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var list=player.getStorage('houfeng_share').filter(i=>i.isIn());
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list.unshift(player);
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event.list=list;
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var num1=0,num2=0;
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for(var target of list){
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num1+=get.effect(target,{name:'wuzhong'},player,player);
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num2+=get.recoverEffect(target,player,player);
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}
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if(!list.some(i=>i.isDamaged())) result.index=0;
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else trigger.player.chooseControl('摸两张牌','回复体力').set('prompt','整肃奖励:请选择'+get.translation(list)+'的整肃奖励').set('ai',function(){
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return _status.event.goon?0:1;
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}).set('goon',num1>=num2);
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'step 1'
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if(result.index==0) game.asyncDraw(event.list,2);
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else{
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for(var i of event.list) i.recover();
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}
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'step 2'
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game.delayx();
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},
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},
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},
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|
@ -317,9 +336,19 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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'step 1'
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if(result.bool){
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var target=result.targets[0];
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player.logSkill('spzhengjun',target);
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target.chooseDrawRecover(2,true);
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event.target=target;
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var num1=get.effect(target,{name:'wuzhong'},target,player);
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var num2=get.recoverEffect(target,target,player);
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player.line(target);
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if(target.isHealthy()) result.index=0;
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else player.chooseControl('摸牌','回血').set('prompt','整肃奖励:令'+get.translation(target)+'摸两张牌或回复1点体力').set('ai',function(){
|
||||
return _status.event.goon?0:1;
|
||||
}).set('goon',num1>=num2);
|
||||
}
|
||||
else event.finish();
|
||||
'step 2'
|
||||
if(result.index==0) target.draw(2);
|
||||
else target.recover();
|
||||
},
|
||||
},
|
||||
},
|
||||
|
@ -504,7 +533,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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|||
},
|
||||
},
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||||
spyanji:{
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audio:2,
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||||
audio:3,
|
||||
trigger:{player:'phaseUseBegin'},
|
||||
direct:true,
|
||||
filter:function(event,player){
|
||||
|
@ -6435,7 +6464,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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|||
spyanji_info:'出牌阶段开始时,你可以进行“整肃”。',
|
||||
sp_huangfusong:'手杀皇甫嵩',
|
||||
spzhengjun:'整军',
|
||||
spzhengjun_info:'①出牌阶段开始时,你可进行“整肃”。②当你因整肃而摸牌或回复体力后,你可令一名其他角色选择摸两张牌或回复1点体力。',
|
||||
spzhengjun_info:'①出牌阶段开始时,你可进行“整肃”。②当你因整肃而摸牌或回复体力后,你可令一名其他角色摸两张牌或回复1点体力。',
|
||||
spshiji:'势击',
|
||||
spshiji_info:'当你对其他角色造成属性伤害时,若你的手牌数不为全场唯一最多,则你可以观看其手牌。你令其弃置其中的所有红色牌,然后摸等量的牌。',
|
||||
sptaoluan:'讨乱',
|
||||
|
@ -6446,7 +6475,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
zjjuxiang:'拒降',
|
||||
zjjuxiang_info:'限定技。一名其他角色脱离濒死状态时,你可以对其造成1点伤害,然后摸X张牌(X为其体力上限且至多为5)。',
|
||||
houfeng:'厚俸',
|
||||
houfeng_info:'每轮限一次。一名其他角色的出牌阶段开始时,若其在你的攻击范围内,则你可以令其进行“整肃”。然后当其于本回合内因整肃而摸牌或回复体力后,你可选择摸两张牌或回复1点体力。',
|
||||
houfeng_info:'每轮限一次。一名其他角色的出牌阶段开始时,若其在你的攻击范围内,则你可以令其进行“整肃”。然后当其于本回合内因整肃而摸牌或回复体力后,你获得相同的整肃奖励。',
|
||||
liuba:'刘巴',
|
||||
duanbi:'锻币',
|
||||
duanbi_info:'出牌阶段限一次。若场上所有角色的手牌数之和大于角色数之和的二倍,则你可以令所有其他角色各弃置X张手牌(X为该角色手牌数的一半且向下取整且至多为3)。然后你可选择一名角色,令其随机获得三张以此法被弃置的牌。',
|
||||
|
|
|
@ -10018,7 +10018,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
return str;
|
||||
},
|
||||
},
|
||||
perfectPair:{},
|
||||
perfectPair:{
|
||||
nanhualaoxian:['zuoci','yuji'],
|
||||
re_nanhualaoxian:['zuoci','yuji'],
|
||||
},
|
||||
characterReplace:{
|
||||
lijue:['lijue','ns_lijue'],
|
||||
fanchou:['fanchou','tw_fanchou','ns_fanchou'],
|
||||
|
|
Binary file not shown.
After Width: | Height: | Size: 302 KiB |
175
mode/guozhan.js
175
mode/guozhan.js
|
@ -525,7 +525,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
gz_miheng:['male','qun',3,['gzrekuangcai','gzshejian'],['gzskin']],
|
||||
gz_fengxi:['male','wu',3,['gzyusui','gzboyan'],['gzskin']],
|
||||
gz_dengzhi:['male','shu',3,['gzjianliang','gzweimeng'],['gzskin']],
|
||||
gz_re_nanhualaoxian:['male','qun',4,['gzgongxiu','gztaidan','gzrejinghe']],
|
||||
gz_re_nanhualaoxian:['male','qun',3,['gzgongxiu','gztaidan','gzrejinghe']],
|
||||
gz_zhouyi:['female','wu',3,['gzzhukou','gzduannian','gzlianyou']],
|
||||
gz_re_xunchen:['male','qun',3,['gzfenglve','gzanyong']],
|
||||
gz_lvlingqi:['female','qun',4,['guowu','gzshenwei','gzzhuangrong'],['gzskin']],
|
||||
|
@ -661,7 +661,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
return event.player.isFriendOf(player)&&event.targets.some(target=>target.isMajor());
|
||||
},
|
||||
check:function(event,player){
|
||||
var num=0,targets=event.targets.some(target=>target.isMajor());
|
||||
var num=0,targets=event.targets.filter(target=>target.isMajor());
|
||||
for(var target of targets) num+=get.sgn(get.attitude(player,target)*get.effect(target,event.card,event.player,player));
|
||||
return num>=0;
|
||||
},
|
||||
|
@ -7619,6 +7619,146 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
},
|
||||
},
|
||||
yigui_gzshan:{
|
||||
enable:'chooseToUse',
|
||||
filter:function(event,player){
|
||||
if(event.type!='respondShan'||!event.filterCard({name:'shan'},player,event)||!lib.inpile.contains('shan')) return false;
|
||||
var storage=player.storage.yigui,target=event.getParent().player;
|
||||
if(!storage||!target||!storage.character.length||storage.used.contains('shan')) return false;
|
||||
var identity=target.identity;
|
||||
return ['unknown','ye'].contains(identity)||storage.character.some(function(i){
|
||||
if(lib.character[i][1]=='ye') return true;
|
||||
var double=get.is.double(i,true);
|
||||
var groups=(double?double:[lib.character[i][1]]);
|
||||
return groups.contains(identity);
|
||||
});
|
||||
},
|
||||
chooseButton:{
|
||||
dialog:function(event,player){
|
||||
var dialog=ui.create.dialog('役鬼','hidden');
|
||||
dialog.add([player.storage.yigui.character,'character']);
|
||||
return dialog;
|
||||
},
|
||||
filter:function(button,player){
|
||||
var evt=_status.event.getParent('chooseToUse');
|
||||
var target=evt.getParent().player,identity=target.identity;
|
||||
if(['unknown','ye'].contains(identity)) return true;
|
||||
if(lib.character[button.link][1]=='ye') return true;
|
||||
var double=get.is.double(button.link,true);
|
||||
var groups=(double?double:[lib.character[button.link][1]]);
|
||||
return groups.contains(identity);
|
||||
},
|
||||
check:function(button){
|
||||
return 1/(1+game.countPlayer(function(current){
|
||||
return current.identity==button.link;
|
||||
}));
|
||||
},
|
||||
backup:function(links,player){
|
||||
var character=links[0];
|
||||
var next={
|
||||
character:character,
|
||||
filterCard:()=>false,
|
||||
selectCard:-1,
|
||||
complexCard:true,
|
||||
check:()=>1,
|
||||
popname:true,
|
||||
audio:'yigui',
|
||||
viewAs:{name:'shan',isCard:true},
|
||||
onuse:function(result,player){
|
||||
player.logSkill('yigui');
|
||||
var character=lib.skill.yigui_gzshan_backup.character;
|
||||
player.flashAvatar('yigui',character);
|
||||
player.storage.yigui.character.remove(character);
|
||||
_status.characterlist.add(character);
|
||||
game.log(player,'从「魂」中移除了','#g'+get.translation(character));
|
||||
player.syncStorage('yigui');
|
||||
player.updateMarks('yigui');
|
||||
player.storage.yigui.used.add(result.card.name);
|
||||
},
|
||||
};
|
||||
return next;
|
||||
},
|
||||
},
|
||||
ai:{
|
||||
respondShan:true,
|
||||
skillTagFilter:function(player){
|
||||
var storage=player.storage.yigui;
|
||||
if(!storage||!storage.character.length||storage.used.contains('shan')||!lib.inpile.contains('shan')) return false;
|
||||
},
|
||||
order:0.1,
|
||||
result:{player:1},
|
||||
},
|
||||
},
|
||||
yigui_gzwuxie:{
|
||||
hiddenCard:function(player,name){
|
||||
var storage=player.storage.yigui;
|
||||
if(name!='wuxie'||!storage||!storage.character.length||storage.used.contains(name)||!lib.inpile.contains(name)) return false;
|
||||
return true;
|
||||
},
|
||||
enable:'chooseToUse',
|
||||
filter:function(event,player){
|
||||
if(event.type!='wuxie'||!event.filterCard({name:'wuxie'},player,event)||!lib.inpile.contains('wuxie')) return false;
|
||||
var storage=player.storage.yigui,target=event.getParent(2).player;
|
||||
if(!storage||!target||!storage.character.length||storage.used.contains('wuxie')) return false;
|
||||
var identity=target.identity;
|
||||
return ['unknown','ye'].contains(identity)||storage.character.some(function(i){
|
||||
if(lib.character[i][1]=='ye') return true;
|
||||
var double=get.is.double(i,true);
|
||||
var groups=(double?double:[lib.character[i][1]]);
|
||||
return groups.contains(identity);
|
||||
});
|
||||
},
|
||||
chooseButton:{
|
||||
dialog:function(event,player){
|
||||
var dialog=ui.create.dialog('役鬼','hidden');
|
||||
dialog.add([player.storage.yigui.character,'character']);
|
||||
return dialog;
|
||||
},
|
||||
filter:function(button,player){
|
||||
var evt=_status.event.getParent('chooseToUse');
|
||||
var target=evt.getParent(2).player,identity=target.identity;
|
||||
if(['unknown','ye'].contains(identity)) return true;
|
||||
if(lib.character[button.link][1]=='ye') return true;
|
||||
var double=get.is.double(button.link,true);
|
||||
var groups=(double?double:[lib.character[button.link][1]]);
|
||||
return groups.contains(identity);
|
||||
},
|
||||
check:function(button){
|
||||
return 1/(1+game.countPlayer(function(current){
|
||||
return current.identity==button.link;
|
||||
}));
|
||||
},
|
||||
backup:function(links,player){
|
||||
var character=links[0];
|
||||
var next={
|
||||
character:character,
|
||||
filterCard:()=>false,
|
||||
selectCard:-1,
|
||||
complexCard:true,
|
||||
check:()=>1,
|
||||
popname:true,
|
||||
audio:'yigui',
|
||||
viewAs:{name:'wuxie',isCard:true},
|
||||
onuse:function(result,player){
|
||||
player.logSkill('yigui');
|
||||
var character=lib.skill.yigui_gzwuxie_backup.character;
|
||||
player.flashAvatar('yigui',character);
|
||||
player.storage.yigui.character.remove(character);
|
||||
_status.characterlist.add(character);
|
||||
game.log(player,'从「魂」中移除了','#g'+get.translation(character));
|
||||
player.syncStorage('yigui');
|
||||
player.updateMarks('yigui');
|
||||
player.storage.yigui.used.add(result.card.name);
|
||||
},
|
||||
};
|
||||
return next;
|
||||
},
|
||||
},
|
||||
ai:{
|
||||
order:0.1,
|
||||
result:{player:1},
|
||||
},
|
||||
},
|
||||
jihun:{
|
||||
trigger:{
|
||||
player:'damageEnd',
|
||||
|
@ -14409,15 +14549,17 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
gzzongyu_info:'当【六龙骖驾】进入其他角色的装备区后,你可以将你装备区内所有坐骑牌(至少一张)与【六龙骖驾】交换位置。锁定技,当你使用坐骑牌后,若场上或弃牌堆中有【六龙骖驾】,则将【六龙骖驾】置入你的装备区。',
|
||||
|
||||
yigui:"役鬼",
|
||||
"yigui_info":"当你首次明置此武将牌时,你将剩余武将牌堆的两张牌扣置于游戏外,称为“魂”;你可以展示一张“魂”并将其置入剩余武将牌堆,视为使用了一张本回合内未以此法使用过的基本牌或普通锦囊牌。(此牌需指定目标,且目标须为未确定势力的角色或野心家或与此“魂”势力相同的角色)",
|
||||
"yigui_info":"当你首次明置此武将牌时,你将剩余武将牌堆的两张牌置于武将牌上,称为“魂”;你可以展示一张武将牌上的“魂”并将其置入剩余武将牌堆,视为使用一张本回合内未以此法使用过的基本牌或普通锦囊牌。(此牌须指定目标,且目标须为未确定势力的角色或野心家或与此“魂”势力相同的角色)",
|
||||
"yigui_init":"役鬼",
|
||||
"yigui_init_info":"",
|
||||
"yigui_refrain":"役鬼",
|
||||
"yigui_refrain_info":"",
|
||||
yigui_shan:'役鬼',
|
||||
yigui_wuxie:'役鬼',
|
||||
yigui_gzshan:'役鬼',
|
||||
yigui_gzwuxie:'役鬼',
|
||||
jihun:"汲魂",
|
||||
jihun_info:"当你受到伤害后,或与你势力不同的角色脱离濒死状态后,你可以将剩余武将牌堆的一张牌当做“魂”扣置于游戏外。",
|
||||
jihun_info:"当你受到伤害后,或与你势力不同的角色脱离濒死状态后,你可以将剩余武将牌堆的一张牌置于武将牌上,称为“魂”。",
|
||||
|
||||
_guozhan_marks:'标记',
|
||||
_guozhan_marks_backup:'标记',
|
||||
|
@ -15892,22 +16034,23 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
if(name2.indexOf('gz_shibing')==0) return false;
|
||||
if(get.is.jun(this.name1)) return true;
|
||||
if(choosing&&lib.character[name1][1]!='ye'&&lib.character[name2][1]!='ye'&&lib.character[name1][1]!=lib.character[name2][1]) return false;
|
||||
var list=['re','diy','sp','jsp','shen','jg','xin','old','ol','sb','sc','gz'];
|
||||
for(var i=0;i<list.length;i++){
|
||||
if(name1.indexOf(list[i]+'_')==0){
|
||||
name1=name1.slice(list[i].length+1);
|
||||
}
|
||||
if(name2.indexOf(list[i]+'_')==0){
|
||||
name2=name2.slice(list[i].length+1);
|
||||
if(name1.indexOf('gz_')==0){
|
||||
name1=name1.slice(name1.indexOf('_')+1);
|
||||
}
|
||||
else{
|
||||
while(name1.indexOf('_')!=-1&&!lib.perfectPair[name1]){
|
||||
name1=name1.slice(name1.indexOf('_')+1);
|
||||
}
|
||||
}
|
||||
if(lib.perfectPair[name1]&&lib.perfectPair[name1].contains(name2)){
|
||||
return true;
|
||||
if(name2.indexOf('gz_')==0){
|
||||
name2=name2.slice(name2.indexOf('_')+1);
|
||||
}
|
||||
if(lib.perfectPair[name2]&&lib.perfectPair[name2].contains(name1)){
|
||||
return true;
|
||||
else{
|
||||
while(name2.indexOf('_')!=-1&&!lib.perfectPair[name2]){
|
||||
name2=name2.slice(name2.indexOf('_')+1);
|
||||
}
|
||||
}
|
||||
return false;
|
||||
return (lib.perfectPair[name1]&&lib.perfectPair[name1].contains(name2))||(lib.perfectPair[name2]&&lib.perfectPair[name2].contains(name1));
|
||||
},
|
||||
siege:function(player){
|
||||
if(this.identity=='unknown'||this.hasSkill('undist')) return false;
|
||||
|
|
Loading…
Reference in New Issue