This commit is contained in:
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50daf2edec
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@ -268,7 +268,7 @@ card.gujian={
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var nh=target.num('h');
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if(nh>=3) return 1;
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if(target.hasSha()) return 1;
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if(num&&Math.random()<0.5) return 1;
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if(nh&&Math.random()<0.5) return 1;
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}
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return player.needsToDiscard?0.2:0;
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}
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@ -354,7 +354,7 @@ card.gujian={
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var nh=target.num('h');
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if(nh>=3) return 1;
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if(target.hasSha()) return 1;
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if(num&&Math.random()<0.5) return 1;
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if(nh&&Math.random()<0.5) return 1;
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}
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return player.needsToDiscard?0.2:0;
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}
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@ -1632,8 +1632,18 @@ card.gujian={
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mapodoufu_info:'结束阶段,你有75%的机率弃置一名随机敌人的一张随机牌,持续三回合',
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},
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list:[
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['heart',2,'tanhuadong'],
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['spade',2,'tanhuadong'],
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['club',1,'molicha'],
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['club',3,'chunbing'],
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['heart',12,'yougeng'],
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['heart',8,'gudonggeng'],
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['heart',1,'liyutang'],
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['diamond',4,'mizhilianou'],
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['diamond',6,'xiajiao'],
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['spade',3,'qingtuan'],
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['club',11,'luyugeng'],
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['heart',4,'mapodoufu'],
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['spade',8,'yuanbaorou'],
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['spade',7,'yuheng'],
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['club',4,'mutoumianju'],
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@ -1120,6 +1120,7 @@ card.swd={
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return 0;
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},
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order:10.1,
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value:[5,1],
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result:{
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target:function(player,target){
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if(target.hasSkill('jiguanyaoshu_skill')) return 0.5;
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@ -718,10 +718,8 @@ character.extra={
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var length=result.targets.length;
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for(var i=0;i<length;i++){
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result.targets[i].addSkill('dawu2');
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result.targets[i].popup('dawu');
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}
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player.logSkill('dawu',result.targets,'thunder');
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game.log(player,'对',result.targets,'发动了大雾')
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player.chooseCardButton('弃置'+get.cnNumber(length)+'枚星',length,player.storage.qixing,true);
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}
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else{
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@ -800,7 +798,6 @@ character.extra={
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var length=result.targets.length;
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for(var i=0;i<length;i++){
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result.targets[i].addSkill('kuangfeng2');
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result.targets[i].popup('kuangfeng');
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}
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player.logSkill('kuangfeng',result.targets,'fire');
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player.chooseCardButton('弃置'+get.cnNumber(length)+'枚星',length,player.storage.qixing,true);
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@ -21,7 +21,7 @@ character.ow={
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// ow_baolei:['male','qun',4,[]],
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ow_banzang:['male','qun',4,['fengshi','yinbo']],
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ow_laiyinhate:['male','qun',4,['zhongdun','mengji']],
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ow_luba:['male','shu',4,['liangou','xiyang']],
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ow_luba:['male','shu',5,['liangou','xiyang']],
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// ow_wensidun:['male','shu',4,[]],
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// ow_zhaliya:['female','shu',4,['pingzhang','lichang']],
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ow_heiying:['female','wei',3,['qinru','yinshen','maichong']],
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@ -31,7 +31,7 @@ character.ow={
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enable:'phaseUse',
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usable:1,
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filterTarget:function(card,player,target){
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return target!=player&&target.hp>=2;
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return target!=player;
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},
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filterCard:true,
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position:'he',
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@ -41,7 +41,7 @@ character.ow={
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content:function(){
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'step 0'
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player.judge(function(card){
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return get.color(card)=='black'?1:-1;
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return get.suit(card)!='heart'?1:-1;
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});
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'step 1'
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if(result.bool){
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@ -66,18 +66,18 @@ character.ow={
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},
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liangou2:{
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mod:{
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cardEnabled:function(card,player){
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return false;
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},
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cardUsable:function(card,player){
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return false;
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},
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cardRespondable:function(card,player){
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return false;
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},
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cardSavable:function(card,player){
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return false;
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},
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// cardEnabled:function(card,player){
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// return false;
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// },
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// cardUsable:function(card,player){
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// return false;
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// },
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// cardRespondable:function(card,player){
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// return false;
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// },
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// cardSavable:function(card,player){
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// return false;
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// },
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globalTo:function(from,to){
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if(from==to.storage.liangou2) return -Infinity;
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}
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@ -90,14 +90,14 @@ character.ow={
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content:function(){
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trigger.num++;
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},
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ai:{
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effect:{
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target:function(card,player,target){
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if(get.tag(card,'damage')) return [1,-2];
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if(get.tag(card,'respond')) return [1,-1];
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}
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}
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}
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// ai:{
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// effect:{
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// target:function(card,player,target){
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// if(get.tag(card,'damage')) return [1,-2];
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// if(get.tag(card,'respond')) return [1,-1];
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// }
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// }
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// }
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},
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xiyang:{
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trigger:{player:'phaseEnd'},
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@ -2947,7 +2947,7 @@ character.ow={
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},
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translate:{
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liangou:'链钩',
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liangou_info:'出牌阶段限一次,你可以弃置一张牌,指定一名体力值不小于2的角色并进行一次判定,若结果为黑色,该角色不能使用或打出卡牌、与你距离为1且受到的首次伤害+1直到回合结束',
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liangou_info:'出牌阶段限一次,你可以弃置一张牌,指定一名其他角色并进行一次判定,若结果不为红桃,该角色与你距离为1且受到的首次伤害+1直到回合结束',
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xiyang:'吸氧',
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xiyang_info:'结束阶段,若你武将牌正面朝上,你可以翻面并回复两点体力',
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qinru:'侵入',
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@ -9,7 +9,6 @@ window.characterRank={
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'swd_guyue',
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'swd_murongshi',
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'swd_cheyun',
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'swd_huanyuanzhi',
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'swd_tuobayuer',
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'swd_yuxiaoxue',
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'gjqt_bailitusu',
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@ -18,6 +17,7 @@ window.characterRank={
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'pal_liumengli',
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],
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ap:[
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'swd_huanyuanzhi',
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'pal_xiahoujinxuan',
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'swd_huiyan',
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'hs_medivh',
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@ -394,13 +394,10 @@ character.refresh={
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player.showCards(event.cards,'裸衣');
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"step 2"
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for(var i=0;i<cards.length;i++){
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if(get.type(cards[i],'trick')=='trick'&&cards[i].name!='juedou'){
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if(get.type(cards[i])!='basic'&&cards[i].name!='juedou'&&
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(get.type(cards[i])!='equip'||get.subtype(cards[i])!='equip1')){
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ui.discardPile.appendChild(cards[i]);
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cards.splice(i,1);i--;
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}
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else if(get.type(cards[i])=='equip'&&get.subtype(cards[i])!='equip1'){
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ui.discardPile.appendChild(cards[i]);
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cards.splice(i,1);i--;
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cards.splice(i--,1);
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}
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}
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player.gain(cards,'gain2');
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@ -1034,13 +1034,6 @@ character.shenhua={
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if(get.tag(card,'loseCard')&&_status.currentPhase!=target&&target.num('he')){
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return [0.5,Math.max(2,target.num('h'))];
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}
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var hasfriend=false;
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for(var i=0;i<game.players.length;i++){
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if(game.players[i]!=target&&ai.get.attitude(game.players[i],target)>=0){
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hasfriend=true;break;
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}
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}
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if(!hasfriend) return;
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if(get.tag(card,'respondSha')||get.tag(card,'respondShan')){
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if(ai.get.attitude(player,target)>0&&card.name=='juedou') return;
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if(target.num('h')==0) return 2;
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@ -286,9 +286,15 @@ character.swd={
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trigger.result={bool:true,card:{name:'shan'}}
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},
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ai:{
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effect:{
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target:function(card,player,target,effect){
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if(get.tag(card,'respondShan')) return 0.1;
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target:function(card,player,target,current){
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if(!player.isLinked()&¤t<0) return 1.5;
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if(!target.hasFriend()) return;
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if(get.tag(card,'loseCard')&&_status.currentPhase!=target&&target.num('he')){
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return [0.5,Math.max(2,target.num('h'))];
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}
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if(get.tag(card,'respondSha')||get.tag(card,'respondShan')){
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if(ai.get.attitude(player,target)>0&&card.name=='juedou') return;
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return [0.5,target.num('h','sha')+target.num('h','shan')];
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}
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}
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}
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@ -479,9 +485,41 @@ character.swd={
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}
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},
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hjifeng:{
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enable:'phaseUse',
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filter:function(event,player){
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if(!player.num('h')) return false;
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if(player.num('h',{type:'jiqi'})) return false;
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return true;
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},
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discard:false,
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prepare:'throw2',
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usable:1,
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check:function(card){
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return 6-ai.get.value(card);
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},
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filterCard:true,
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content:function(){
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var name=get.suit(cards[0]);
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ui.cardPile.insertBefore(cards[0],ui.cardPile.firstChild);
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switch(name){
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case 'spade':name='qinglongzhigui';break;
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case 'club':name='baishouzhihu';break;
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case 'diamond':name='zhuquezhizhang';break;
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case 'heart':name='xuanwuzhihuang';break;
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}
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player.gain(get.cardPile(name)||game.createCard(name),'draw');
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},
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ai:{
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order:4,
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result:{
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player:1
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}
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}
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},
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hjifeng_old:{
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trigger:{player:'phaseEnd'},
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filter:function(event,player){
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if(!player.num('e')) return false;
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if(!player.num('he',{type:'equip'})) return false;
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if(player.num('h',{type:'jiqi'})) return false;
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if(get.cardPile(function(card){return get.type(card)=='jiqi'})) return true;
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return false;
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@ -489,7 +527,7 @@ character.swd={
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direct:true,
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content:function(){
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'step 0'
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player.chooseToDiscard('e','祭风:是否弃置一张装备牌并获得一张祭器牌?').set('ai',function(card){
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player.chooseToDiscard('he','祭风:是否弃置一张装备牌并获得一张祭器牌?',{type:'equip'}).set('ai',function(card){
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return 6-ai.get.value(card);
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}).logSkill='hjifeng';
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'step 1'
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@ -7429,6 +7467,7 @@ character.swd={
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forceunique:true,
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skillAnimation:true,
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filter:function(event,player){
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if(get.mode()=='identity'&&_status.mode=='zhong'&&game.zhu&&!game.zhu.isZhu) return false;
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return !player.storage.duijue;
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},
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filterTarget:function(card,player,target){
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@ -8714,7 +8753,7 @@ character.swd={
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mufeng:'沐风',
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mufeng_info:'在一名角色的结束阶段,若你的手牌数比其少,你可以将手牌补至与该角色相同(最多补至5),每轮限一次',
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hjifeng:'祭风',
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hjifeng_info:'结束阶段,若你手牌中没有祭器牌,你可以弃置一张装备区内的牌,并从牌堆中获得一张随机祭器',
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hjifeng_info:'出牌阶段限一次,若你手牌中没有祭器牌,你可以将一张手牌置于牌堆顶,并根据其花色获得对应祭器。黑桃:青龙之圭;梅花:白兽之琥;方片:朱雀之璋;红桃:玄武之璜',
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mufeng_old_info:'锁定技,每当你于回合外失去牌,你的防御距离+1;若防御距离的变化值超过了存活角色数的一半,则降至0',
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lexue:'乐学',
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lexue_info:'回合内,你随机获得制衡、集智、缔盟、驱虎中的一个技能;回合外,你随机获得遗计、急救、鬼道、反馈中的一个技能',
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@ -1739,7 +1739,7 @@
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},
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tao:{
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name:'桃',
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init:'0.5',
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init:'0',
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item:{
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'1':'补充全部',
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'0.5':'补充一半',
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@ -1748,7 +1748,7 @@
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},
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jiu:{
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name:'酒',
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init:'0.5',
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init:'0',
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item:{
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'1':'补充全部',
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'0.5':'补充一半',
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@ -27113,7 +27113,7 @@
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else{
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this.parentNode.previousSibling.remove();
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this.parentNode.remove();
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delete lib.config.gameRecord[this.parentNode.link];
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lib.config.gameRecord[this.parentNode.link]={data:{}};
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game.saveConfig('gameRecord',lib.config.gameRecord);
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}
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}
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