This commit is contained in:
parent
6639769ad4
commit
56af0b5678
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@ -585,16 +585,21 @@ card.guozhan={
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xietianzi:{
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trigger:{player:'phaseAfter'},
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filter:function(event,player){
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return player.num('he')>0;
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return player.hasSkill('xietianzi');
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},
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forced:true,
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popup:false,
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content:function(){
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"step 0"
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player.removeSkill('xietianzi');
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player.chooseToDiscard('he','是否弃置一张牌并获得一个额外回合?').set('ai',function(card){
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return 10-ai.get.value(card);
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});
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if(player.num('he')>0){
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player.chooseToDiscard('he','是否弃置一张牌并获得一个额外回合?').set('ai',function(card){
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return 10-ai.get.value(card);
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});
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}
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else{
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event.finish();
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}
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"step 1"
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if(result.bool){
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player.phase();
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@ -788,7 +793,10 @@ card.guozhan={
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if(target.isUnseen()) return 0;
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return 0.5;
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},
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target:1
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target:function(player,target){
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if(target.isUnseen()) return 0;
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return 1;
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}
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},
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}
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},
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@ -341,6 +341,7 @@ card.hearth={
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return target==player;
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},
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usable:3,
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forceUsable:true,
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content:function(){
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'step 0'
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ui.special.appendChild(cards[0]);
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@ -80,7 +80,6 @@ card.mingzhong={
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fullskin:true,
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enable:true,
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type:'trick',
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range:{global:1},
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filterTarget:true,
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content:function(){
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'step 0'
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@ -192,9 +191,9 @@ card.mingzhong={
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},
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translate:{
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shengdong:'声东击西',
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shengdong_info:'出牌阶段,对一名角色使用。你交给目标角色一张手牌,若如此做,其将两张牌交给另一名由你选择的其他角色',
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shengdong_info:'出牌阶段,对一名其他角色使用。你交给目标角色一张手牌,若如此做,其将两张牌交给另一名由你选择的其他角色',
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zengbin:'增兵减灶',
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zengbin_info:'出牌阶段,对距离为1的一名角色使用。目标角色摸三张牌,然后选择一项:1.弃置一张非基本牌;2.弃置两张牌',
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zengbin_info:'出牌阶段,对一名角色使用。目标角色摸三张牌,然后选择一项:1.弃置一张非基本牌;2.弃置两张牌',
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caomu:'草木皆兵',
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caomu_info:'出牌阶段,对一名其他角色使用。将【草木皆兵】放置于该角色的判定区里,若判定结果不为梅花:摸牌阶段,目标角色少摸一张牌;摸牌阶段结束时,与其距离为1的角色各摸一张牌',
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},
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@ -442,6 +442,7 @@ card.shenqi={
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haotianta:{
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trigger:{global:'judgeBefore'},
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direct:true,
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usable:3,
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content:function(){
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"step 0"
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event.cards=get.cards(3);
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@ -740,7 +741,7 @@ card.shenqi={
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donghuangzhong_info:'回合结束阶段,你可以弃置一张手牌,并选择一名角色将一张随机判定牌置入其判定区',
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xuanyuanjian_info:'锁定技,每当你即将造成一次伤害,你令此伤害加一并变为雷属性,此伤害结算后,你流失一点体力并摸一张牌。任何时候,若你体力值不超过2,则立即失去轩辕剑',
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pangufu_info:'锁定技,每当你造成一次伤害,受伤角色须弃置一张牌',
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haotianta_info:'任意一名角色进行判定前,你可以观看牌堆顶的3张牌,并选择一张作为判定结果,此结果不可被更改,也不能触发技能',
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haotianta_info:'任意一名角色进行判定前,你可以观看牌堆顶的3张牌,并选择一张作为判定结果,此结果不可被更改,也不能触发技能。每回合最多发动3次',
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shennongding_info:'出牌阶段,你可以弃置两张手牌,然后回复一点体力。每阶段限一次',
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kongdongyin_info:'令你抵挡一次死亡,将体力回复至1,并摸一张牌,发动后进入弃牌堆',
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kunlunjingc_info:'出牌阶段限一次,你可以观看牌堆顶的三张牌,然后用一张手牌替换其中的一张',
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@ -522,21 +522,26 @@ card.yunchou={
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filterTarget:true,
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content:function(){
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"step 0"
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target.chooseToDiscard('he',2).ai=function(card){
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if(target.hasSkillTag('nofire')) return 0;
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if(ai.get.damageEffect(target,player,target,'fire')>=0&&
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!target.hasSkillTag('maixie')) return 0;
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if(player.get('s').contains('xinwuyan')) return 0;
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if(target.get('s').contains('xinwuyan')) return 0;
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if(card.name=='tao') return 0;
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if(target.hp==1&&card.name=='jiu') return 0;
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if(target.hp==1&&get.type(card)!='basic'){
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return 10-ai.get.value(card);
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}
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return 8-ai.get.value(card);
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};
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if(target.num('he')<2){
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event.directfalse=true;
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}
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else{
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target.chooseToDiscard('he',2).ai=function(card){
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if(target.hasSkillTag('nofire')) return 0;
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if(ai.get.damageEffect(target,player,target,'fire')>=0&&
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!target.hasSkillTag('maixie')) return 0;
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if(player.get('s').contains('xinwuyan')) return 0;
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if(target.get('s').contains('xinwuyan')) return 0;
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if(card.name=='tao') return 0;
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if(target.hp==1&&card.name=='jiu') return 0;
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if(target.hp==1&&get.type(card)!='basic'){
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return 10-ai.get.value(card);
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}
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return 8-ai.get.value(card);
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};
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}
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"step 1"
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if(!result.bool){
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if(event.directfalse&&!result.bool){
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target.damage('fire');
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}
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},
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@ -646,15 +646,11 @@ character.gujian={
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},
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content:function(){
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game.swapSeat(player,target,true,true);
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player.useCard({name:'sha'},target);
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player.useCard({name:'sha'},target,false);
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},
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ai:{
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result:{
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target:function(player,target){
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if(player.num('h','sha')&&
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lib.filter.targetInRange({name:'sha'},player,target)){
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return 0;
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}
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return ai.get.effect(target,{name:'sha'},player,target);
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},
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},
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@ -1110,7 +1106,7 @@ character.gujian={
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boyun2:'拨云',
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boyun_info:'在你的回合内,你可以弃置一张装备牌,并展示牌堆顶的一张牌,若其为装备牌,你须将其交给任意一张角色并对其造成一点伤害,否则你摸一张牌',
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jizhan:'疾战',
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jizhan_info:'出牌阶段限一次,你可以将移动到任意一名角色的前一位,视为对其使用了一张杀',
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jizhan_info:'出牌阶段限一次,你可以将移动到任意一名角色的前一位,视为对其使用了一张不计入出杀次数的杀',
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qianjun:'千军',
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qianjun_info:'每当你使用一张杀,你可以弃置一张牌,令距离目标1以内的所有角色成为额外目标',
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xuanning:'玄凝',
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@ -519,7 +519,7 @@ character.hearth={
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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;
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return target!=player&&!target.isMin();
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},
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delay:false,
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content:function(){
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@ -1600,6 +1600,9 @@ character.hearth={
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discard:{
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trigger:{global:'phaseEnd'},
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forced:true,
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check:function(event,player){
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return ai.get.attitude(player,event.player)<0;
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},
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filter:function(event,player){
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return typeof event.player.storage.shixu=='number'&&
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event.player.storage.shixu>3000&&event.player.num('he')>0&&event.player.isAlive();
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@ -2302,7 +2305,8 @@ character.hearth={
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},
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fengnu:{
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mod:{
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cardUsable:function(){
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cardUsable:function(card){
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if(get.info(card)&&get.info(card).forceUsable) return;
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return Infinity;
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},
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targetInRange:function(){
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@ -3621,7 +3625,7 @@ character.hearth={
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return 1.2;
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}
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},
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threaten:1.3
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threaten:2
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},
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group:'tuteng_lose'
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},
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@ -75,7 +75,7 @@ character.ow={
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'step 0'
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player.discardPlayerCard('是否发动【目镜】?',trigger.target).logSkill=['mujing'];
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'step 1'
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if(player.num('h')<trigger.target.num('h')){
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if(result.bool&&player.num('h')<trigger.target.num('h')){
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player.draw();
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}
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}
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@ -527,8 +527,11 @@ character.ow={
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player.discard(result.cards);
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player.logSkill('yihun',result.targets);
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player.addSkill('yihun2');
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player.storage.yihun2=result.targets[0];
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player.markSkillCharacter('yihun2',result.targets[0],'移魂','在'+get.translation(result.targets)+'的下一回合开始时视为对其使用一张杀');
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var target=result.targets[0]
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player.storage.yihun2=target;
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if(target&&(get.mode()!='guozhan')||!target.isUnseen()){
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player.markSkillCharacter('yihun2',target,'移魂','在'+get.translation(target)+'的下一回合开始时视为对其使用一张杀');
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}
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}
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},
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},
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@ -2787,7 +2787,7 @@ character.shenhua={
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audio:2,
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trigger:{player:'dieBefore'},
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forced:true,
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filter:function(event,player){return player.maxHp>0},
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filter:function(event,player){return player.maxHp>0&&player.hp<=0},
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content:function(){
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"step 0"
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event.card=get.cards()[0];
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@ -2802,7 +2802,10 @@ character.shenhua={
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}
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trigger.untrigger();
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trigger.finish();
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player.hp=0;
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if(player.hp<=0){
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player.hp=1;
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player.update();
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}
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},
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mod:{
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maxHandcard:function(player){
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@ -3253,8 +3256,7 @@ character.shenhua={
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hongyan_info:
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'锁定技,你的黑桃牌均视为红桃',
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buqu_info:
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'锁定技,每当你扣减1点体力后,若你当前的体力值为0,你可以将牌堆顶的一张牌置于你的武将牌上,'+
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'称为“创”,若所有“创”的点数均不同,你不会死亡。你的手牌上限为“创”的个数',
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'锁定技,在你死亡前,若你的体力值不大于0,亮出牌堆顶的一张牌并置于你的武将牌上,若此牌的点数与你武将牌上已有的牌点数均不同,则你回复至1体力。只要你的武将牌上有牌,你的手牌上限便与这些牌数量相等',
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leiji_info:
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'每当你使用或打出一张【闪】,可令任意一名角色进行一次判定,若结果为黑桃,其受到两点雷电伤害',
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guidao_info:
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@ -2415,16 +2415,15 @@ character.sp={
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audio:2,
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trigger:{player:'useCard'},
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frequent:true,
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usable:3,
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filter:function(event,player){
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if(!event.cards||event.cards.length!=1) return false;
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if(_status.currentPhase!=player) return false;
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if(!player.storage.fenyin) return false;
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if(player.storage.fenyin2>=3) return false;
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return get.color(player.storage.fenyin)!=get.color(event.cards[0]);
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},
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content:function(){
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player.draw();
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player.storage.fenyin2++;
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},
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intro:{
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content:'card'
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@ -2454,7 +2453,6 @@ character.sp={
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priority:10,
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content:function(){
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player.storage.fenyin=null;
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player.storage.fenyin2=0;
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}
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},
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dujin:{
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@ -3014,7 +3012,7 @@ character.sp={
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return event.source&&event.nature=='thunder';
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},
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check:function(event,player){
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return ai.get.attitude(player,event.source)>0;
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return ai.get.attitude(player,event.source)>0&&ai.get.attitude(player,event.player)<0;
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},
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prompt:function(event){
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return get.translation(event.source)+'即将对'+get.translation(event.player)+'造成伤害,是否发动【辅祭】?';
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@ -4086,6 +4084,15 @@ character.sp={
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if(ai.get.damageEffect(trigger.player,player,player)<=0){
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nono=true
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}
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else if(trigger.player.hp>2){
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nono=true;
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}
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else if(trigger.player.hp>1&&player.num('h')<3){
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nono=true;
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}
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else if(trigger.player.canUse('sha',player)&&!player.num('h','shan')&&trigger.player.num('h')>=3){
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nono=true;
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}
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var next=player.chooseToDiscard('是否对'+get.translation(trigger.player)+'发动【鸩毒】?');
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next.set('ai',function(card){
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if(_status.event.nono) return -1;
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@ -2936,7 +2936,10 @@ character.swd={
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"step 0"
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var next=player.chooseToDiscard('是否弃置两张手牌将'+get.translation(trigger.card)+'反弹?',2);
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next.ai=function(card){
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if(ai.get.effect(player,trigger.card)<0) return 4-ai.get.value(card);
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if(ai.get.effect(player,trigger.card)<0){
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if(card.name=='liuxinghuoyu') return 7-ai.get.value(card);
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return 5-ai.get.value(card);
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}
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return 0;
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}
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next.logSkill='yihua';
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@ -1237,6 +1237,7 @@ character.xianjian={
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if(ai.get.effect(player,trigger.card,trigger.player,player)<0){
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if(get.tag(trigger.card,'respondSha')&&player.num('h','sha')) return 0;
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if(get.tag(trigger.card,'respondShan')&&player.num('h','shan')) return 0;
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if(card.name=='guohe') return 0;
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return 4-ai.get.value(card);
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}
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return 0;
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@ -2342,6 +2342,7 @@ character.yijiang={
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order:7,
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result:{
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target:function(player,target){
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if(target.hasSkillTag('noe')) return 1;
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if(target.get('e','1')||target.get('e','4')) return -1;
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if(target.get('e','2')) return -0.7;
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return -0.5;
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@ -5945,7 +5946,7 @@ character.yijiang={
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}
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},
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ai:{
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order:8,
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order:8.6,
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result:{
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target:function(player,target){
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var num=player.getStat().skill.danshou;
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@ -7,7 +7,7 @@ window.config={
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'gjqt_bailitusu','yuanshao','swd_anka','swd_nicole','daqiao','re_daqiao','hs_xuanzhuanjijia',
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'zhuran','huatuo','swd_tuwei','hs_guldan','wangyi','caoang','swd_guyue','swd_rongshuang',
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'swd_jiangziya','guojia','re_guojia','shen_caocao','swd_qiner','caopi','hs_yngvar',
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'gjqt_aruan','swd_hanluo','hs_anduin','swd_huanglei','yxs_luzhishen','swd_muyun'],
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'gjqt_aruan','swd_hanluo','hs_anduin','swd_huanglei','yxs_yujix','yxs_luzhishen','swd_muyun'],
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replacecharacter:{
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zhangjiao:'sp_zhangjiao',
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caocao:'re_caocao',
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58
game/game.js
58
game/game.js
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@ -7013,6 +7013,9 @@
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if(get.config('revive')&&lib.mode[lib.config.mode].config.revive){
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ui.revive=ui.create.control('revive',ui.click.dierevive);
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}
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if(get.config('continue_game')&&lib.mode[lib.config.mode].config.continue_game){
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ui.continue_game=ui.create.control('再战',game.reloadCurrent);
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}
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if(get.config('dierestart')&&lib.mode[lib.config.mode].config.dierestart){
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||||
ui.restart=ui.create.control('restart',game.reload);
|
||||
}
|
||||
|
@ -12161,6 +12164,17 @@
|
|||
}
|
||||
}
|
||||
},
|
||||
counttrigger:{
|
||||
trigger:{global:'phaseAfter'},
|
||||
forced:true,
|
||||
popup:false,
|
||||
silent:true,
|
||||
priority:-50,
|
||||
content:function(){
|
||||
player.removeSkill('counttrigger');
|
||||
delete player.storage.counttrigger;
|
||||
}
|
||||
},
|
||||
_recoverCheck:{
|
||||
trigger:{player:'recoverBefore'},
|
||||
forced:true,
|
||||
|
@ -15943,6 +15957,10 @@
|
|||
else if(event._trigger.notrigger.contains(player)&&!lib.skill.global.contains(event.skill)){
|
||||
event.finish();
|
||||
}
|
||||
else if(typeof info.usable=='number'&&player.hasSkill('counttrigger')&&
|
||||
player.storage.counttrigger&&player.storage.counttrigger[event.skill]>=info.usable){
|
||||
event.finish();
|
||||
}
|
||||
else{
|
||||
var hidden=player.hiddenSkills.slice(0);
|
||||
game.expandSkills(hidden);
|
||||
|
@ -15996,6 +16014,20 @@
|
|||
if(result&&result.bool==false) return;
|
||||
var info=get.info(event.skill);
|
||||
var next=game.createEvent(event.skill);
|
||||
if(typeof info.usable=='number'){
|
||||
if(!player.hasSkill('counttrigger')){
|
||||
player.addSkill('counttrigger');
|
||||
}
|
||||
if(!player.storage.counttrigger){
|
||||
player.storage.counttrigger={};
|
||||
}
|
||||
if(!player.storage.counttrigger[event.skill]){
|
||||
player.storage.counttrigger[event.skill]=1;
|
||||
}
|
||||
else{
|
||||
player.storage.counttrigger[event.skill]++;
|
||||
}
|
||||
}
|
||||
next.player=player;
|
||||
next._trigger=trigger;
|
||||
next.triggername=event.triggername;
|
||||
|
@ -16780,7 +16812,7 @@
|
|||
});
|
||||
}
|
||||
}
|
||||
else if(!_status.connectMode&&get.config('continue_game')){
|
||||
else if(!_status.connectMode&&get.config('continue_game')&&!ui.continue_game){
|
||||
ui.continue_game=ui.create.control('再战',game.reloadCurrent);
|
||||
}
|
||||
if(!ui.restart){
|
||||
|
@ -25931,13 +25963,14 @@
|
|||
if(event.skillDialog){
|
||||
var str=get.translation(skill);
|
||||
if(info.prompt){
|
||||
var str2;
|
||||
if(typeof info.prompt=='function'){
|
||||
str+=':'+info.prompt(event);
|
||||
str2=info.prompt(event);
|
||||
}
|
||||
else{
|
||||
str+=':'+info.prompt;
|
||||
str2=info.prompt;
|
||||
}
|
||||
event.skillDialog=ui.create.dialog(str);
|
||||
event.skillDialog=ui.create.dialog(str,'<div><div style="width:100%;text-align:center">'+str2+'</div></div>');
|
||||
}
|
||||
else if(info.promptfunc){
|
||||
event.skillDialog=ui.create.dialog(str,'<div><div style="width:100%">'+info.promptfunc(event,event.player)+'</div></div>');
|
||||
|
@ -26065,7 +26098,7 @@
|
|||
if(!ui.arena.classList.contains('menupaused')) game.resume2();
|
||||
};
|
||||
uiintro.addEventListener('mouseleave',clickintro);
|
||||
uiintro.listen(clickintro);
|
||||
uiintro.addEventListener('click',clickintro);
|
||||
|
||||
game.pause2();
|
||||
return uiintro;
|
||||
|
@ -27941,14 +27974,15 @@
|
|||
uiintro.content.lastChild.style.display='block';
|
||||
for(var i=0;i<esnodes.length;i++){
|
||||
uiintro.content.lastChild.childNodes[i].listen(function(e){
|
||||
|
||||
e.stopPropagation();
|
||||
uiintro.content.innerHTML='';
|
||||
uiintro.add(this.str);
|
||||
uiintro._place_text=uiintro.add('<div class="text" style="display:inline">'+lib.translate[this.link[2]+'_info']+'</div>');
|
||||
uiintro.add(ui.create.div('.placeholder.slim'));
|
||||
if(evt){
|
||||
lib.placePoppedDialog(uiintro,evt);
|
||||
}
|
||||
// uiintro.content.innerHTML='';
|
||||
// uiintro.add(this.str);
|
||||
// uiintro._place_text=uiintro.add('<div class="text" style="display:inline">'+lib.translate[this.link[2]+'_info']+'</div>');
|
||||
// uiintro.add(ui.create.div('.placeholder.slim'));
|
||||
// if(evt){
|
||||
// lib.placePoppedDialog(uiintro,evt);
|
||||
// }
|
||||
});
|
||||
if(i<es.length){
|
||||
uiintro.content.lastChild.childNodes[i].str=get.translation(es[i]);
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
window.noname_update={
|
||||
version:'1.8.16.2beta',
|
||||
version:'1.8.16.3',
|
||||
changeLog:[
|
||||
'修bug',
|
||||
],
|
||||
|
@ -8,11 +8,19 @@ window.noname_update={
|
|||
'character/hearth.js',
|
||||
'character/ow.js',
|
||||
'character/swd.js',
|
||||
'character/shenhua.js',
|
||||
'character/yijiang.js',
|
||||
'character/sp.js',
|
||||
'character/xianjian.js',
|
||||
'card/swd.js',
|
||||
'card/guozhan.js',
|
||||
'card/yunchou.js',
|
||||
'card/shenqi.js',
|
||||
'card/hearth.js',
|
||||
'card/mingzhong.js',
|
||||
'game/game.js',
|
||||
'game/config.js',
|
||||
'mode/stone.js',
|
||||
'layout/default/layout.css',
|
||||
],
|
||||
'1.8.16.1':[],
|
||||
|
|
|
@ -1258,7 +1258,7 @@ mode.stone={
|
|||
careerList:['mage','shaman','druid','paladin','rogue','priest','hunter','warrior','warlock'],
|
||||
game:{
|
||||
reserveDead:true,
|
||||
bannedcards:['lebu','guiyoujie'],
|
||||
bannedcards:['lebu','guiyoujie','xietianzi'],
|
||||
onwash:function(){
|
||||
if(_status.mode!='deck') return;
|
||||
var list=[];
|
||||
|
@ -5129,14 +5129,14 @@ mode.stone={
|
|||
"step 0"
|
||||
target.discard(target.get('he'));
|
||||
"step 1"
|
||||
if(target.maxHp>1){
|
||||
target.loseMaxHp(target.maxHp-1);
|
||||
if(target.maxHp>2){
|
||||
target.loseMaxHp(target.maxHp-2);
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
result:{
|
||||
target:function(player,target){
|
||||
return 1-target.hp-target.num('h')/2;
|
||||
return Math.min(0,2-target.hp)-target.num('h')/2;
|
||||
}
|
||||
},
|
||||
order:7
|
||||
|
@ -7940,8 +7940,8 @@ mode.stone={
|
|||
}
|
||||
else{
|
||||
event.target.discard(event.target.get('h'));
|
||||
if(event.target.maxHp>1){
|
||||
event.target.loseMaxHp(event.target.maxHp-1);
|
||||
if(event.target.maxHp>2){
|
||||
event.target.loseMaxHp(event.target.maxHp-2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -9940,7 +9940,7 @@ mode.stone={
|
|||
druid_chengzhang2:'成长',
|
||||
druid_chengzhang_info:'你出场时,己方主将获得一点行动值;你死亡时,己方主将需弃置一张手牌',
|
||||
druid_huwei:'护卫',
|
||||
druid_huwei_info:'你出场时,己方主将可以选择一项:对一名随从造成一点伤害,或弃置一名随从的所有牌并将其体力上限改为1',
|
||||
druid_huwei_info:'你出场时,己方主将可以选择一项:对一名随从造成一点伤害,或弃置一名随从的所有牌并将其体力上限改为2',
|
||||
|
||||
|
||||
stone_fachao:'法潮图腾',
|
||||
|
@ -10116,7 +10116,7 @@ mode.stone={
|
|||
spell_diyulieyan:'地狱烈焰',
|
||||
spell_diyulieyan_info:'所有角色失去一点体力',
|
||||
spell_chenmo:'沉默',
|
||||
spell_chenmo_info:'弃置一名随从的所有牌,并令其体力上限减至1',
|
||||
spell_chenmo_info:'弃置一名随从的所有牌,并令其体力上限减至2',
|
||||
spell_zhiliaoshui:'治疗水',
|
||||
spell_zhiliaoshui_info:'出牌阶段对自己使用,恢复两点体力值;或于濒死阶段对一名角色使用,令目标恢复一点体力',
|
||||
spell_yanmie:'极恶之咒',
|
||||
|
|
Loading…
Reference in New Issue