芮姬技能调整
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48c1e639ce
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103
character/sp.js
103
character/sp.js
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@ -7841,21 +7841,45 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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//芮姬
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qiaoli:{
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audio:2,
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enable:'chooseToUse',
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viewAs:{name:'juedou'},
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viewAsFilter:function(player){
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return player.hasCard(function(card){
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return get.type(card)=='equip';
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},'ehs')
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onChooseToUse:function(event){
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if(event.type=='phase'&&!game.online&&!(event.qiaoli_equip1&&event.qiaoli_noequip1)){
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var player=event.player;
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var evt=event.getParent('phaseUse');
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if(player.getHistory('useCard',function(evtx){
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return evtx.getParent('phaseUse')==evt&&evtx.skill=='qiaoli'&&get.subtype(evtx.cards[0])=='equip1';
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}).length) event.set('qiaoli_equip1',true);
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if(player.getHistory('useCard',function(evtx){
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return evtx.getParent('phaseUse')==evt&&evtx.skill=='qiaoli'&&get.subtype(evtx.cards[0])!='equip1';
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}).length) event.set('qiaoli_noequip1',true);
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}
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},
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audio:2,
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enable:'phaseUse',
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viewAs:{
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name:'juedou',
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qiaoli:true,
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},
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filterCard:function(card,player){
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if(get.type(card)!='equip') return false;
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var event=_status.event;
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if(get.subtype(card)=='equip1'&&event.qiaoli_equip1) return false;
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if(get.subtype(card)!='equip1'&&event.qiaoli_noequip1) return false;
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return true;
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},
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viewAsFilter:function(player){
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return player.isPhaseUsing()&&player.hasCard(function(card){
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return lib.skill.qiaoli.filterCard(card,player);
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},'hes');
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},
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filterCard:{type:'equip'},
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check:function(card){
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if(get.position(card)=='e') return 7.5-get.value(card);
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return 12-_status.event.player.getUseValue(card);
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},
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position:'hes',
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group:['qiaoli_effect','qiaoli_gain','qiaoli_norespond'],
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precontent:function(){
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player.addTempSkill('qiaoli_norespond');
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player.addTempSkill('qiaoli_effect');
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},
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ai:{
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directHit_ai:true,
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skillTagFilter:function(player,tag,arg){
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@ -7864,31 +7888,27 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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subSkill:{
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norespond:{
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trigger:{player:'useCard1'},
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forced:true,
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charlotte:true,
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popup:false,
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trigger:{player:'useCard1'},
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filter:function(event,player){
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if(event.skill!='qiaoli') return false;
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var card=event.cards[0];
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return get.subtype(card)!='equip1';
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return event.card.qiaoli&&get.subtype(event.cards[0])!='equip1';
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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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trigger.directHit.addArray(game.filterPlayer(function(current){
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return current!=player;
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}));
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player.addTempSkill('qiaoli_gain');
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trigger.directHit.addArray(game.players);
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game.log(trigger.card,'不可被响应');
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},
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},
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effect:{
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trigger:{player:'useCardAfter'},
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forced:true,
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charlotte:true,
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popup:false,
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trigger:{source:'damageSource'},
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filter:function(event,player){
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if(event.skill!='qiaoli') return false;
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var card=event.cards[0];
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return get.subtype(card)=='equip1';
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return event.card&&event.cards&&event.card.qiaoli&&get.subtype(event.cards[0])=='equip1';
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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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var card=trigger.cards[0];
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@ -7921,7 +7941,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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cards:cards,
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filterTarget:lib.filter.notMe,
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selectCard:[1,cards.length],
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prompt:'是否将得到的牌分配给其他角色?',
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prompt:'是否将获得的牌分配给其他角色?',
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ai1:function(card){
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return -1;
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},
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@ -7940,33 +7960,24 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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'step 4'
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if(_status.connectMode){
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game.broadcastAll(function(){delete _status.noclearcountdown;game.stopCountChoose()});
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game.broadcastAll(function(){delete _status.noclearcountdown});
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game.stopCountChoose();
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}
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var map=[],cards=[];
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for(var i in event.given_map){
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var source=(_status.connectMode?lib.playerOL:game.playerMap)[i];
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player.line(source,'green');
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map.push([source,event.given_map[i]]);
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cards.addArray(event.given_map[i]);
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source.gain(event.given_map[i],player,'giveAuto');
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}
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if(map.length) game.loseAsync({
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gain_list:map,
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player:player,
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cards:cards,
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giver:player,
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animate:'giveAuto',
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}).setContent('gaincardMultiple');
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event.next.sort(function(a,b){
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return lib.sort.seat(a.player,b.player);
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});
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},
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},
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gain:{
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charlotte:true,
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audio:'qiaoli',
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trigger:{player:'phaseJieshuBegin'},
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forced:true,
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filter:function(event,player){
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return player.hasHistory('useCard',function(evt){
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return evt.skill=='qiaoli';
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})
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},
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content:function(){
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var card=get.cardPile2(function(card){
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return get.type(card)=='equip';
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@ -7979,10 +7990,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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qingliang:{
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audio:2,
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trigger:{target:'useCardToTarget'},
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usable:1,
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filter:function(event,player){
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if(event.targets.length!=1) return false;
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var bool1=(event.card.name=='sha');
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var bool2=(get.type2(event.card)=='trick'&&get.tag(event.card,'damage'));
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if(!bool1&&!bool2) return false;
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return player!=event.player&&player.countCards('h')>0;
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},
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usable:1,
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logTarget:'player',
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check:function(event,player){
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if(get.attitude(player,event.player)>0||event.player.hasSkillTag('nogain')) return true;
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@ -24880,10 +24895,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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liejie_info:'当你受到伤害后,你可以弃置至多三张牌,摸等量的牌,然后可弃置伤害来源的至多X张牌(X为你以此法弃置的红色牌的数量)。',
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ruiji:'OL芮姬',
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qiaoli:'巧力',
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qiaoli_info:'①你可以将一张装备牌当做【决斗】使用。若此【决斗】对应的实体牌:为武器牌,当你以此法声明使用【决斗】后,你摸X张牌(X为此牌的攻击范围),且可以将其中任意张牌分配给其他角色;不为武器牌,此牌不可被响应。②结束阶段开始时,若你于本回合内发动过〖巧力①〗,则你从牌堆中获得一张装备牌。',
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qiaoli_info:'出牌阶段各限一次,你可以将一张武器牌/非武器装备牌当作【决斗】使用。若此【决斗】对应的实体牌为武器牌,当你以此【决斗】对目标角色造成伤害后,你摸X张牌(X为此牌的攻击范围),且可以将其中任意张牌分配给其他角色;若此【决斗】对应的实体牌不为武器牌,此牌不可被响应,且你于结束阶段从牌堆中获得一张装备牌。',
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qiaoli_given:'已分配',
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qingliang:'清靓',
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qingliang_info:'每回合限一次。当你成为其他角色使用牌的目标时,你可展示所有手牌,然后选择一项:⒈你与其各摸一张牌,⒉取消此目标,然后弃置你手牌中一种花色的所有牌。',
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qingliang_info:'每回合限一次,当你成为其他角色使用【杀】或伤害类锦囊牌的唯一目标时,你可展示所有手牌,然后选择一项:⒈你与其各摸一张牌,⒉取消此目标,然后弃置你手牌中一种花色的所有牌。',
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chixueqingfeng:'赤血青锋',
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chixueqingfeng2:'赤血青锋',
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chixueqingfeng_info:'锁定技,当你使用【杀】指定目标后,你令目标角色不能使用或打出手牌且防具技能无效直到此【杀】结算结束。',
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