This commit is contained in:
parent
6764c9827f
commit
577a241c19
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@ -218,7 +218,7 @@ card.guozhan={
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var player=_status.event.player;
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var player=_status.event.player;
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return ai.get.damageEffect(target,player,player);
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return ai.get.damageEffect(target,player,player);
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},
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},
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prompt:'是否发动三尖两刃刀?'
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prompt:'是否发动【三尖两刃刀】?'
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}).set('damaged',damaged);
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}).set('damaged',damaged);
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"step 1"
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"step 1"
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if(result.bool){
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if(result.bool){
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199
card/shenqi.js
199
card/shenqi.js
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@ -6,33 +6,28 @@ card.shenqi={
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subtype:'equip5',
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subtype:'equip5',
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skills:['donghuangzhong'],
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skills:['donghuangzhong'],
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enable:function(card,player){return player==game.me;},
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enable:function(card,player){return player==game.me;},
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onEquip:function(){
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ai:{
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//if(player==game.me) player.loseHp();
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basic:{
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},
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equipValue:6
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onLose:function(){
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}
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//if(player==game.me) player.loseHp();
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}
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}
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},
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},
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xuanyuanjian:{
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xuanyuanjian:{
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fullskin:true,
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fullskin:true,
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type:'equip',
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type:'equip',
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subtype:'equip1',
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subtype:'equip1',
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skills:['xuanyuanjian','xuanyuanjian2'],
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skills:['xuanyuanjian','xuanyuanjian2','xuanyuanjian3'],
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enable:function(card,player){
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enable:function(card,player){
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return player.skills.contains('xuanyuan')||player.hp>2;
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return player.skills.contains('xuanyuan')||player.hp>2;
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},
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},
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distance:{attackFrom:-3},
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distance:{attackFrom:-3},
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onEquip:function(){
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onEquip:function(){
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//player.loseHp();
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if(!player.skills.contains('xuanyuan')&&player.hp<=2){
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if(!player.skills.contains('xuanyuan')&&player.hp<=2){
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player.discard(card);
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player.discard(card);
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}
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}
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},
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},
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onLose:function(){
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if(!player.skills.contains('xuanyuan')) player.loseHp();
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},
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ai:{
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ai:{
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equipValue:20
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equipValue:9
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}
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}
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},
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},
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pangufu:{
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pangufu:{
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@ -49,9 +44,6 @@ card.shenqi={
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fullskin:true,
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fullskin:true,
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type:'equip',
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type:'equip',
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subtype:'equip5',
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subtype:'equip5',
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onLose:function(){
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delete player.storage.lianhua;
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},
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ai:{
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ai:{
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equipValue:8
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equipValue:8
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},
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},
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@ -62,15 +54,8 @@ card.shenqi={
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type:'equip',
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type:'equip',
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subtype:'equip5',
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subtype:'equip5',
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skills:['haotianta'],
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skills:['haotianta'],
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enable:function(card,player){return player==game.me;},
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onEquip:function(){
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//player.loseHp();
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},
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onLose:function(){
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//player.loseHp();
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},
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ai:{
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ai:{
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equipValue:0
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equipValue:5
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}
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}
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},
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},
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fuxiqin:{
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fuxiqin:{
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@ -110,15 +95,9 @@ card.shenqi={
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fullskin:true,
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fullskin:true,
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type:'equip',
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type:'equip',
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subtype:'equip5',
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subtype:'equip5',
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skills:['kunlunjing'],
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skills:['kunlunjingc'],
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onEquip:function(){
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//if(player==game.me) player.loseHp();
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},
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onLose:function(){
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//if(player==game.me) player.loseHp();
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},
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ai:{
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ai:{
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equipValue:5
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equipValue:6
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}
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}
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},
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},
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nvwashi:{
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nvwashi:{
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@ -132,6 +111,49 @@ card.shenqi={
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}
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}
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},
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},
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skill:{
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skill:{
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kunlunjingc:{
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enable:'phaseUse',
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usable:1,
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filter:function(event,player){
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return player.num('h')>0;
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},
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delay:false,
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content:function(){
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'step 0'
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var cards=get.cards(3);
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event.cards=cards;
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player.chooseCardButton('选择一张牌',cards,true);
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'step 1'
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event.card=result.links[0];
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player.chooseCard('h',true,'用一张手牌替换'+get.translation(event.card));
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'step 2'
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if(result.bool){
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event.cards[event.cards.indexOf(event.card)]=result.cards[0];
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player.lose(result.cards,ui.special);
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var cardx=ui.create.card();
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cardx.classList.add('infohidden');
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cardx.classList.add('infoflip');
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player.$throw(cardx,1000,'nobroadcast');
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}
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else{
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event.finish();
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}
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'step 3'
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player.gain(event.card);
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player.$draw();
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for(var i=event.cards.length-1;i>=0;i--){
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event.cards[i].fix();
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ui.cardPile.insertBefore(event.cards[i],ui.cardPile.firstChild);
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}
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game.delay();
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},
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ai:{
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order:10,
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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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lianhua:{
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lianhua:{
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enable:'phaseUse',
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enable:'phaseUse',
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filter:function(event,player){
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filter:function(event,player){
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@ -214,6 +236,50 @@ card.shenqi={
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},
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},
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shouna2:{},
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shouna2:{},
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donghuangzhong:{
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donghuangzhong:{
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trigger:{player:'phaseEnd'},
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direct:true,
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filter:function(event,player){
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return player.num('h')>0;
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},
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content:function(){
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'step 0'
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player.chooseCardTarget({
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filterTarget:true,
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filterCard:true,
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ai1:function(card){
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return 7-ai.get.useful(card);
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},
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ai2:function(target){
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return -ai.get.attitude(player,target);
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},
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prompt:'是否发动【东皇钟】?'
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});
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'step 1'
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if(result.bool){
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player.logSkill('donghuangzhong',result.targets);
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player.discard(result.cards);
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event.target=result.targets[0];
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}
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else{
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event.finish();
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}
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'step 2'
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var target=event.target;
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var list=[];
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for(var i=0;i<lib.inpile.length;i++){
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if(get.type(lib.inpile[i])=='delay'&&!target.hasJudge(lib.inpile[i])){
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list.push(lib.inpile[i]);
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}
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}
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if(list.length){
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var card=game.createCard(list.randomGet());
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target.addJudge(card);
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target.$draw(card);
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game.delay();
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}
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}
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},
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donghuangzhong_old:{
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mode:['identity','guozhan'],
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mode:['identity','guozhan'],
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enable:'phaseUse',
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enable:'phaseUse',
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usable:1,
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usable:1,
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@ -267,11 +333,6 @@ card.shenqi={
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}
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}
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},
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},
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xuanyuanjian:{
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xuanyuanjian:{
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mod:{
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selectTarget:function(card,player,range){
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if(card.name=='sha'&&range[1]!=-1) range[1]++;
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},
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},
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trigger:{player:'changeHp'},
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trigger:{player:'changeHp'},
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forced:true,
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forced:true,
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popup:false,
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popup:false,
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@ -279,7 +340,10 @@ card.shenqi={
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return !player.skills.contains('xuanyuan')&&player.hp<=2
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return !player.skills.contains('xuanyuan')&&player.hp<=2
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},
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},
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content:function(){
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content:function(){
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player.discard(player.get('e','1'));
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var e1=player.get('e','1');
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if(e1&&e1.name=='xuanyuanjian'){
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player.discard(e1);
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}
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},
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},
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ai:{
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ai:{
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threaten:1.5
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threaten:1.5
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trigger:{source:'damageBefore'},
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trigger:{source:'damageBefore'},
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forced:true,
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forced:true,
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filter:function(event){
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filter:function(event){
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return Math.random()<0.5;
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return event.notLink();
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},
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},
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content:function(){
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content:function(){
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trigger.num++;
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trigger.num++;
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if(!trigger.nature) trigger.nature='thunder';
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if(!trigger.nature) trigger.nature='thunder';
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player.get('e','1').animate('thunder');
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}
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},
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xuanyuanjian3:{
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trigger:{source:'damageAfter'},
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forced:true,
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popup:false,
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filter:function(event){
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return event.notLink();
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},
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content:function(){
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player.loseHp();
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player.draw();
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}
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}
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},
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},
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pangufu:{
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pangufu:{
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direct:true,
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direct:true,
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content:function(){
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content:function(){
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"step 0"
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"step 0"
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event.cards=get.cards(9);
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event.cards=get.cards(3);
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player.chooseCardButton(event.cards,'昊天塔:选择一张牌作为'+get.translation(trigger.player)+'的'+trigger.judgestr+'判定结果').ai=function(button){
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player.chooseCardButton(event.cards,'昊天塔:选择一张牌作为'+get.translation(trigger.player)+'的'+trigger.judgestr+'判定结果').ai=function(button){
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if(ai.get.attitude(player,trigger.player)>0){
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if(ai.get.attitude(player,trigger.player)>0){
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return trigger.judge(button.link);
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return 1+trigger.judge(button.link);
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}
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}
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if(ai.get.attitude(player,trigger.player)<0){
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if(ai.get.attitude(player,trigger.player)<0){
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return -trigger.judge(button.link);
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return 1-trigger.judge(button.link);
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}
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}
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return 0;
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};
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};
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"step 1"
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"step 1"
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if(!result.bool){
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event.finish();
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return;
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}
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player.logSkill('haotianta',trigger.player);
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var card=result.links[0];
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var card=result.links[0];
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event.cards.remove(card);
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event.cards.remove(card);
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var judgestr=get.translation(trigger.player)+'的'+trigger.judgestr+'判定';
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var judgestr=get.translation(trigger.player)+'的'+trigger.judgestr+'判定';
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@ -390,9 +471,18 @@ card.shenqi={
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event.dialog.classList.add('center');
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event.dialog.classList.add('center');
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event.dialog.videoId=event.videoId;
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event.dialog.videoId=event.videoId;
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game.addVideo('judge1',player,[get.cardInfo(card),trigger.judgestr,event.videoId]);
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game.addVideo('judge1',player,[get.cardInfo(card),judgestr,event.videoId]);
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for(var i=0;i<event.cards.length;i++) ui.discardPile.appendChild(event.cards[i]);
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for(var i=0;i<event.cards.length;i++) ui.discardPile.appendChild(event.cards[i]);
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var node=card.copy('thrown','center',ui.arena).animate('start');
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// var node=card.copy('thrown','center',ui.arena).animate('start');
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var node;
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if(game.chess){
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node=card.copy('thrown','center',ui.arena).animate('start');
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}
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else{
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node=player.$throwordered(card.copy(),true);
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}
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node.classList.add('thrownhighlight');
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ui.arena.classList.add('thrownhighlight');
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if(card){
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if(card){
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trigger.untrigger();
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trigger.untrigger();
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trigger.finish();
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trigger.finish();
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@ -421,6 +511,7 @@ card.shenqi={
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event.finish();
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event.finish();
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}
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}
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"step 2"
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"step 2"
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ui.arena.classList.remove('thrownhighlight');
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event.dialog.close();
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event.dialog.close();
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game.addVideo('judge2',null,event.videoId);
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game.addVideo('judge2',null,event.videoId);
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ui.clear();
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ui.clear();
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@ -479,20 +570,16 @@ card.shenqi={
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trigger:{global:'dying'},
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trigger:{global:'dying'},
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priority:6,
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priority:6,
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filter:function(event,player){
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filter:function(event,player){
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return event.player.hp<=0;
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return event.player.hp<=0&&player.hp>1;
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},
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},
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check:function(event,player){
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check:function(event,player){
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return ai.get.attitude(player,event.player)>0;
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return ai.get.attitude(player,event.player)>=3;
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},
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},
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content:function(){
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content:function(){
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"step 0"
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"step 0"
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trigger.player.judge(function(card){
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return get.suit(card)=='heart'?1:0;
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});
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"step 1"
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if(result.bool){
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trigger.player.recover();
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trigger.player.recover();
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}
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"step 1"
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player.loseHp();
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},
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},
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ai:{
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ai:{
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threaten:1.2,
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threaten:1.2,
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@ -653,14 +740,14 @@ card.shenqi={
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lianhua_info:'出牌阶段限一次,你可以弃置两张炼妖壶中的牌,从牌堆中获得一张与弃置的牌类别均不相同的牌',
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lianhua_info:'出牌阶段限一次,你可以弃置两张炼妖壶中的牌,从牌堆中获得一张与弃置的牌类别均不相同的牌',
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shouna:'收纳',
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shouna:'收纳',
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shouna_info:'当一名其他角色于回合外弃置的卡牌进入弃牌堆后,你可以选择其中的一张放入炼妖壶,每名角色的回合限一次',
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shouna_info:'当一名其他角色于回合外弃置的卡牌进入弃牌堆后,你可以选择其中的一张放入炼妖壶,每名角色的回合限一次',
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donghuangzhong_info:'出牌阶段,你可以将一名已死亡角色永久移出游戏,然后回复一点体力,或创建一名与你身份相同的新角色,然后流失X点体力,X为新角色的体力上限',
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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,你使用的杀无视距离,可以额外指定一个目标,每当你造成一次伤害,有50%的机率使伤害加一并变为雷属性。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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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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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,你可以亮出牌堆顶的9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',
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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',
|
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',
|
||||||
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',
|
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',
|
||||||
kunlunjingc_info:'回合开始前,你可以令场上所有牌还原到你上一回合结束后的位置,然后流失一点体力',
|
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',
|
||||||
nvwashi_info:'意一名角色濒死时,你可以令其进行一次判定,若结果为红桃,其回复一点体力',
|
nvwashi_info:'当一名角色濒死时,若你的体力值大于1,你可以失去一点体力并令其回复一点体力',
|
||||||
kongxin_info:'出牌阶段限一次,你可以与一名其他角色进行拼点,若你赢,你可以指定另一名角色视为对方对该角色使用一张杀,否则对方可弃置你一张牌',
|
kongxin_info:'出牌阶段限一次,你可以与一名其他角色进行拼点,若你赢,你可以指定另一名角色视为对方对该角色使用一张杀,否则对方可弃置你一张牌',
|
||||||
fuxiqin_info:'出牌阶段限一次,你可以与一名其他角色进行拼点,若你赢,你可以指定另一名角色视为对方对该角色使用一张杀,否则对方可弃置你一张牌',
|
fuxiqin_info:'出牌阶段限一次,你可以与一名其他角色进行拼点,若你赢,你可以指定另一名角色视为对方对该角色使用一张杀,否则对方可弃置你一张牌',
|
||||||
lianyaohu_info:'当一名其他角色于回合外弃置的卡牌进入弃牌堆后,你将其放入炼妖壶(每回合只发动一次);出牌阶段限一次,你可以弃置两张炼妖壶中的牌,从牌堆中获得一张与弃置的牌类别均不相同的牌',
|
lianyaohu_info:'当一名其他角色于回合外弃置的卡牌进入弃牌堆后,你将其放入炼妖壶(每回合只发动一次);出牌阶段限一次,你可以弃置两张炼妖壶中的牌,从牌堆中获得一张与弃置的牌类别均不相同的牌',
|
||||||
|
|
|
@ -8,6 +8,8 @@ window.noname_update={
|
||||||
'character/ow.js',
|
'character/ow.js',
|
||||||
'card/swd.js',
|
'card/swd.js',
|
||||||
'card/hearth.js',
|
'card/hearth.js',
|
||||||
|
'card/shenqi.js',
|
||||||
|
'card/guozhan.js',
|
||||||
'game/package.js',
|
'game/package.js',
|
||||||
'game/game.js',
|
'game/game.js',
|
||||||
'game/source.js',
|
'game/source.js',
|
||||||
|
|
|
@ -426,6 +426,9 @@ body>.background{z-index:-5}
|
||||||
filter:blur(6px) !important;
|
filter:blur(6px) !important;
|
||||||
-webkit-filter:blur(6px) !important;
|
-webkit-filter:blur(6px) !important;
|
||||||
}
|
}
|
||||||
|
.invert-color{
|
||||||
|
-webkit-filter:invert(1);
|
||||||
|
}
|
||||||
.zoominanim{-webkit-animation:zoomin 0.5s;}
|
.zoominanim{-webkit-animation:zoomin 0.5s;}
|
||||||
.zoomin{transform: scale(1.05) !important;}
|
.zoomin{transform: scale(1.05) !important;}
|
||||||
.zoomout{transform: scale(0.95) !important;}
|
.zoomout{transform: scale(0.95) !important;}
|
||||||
|
|
Loading…
Reference in New Issue