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2c45bbe013
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588a2b51b1
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@ -1351,7 +1351,9 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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if(!lib.config.cards.contains('gwent')) return false;
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if(!lib.config.cards.contains('gwent')) return false;
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if(get.info(event.card).complexTarget) return false;
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if(get.info(event.card).complexTarget) return false;
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if(!event.targets) return false;
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if(!event.targets) return false;
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return (get.type(event.card)=='trick'&&event.cards[0]&&event.cards[0]==event.card);
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if(event.card.name=='gw_zirankuizeng') return false;
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return ((['spell_bronze','spell_silver'].contains(get.subtype(event.card))||get.type(event.card)=='trick')&&
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event.cards[0]&&event.cards[0]==event.card);
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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.storage.gw_zirankuizeng=[trigger.cards[0],trigger.targets.concat(trigger.addedTargets||[])];
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player.storage.gw_zirankuizeng=[trigger.cards[0],trigger.targets.concat(trigger.addedTargets||[])];
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@ -1448,7 +1450,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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gw_zuihouyuanwang:'最后愿望',
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gw_zuihouyuanwang:'最后愿望',
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gw_zuihouyuanwang_info:'摸X张牌并弃置X张牌,X为存活角色数',
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gw_zuihouyuanwang_info:'摸X张牌并弃置X张牌,X为存活角色数',
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gw_zirankuizeng:'自然馈赠',
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gw_zirankuizeng:'自然馈赠',
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gw_zirankuizeng_info:'重新结算一遍你上一张使用的非转化普通锦囊牌,然后摸一张牌',
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gw_zirankuizeng_info:'重新结算一遍你上一张使用的非金法术(自然馈赠除外)或非转化普通锦囊牌,然后摸一张牌',
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gw_poxiao:'破晓',
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gw_poxiao:'破晓',
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gw_poxiao_info:'选择一项:弃置一名角色判定区内的所有牌,或随机获得一张铜卡法术(破晓除外)并展示之',
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gw_poxiao_info:'选择一项:弃置一名角色判定区内的所有牌,或随机获得一张铜卡法术(破晓除外)并展示之',
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gw_zumoshoukao:'阻魔手铐',
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gw_zumoshoukao:'阻魔手铐',
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@ -1537,7 +1537,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(_status.currentPhase!=player) return;
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if(_status.currentPhase!=player) return;
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var num=2;
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var num=2;
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if(get.is.altered('yuling')) num=1;
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if(get.is.altered('yuling')) num=1;
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if(get.cardCount(true,player)>=player.maxHp+num) return false;
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if(player.countUsed()>=player.maxHp+num) return false;
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}
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}
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}
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}
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},
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},
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@ -1545,7 +1545,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger:{player:['useCardAfter','phaseBegin']},
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trigger:{player:['useCardAfter','phaseBegin']},
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silent:true,
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silent:true,
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content:function(){
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content:function(){
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player.storage.yuling=player.maxHp+2-get.cardCount(true,player);
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player.storage.yuling=player.maxHp+2-player.countUsed();
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}
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}
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},
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},
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yuling6:{
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yuling6:{
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@ -5033,7 +5033,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger:{player:'useCard'},
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trigger:{player:'useCard'},
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filter:function(event,player){
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filter:function(event,player){
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if(_status.currentPhase!=player) return false;
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if(_status.currentPhase!=player) return false;
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return get.cardCount(event.card,player)>1;
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return player.countUsed(event.card)>1;
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},
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},
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forced:true,
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forced:true,
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usable:3,
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usable:3,
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@ -5086,7 +5086,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger:{player:'useCard'},
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trigger:{player:'useCard'},
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frequent:true,
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frequent:true,
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filter:function(event,player){
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filter:function(event,player){
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return _status.currentPhase==player&&get.cardCount(true,player)==1;
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return _status.currentPhase==player&&player.countUsed()==1;
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},
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},
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content:function(){
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content:function(){
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var type=get.type(trigger.card);
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var type=get.type(trigger.card);
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@ -5154,10 +5154,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger:{player:'phaseUseEnd'},
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trigger:{player:'phaseUseEnd'},
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frequent:true,
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frequent:true,
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filter:function(event,player){
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filter:function(event,player){
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return get.cardCount(true,player)>0;
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return player.countUsed()>0;
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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.draw(get.cardCount(true,player));
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player.draw(player.countUsed());
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},
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},
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ai:{
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ai:{
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threaten:1.3
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threaten:1.3
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@ -5977,7 +5977,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger:{player:'phaseEnd'},
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trigger:{player:'phaseEnd'},
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frequent:true,
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frequent:true,
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filter:function(event,player){
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filter:function(event,player){
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return get.cardCount(true,player)>player.hp;
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return player.countUsed()>player.hp;
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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.draw(2);
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player.draw(2);
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@ -5985,7 +5985,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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init:function(player){player.storage.jingce=true},
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init:function(player){player.storage.jingce=true},
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intro:{
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intro:{
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content:function(storage,player){
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content:function(storage,player){
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if(_status.currentPhase==player) return '已使用'+get.cardCount(true,player)+'张牌';
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if(_status.currentPhase==player) return '已使用'+player.countUsed()+'张牌';
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}
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}
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}
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}
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},
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},
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@ -152,7 +152,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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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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var num=get.cardCount(true,player)-player.countCards('h');
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var num=player.countUsed()-player.countCards('h');
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event.num=num;
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event.num=num;
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if(num>0){
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if(num>0){
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player.draw(num);
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player.draw(num);
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@ -180,7 +180,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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mod:{
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mod:{
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globalFrom:function(from,to,distance){
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globalFrom:function(from,to,distance){
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if(_status.currentPhase==from){
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if(_status.currentPhase==from){
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return distance-get.cardCount(true,from);
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return distance-from.countUsed();
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}
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}
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}
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}
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},
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},
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@ -918,14 +918,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(player.hasSkill('bfengshi4')) return false;
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if(player.hasSkill('bfengshi4')) return false;
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var num=0.2;
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var num=0.2;
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if(get.is.altered('bfengshi')) num=0.15;
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if(get.is.altered('bfengshi')) num=0.15;
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return Math.random()<num*get.cardCount(true,player);
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return Math.random()<num*player.countUsed();
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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.directHit=true;
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trigger.directHit=true;
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},
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},
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mod:{
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mod:{
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attackFrom:function(from,to,distance){
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attackFrom:function(from,to,distance){
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return distance-get.cardCount(true,from);
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return distance-from.countUsed();
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}
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}
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},
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},
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group:['bfengshi2','bfengshi3']
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group:['bfengshi2','bfengshi3']
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@ -940,7 +940,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(player.hasSkill('bfengshi4')) return false;
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if(player.hasSkill('bfengshi4')) return false;
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var num=0.2;
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var num=0.2;
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if(get.is.altered('bfengshi')) num=0.15;
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if(get.is.altered('bfengshi')) num=0.15;
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return event.card&&event.card.name=='sha'&&Math.random()<num*get.cardCount(true,player);
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return event.card&&event.card.name=='sha'&&Math.random()<num*player.countUsed();
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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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@ -2224,7 +2224,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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mod:{
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mod:{
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globalFrom:function(from,to,distance){
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globalFrom:function(from,to,distance){
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if(_status.currentPhase==from){
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if(_status.currentPhase==from){
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return distance-get.cardCount(true,from);
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return distance-from.countUsed();
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}
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}
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},
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},
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},
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},
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@ -3624,7 +3624,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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mod:{
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mod:{
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cardEnabled:function(card,player){
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cardEnabled:function(card,player){
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if(_status.currentPhase!=player) return;
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if(_status.currentPhase!=player) return;
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if(get.cardCount(true,player)>=player.storage.yawang) return false;
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if(player.countUsed()>=player.storage.yawang) return false;
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}
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}
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}
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}
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},
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},
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@ -1181,7 +1181,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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audio:4,
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audio:4,
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trigger:{player:'phaseDiscardBefore'},
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trigger:{player:'phaseDiscardBefore'},
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filter:function(event,player){
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filter:function(event,player){
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return (get.cardCount({name:'sha'},player)==0);
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return player.countUsed('sha')==0;
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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.untrigger();
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trigger.untrigger();
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@ -1069,7 +1069,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger:{player:'phaseEnd'},
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trigger:{player:'phaseEnd'},
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frequent:true,
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frequent:true,
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filter:function(event,player){
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filter:function(event,player){
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return get.cardCount(true,player)>=Math.min(3,player.hp);
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return player.countUsed()>=Math.min(3,player.hp);
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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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@ -5887,7 +5887,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger:{player:'phaseAfter'},
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trigger:{player:'phaseAfter'},
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frequent:true,
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frequent:true,
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filter:function(event,player){
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filter:function(event,player){
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return get.cardCount(true,player)>=player.hp&&event.skill!='lingwu';
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return player.countUsed()>=player.hp&&event.skill!='lingwu';
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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.insertPhase();
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player.insertPhase();
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@ -91,7 +91,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger:{player:'useCard'},
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trigger:{player:'useCard'},
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frequent:true,
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frequent:true,
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filter:function(event,player){
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filter:function(event,player){
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return _status.currentPhase==player&&get.cardCount(true,player)==3;
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return _status.currentPhase==player&&player.countUsed()==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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var card=get.cardPile('chuansongmen');
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var card=get.cardPile('chuansongmen');
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@ -33,7 +33,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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pal_jiangyunfan:['male','wei',4,['xunying','liefeng']],
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pal_jiangyunfan:['male','wei',4,['xunying','liefeng']],
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pal_tangyurou:['female','shu',3,['txianqu','qiongguang']],
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pal_tangyurou:['female','shu',3,['txianqu','qiongguang']],
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pal_longyou:['male','wei',4,['yuexing','minsha']],
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pal_longyou:['male','wei',4,['yuexing','minsha']],
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// pal_xiaoman:['male','wei',4,[]],
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pal_xiaoman:['female','shu',3,['anwugu','lingquan','shenwu']],
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pal_xiahoujinxuan:['male','shu',3,['xuanmo','danqing']],
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pal_xiahoujinxuan:['male','shu',3,['xuanmo','danqing']],
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pal_muchanglan:['female','wu',3,['feixia','lueying']],
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pal_muchanglan:['female','wu',3,['feixia','lueying']],
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pal_jiangcheng:'折剑山庄庄主欧阳英的得意门生,但因其蚩尤后人魔族的身份,令他无法被容于人界;再加上人界半魔同族饱受人类迫害,故最终成为净天教教主魔君“姜世离”,毅然肩负起保护同族的重任。',
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pal_jiangcheng:'折剑山庄庄主欧阳英的得意门生,但因其蚩尤后人魔族的身份,令他无法被容于人界;再加上人界半魔同族饱受人类迫害,故最终成为净天教教主魔君“姜世离”,毅然肩负起保护同族的重任。',
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},
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},
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skill:{
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skill:{
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shenwu:{
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trigger:{player:'phaseAfter'},
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forced:true,
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skillAnimation:true,
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animationColor:'water',
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unique:true,
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filter:function(event,player){
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return player.countUsed()>player.hp;
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},
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content:function(){
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player.insertPhase();
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},
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},
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qiongguang:{
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qiongguang:{
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trigger:{player:'phaseDiscardEnd'},
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trigger:{player:'phaseDiscardEnd'},
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filter:function(event,player){
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filter:function(event,player){
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@ -189,11 +202,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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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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filter:function(event,player){
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filter:function(event,player){
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return _status.currentPhase==player&&[2,3,4].contains(get.cardCount(true,player));
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return _status.currentPhase==player&&[2,3,4].contains(player.countUsed());
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},
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},
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content:function(){
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content:function(){
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var skill;
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var skill;
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switch(get.cardCount(true,player)){
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switch(player.countUsed()){
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case 2:skill='yanzhan';break;
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case 2:skill='yanzhan';break;
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case 3:skill='tianjian';break;
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case 3:skill='tianjian';break;
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case 4:skill='yufeng';break;
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case 4:skill='yufeng';break;
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@ -224,7 +237,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(get.value(card,player,'raw')>=7) return;
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if(get.value(card,player,'raw')>=7) return;
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if(player.hp<=2) return;
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if(player.hp<=2) return;
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if(player.needsToDiscard()) return;
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if(player.needsToDiscard()) return;
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if(get.cardCount(true,player)>=2) return;
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if(player.countUsed()>=2) return;
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return 'zeroplayertarget';
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return 'zeroplayertarget';
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}
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}
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}
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}
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@ -461,7 +474,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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mod:{
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mod:{
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cardEnabled:function(card,player){
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cardEnabled:function(card,player){
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if(_status.currentPhase!=player) return;
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if(_status.currentPhase!=player) return;
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if(get.cardCount(true,player)>=player.storage.anwugu2) return false;
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if(player.countUsed()>=player.storage.anwugu2) return false;
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},
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},
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maxHandcard:function(player,num){
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maxHandcard:function(player,num){
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return num-1;
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return num-1;
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@ -4292,6 +4305,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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pal_mingxiu:'明绣',
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pal_mingxiu:'明绣',
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pal_jushifang:'居十方',
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pal_jushifang:'居十方',
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xyufeng:'御蜂',
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xyufeng_info:'出牌阶段限一次,可以将一张黑桃牌当作机关蜂使用',
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lingguan:'灵泉',
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lingquan_info:'觉醒技,结束阶段,若你本回合使用的牌数大于你的体力值,你摸两张牌,然后获得【水蕴】',
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shenwu:'神舞',
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shenwu_info:'觉醒技,在一名角色的结束阶段,若你本局至少发动过3次【水蕴】,你增加一点体力和体力上限,然后获得【回梦】',
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txianqu:'仙音',
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txianqu:'仙音',
|
||||||
txianqu_info:'出牌阶段限一次,当你即将造成伤害时,你可以防止之,然后摸两张牌并回复一点体力',
|
txianqu_info:'出牌阶段限一次,当你即将造成伤害时,你可以防止之,然后摸两张牌并回复一点体力',
|
||||||
qiongguang:'穹光',
|
qiongguang:'穹光',
|
||||||
|
|
|
@ -2021,7 +2021,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
mod:{
|
mod:{
|
||||||
globalFrom:function(from,to,distance){
|
globalFrom:function(from,to,distance){
|
||||||
if(_status.currentPhase==from){
|
if(_status.currentPhase==from){
|
||||||
return distance-get.cardCount(true,from);
|
return distance-from.countUsed();
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
selectTarget:function(card,player,range){
|
selectTarget:function(card,player,range){
|
||||||
|
@ -6752,7 +6752,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
trigger:{player:'phaseUseEnd'},
|
trigger:{player:'phaseUseEnd'},
|
||||||
frequent:true,
|
frequent:true,
|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
return get.cardCount(true,player)>=player.hp;
|
return player.countUsed()>=player.hp;
|
||||||
},
|
},
|
||||||
content:function(){
|
content:function(){
|
||||||
player.draw(2);
|
player.draw(2);
|
||||||
|
@ -6761,7 +6761,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
init:function(player){player.storage.jingce=true},
|
init:function(player){player.storage.jingce=true},
|
||||||
intro:{
|
intro:{
|
||||||
content:function(storage,player){
|
content:function(storage,player){
|
||||||
if(_status.currentPhase==player) return '已使用'+get.cardCount(true,player)+'张牌';
|
if(_status.currentPhase==player) return '已使用'+player.countUsed()+'张牌';
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
|
26
game/game.js
26
game/game.js
|
@ -13342,6 +13342,28 @@
|
||||||
}
|
}
|
||||||
return null;
|
return null;
|
||||||
},
|
},
|
||||||
|
countUsed:function(card){
|
||||||
|
var num;
|
||||||
|
var stat=this.getStat('card');
|
||||||
|
if(!card){
|
||||||
|
num=0;
|
||||||
|
for(var i in stat){
|
||||||
|
if(typeof stat[i]=='number') num+=stat[i];
|
||||||
|
}
|
||||||
|
return num;
|
||||||
|
}
|
||||||
|
if(typeof card=='object'){
|
||||||
|
card=card.name;
|
||||||
|
}
|
||||||
|
num=stat[card];
|
||||||
|
if(typeof num!='number') return 0;
|
||||||
|
return num;
|
||||||
|
},
|
||||||
|
countSkill:function(skill){
|
||||||
|
var num=this.getStat('skill')[skill];
|
||||||
|
if(num==undefined) return 0;
|
||||||
|
return num;
|
||||||
|
},
|
||||||
getCards:function(arg1,arg2){
|
getCards:function(arg1,arg2){
|
||||||
if(typeof arg1!='string'){
|
if(typeof arg1!='string'){
|
||||||
arg1='h';
|
arg1='h';
|
||||||
|
@ -16340,7 +16362,7 @@
|
||||||
num=game.checkMod(card,player,num,'cardUsable',player);
|
num=game.checkMod(card,player,num,'cardUsable',player);
|
||||||
if(typeof num!='number') return Infinity;
|
if(typeof num!='number') return Infinity;
|
||||||
if(!pure&&_status.currentPhase==player){
|
if(!pure&&_status.currentPhase==player){
|
||||||
return num-get.cardCount(card,player);
|
return num-player.countUsed(card);
|
||||||
}
|
}
|
||||||
return num;
|
return num;
|
||||||
},
|
},
|
||||||
|
@ -19265,7 +19287,7 @@
|
||||||
if(typeof num=='function') num=num(card,player);
|
if(typeof num=='function') num=num(card,player);
|
||||||
num=game.checkMod(card,player,num,'cardUsable',player);
|
num=game.checkMod(card,player,num,'cardUsable',player);
|
||||||
if(typeof num!='number') return true;
|
if(typeof num!='number') return true;
|
||||||
else return(get.cardCount(card,player)<num);
|
else return(player.countUsed(card)<num);
|
||||||
},
|
},
|
||||||
cardDiscardable:function(card,player,event){
|
cardDiscardable:function(card,player,event){
|
||||||
event=event||_status.event;
|
event=event||_status.event;
|
||||||
|
|
|
@ -4896,7 +4896,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
||||||
mod:{
|
mod:{
|
||||||
cardUsable:function(card,player,num){
|
cardUsable:function(card,player,num){
|
||||||
if(card.name=='sha'){
|
if(card.name=='sha'){
|
||||||
return num+get.cardCount(true,player)-get.cardCount('sha',player);
|
return num+player.countUsed()-player.countUsed('sha');
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
|
@ -4932,11 +4932,11 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
||||||
trigger:{player:'phaseEnd'},
|
trigger:{player:'phaseEnd'},
|
||||||
direct:true,
|
direct:true,
|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
return get.cardCount('sha',player)>0;
|
return player.countUsed('sha')>0;
|
||||||
},
|
},
|
||||||
content:function(){
|
content:function(){
|
||||||
"step 0"
|
"step 0"
|
||||||
player.chooseToMove(get.cardCount('sha',player),get.prompt('lingdong'));
|
player.chooseToMove(player.countUsed('sha'),get.prompt('lingdong'));
|
||||||
"step 1"
|
"step 1"
|
||||||
if(result.bool){
|
if(result.bool){
|
||||||
player.logSkill('lingdong');
|
player.logSkill('lingdong');
|
||||||
|
|
|
@ -1151,7 +1151,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
||||||
trigger:{global:'useCard'},
|
trigger:{global:'useCard'},
|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
return event.card.name=='sha'&&event.cards.length&&
|
return event.card.name=='sha'&&event.cards.length&&
|
||||||
event.player.isFriendOf(player)&&get.cardCount(true,event.player)==1;
|
event.player.isFriendOf(player)&&event.player.countUsed()==1;
|
||||||
},
|
},
|
||||||
silent:true,
|
silent:true,
|
||||||
content:function(){
|
content:function(){
|
||||||
|
|
|
@ -830,7 +830,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
||||||
return list;
|
return list;
|
||||||
},
|
},
|
||||||
getActCount:function(){
|
getActCount:function(){
|
||||||
return get.cardCount(true,this)+(this.actused||0)
|
return this.countUsed()+(this.actused||0)
|
||||||
},
|
},
|
||||||
getLeader:function(){
|
getLeader:function(){
|
||||||
return this.side==game.me.side?game.me:game.enemy;
|
return this.side==game.me.side?game.me:game.enemy;
|
||||||
|
|
Loading…
Reference in New Issue