Merge branch 'master' of https://github.com/libccy/noname
This commit is contained in:
commit
6080ba4393
|
@ -10,7 +10,8 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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type:"basic",
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toself:true,
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enable:function(event,player){
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return !player.hasSkill('jiu');
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//return !player.hasSkill('jiu');
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return true;
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},
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lianheng:true,
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logv:false,
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@ -34,6 +35,8 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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if(cards&&cards.length){
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card=cards[0];
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}
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if(!player.storage.jiu) player.storage.jiu=0;
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player.storage.jiu++;
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game.broadcastAll(function(target,card,gain2){
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target.addSkill('jiu');
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if(!target.node.jiu&&lib.config.jiu_effect){
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@ -43,8 +46,8 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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if(gain2&&card.clone&&(card.clone.parentNode==target.parentNode||card.clone.parentNode==ui.arena)){
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card.clone.moveDelete(target);
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}
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},target,card,target==targets[0]);
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if(target==targets[0]){
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},target,card,target==targets[0]&&cards.length==1);
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if(target==targets[0]&&cards.length==1){
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if(card.clone&&(card.clone.parentNode==target.parentNode||card.clone.parentNode==ui.arena)){
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game.addVideo('gain2',target,get.cardsInfo([card]));
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}
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@ -347,7 +350,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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equipValue:3
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},
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},
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skills:['tengjia1','tengjia2']
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skills:['tengjia1','tengjia2','tengjia3']
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},
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baiyin:{
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fullskin:true,
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@ -379,16 +382,22 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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skill:{
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huogong2:{},
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jiu:{
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trigger:{source:'damageBegin'},
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trigger:{player:'useCard'},
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filter:function(event){
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return event.card&&event.card.name=='sha'&&event.notLink();
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return event.card&&event.card.name=='sha';
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},
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forced:true,
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content:function(){
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trigger.num++;
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if(!trigger.baseDamage) trigger.baseDamage=1;
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trigger.baseDamage+=player.storage.jiu;
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game.broadcastAll(function(player){
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player.removeSkill('jiu');
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},player);
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},
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temp:true,
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vanish:true,
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silent:true,
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popup:false,
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onremove:function(player){
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if(player.node.jiu){
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player.node.jiu.delete();
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@ -396,6 +405,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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delete player.node.jiu;
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delete player.node.jiu2;
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}
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delete player.storage.jiu;
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},
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ai:{
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damageBonus:true
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@ -441,7 +451,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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}
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},
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tengjia1:{
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trigger:{target:'useCardToBefore'},
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trigger:{target:['useCardToBefore']},
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forced:true,
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priority:6,
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audio:true,
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@ -453,7 +463,6 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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})) return false;
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if(event.card.name=='nanman') return true;
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if(event.card.name=='wanjian') return true;
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if(event.card.name=='sha'&&!event.card.nature) return true;
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},
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content:function(){
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trigger.cancel();
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@ -498,6 +507,22 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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}
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}
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},
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tengjia3:{
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audio:'tengjia1',
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trigger:{target:'shaBegin'},
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filter:function(event,player){
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if(event.player.hasSkillTag('unequip',false,{
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name:event.card?event.card.name:null,
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target:player,
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card:event.card
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})) return false;
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if(event.card.name=='sha'&&!event.card.nature) return true;
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return false;
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},
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content:function(){
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trigger.cancel();
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},
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},
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baiyin_skill:{
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trigger:{player:'damageBegin'},
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forced:true,
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@ -572,6 +597,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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tengjia_info:'锁定技,【南蛮入侵】、【万箭齐发】和普通【杀】对你无效。你每次受到火焰伤害时,该伤害+1。',
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tengjia1:'藤甲',
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tengjia2:'藤甲',
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tengjia3:'藤甲',
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baiyin:'白银狮子',
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baiyin_info:'锁定技,你每次受到伤害时,最多承受1点伤害(防止多余的伤害);当你失去装备区里的【白银狮子】时,你回复1点体力。',
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baiyin_skill:'白银狮子',
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|
112
card/standard.js
112
card/standard.js
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@ -75,6 +75,14 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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if(typeof event.shanRequired!='number'||!event.shanRequired||event.shanRequired<0){
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event.shanRequired=1;
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}
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var evt=event.getParent('useCard')
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if(evt&&(typeof evt.baseDamage=='number'&&evt.baseDamage>0)){
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event.baseDamage=evt.baseDamage;
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}
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else event.baseDamage=1;
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if(typeof event.extraDamage!='number'){
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event.extraDamage=0;
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}
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"step 1"
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if(event.directHit){
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event._result={bool:false};
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@ -120,7 +128,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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}
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"step 3"
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if(result.bool==false&&!event.unhurt){
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target.damage(get.nature(event.card));
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target.damage(get.nature(event.card),event.baseDamage+event.extraDamage);
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event.result={bool:true}
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event.trigger('shaDamage');
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}
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@ -652,7 +660,8 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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cardcolor:'red',
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reverseOrder:true,
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filterTarget:function(card,player,target){
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return target.hp<target.maxHp;
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//return target.hp<target.maxHp;
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return true;
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},
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content:function(){
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target.recover();
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@ -845,6 +854,11 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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content:function(){
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"step 0"
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if(event.turn==undefined) event.turn=target;
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var evt=event.getParent('useCard')
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if(typeof event.baseDamage!='number'||!evt.baseDamage){
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evt.baseDamage=1;
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event.evt=evt;
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}
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"step 1"
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event.trigger('juedou');
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"step 2"
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@ -895,11 +909,13 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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event.goto(1);
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}
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else{
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var num=1;
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if(event.evt&&event.evt.baseDamage) num=event.evt.baseDamage;
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if(event.turn==target){
|
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target.damage();
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target.damage(num);
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}
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else{
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player.damage(target);
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player.damage(target,num);
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}
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}
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}
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@ -1318,14 +1334,14 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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qinglong_guozhan:{
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trigger:{player:'useCard'},
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forced:true,
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filter:function(){
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return get.mode()=='guozhan';
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filter:function(event,player){
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return get.mode()=='guozhan'&&event.card.name=='sha';
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},
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content:function(){
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var players=game.filterPlayer();
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var players=trigger.targets;
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for(var i=0;i<players.length;i++){
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game.players[i].addTempSkill('qinglong_guozhan_mingzhi');
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game.players[i].storage.qinglong_guozhan_mingzhi.add(trigger.card);
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players[i].addTempSkill('qinglong_guozhan_mingzhi');
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players[i].storage.qinglong_guozhan_mingzhi.add(trigger.card);
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}
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||||
}
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||||
},
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|
@ -1353,42 +1369,50 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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}
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},
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hanbing_skill:{
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trigger:{player:'shaHit'},
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direct:true,
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trigger:{source:'damageBefore'},
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//direct:true,
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audio:true,
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filter:function(event){
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return event.target.getCards('he').length>0;
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return event.card&&event.card.name=='sha'&&event.notLink()&&event.player.getCards('he').length>0;
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||||
},
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check:function(event,player){
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var target=event.player;
|
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var eff=get.damageEffect(target,player,player);
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if(get.attitude(player,target)>0){
|
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if(eff>=0) return false;
|
||||
return true;
|
||||
}
|
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if(eff<=0) return true;
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if(target.hp==1) return false;
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if(player.hasSkill('jiu')||player.hasSkill('tianxianjiu')||
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player.hasSkill('luoyi2')||player.hasSkill('reluoyi2')) return false;
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if(target.countCards('he')<2) return -1;
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var num=0;
|
||||
var cards=target.getCards('he');
|
||||
for(var i=0;i<cards.length;i++){
|
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if(get.value(cards[i])>6) num++;
|
||||
}
|
||||
if(num>=2) return true;
|
||||
return false;
|
||||
},
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logTarget:"player",
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content:function(){
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"step 0"
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player.discardPlayerCard(get.prompt('hanbing'),'he',trigger.target,Math.min(2,trigger.target.countCards('he')),function(button){
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var trigger=_status.event.getTrigger();
|
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var player=_status.event.player;
|
||||
var eff=get.damageEffect(trigger.target,player,player);
|
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if(get.attitude(player,trigger.target)>0){
|
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if(eff>=0) return false;
|
||||
return 10-get.buttonValue(button);
|
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}
|
||||
if(eff<=0) return get.buttonValue(button);
|
||||
if(trigger.target.hp==1) return false;
|
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if(player.hasSkill('jiu')||player.hasSkill('tianxianjiu')||
|
||||
player.hasSkill('luoyi2')||player.hasSkill('reluoyi2')) return -1;
|
||||
if(_status.event.dialog.buttons.length<2) return -1;
|
||||
var num=0;
|
||||
for(var i=0;i<_status.event.dialog.buttons.length;i++){
|
||||
if(get.buttonValue(_status.event.dialog.buttons[i])>1.5) num++;
|
||||
}
|
||||
if(num>=2) return get.buttonValue(button)-1.5;
|
||||
}).set('logSkill','hanbing_skill');
|
||||
trigger.cancel();
|
||||
"step 1"
|
||||
if(result.bool){
|
||||
trigger.untrigger();
|
||||
trigger.unhurt=true;
|
||||
if(trigger.player.countDiscardableCards(player,'he')){
|
||||
player.line(trigger.player);
|
||||
player.discardPlayerCard('he',trigger.player,true);
|
||||
}
|
||||
"step 2"
|
||||
if(trigger.player.countDiscardableCards(player,'he')){
|
||||
player.line(trigger.player);
|
||||
player.discardPlayerCard('he',trigger.player,true);
|
||||
}
|
||||
}
|
||||
},
|
||||
renwang_skill:{
|
||||
trigger:{target:'shaBefore'},
|
||||
trigger:{target:'shaBegin'},
|
||||
forced:true,
|
||||
priority:6,
|
||||
audio:true,
|
||||
|
@ -1430,7 +1454,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
cixiong_skill:{
|
||||
trigger:{player:'shaBegin'},
|
||||
priority:5,
|
||||
priority:7,
|
||||
audio:true,
|
||||
logTarget:'target',
|
||||
filter:function(event,player){
|
||||
|
@ -1599,26 +1623,26 @@ game.import('card',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
},
|
||||
qilin_skill:{
|
||||
trigger:{player:'shaHit'},
|
||||
trigger:{source:'damageBegin'},
|
||||
filter:function(event,player){
|
||||
return event.target.getCards('e',{subtype:['equip3','equip4']}).length>0
|
||||
return event.card&&event.card.name=='sha'&&event.notLink()&&event.player.getCards('e',{subtype:['equip3','equip4']}).length>0
|
||||
},
|
||||
direct:true,
|
||||
audio:true,
|
||||
content:function(){
|
||||
"step 0"
|
||||
var att=(get.attitude(player,trigger.target)<=0);
|
||||
var att=(get.attitude(player,trigger.player)<=0);
|
||||
var next=player.chooseButton();
|
||||
next.set('att',att);
|
||||
next.set('createDialog',['选择要弃置的马',trigger.target.getCards('e',{subtype:['equip3','equip4']})]);
|
||||
next.set('createDialog',['是否发动【麒麟弓】,弃置'+get.translation(trigger.player)+'的一张坐骑牌?',trigger.player.getCards('e',{subtype:['equip3','equip4']})]);
|
||||
next.set('ai',function(button){
|
||||
if(_status.event.att) return get.buttonValue(button);
|
||||
return 0;
|
||||
});
|
||||
"step 1"
|
||||
if(result.bool){
|
||||
player.logSkill('qilin_skill');
|
||||
trigger.target.discard(result.links[0]);
|
||||
player.logSkill('qilin_skill',trigger.player);
|
||||
trigger.player.discard(result.links[0]);
|
||||
}
|
||||
}
|
||||
},
|
||||
|
@ -2033,8 +2057,8 @@ game.import('card',function(lib,game,ui,get,ai,_status){
|
|||
renwang_bg:'盾',
|
||||
hanbing_skill:'寒冰剑',
|
||||
renwang_skill:'仁王盾',
|
||||
hanbing_info:'每当你使用杀命中目标后,你可以防止伤害,改为弃置目标两张牌',
|
||||
hanbing_skill_info:'每当你使用杀命中目标后,你可以防止伤害,改为弃置目标两张牌',
|
||||
hanbing_info:'当你使用杀造成伤害时,你可以防止此伤害,改为依次弃置目标两张牌',
|
||||
hanbing_skill_info:'当你使用杀造成伤害时,你可以防止此伤害,改为依次弃置目标两张牌',
|
||||
renwang_info:'黑色的杀对你无效',
|
||||
renwang_skill_info:'黑色的杀对你无效',
|
||||
sha_info:'出牌阶段,对攻击范围内的一名角色使用,令其打出一张【闪】或受到一点伤害。',
|
||||
|
|
|
@ -3,13 +3,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
return {
|
||||
name:'extra',
|
||||
character:{
|
||||
shen_guanyu:['male','shen',5,['wuhun','wushen'],['shu']],
|
||||
shen_guanyu:['male','shen',5,['new_wuhun','wushen'],['shu']],
|
||||
shen_zhaoyun:['male','shen',2,['xinjuejing','xinlonghun'],['shu']],
|
||||
shen_zhugeliang:['male','shen',3,['qixing','kuangfeng','dawu'],['shu']],
|
||||
shen_lvmeng:['male','shen',3,['shelie','gongxin'],['wu']],
|
||||
shen_zhouyu:['male','shen',4,['yeyan','qinyin'],['wu']],
|
||||
shen_simayi:['male','shen',4,['renjie','sbaiyin','lianpo'],['wei']],
|
||||
shen_caocao:['male','shen',3,['guixin','feiying'],['wei']],
|
||||
shen_caocao:['male','shen',3,['new_guixin','feiying'],['wei']],
|
||||
shen_lvbu:['male','shen',5,['baonu','wumou','ol_wuqian','ol_shenfen'],['qun']],
|
||||
|
||||
"shen_liubei":["male","shen",6,["nzry_longnu","nzry_jieying"],["shu"]],
|
||||
|
@ -27,6 +27,183 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
shen_ganning:"体力上限:6",
|
||||
},
|
||||
skill:{
|
||||
"new_wuhun":{
|
||||
audio:"wuhun",
|
||||
group:["new_wuhun_mark","new_wuhun_die"],
|
||||
trigger:{
|
||||
player:"damageEnd",
|
||||
},
|
||||
forced:true,
|
||||
filter:function (event,player){
|
||||
return event.source!=undefined;
|
||||
},
|
||||
content:function (){
|
||||
var source=trigger.source
|
||||
if(!source.storage.new_wuhun_mark){
|
||||
source.storage.new_wuhun_mark=0;
|
||||
}
|
||||
source.storage.new_wuhun_mark+=trigger.num;
|
||||
source.markSkill('new_wuhun_mark');
|
||||
},
|
||||
contentx:function (){
|
||||
"step 0"
|
||||
source.line(player,{color:[255, 255, 0]});
|
||||
source.logSkill('new_wuhun_die',player);
|
||||
game.delay(2);
|
||||
"step 1"
|
||||
player.judge(function(card){
|
||||
if(['tao','taoyuan'].contains(card.name)) return 10;
|
||||
return -10;
|
||||
});
|
||||
"step 2"
|
||||
if(!result.bool){
|
||||
lib.element.player.die.apply(player,[]);
|
||||
}
|
||||
},
|
||||
subSkill:{
|
||||
die:{
|
||||
audio:"wuhun",
|
||||
skillAnimation:true,
|
||||
trigger:{
|
||||
player:"dieBegin",
|
||||
},
|
||||
forced:true,
|
||||
popup:false,
|
||||
filter:function (event,player){
|
||||
return game.hasPlayer(function(current){
|
||||
return current!=player&¤t.storage.new_wuhun_mark!=undefined;
|
||||
});
|
||||
},
|
||||
content:function (){
|
||||
"step 0"
|
||||
var num=0;
|
||||
for(var i=0;i<game.players.length;i++){
|
||||
var current=game.players[i];
|
||||
if(current!=player&¤t.storage.new_wuhun_mark&¤t.storage.new_wuhun_mark>num){
|
||||
num=current.storage.new_wuhun_mark;
|
||||
}
|
||||
}
|
||||
player.chooseTarget(true,'请选择【武魂】的目标',function(card,player,target){
|
||||
return target!=player&&target.storage.new_wuhun_mark==num;
|
||||
}).ai=function(target){
|
||||
return -get.attitude(_status.event.player,target);
|
||||
};
|
||||
"step 1"
|
||||
if(result.bool&&result.targets&&result.targets.length){
|
||||
var next=game.createEvent('new_wuhun',null,trigger.parent);
|
||||
next.player=result.targets[0];
|
||||
next.source=player;
|
||||
next.setContent(lib.skill.new_wuhun.contentx);
|
||||
}
|
||||
},
|
||||
sub:true,
|
||||
},
|
||||
mark:{
|
||||
marktext:"魇",
|
||||
intro:{
|
||||
name:"梦魇",
|
||||
content:"mark",
|
||||
},
|
||||
sub:true,
|
||||
},
|
||||
},
|
||||
},
|
||||
"new_guixin":{
|
||||
audio:"guixin",
|
||||
trigger:{
|
||||
player:"damageEnd",
|
||||
},
|
||||
check:function (event,player){
|
||||
if(player.isTurnedOver()||event.num>1) return true;
|
||||
var num=game.countPlayer(function(current){
|
||||
if(current.countCards('he')&¤t!=player&&get.attitude(player,current)<=0){
|
||||
return true;
|
||||
}
|
||||
if(current.countCards('j')&¤t!=player&&get.attitude(player,current)>0){
|
||||
return true;
|
||||
}
|
||||
});
|
||||
return num>=2;
|
||||
},
|
||||
content:function (){
|
||||
"step 0"
|
||||
var targets=game.filterPlayer();
|
||||
targets.remove(player);
|
||||
targets.sort(lib.sort.seat);
|
||||
event.targets=targets;
|
||||
event.count=trigger.num;
|
||||
"step 1"
|
||||
event.num=0;
|
||||
player.line(targets,'green');
|
||||
player.chooseControl('手牌区','装备区','判定区').set('ai',function(){
|
||||
return Math.floor(Math.random()*3);
|
||||
}).set('prompt','请选择优先获得的区域');
|
||||
"step 2"
|
||||
event.range={
|
||||
手牌区:['h','e','j'],
|
||||
装备区:['e','h','j'],
|
||||
判定区:['j','e','h'],
|
||||
}[result.control||'手牌区'];
|
||||
"step 3"
|
||||
if(num<event.targets.length){
|
||||
var target=event.targets[num];
|
||||
var range=event.range;
|
||||
for(var i=0;i<range.length;i++){
|
||||
var cards=target.getCards(range[i]);
|
||||
if(cards.length){
|
||||
var card=cards.randomGet();
|
||||
player.gain(card);
|
||||
target.$giveAuto(card,player);
|
||||
game.delay();
|
||||
break;
|
||||
}
|
||||
}
|
||||
event.num++;
|
||||
event.redo();
|
||||
}
|
||||
"step 4"
|
||||
player.turnOver();
|
||||
"step 5"
|
||||
event.count--;
|
||||
if(event.count){
|
||||
player.chooseBool(get.prompt2('new_guixin'));
|
||||
}
|
||||
else{
|
||||
event.finish();
|
||||
}
|
||||
"step 6"
|
||||
if(event.count&&result.bool){
|
||||
event.goto(1);
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
maixie:true,
|
||||
"maixie_hp":true,
|
||||
threaten:function (player,target){
|
||||
if(target.hp==1) return 2.5;
|
||||
return 1;
|
||||
},
|
||||
effect:{
|
||||
target:function (card,player,target){
|
||||
if(get.tag(card,'damage')){
|
||||
if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
|
||||
if(target.hp==1) return 0.8;
|
||||
if(target.isTurnedOver()) return [0,3];
|
||||
var num=game.countPlayer(function(current){
|
||||
if(current.countCards('he')&¤t!=player&&get.attitude(player,current)<=0){
|
||||
return true;
|
||||
}
|
||||
if(current.countCards('j')&¤t!=player&&get.attitude(player,current)>0){
|
||||
return true;
|
||||
}
|
||||
});
|
||||
if(num>2) return [0,1];
|
||||
if(num==2) return [0.5,1];
|
||||
}
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
ol_shenfen:{
|
||||
audio:2,
|
||||
enable:'phaseUse',
|
||||
|
@ -1973,9 +2150,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
return player!=event.player&&event.player.isAlive()&&_status.currentPhase==player;
|
||||
},
|
||||
check:function(event,player){
|
||||
var trigger=event.getTrigger();
|
||||
var list=[];
|
||||
var skills=trigger.player.skills.slice(0);
|
||||
var skills=event.player.skills.slice(0);
|
||||
for(var i=0;i<skills.length;i++){
|
||||
var info=get.info(skills[i])
|
||||
if(info!=undefined&&!info.charlotte&&(!info.unique||info.gainable)) list.push(skills[i]);
|
||||
|
@ -2518,6 +2694,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
ol_wuqian_info:'出牌阶段,你可以弃2枚“暴怒”标记并选择一名其他角色,你视为拥有技能“无双”并令其防具无效,直到回合结束。',
|
||||
ol_shenfen:'神愤',
|
||||
ol_shenfen_info:'出牌阶段,你可以弃6枚“暴怒”标记并选择所有其他角色,对这些角色各造成1点伤害,然后这些角色先各弃置其装备区里的牌,再各弃置四张手牌,最后你将你的武将牌翻面。每阶段限一次。',
|
||||
"new_wuhun":"武魂",
|
||||
"new_wuhun_info":"锁定技,当你受到伤害后,伤害来源获得X个“梦魇”’标记(X为伤害点数)。锁定技,当你死亡时,你选择一名“梦魇”标记数量最多的其他角色。你的死亡流程结算完成后,该角色进行一次判定:若判定结果不为【桃】或【桃园结义】,则该角色立刻死亡。",
|
||||
"new_guixin":"归心",
|
||||
"new_guixin_info":"当你受到1点伤害后,你可以随机获得每名其他角色区域里的一张牌,然后你翻面",
|
||||
},
|
||||
};
|
||||
});
|
||||
|
|
|
@ -9,6 +9,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
fazheng:['male','shu',3,['enyuan','xuanhuo']],
|
||||
liru:['male','qun',3,['juece','mieji','fencheng']],
|
||||
yujin:['male','wei',4,['yizhong']],
|
||||
xin_yujin:['male','wei',4,['jieyue']],
|
||||
lusu:['male','wu',3,['haoshi','dimeng']],
|
||||
yuanshao:['male','qun',4,['luanji','xueyi'],['zhu']],
|
||||
old_zhonghui:['male','wei',3,['zzhenggong','zquanji','zbaijiang']],
|
||||
|
|
|
@ -305,8 +305,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
player.chooseTarget(get.prompt('drlt_zhenggu'),function(card,player,target){
|
||||
return target!=player;
|
||||
}).ai=function(target){
|
||||
if(player.countCards('h')>target.countCards('h')) return get.attitude(player,target);
|
||||
if(player.countCards('h')<target.countCards('h')) return -get.attitude(player,target);
|
||||
var player=_status.event.player;
|
||||
var num=(Math.min(5,player.countCards('h'))-target.countCards('h'));
|
||||
var att=get.attitude(player,target);
|
||||
return num*att;
|
||||
};
|
||||
"step 1"
|
||||
if(result.bool){
|
||||
|
@ -336,7 +338,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
player.removeSkill("drlt_zhenggu2");
|
||||
var pl=player.storage.drlt_zhenggu;
|
||||
if(pl.isAlive()){
|
||||
var num=pl.countCards('h');
|
||||
var num=Math.min(5,pl.countCards('h'));
|
||||
var num1=0;
|
||||
if(num-player.countCards('h')>0) num1=num-player.countCards('h');
|
||||
if(num-player.countCards('h')<0) num1=num-player.countCards('h');
|
||||
|
@ -354,8 +356,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
if(pl.isAlive()){
|
||||
var num=pl.countCards('h');
|
||||
var num1=0;
|
||||
if(player.countCards('h')-num>0) num1=player.countCards('h')-num;
|
||||
if(player.countCards('h')-num<0) num1=player.countCards('h')-num;
|
||||
var num2=Math.min(5,player.countCards('h'));
|
||||
if(num2-num>0) num1=num2-num;
|
||||
if(num2-num<0) num1=num2-num;
|
||||
if(num1<0) pl.chooseToDiscard('h',-num1,true);
|
||||
if(num1>0) pl.draw(num1);
|
||||
}
|
||||
|
@ -2012,6 +2015,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
return event.target.countCards('he')>0;
|
||||
},
|
||||
direct:true,
|
||||
priority:8,
|
||||
content:function(){
|
||||
'step 0'
|
||||
player.discardPlayerCard(trigger.target,get.prompt('jianchu',trigger.target)).set('ai',function(button){
|
||||
|
@ -2478,23 +2482,17 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
content:function(){
|
||||
if(trigger.target.countCards('h')<=player.countCards('h')) trigger.directHit=true;
|
||||
if(trigger.target.hp>=player.hp) player.addTempSkill('xinliegong2','shaAfter');
|
||||
if(trigger.target.hp>=player.hp){
|
||||
if(typeof trigger.extraDamage!='number'){
|
||||
trigger.extraDamage=0;
|
||||
}
|
||||
trigger.extraDamage++;
|
||||
};
|
||||
},
|
||||
ai:{
|
||||
threaten:0.5
|
||||
}
|
||||
},
|
||||
xinliegong2:{
|
||||
trigger:{source:'damageBegin'},
|
||||
filter:function(event){
|
||||
return event.card&&event.card.name=='sha'&&event.notLink();
|
||||
},
|
||||
forced:true,
|
||||
audio:false,
|
||||
content:function(){
|
||||
trigger.num++;
|
||||
}
|
||||
},
|
||||
tiaoxin:{
|
||||
audio:4,
|
||||
enable:'phaseUse',
|
||||
|
@ -6375,7 +6373,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
"drlt_huairou":"怀柔",
|
||||
"drlt_huairou_info":"出牌阶段,你可以重铸装备牌",
|
||||
"drlt_zhenggu":"镇骨",
|
||||
"drlt_zhenggu_info":"结束阶段,你可以选择一名其他角色,你的回合结束后和该角色的下个回合结束时,其将手牌摸至或弃至与你手牌数相同",
|
||||
"drlt_zhenggu_info":"结束阶段,你可以选择一名其他角色,你的回合结束后和该角色的下个回合结束时,其将手牌摸至或弃至X张。(X为你的手牌数且至多为5)",
|
||||
"drlt_zhenrong":"徵荣",
|
||||
"drlt_zhenrong_info":"当你对其他角色造成伤害后,若其手牌比你多,你可以将其一张牌置于你的武将牌上,称为“荣”",
|
||||
"drlt_hongju":"鸿举",
|
||||
|
|
393
character/sp.js
393
character/sp.js
|
@ -376,7 +376,394 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
"wolong_card":{
|
||||
type:"takaramono",
|
||||
fullskin:true,
|
||||
derivation:"pangdegong",
|
||||
},
|
||||
"fengchu_card":{
|
||||
type:"takaramono",
|
||||
fullskin:true,
|
||||
derivation:"pangdegong",
|
||||
},
|
||||
"xuanjian_card":{
|
||||
fullskin:true,
|
||||
type:"takaramono",
|
||||
derivation:"pangdegong",
|
||||
},
|
||||
"shuijing_card":{
|
||||
fullskin:true,
|
||||
type:"takaramono",
|
||||
derivation:"pangdegong",
|
||||
},
|
||||
"rewrite_bagua":{
|
||||
derivation:"majun",
|
||||
cardimage:"bagua",
|
||||
fullskin:true,
|
||||
type:"equip",
|
||||
subtype:"equip2",
|
||||
ai:{
|
||||
basic:{
|
||||
equipValue:7.5,
|
||||
order:function (card,player){
|
||||
if(player&&player.hasSkillTag('reverseEquip')){
|
||||
return 8.5-get.equipValue(card,player)/20;
|
||||
}
|
||||
else{
|
||||
return 8+get.equipValue(card,player)/20;
|
||||
}
|
||||
},
|
||||
useful:2,
|
||||
value:function (card,player){
|
||||
var value=0;
|
||||
var info=get.info(card);
|
||||
var current=player.getEquip(info.subtype);
|
||||
if(current&&card!=current){
|
||||
value=get.value(current,player);
|
||||
}
|
||||
var equipValue=info.ai.equipValue;
|
||||
if(equipValue==undefined){
|
||||
equipValue=info.ai.basic.equipValue;
|
||||
}
|
||||
if(typeof equipValue=='function') return equipValue(card,player)-value;
|
||||
if(typeof equipValue!='number') equipValue=0;
|
||||
return equipValue-value;
|
||||
},
|
||||
},
|
||||
result:{
|
||||
target:function (player,target){
|
||||
return get.equipResult(player,target,name);
|
||||
},
|
||||
},
|
||||
},
|
||||
skills:["rw_bagua_skill"],
|
||||
enable:true,
|
||||
selectTarget:-1,
|
||||
filterTarget:function (card,player,target){
|
||||
return target==player;
|
||||
},
|
||||
modTarget:true,
|
||||
allowMultiple:false,
|
||||
content:function (){
|
||||
target.equip(card);
|
||||
},
|
||||
toself:true,
|
||||
},
|
||||
"rewrite_baiyin":{
|
||||
derivation:"majun",
|
||||
fullskin:true,
|
||||
cardimage:"baiyin",
|
||||
type:"equip",
|
||||
subtype:"equip2",
|
||||
onLose:function (){
|
||||
player.recover();
|
||||
player.draw(2);
|
||||
},
|
||||
skills:["rw_baiyin_skill"],
|
||||
tag:{
|
||||
recover:1,
|
||||
},
|
||||
ai:{
|
||||
order:9.5,
|
||||
equipValue:function (card,player){
|
||||
if(player.hp==player.maxHp) return 5;
|
||||
if(player.countCards('h','baiyin')) return 6;
|
||||
return 0;
|
||||
},
|
||||
basic:{
|
||||
equipValue:5,
|
||||
order:function (card,player){
|
||||
if(player&&player.hasSkillTag('reverseEquip')){
|
||||
return 8.5-get.equipValue(card,player)/20;
|
||||
}
|
||||
else{
|
||||
return 8+get.equipValue(card,player)/20;
|
||||
}
|
||||
},
|
||||
useful:2,
|
||||
value:function (card,player){
|
||||
var value=0;
|
||||
var info=get.info(card);
|
||||
var current=player.getEquip(info.subtype);
|
||||
if(current&&card!=current){
|
||||
value=get.value(current,player);
|
||||
}
|
||||
var equipValue=info.ai.equipValue;
|
||||
if(equipValue==undefined){
|
||||
equipValue=info.ai.basic.equipValue;
|
||||
}
|
||||
if(typeof equipValue=='function') return equipValue(card,player)-value;
|
||||
if(typeof equipValue!='number') equipValue=0;
|
||||
return equipValue-value;
|
||||
},
|
||||
},
|
||||
result:{
|
||||
target:function (player,target){
|
||||
return get.equipResult(player,target,name);
|
||||
},
|
||||
},
|
||||
},
|
||||
enable:true,
|
||||
selectTarget:-1,
|
||||
filterTarget:function (card,player,target){
|
||||
return target==player;
|
||||
},
|
||||
modTarget:true,
|
||||
allowMultiple:false,
|
||||
content:function (){
|
||||
target.equip(card);
|
||||
},
|
||||
toself:true,
|
||||
},
|
||||
"rewrite_lanyinjia":{
|
||||
derivation:"majun",
|
||||
cardimage:"lanyinjia",
|
||||
fullskin:true,
|
||||
type:"equip",
|
||||
subtype:"equip2",
|
||||
skills:["rw_lanyinjia","lanyinjia2"],
|
||||
ai:{
|
||||
equipValue:6,
|
||||
basic:{
|
||||
order:function (card,player){
|
||||
if(player&&player.hasSkillTag('reverseEquip')){
|
||||
return 8.5-get.equipValue(card,player)/20;
|
||||
}
|
||||
else{
|
||||
return 8+get.equipValue(card,player)/20;
|
||||
}
|
||||
},
|
||||
useful:2,
|
||||
equipValue:1,
|
||||
value:function (card,player){
|
||||
var value=0;
|
||||
var info=get.info(card);
|
||||
var current=player.getEquip(info.subtype);
|
||||
if(current&&card!=current){
|
||||
value=get.value(current,player);
|
||||
}
|
||||
var equipValue=info.ai.equipValue;
|
||||
if(equipValue==undefined){
|
||||
equipValue=info.ai.basic.equipValue;
|
||||
}
|
||||
if(typeof equipValue=='function') return equipValue(card,player)-value;
|
||||
if(typeof equipValue!='number') equipValue=0;
|
||||
return equipValue-value;
|
||||
},
|
||||
},
|
||||
result:{
|
||||
target:function (player,target){
|
||||
return get.equipResult(player,target,name);
|
||||
},
|
||||
},
|
||||
},
|
||||
enable:true,
|
||||
selectTarget:-1,
|
||||
filterTarget:function (card,player,target){
|
||||
return target==player;
|
||||
},
|
||||
modTarget:true,
|
||||
allowMultiple:false,
|
||||
content:function (){
|
||||
target.equip(card);
|
||||
},
|
||||
toself:true,
|
||||
},
|
||||
"rewrite_renwang":{
|
||||
derivation:"majun",
|
||||
cardimage:"renwang",
|
||||
fullskin:true,
|
||||
type:"equip",
|
||||
subtype:"equip2",
|
||||
skills:["rw_renwang_skill"],
|
||||
ai:{
|
||||
basic:{
|
||||
equipValue:7.5,
|
||||
order:function (card,player){
|
||||
if(player&&player.hasSkillTag('reverseEquip')){
|
||||
return 8.5-get.equipValue(card,player)/20;
|
||||
}
|
||||
else{
|
||||
return 8+get.equipValue(card,player)/20;
|
||||
}
|
||||
},
|
||||
useful:2,
|
||||
value:function (card,player){
|
||||
var value=0;
|
||||
var info=get.info(card);
|
||||
var current=player.getEquip(info.subtype);
|
||||
if(current&&card!=current){
|
||||
value=get.value(current,player);
|
||||
}
|
||||
var equipValue=info.ai.equipValue;
|
||||
if(equipValue==undefined){
|
||||
equipValue=info.ai.basic.equipValue;
|
||||
}
|
||||
if(typeof equipValue=='function') return equipValue(card,player)-value;
|
||||
if(typeof equipValue!='number') equipValue=0;
|
||||
return equipValue-value;
|
||||
},
|
||||
},
|
||||
result:{
|
||||
target:function (player,target){
|
||||
return get.equipResult(player,target,name);
|
||||
},
|
||||
},
|
||||
},
|
||||
enable:true,
|
||||
selectTarget:-1,
|
||||
filterTarget:function (card,player,target){
|
||||
return target==player;
|
||||
},
|
||||
modTarget:true,
|
||||
allowMultiple:false,
|
||||
content:function (){
|
||||
target.equip(card);
|
||||
},
|
||||
toself:true,
|
||||
},
|
||||
"rewrite_tengjia":{
|
||||
derivation:"majun",
|
||||
cardimage:"tengjia",
|
||||
fullskin:true,
|
||||
type:"equip",
|
||||
subtype:"equip2",
|
||||
cardnature:"fire",
|
||||
ai:{
|
||||
equipValue:function (card,player){
|
||||
if(player.hasSkillTag('maixie')&&player.hp>1) return 0;
|
||||
if(player.hasSkillTag('noDirectDamage')) return 10;
|
||||
if(get.damageEffect(player,player,player,'fire')>=0) return 10;
|
||||
var num=3-game.countPlayer(function(current){
|
||||
return get.attitude(current,player)<0;
|
||||
});
|
||||
if(player.hp==1) num+=4;
|
||||
if(player.hp==2) num+=1;
|
||||
if(player.hp==3) num--;
|
||||
if(player.hp>3) num-=4;
|
||||
return num;
|
||||
},
|
||||
basic:{
|
||||
equipValue:3,
|
||||
order:function (card,player){
|
||||
if(player&&player.hasSkillTag('reverseEquip')){
|
||||
return 8.5-get.equipValue(card,player)/20;
|
||||
}
|
||||
else{
|
||||
return 8+get.equipValue(card,player)/20;
|
||||
}
|
||||
},
|
||||
useful:2,
|
||||
value:function (card,player){
|
||||
var value=0;
|
||||
var info=get.info(card);
|
||||
var current=player.getEquip(info.subtype);
|
||||
if(current&&card!=current){
|
||||
value=get.value(current,player);
|
||||
}
|
||||
var equipValue=info.ai.equipValue;
|
||||
if(equipValue==undefined){
|
||||
equipValue=info.ai.basic.equipValue;
|
||||
}
|
||||
if(typeof equipValue=='function') return equipValue(card,player)-value;
|
||||
if(typeof equipValue!='number') equipValue=0;
|
||||
return equipValue-value;
|
||||
},
|
||||
},
|
||||
result:{
|
||||
target:function (player,target){
|
||||
return get.equipResult(player,target,name);
|
||||
},
|
||||
},
|
||||
},
|
||||
skills:["rw_tengjia1","rw_tengjia2","rw_tengjia3","rw_tengjia4"],
|
||||
enable:true,
|
||||
selectTarget:-1,
|
||||
filterTarget:function (card,player,target){
|
||||
return target==player;
|
||||
},
|
||||
modTarget:true,
|
||||
allowMultiple:false,
|
||||
content:function (){
|
||||
target.equip(card);
|
||||
},
|
||||
toself:true,
|
||||
},
|
||||
"rewrite_zhuge":{
|
||||
derivation:"majun",
|
||||
cardimage:"zhuge",
|
||||
distance:{
|
||||
attackFrom:-2,
|
||||
},
|
||||
fullskin:true,
|
||||
type:"equip",
|
||||
subtype:"equip1",
|
||||
ai:{
|
||||
equipValue:function (card,player){
|
||||
if(!game.hasPlayer(function(current){
|
||||
return player.canUse('sha',current)&&get.effect(current,{name:'sha'},player,player)<0;
|
||||
})){
|
||||
return 1;
|
||||
}
|
||||
if(player.hasSha()&&_status.currentPhase==player){
|
||||
if(player.getEquip('zhuge')||player.getCardUsable('sha')==0){
|
||||
return 10;
|
||||
}
|
||||
}
|
||||
var num=player.countCards('h','sha');
|
||||
if(num>1) return 6+num;
|
||||
return 3+num;
|
||||
},
|
||||
basic:{
|
||||
equipValue:5,
|
||||
order:function (card,player){
|
||||
if(player&&player.hasSkillTag('reverseEquip')){
|
||||
return 8.5-get.equipValue(card,player)/20;
|
||||
}
|
||||
else{
|
||||
return 8+get.equipValue(card,player)/20;
|
||||
}
|
||||
},
|
||||
useful:2,
|
||||
value:function (card,player){
|
||||
var value=0;
|
||||
var info=get.info(card);
|
||||
var current=player.getEquip(info.subtype);
|
||||
if(current&&card!=current){
|
||||
value=get.value(current,player);
|
||||
}
|
||||
var equipValue=info.ai.equipValue;
|
||||
if(equipValue==undefined){
|
||||
equipValue=info.ai.basic.equipValue;
|
||||
}
|
||||
if(typeof equipValue=='function') return equipValue(card,player)-value;
|
||||
if(typeof equipValue!='number') equipValue=0;
|
||||
return equipValue-value;
|
||||
},
|
||||
},
|
||||
tag:{
|
||||
valueswap:1,
|
||||
},
|
||||
result:{
|
||||
target:function (player,target){
|
||||
return get.equipResult(player,target,name);
|
||||
},
|
||||
},
|
||||
},
|
||||
skills:["zhuge_skill"],
|
||||
enable:true,
|
||||
selectTarget:-1,
|
||||
filterTarget:function (card,player,target){
|
||||
return target==player;
|
||||
},
|
||||
modTarget:true,
|
||||
allowMultiple:false,
|
||||
content:function (){
|
||||
target.equip(card);
|
||||
},
|
||||
toself:true,
|
||||
},
|
||||
},
|
||||
skill:{
|
||||
//OL马超
|
||||
|
@ -7445,7 +7832,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
audio:2,
|
||||
trigger:{player:'useCard'},
|
||||
frequent:true,
|
||||
usable:3,
|
||||
//usable:3,
|
||||
filter:function(event,player){
|
||||
if(!event.cards||event.cards.length!=1) return false;
|
||||
if(_status.currentPhase!=player) return false;
|
||||
|
@ -11674,7 +12061,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
yingjian_info:'准备阶段,你可以视为使用一张无视距离的杀',
|
||||
xunzhi_info:'准备阶段开始时,若你的上家和下家与你的体力值均不相等,你可以失去1点体力。若如此做,你的手牌上限+2',
|
||||
yawang_info:'锁定技,摸牌阶段开始时,你改为摸x张牌,然后你于出牌阶段内至多使用x张牌(x为与你体力值相等的角色数)',
|
||||
fenyin_info:'你的回合内,当你使用牌时,若此牌与你于此回合内使用的上一张牌颜色不同,则你可以摸一张牌,每回合最多发动3次',
|
||||
fenyin_info:'你的回合内,当你使用牌时,若此牌与你于此回合内使用的上一张牌颜色不同,则你可以摸一张牌。',
|
||||
fuji_info:'当一名角色造成雷电伤害时,你可以令其进行一次判定,若结果为黑色,此伤害+1;若结果为红色,该角色获得此牌。',
|
||||
fulu_info:'你可以将【杀】当雷【杀】使用。',
|
||||
jilei_info:'每当你受到有来源的伤害时,你可以选择一种牌的类别,令伤害来源不能使用、打出或弃置其此类别的手牌,直到回合结束',
|
||||
|
|
|
@ -3928,37 +3928,22 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
},
|
||||
"kannan_eff":{
|
||||
subSkill:{
|
||||
remove:{
|
||||
sub:true,
|
||||
trigger:{
|
||||
player:"useCardAfter",
|
||||
},
|
||||
priority:2,
|
||||
filter:function (event){
|
||||
return (event.card&&(event.card.name=='sha'));
|
||||
},
|
||||
forced:true,
|
||||
popup:false,
|
||||
audio:false,
|
||||
content:function (){
|
||||
player.removeSkill('kannan_eff');
|
||||
},
|
||||
},
|
||||
},
|
||||
mark:true,
|
||||
intro:{
|
||||
content:"下一张杀的伤害基数+#",
|
||||
},
|
||||
trigger:{
|
||||
source:"damageBegin",
|
||||
player:"useCard",
|
||||
},
|
||||
filter:function (event){
|
||||
return event.card&&event.card.name=='sha'&&event.notLink();
|
||||
return event.card&&event.card.name=='sha';
|
||||
},
|
||||
forced:true,
|
||||
content:function (){
|
||||
trigger.num+=player.storage.kannan_eff;
|
||||
"step 0"
|
||||
if(!trigger.baseDamage) trigger.baseDamage=1;
|
||||
trigger.baseDamage+=player.storage.kannan_eff;
|
||||
"step 1"
|
||||
player.removeSkill('kannan_eff');
|
||||
},
|
||||
init:function (player){
|
||||
|
@ -3970,7 +3955,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
ai:{
|
||||
damageBonus:true,
|
||||
},
|
||||
group:"kannan_eff_remove",
|
||||
},
|
||||
"xinfu_tushe":{
|
||||
audio:2,
|
||||
|
@ -5470,7 +5454,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
"rw_renwang_skill":{
|
||||
inherit:"renwang_skill",
|
||||
trigger:{
|
||||
target:"shaBefore",
|
||||
target:"shaBegin",
|
||||
},
|
||||
forced:true,
|
||||
priority:6,
|
||||
|
@ -5515,7 +5499,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
})) return false;
|
||||
if(event.card.name=='nanman') return true;
|
||||
if(event.card.name=='wanjian') return true;
|
||||
if(event.card.name=='sha'&&!event.card.nature) return true;
|
||||
},
|
||||
content:function (){
|
||||
trigger.cancel();
|
||||
|
@ -5586,6 +5569,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
},
|
||||
},
|
||||
"rw_tengjia4":{
|
||||
inherit:"tengjia3",
|
||||
},
|
||||
},
|
||||
translate:{
|
||||
xinghuoliaoyuan:'星火燎原',
|
||||
|
@ -5855,11 +5841,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
"rw_renwang_skill":"仁王金刚盾",
|
||||
"rw_renwang_skill_info":"有花色且不为方片的杀对你无效。",
|
||||
"rw_tengjia1":"桐油百炼甲",
|
||||
"rw_tengjia1_info":"定技,【南蛮入侵】、【万箭齐发】和普通【杀】对你无效。你每次受到火焰伤害时,该伤害+1。你不会被横置。",
|
||||
"rw_tengjia1_info":"锁定技,【南蛮入侵】、【万箭齐发】和普通【杀】对你无效。你每次受到火焰伤害时,该伤害+1。你不会被横置。",
|
||||
"rw_tengjia2":"桐油百炼甲",
|
||||
"rw_tengjia2_info":"定技,【南蛮入侵】、【万箭齐发】和普通【杀】对你无效。你每次受到火焰伤害时,该伤害+1。你不会被横置。",
|
||||
"rw_tengjia2_info":"锁定技,【南蛮入侵】、【万箭齐发】和普通【杀】对你无效。你每次受到火焰伤害时,该伤害+1。你不会被横置。",
|
||||
"rw_tengjia3":"桐油百炼甲",
|
||||
"rw_tengjia3_info":"定技,【南蛮入侵】、【万箭齐发】和普通【杀】对你无效。你每次受到火焰伤害时,该伤害+1。你不会被横置。",
|
||||
"rw_tengjia3_info":"锁定技,【南蛮入侵】、【万箭齐发】和普通【杀】对你无效。你每次受到火焰伤害时,该伤害+1。你不会被横置。",
|
||||
"rw_tengjia4":"桐油百炼甲",
|
||||
"rewrite_bagua":"先天八卦阵",
|
||||
"rewrite_bagua_info":"每当你需要使用或打出一张【闪】时,你可以进行一次判定,若判定结果不为黑桃,视为你使用或打出了一张【闪】。",
|
||||
"rewrite_baiyin":"玉照狮子盔",
|
||||
|
@ -5874,10 +5861,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
"rewrite_tengjia_info":"锁定技,【南蛮入侵】、【万箭齐发】和普通【杀】对你无效。你每次受到火焰伤害时,该伤害+1。你不会被横置。",
|
||||
"rewrite_zhuge":"元戎精械弩",
|
||||
"rewrite_zhuge_info":"你于出牌阶段内使用【杀】无次数限制。",
|
||||
"rewrite_huxinjing":"大号护心镜",
|
||||
"rewrite_huxinjing_info":"当你受到伤害时,若伤害值大于或等于你的体力值,则你可以将【大号护心镜】置入弃牌堆,然后防止此伤害。当你将【大号护心镜】连横时,你多摸一张牌。",
|
||||
"rewrite_taipingyaoshu":"太平全术",
|
||||
"rewrite_taipingyaoshu_info":"锁定技,防止你受到的所有属性伤害;全场每有一名与你势力相同的角色存活,所有此势力角色的手牌上限便+1;当你失去装备区里的【太平全术】时,你摸两张牌。",
|
||||
takaramono:"宝物",
|
||||
"wolong_card":"卧龙",
|
||||
"wolong_card_info":"对1名角色造成1点火焰伤害。若场上有存活的诸葛亮(火),则改为对至多2名角色各造成1点火焰伤害。",
|
||||
|
@ -5888,385 +5871,5 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
"shuijing_card":"水镜",
|
||||
"shuijing_card_info":"将1名角色装备区内的防具移动到另1角色对应区域。若场上有存活的司马徽,则改为将1名角色装备区内的1件装备移动到另1角色对应区域。",
|
||||
},
|
||||
//部分武将用到的衍生卡牌
|
||||
card:{
|
||||
"wolong_card":{
|
||||
type:"takaramono",
|
||||
fullskin:true,
|
||||
},
|
||||
"fengchu_card":{
|
||||
type:"takaramono",
|
||||
fullskin:true,
|
||||
},
|
||||
"xuanjian_card":{
|
||||
fullskin:true,
|
||||
type:"takaramono",
|
||||
},
|
||||
"shuijing_card":{
|
||||
fullskin:true,
|
||||
type:"takaramono",
|
||||
},
|
||||
"rewrite_bagua":{
|
||||
cardimage:"bagua",
|
||||
fullskin:true,
|
||||
type:"equip",
|
||||
subtype:"equip2",
|
||||
ai:{
|
||||
basic:{
|
||||
equipValue:7.5,
|
||||
order:function (card,player){
|
||||
if(player&&player.hasSkillTag('reverseEquip')){
|
||||
return 8.5-get.equipValue(card,player)/20;
|
||||
}
|
||||
else{
|
||||
return 8+get.equipValue(card,player)/20;
|
||||
}
|
||||
},
|
||||
useful:2,
|
||||
value:function (card,player){
|
||||
var value=0;
|
||||
var info=get.info(card);
|
||||
var current=player.getEquip(info.subtype);
|
||||
if(current&&card!=current){
|
||||
value=get.value(current,player);
|
||||
}
|
||||
var equipValue=info.ai.equipValue;
|
||||
if(equipValue==undefined){
|
||||
equipValue=info.ai.basic.equipValue;
|
||||
}
|
||||
if(typeof equipValue=='function') return equipValue(card,player)-value;
|
||||
if(typeof equipValue!='number') equipValue=0;
|
||||
return equipValue-value;
|
||||
},
|
||||
},
|
||||
result:{
|
||||
target:function (player,target){
|
||||
return get.equipResult(player,target,name);
|
||||
},
|
||||
},
|
||||
},
|
||||
skills:["rw_bagua_skill"],
|
||||
enable:true,
|
||||
selectTarget:-1,
|
||||
filterTarget:function (card,player,target){
|
||||
return target==player;
|
||||
},
|
||||
modTarget:true,
|
||||
allowMultiple:false,
|
||||
content:function (){
|
||||
target.equip(card);
|
||||
},
|
||||
toself:true,
|
||||
},
|
||||
"rewrite_baiyin":{
|
||||
fullskin:true,
|
||||
cardimage:"baiyin",
|
||||
type:"equip",
|
||||
subtype:"equip2",
|
||||
onLose:function (){
|
||||
player.recover();
|
||||
player.draw(2);
|
||||
},
|
||||
skills:["rw_baiyin_skill"],
|
||||
tag:{
|
||||
recover:1,
|
||||
},
|
||||
ai:{
|
||||
order:9.5,
|
||||
equipValue:function (card,player){
|
||||
if(player.hp==player.maxHp) return 5;
|
||||
if(player.countCards('h','baiyin')) return 6;
|
||||
return 0;
|
||||
},
|
||||
basic:{
|
||||
equipValue:5,
|
||||
order:function (card,player){
|
||||
if(player&&player.hasSkillTag('reverseEquip')){
|
||||
return 8.5-get.equipValue(card,player)/20;
|
||||
}
|
||||
else{
|
||||
return 8+get.equipValue(card,player)/20;
|
||||
}
|
||||
},
|
||||
useful:2,
|
||||
value:function (card,player){
|
||||
var value=0;
|
||||
var info=get.info(card);
|
||||
var current=player.getEquip(info.subtype);
|
||||
if(current&&card!=current){
|
||||
value=get.value(current,player);
|
||||
}
|
||||
var equipValue=info.ai.equipValue;
|
||||
if(equipValue==undefined){
|
||||
equipValue=info.ai.basic.equipValue;
|
||||
}
|
||||
if(typeof equipValue=='function') return equipValue(card,player)-value;
|
||||
if(typeof equipValue!='number') equipValue=0;
|
||||
return equipValue-value;
|
||||
},
|
||||
},
|
||||
result:{
|
||||
target:function (player,target){
|
||||
return get.equipResult(player,target,name);
|
||||
},
|
||||
},
|
||||
},
|
||||
enable:true,
|
||||
selectTarget:-1,
|
||||
filterTarget:function (card,player,target){
|
||||
return target==player;
|
||||
},
|
||||
modTarget:true,
|
||||
allowMultiple:false,
|
||||
content:function (){
|
||||
target.equip(card);
|
||||
},
|
||||
toself:true,
|
||||
},
|
||||
"rewrite_lanyinjia":{
|
||||
cardimage:"lanyinjia",
|
||||
fullskin:true,
|
||||
type:"equip",
|
||||
subtype:"equip2",
|
||||
skills:["rw_lanyinjia","lanyinjia2"],
|
||||
ai:{
|
||||
equipValue:6,
|
||||
basic:{
|
||||
order:function (card,player){
|
||||
if(player&&player.hasSkillTag('reverseEquip')){
|
||||
return 8.5-get.equipValue(card,player)/20;
|
||||
}
|
||||
else{
|
||||
return 8+get.equipValue(card,player)/20;
|
||||
}
|
||||
},
|
||||
useful:2,
|
||||
equipValue:1,
|
||||
value:function (card,player){
|
||||
var value=0;
|
||||
var info=get.info(card);
|
||||
var current=player.getEquip(info.subtype);
|
||||
if(current&&card!=current){
|
||||
value=get.value(current,player);
|
||||
}
|
||||
var equipValue=info.ai.equipValue;
|
||||
if(equipValue==undefined){
|
||||
equipValue=info.ai.basic.equipValue;
|
||||
}
|
||||
if(typeof equipValue=='function') return equipValue(card,player)-value;
|
||||
if(typeof equipValue!='number') equipValue=0;
|
||||
return equipValue-value;
|
||||
},
|
||||
},
|
||||
result:{
|
||||
target:function (player,target){
|
||||
return get.equipResult(player,target,name);
|
||||
},
|
||||
},
|
||||
},
|
||||
enable:true,
|
||||
selectTarget:-1,
|
||||
filterTarget:function (card,player,target){
|
||||
return target==player;
|
||||
},
|
||||
modTarget:true,
|
||||
allowMultiple:false,
|
||||
content:function (){
|
||||
target.equip(card);
|
||||
},
|
||||
toself:true,
|
||||
},
|
||||
"rewrite_renwang":{
|
||||
cardimage:"renwang",
|
||||
fullskin:true,
|
||||
type:"equip",
|
||||
subtype:"equip2",
|
||||
skills:["rw_renwang_skill"],
|
||||
ai:{
|
||||
basic:{
|
||||
equipValue:7.5,
|
||||
order:function (card,player){
|
||||
if(player&&player.hasSkillTag('reverseEquip')){
|
||||
return 8.5-get.equipValue(card,player)/20;
|
||||
}
|
||||
else{
|
||||
return 8+get.equipValue(card,player)/20;
|
||||
}
|
||||
},
|
||||
useful:2,
|
||||
value:function (card,player){
|
||||
var value=0;
|
||||
var info=get.info(card);
|
||||
var current=player.getEquip(info.subtype);
|
||||
if(current&&card!=current){
|
||||
value=get.value(current,player);
|
||||
}
|
||||
var equipValue=info.ai.equipValue;
|
||||
if(equipValue==undefined){
|
||||
equipValue=info.ai.basic.equipValue;
|
||||
}
|
||||
if(typeof equipValue=='function') return equipValue(card,player)-value;
|
||||
if(typeof equipValue!='number') equipValue=0;
|
||||
return equipValue-value;
|
||||
},
|
||||
},
|
||||
result:{
|
||||
target:function (player,target){
|
||||
return get.equipResult(player,target,name);
|
||||
},
|
||||
},
|
||||
},
|
||||
enable:true,
|
||||
selectTarget:-1,
|
||||
filterTarget:function (card,player,target){
|
||||
return target==player;
|
||||
},
|
||||
modTarget:true,
|
||||
allowMultiple:false,
|
||||
content:function (){
|
||||
target.equip(card);
|
||||
},
|
||||
toself:true,
|
||||
},
|
||||
"rewrite_tengjia":{
|
||||
cardimage:"tengjia",
|
||||
fullskin:true,
|
||||
type:"equip",
|
||||
subtype:"equip2",
|
||||
cardnature:"fire",
|
||||
ai:{
|
||||
equipValue:function (card,player){
|
||||
if(player.hasSkillTag('maixie')&&player.hp>1) return 0;
|
||||
if(player.hasSkillTag('noDirectDamage')) return 10;
|
||||
if(get.damageEffect(player,player,player,'fire')>=0) return 10;
|
||||
var num=3-game.countPlayer(function(current){
|
||||
return get.attitude(current,player)<0;
|
||||
});
|
||||
if(player.hp==1) num+=4;
|
||||
if(player.hp==2) num+=1;
|
||||
if(player.hp==3) num--;
|
||||
if(player.hp>3) num-=4;
|
||||
return num;
|
||||
},
|
||||
basic:{
|
||||
equipValue:3,
|
||||
order:function (card,player){
|
||||
if(player&&player.hasSkillTag('reverseEquip')){
|
||||
return 8.5-get.equipValue(card,player)/20;
|
||||
}
|
||||
else{
|
||||
return 8+get.equipValue(card,player)/20;
|
||||
}
|
||||
},
|
||||
useful:2,
|
||||
value:function (card,player){
|
||||
var value=0;
|
||||
var info=get.info(card);
|
||||
var current=player.getEquip(info.subtype);
|
||||
if(current&&card!=current){
|
||||
value=get.value(current,player);
|
||||
}
|
||||
var equipValue=info.ai.equipValue;
|
||||
if(equipValue==undefined){
|
||||
equipValue=info.ai.basic.equipValue;
|
||||
}
|
||||
if(typeof equipValue=='function') return equipValue(card,player)-value;
|
||||
if(typeof equipValue!='number') equipValue=0;
|
||||
return equipValue-value;
|
||||
},
|
||||
},
|
||||
result:{
|
||||
target:function (player,target){
|
||||
return get.equipResult(player,target,name);
|
||||
},
|
||||
},
|
||||
},
|
||||
skills:["rw_tengjia1","rw_tengjia2","rw_tengjia3"],
|
||||
enable:true,
|
||||
selectTarget:-1,
|
||||
filterTarget:function (card,player,target){
|
||||
return target==player;
|
||||
},
|
||||
modTarget:true,
|
||||
allowMultiple:false,
|
||||
content:function (){
|
||||
target.equip(card);
|
||||
},
|
||||
toself:true,
|
||||
},
|
||||
"rewrite_zhuge":{
|
||||
cardimage:"zhuge",
|
||||
distance:{
|
||||
attackFrom:-2,
|
||||
},
|
||||
fullskin:true,
|
||||
type:"equip",
|
||||
subtype:"equip1",
|
||||
ai:{
|
||||
equipValue:function (card,player){
|
||||
if(!game.hasPlayer(function(current){
|
||||
return player.canUse('sha',current)&&get.effect(current,{name:'sha'},player,player)<0;
|
||||
})){
|
||||
return 1;
|
||||
}
|
||||
if(player.hasSha()&&_status.currentPhase==player){
|
||||
if(player.getEquip('zhuge')||player.getCardUsable('sha')==0){
|
||||
return 10;
|
||||
}
|
||||
}
|
||||
var num=player.countCards('h','sha');
|
||||
if(num>1) return 6+num;
|
||||
return 3+num;
|
||||
},
|
||||
basic:{
|
||||
equipValue:5,
|
||||
order:function (card,player){
|
||||
if(player&&player.hasSkillTag('reverseEquip')){
|
||||
return 8.5-get.equipValue(card,player)/20;
|
||||
}
|
||||
else{
|
||||
return 8+get.equipValue(card,player)/20;
|
||||
}
|
||||
},
|
||||
useful:2,
|
||||
value:function (card,player){
|
||||
var value=0;
|
||||
var info=get.info(card);
|
||||
var current=player.getEquip(info.subtype);
|
||||
if(current&&card!=current){
|
||||
value=get.value(current,player);
|
||||
}
|
||||
var equipValue=info.ai.equipValue;
|
||||
if(equipValue==undefined){
|
||||
equipValue=info.ai.basic.equipValue;
|
||||
}
|
||||
if(typeof equipValue=='function') return equipValue(card,player)-value;
|
||||
if(typeof equipValue!='number') equipValue=0;
|
||||
return equipValue-value;
|
||||
},
|
||||
},
|
||||
tag:{
|
||||
valueswap:1,
|
||||
},
|
||||
result:{
|
||||
target:function (player,target){
|
||||
return get.equipResult(player,target,name);
|
||||
},
|
||||
},
|
||||
},
|
||||
skills:["zhuge_skill"],
|
||||
enable:true,
|
||||
selectTarget:-1,
|
||||
filterTarget:function (card,player,target){
|
||||
return target==player;
|
||||
},
|
||||
modTarget:true,
|
||||
allowMultiple:false,
|
||||
content:function (){
|
||||
target.equip(card);
|
||||
},
|
||||
toself:true,
|
||||
},
|
||||
},
|
||||
};
|
||||
});
|
||||
|
|
|
@ -60,7 +60,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
gongsunyuan:['male','qun',4,['huaiyi']],
|
||||
guotufengji:['male','qun',3,['jigong','shifei']],
|
||||
|
||||
xin_yujin:['male','wei',4,['jieyue']],
|
||||
xin_liru:['male','qun',3,['xinjuece','xinmieji','xinfencheng']],
|
||||
|
||||
guohuanghou:['female','wei',3,['jiaozhao','danxin']],
|
||||
|
@ -84,6 +83,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
xuezong:['male','wu',3,['funan','jiexun']],
|
||||
|
||||
old_huaxiong:['male','qun',6,['shiyong']],
|
||||
"re_yujin":["male","wei",4,["zhenjun"],[]],
|
||||
},
|
||||
characterIntro:{
|
||||
caozhi:'字子建,沛国谯人,三国曹魏著名文学家,建安文学代表人物。魏武帝曹操之子,魏文帝曹丕之弟,生前曾为陈王,去世后谥号“思”,因此又称陈思王。南朝宋文学家谢灵运更有“天下才有一石,曹子建独占八斗”的评价。王士祯尝论汉魏以来二千年间诗家堪称“仙才”者,曹植、李白、苏轼三人耳。',
|
||||
|
@ -178,6 +178,56 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
liuchen:['liushan'],
|
||||
},
|
||||
skill:{
|
||||
zhenjun:{
|
||||
audio:"jieyue",
|
||||
trigger:{
|
||||
player:"phaseBegin",
|
||||
},
|
||||
filter:function (event,player){
|
||||
return game.hasPlayer(function(current){
|
||||
return current.countCards('h')>current.hp;
|
||||
});
|
||||
},
|
||||
direct:true,
|
||||
content:function (){
|
||||
'step 0'
|
||||
player.chooseTarget(get.prompt2('zhenjun'),function(card,player,target){
|
||||
return target.countCards('h')>target.hp;
|
||||
}).ai=function(target){
|
||||
return -get.attitude(_status.event.player,target)*(target.countCards('e')+1);
|
||||
};
|
||||
'step 1'
|
||||
if(result.bool){
|
||||
var target=result.targets[0];
|
||||
event.target=target;
|
||||
var num=target.countCards('h')-target.hp;
|
||||
player.line(target,'thunder');
|
||||
player.logSkill('zhenjun',target);
|
||||
player.discardPlayerCard(num,target,true);
|
||||
}
|
||||
'step 2'
|
||||
if(result.cards&&result.cards.length){
|
||||
event.num=0;
|
||||
for(var i=0;i<result.cards.length;i++){
|
||||
if(get.type(result.cards[i])!='equip'){
|
||||
event.num++;
|
||||
}
|
||||
}
|
||||
if(event.num>0){
|
||||
var prompt='弃置'+get.cnNumber(event.num)+'张牌,或令'+get.translation(event.target)+'摸等量的牌';
|
||||
player.chooseToDiscard(event.num,prompt,'he').ai=function(){
|
||||
return 5-get.value(card);
|
||||
}
|
||||
}
|
||||
else event.finish();
|
||||
}
|
||||
else event.finish();
|
||||
'step 3'
|
||||
if(!result.bool){
|
||||
event.target.draw(event.num);
|
||||
}
|
||||
},
|
||||
},
|
||||
fenli:{
|
||||
group:['fenli_draw','fenli_use','fenli_discard'],
|
||||
subSkill:{
|
||||
|
@ -562,7 +612,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
return get.effect(player,event.card,event.player,player)<0;
|
||||
},
|
||||
filter:function(event,player){
|
||||
return player.canCompare(event.target);
|
||||
return player.canCompare(event.player);
|
||||
},
|
||||
logTarget:'player',
|
||||
content:function(){
|
||||
|
@ -1486,7 +1536,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
"step 3"
|
||||
if(event.target.getCards('h').contains(event.card)){
|
||||
event.target.chooseControlList('问卦','将'+get.translation(event.card)+'置于牌堆顶','将'+get.translation(event.card)+'置于牌堆底',true,function(){
|
||||
event.target.chooseControlList('问卦','将'+get.translation(event.card)+'置于牌堆顶','将'+get.translation(event.card)+'置于牌堆底',event.target==player,function(){
|
||||
if(get.attitude(event.target,player)<0) return 2;
|
||||
return 1;
|
||||
});
|
||||
}
|
||||
|
@ -1494,14 +1545,17 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
event.finish();
|
||||
}
|
||||
"step 4"
|
||||
event.target.lose(event.card,ui.special);
|
||||
event.index=result.index;
|
||||
if(event.index==0||event.index==1){
|
||||
event.target.lose(event.card,ui.special);
|
||||
game.broadcastAll(function(player){
|
||||
var cardx=ui.create.card();
|
||||
cardx.classList.add('infohidden');
|
||||
cardx.classList.add('infoflip');
|
||||
player.$throw(cardx,1000,'nobroadcast');
|
||||
},event.target);
|
||||
}
|
||||
else event.finish();
|
||||
"step 5"
|
||||
game.delay();
|
||||
"step 6"
|
||||
|
@ -1510,34 +1564,24 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
game.log(event.target,'将获得的牌置于牌堆底');
|
||||
ui.cardPile.appendChild(event.card);
|
||||
if(ui.cardPile.childElementCount==1||player==event.target){
|
||||
event.togain=[ui.cardPile.firstChild];
|
||||
ui.cardPile.firstChild.remove();
|
||||
player.draw();
|
||||
}
|
||||
else{
|
||||
event.togain=get.cards(2);
|
||||
player.draw();
|
||||
target.draw();
|
||||
}
|
||||
}
|
||||
else{
|
||||
else if(event.index==0){
|
||||
game.log(player,'将获得的牌置于牌堆顶');
|
||||
ui.cardPile.insertBefore(event.card,ui.cardPile.firstChild);
|
||||
if(ui.cardPile.childElementCount==1||player==event.target){
|
||||
event.togain=[ui.cardPile.lastChild];
|
||||
ui.cardPile.lastChild.remove();
|
||||
player.draw('bottom');
|
||||
}
|
||||
else{
|
||||
event.togain=[ui.cardPile.lastChild,ui.cardPile.lastChild.previousSibling];
|
||||
ui.cardPile.lastChild.remove();
|
||||
ui.cardPile.lastChild.remove();
|
||||
player.draw('bottom');
|
||||
target.draw('bottom');
|
||||
}
|
||||
}
|
||||
if(event.togain.length){
|
||||
player.gain(event.togain.shift());
|
||||
player.$draw();
|
||||
}
|
||||
if(event.togain.length){
|
||||
event.target.gain(event.togain.shift());
|
||||
event.target.$draw();
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
order:2,
|
||||
|
@ -7781,12 +7825,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
shangshi:{
|
||||
audio:2,
|
||||
trigger:{player:['loseEnd','changeHp']},
|
||||
forced:true,
|
||||
frequent:true,
|
||||
filter:function(event,player){
|
||||
return (player.countCards('h')<Math.min(3,player.maxHp-player.hp));
|
||||
return (player.countCards('h')<(player.maxHp-player.hp));
|
||||
},
|
||||
content:function(){
|
||||
player.draw(Math.min(3,player.maxHp-player.hp)-player.countCards('h'));
|
||||
player.draw(player.maxHp-player.hp-player.countCards('h'));
|
||||
},
|
||||
ai:{
|
||||
noh:true,
|
||||
|
@ -8800,13 +8844,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
content:function(){
|
||||
"step 0"
|
||||
var next=player.chooseToDiscard(get.prompt('yuce'));
|
||||
next.logSkill='yuce';
|
||||
var next=player.chooseCard(get.prompt('yuce'));
|
||||
next.set('ai',function(card){
|
||||
return 7-get.value(card);
|
||||
if(get.type(card)=='basic') return 1;
|
||||
return get.value(card);
|
||||
});
|
||||
"step 1"
|
||||
if(result.bool){
|
||||
player.showCards(result.cards);
|
||||
var type=get.type(result.cards[0],'trick');
|
||||
if(trigger.source){
|
||||
trigger.source.chooseToDiscard('弃置一张'+get.translation(type)+'牌或令'+get.translation(player)+'回复一点体力',function(card){
|
||||
|
@ -8830,7 +8875,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
player.recover();
|
||||
}
|
||||
else if(result.bool){
|
||||
player.draw();
|
||||
//player.draw();
|
||||
}
|
||||
else{
|
||||
player.recover();
|
||||
|
@ -9369,7 +9414,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
xunyou:'荀攸',
|
||||
liubiao:'刘表',
|
||||
zhuran:'朱然',
|
||||
yujin:'旧于禁',
|
||||
yujin:'毅重于禁',
|
||||
masu:'旧马谡',
|
||||
xin_masu:'马谡',
|
||||
fazheng:'旧法正',
|
||||
|
@ -9418,7 +9463,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
hanhaoshihuan:'韩浩史涣',
|
||||
chengpu:'程普',
|
||||
gaoshun:'高顺',
|
||||
xin_yujin:'于禁',
|
||||
xin_yujin:'节钺于禁',
|
||||
xin_liru:'李儒',
|
||||
guohuanghou:'郭皇后',
|
||||
liuyu:'刘虞',
|
||||
|
@ -9436,7 +9481,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
jikang:'嵇康',
|
||||
qinmi:'秦宓',
|
||||
caiyong:'蔡邕',
|
||||
"re_yujin":"于禁",
|
||||
|
||||
zhenjun:"镇军",
|
||||
"zhenjun_info":"准备阶段,你可以弃置一名手牌数多于体力值的角色的X张牌(X为其手牌数和体力值之差),然后选择一项:1.你弃置等同于其中非装备牌数量的牌;2.其摸等量的牌。",
|
||||
fenli:'奋励',
|
||||
fenli_info:'若你的手牌数为全场最多,你可以跳过摸牌阶段;若你的体力值为全场最多,你可以跳过出牌阶段;若你的装备区里有牌且数量为全场最多,你可以跳过弃牌阶段。',
|
||||
pingkou:'平寇',
|
||||
|
@ -9661,7 +9709,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
fuhun2:'父魂',
|
||||
fuhun_info:'你可以将两张手牌当杀使用或打出;出牌阶段,若你以此法使用的杀造成了伤害,你获得技能“武圣”、“咆哮”直到回合结束。',
|
||||
yuce:'御策',
|
||||
yuce_info:'每当你受到一次伤害,可以弃置一张手牌,并令伤害来源选择一项:弃置一张相同类型的手牌并令你摸一张牌,或令你回复一点体力',
|
||||
yuce_info:'当你受到伤害后,你可以展示一张手牌,并令伤害来源选择一项:弃置一张相同类型的手牌,或令你回复一点体力',
|
||||
xiansi:'陷嗣',
|
||||
xiansi_bg:'逆',
|
||||
xiansi2:'陷嗣',
|
||||
|
@ -9795,7 +9843,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
luoying_info:'当其他角色的梅花牌,因弃牌或判定而进入弃牌堆时,你可以获得之。',
|
||||
jiushi_info:'若你的武将牌正面朝上,你可以(在合理的时机)将你的武将牌翻面来视为使用一张【酒】;当你的武将牌背面朝上时你受到伤害,你可在伤害结算后将之翻回正面。',
|
||||
jueqing_info:'锁定技,你即将造成的伤害均视为失去体力。',
|
||||
shangshi_info:'锁定技,当你的手牌数小于X时,你立即将手牌补至X张(X为你已损失的体力值且最多为3)',
|
||||
shangshi_info:'当你的手牌数小于X时,你可以立即将手牌补至X张(X为你已损失的体力值)',
|
||||
xuanfeng_info:'当你失去装备区里的牌时,或于弃牌阶段弃置了两张或更多的手牌后,你可以依次弃置一至两名其他角色的共计两张牌。',
|
||||
zhiyu_info:'每当你受到一次伤害后,你可以摸一张牌,然后展示所有手牌,若颜色均相同,伤害来源弃置一张手牌。',
|
||||
qice_info:'出牌阶段,你可以将所有的手牌(至少一张)当做任意一张通常性锦囊牌使用,每阶段限一次。',
|
||||
|
|
|
@ -126,7 +126,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
|
||||
yxs_menshen3:{
|
||||
trigger:{player:'phaseBegin'},
|
||||
trigger:{
|
||||
player:['phaseBegin','dieBegin'],
|
||||
},
|
||||
silent:true,
|
||||
filter:function(event,player){
|
||||
return game.hasPlayer(function(current){
|
||||
|
|
129
game/asset.js
129
game/asset.js
|
@ -1,5 +1,5 @@
|
|||
window.noname_asset_list=[
|
||||
'1.9.87.1',
|
||||
'1.9.88.2',
|
||||
'audio/background/music_danji.mp3',
|
||||
'audio/background/music_default.mp3',
|
||||
'audio/background/music_diaochan.mp3',
|
||||
|
@ -450,36 +450,6 @@ window.noname_asset_list=[
|
|||
'audio/skill/dimeng2.mp3',
|
||||
'audio/skill/dingpin1.mp3',
|
||||
'audio/skill/dingpin2.mp3',
|
||||
'audio/skill/drlt_congjian1.mp3',
|
||||
'audio/skill/drlt_congjian2.mp3',
|
||||
'audio/skill/drlt_duorui1.mp3',
|
||||
'audio/skill/drlt_duorui2.mp3',
|
||||
'audio/skill/drlt_hongju1.mp3',
|
||||
'audio/skill/drlt_hongju2.mp3',
|
||||
'audio/skill/drlt_huairou1.mp3',
|
||||
'audio/skill/drlt_huairou2.mp3',
|
||||
'audio/skill/drlt_jieying1.mp3',
|
||||
'audio/skill/drlt_jieying2.mp3',
|
||||
'audio/skill/drlt_jueyan1.mp3',
|
||||
'audio/skill/drlt_jueyan2.mp3',
|
||||
'audio/skill/drlt_poshi1.mp3',
|
||||
'audio/skill/drlt_poshi2.mp3',
|
||||
'audio/skill/drlt_poxi1.mp3',
|
||||
'audio/skill/drlt_poxi2.mp3',
|
||||
'audio/skill/drlt_qianjie1.mp3',
|
||||
'audio/skill/drlt_qianjie2.mp3',
|
||||
'audio/skill/drlt_qingce1.mp3',
|
||||
'audio/skill/drlt_qingce2.mp3',
|
||||
'audio/skill/drlt_wanglie1.mp3',
|
||||
'audio/skill/drlt_wanglie2.mp3',
|
||||
'audio/skill/drlt_xiongluan1.mp3',
|
||||
'audio/skill/drlt_xiongluan2.mp3',
|
||||
'audio/skill/drlt_zhenggu1.mp3',
|
||||
'audio/skill/drlt_zhenggu2.mp3',
|
||||
'audio/skill/drlt_zhenrong1.mp3',
|
||||
'audio/skill/drlt_zhenrong2.mp3',
|
||||
'audio/skill/drlt_zhiti1.mp3',
|
||||
'audio/skill/drlt_zhiti2.mp3',
|
||||
'audio/skill/duanbing1.mp3',
|
||||
'audio/skill/duanbing2.mp3',
|
||||
'audio/skill/duanbing3.mp3',
|
||||
|
@ -721,8 +691,6 @@ window.noname_asset_list=[
|
|||
'audio/skill/keji4.mp3',
|
||||
'audio/skill/kongcheng11.mp3',
|
||||
'audio/skill/kongcheng12.mp3',
|
||||
'audio/skill/kongsheng1.mp3',
|
||||
'audio/skill/kongsheng2.mp3',
|
||||
'audio/skill/kuangbi1.mp3',
|
||||
'audio/skill/kuangbi2.mp3',
|
||||
'audio/skill/kuangfeng1.mp3',
|
||||
|
@ -741,8 +709,6 @@ window.noname_asset_list=[
|
|||
'audio/skill/kurou4.mp3',
|
||||
'audio/skill/leiji1.mp3',
|
||||
'audio/skill/leiji2.mp3',
|
||||
'audio/skill/liangyin1.mp3',
|
||||
'audio/skill/liangyin2.mp3',
|
||||
'audio/skill/liangzhu1.mp3',
|
||||
'audio/skill/liangzhu2.mp3',
|
||||
'audio/skill/lianhuan11.mp3',
|
||||
|
@ -1184,8 +1150,6 @@ window.noname_asset_list=[
|
|||
'audio/skill/xinfu_chenghao2.mp3',
|
||||
'audio/skill/xinfu_denglou1.mp3',
|
||||
'audio/skill/xinfu_denglou2.mp3',
|
||||
'audio/skill/xinfu_dianhu1.mp3',
|
||||
'audio/skill/xinfu_dianhu2.mp3',
|
||||
'audio/skill/xinfu_dianhua1.mp3',
|
||||
'audio/skill/xinfu_dianhua2.mp3',
|
||||
'audio/skill/xinfu_duanfa1.mp3',
|
||||
|
@ -1205,8 +1169,6 @@ window.noname_asset_list=[
|
|||
'audio/skill/xinfu_guanwei2.mp3',
|
||||
'audio/skill/xinfu_guolun1.mp3',
|
||||
'audio/skill/xinfu_guolun2.mp3',
|
||||
'audio/skill/xinfu_jianji1.mp3',
|
||||
'audio/skill/xinfu_jianji2.mp3',
|
||||
'audio/skill/xinfu_jianjie1.mp3',
|
||||
'audio/skill/xinfu_jianjie11.mp3',
|
||||
'audio/skill/xinfu_jianjie12.mp3',
|
||||
|
@ -1220,8 +1182,6 @@ window.noname_asset_list=[
|
|||
'audio/skill/xinfu_kannan.mp3',
|
||||
'audio/skill/xinfu_langxi1.mp3',
|
||||
'audio/skill/xinfu_langxi2.mp3',
|
||||
'audio/skill/xinfu_lianpian1.mp3',
|
||||
'audio/skill/xinfu_lianpian2.mp3',
|
||||
'audio/skill/xinfu_limu1.mp3',
|
||||
'audio/skill/xinfu_limu2.mp3',
|
||||
'audio/skill/xinfu_lingren1.mp3',
|
||||
|
@ -1257,8 +1217,6 @@ window.noname_asset_list=[
|
|||
'audio/skill/xinfu_wuniang2.mp3',
|
||||
'audio/skill/xinfu_xingluan1.mp3',
|
||||
'audio/skill/xinfu_xingluan2.mp3',
|
||||
'audio/skill/xinfu_xingzhao.mp3',
|
||||
'audio/skill/xinfu_xingzhao2.mp3',
|
||||
'audio/skill/xinfu_xionghuo1.mp3',
|
||||
'audio/skill/xinfu_xionghuo2.mp3',
|
||||
'audio/skill/xinfu_xunxian1.mp3',
|
||||
|
@ -1283,8 +1241,6 @@ window.noname_asset_list=[
|
|||
'audio/skill/xinfu_zhenxing2.mp3',
|
||||
'audio/skill/xinfu_zhenyi1.mp3',
|
||||
'audio/skill/xinfu_zhenyi2.mp3',
|
||||
'audio/skill/xinfu_zuilun1.mp3',
|
||||
'audio/skill/xinfu_zuilun2.mp3',
|
||||
'audio/skill/xingshang1.mp3',
|
||||
'audio/skill/xingshang2.mp3',
|
||||
'audio/skill/xingshuai1.mp3',
|
||||
|
@ -1329,8 +1285,6 @@ window.noname_asset_list=[
|
|||
'audio/skill/xunxun2.mp3',
|
||||
'audio/skill/xushen1.mp3',
|
||||
'audio/skill/xushen2.mp3',
|
||||
'audio/skill/xz_xunxun1.mp3',
|
||||
'audio/skill/xz_xunxun2.mp3',
|
||||
'audio/skill/yanyu1.mp3',
|
||||
'audio/skill/yanyu2.mp3',
|
||||
'audio/skill/yanzheng1.mp3',
|
||||
|
@ -1456,11 +1410,11 @@ window.noname_asset_list=[
|
|||
'audio/skill/zuoding1.mp3',
|
||||
'audio/skill/zuoding2.mp3',
|
||||
'font/huangcao.ttf',
|
||||
'font/shousha.ttf',
|
||||
'font/xiaozhuan.ttf',
|
||||
'font/xingkai.ttf',
|
||||
'font/xinwei.ttf',
|
||||
'font/yuanli.ttf',
|
||||
'font/shousha.ttf',
|
||||
'image/background/huangtian_bg.jpg',
|
||||
'image/background/ol_bg.jpg',
|
||||
'image/background/september_bg.jpg',
|
||||
|
@ -1793,6 +1747,67 @@ window.noname_asset_list=[
|
|||
'image/card/zixin.png',
|
||||
'image/card/ziyangdan.png',
|
||||
'image/card/zong.png',
|
||||
|
||||
'audio/skill/drlt_congjian1.mp3',
|
||||
'audio/skill/drlt_congjian2.mp3',
|
||||
'audio/skill/drlt_duorui1.mp3',
|
||||
'audio/skill/drlt_duorui2.mp3',
|
||||
'audio/skill/drlt_hongju1.mp3',
|
||||
'audio/skill/drlt_hongju2.mp3',
|
||||
'audio/skill/drlt_huairou1.mp3',
|
||||
'audio/skill/drlt_huairou2.mp3',
|
||||
'audio/skill/drlt_jieying1.mp3',
|
||||
'audio/skill/drlt_jieying2.mp3',
|
||||
'audio/skill/drlt_jueyan1.mp3',
|
||||
'audio/skill/drlt_jueyan2.mp3',
|
||||
'audio/skill/drlt_poshi1.mp3',
|
||||
'audio/skill/drlt_poshi2.mp3',
|
||||
'audio/skill/drlt_poxi1.mp3',
|
||||
'audio/skill/drlt_poxi2.mp3',
|
||||
'audio/skill/drlt_qianjie1.mp3',
|
||||
'audio/skill/drlt_qianjie2.mp3',
|
||||
'audio/skill/drlt_qingce1.mp3',
|
||||
'audio/skill/drlt_qingce2.mp3',
|
||||
'audio/skill/drlt_wanglie1.mp3',
|
||||
'audio/skill/drlt_wanglie2.mp3',
|
||||
'audio/skill/drlt_xiongluan1.mp3',
|
||||
'audio/skill/drlt_xiongluan2.mp3',
|
||||
'audio/skill/drlt_zhenggu1.mp3',
|
||||
'audio/skill/drlt_zhenggu2.mp3',
|
||||
'audio/skill/drlt_zhenrong1.mp3',
|
||||
'audio/skill/drlt_zhenrong2.mp3',
|
||||
'audio/skill/drlt_zhiti1.mp3',
|
||||
'audio/skill/drlt_zhiti2.mp3',
|
||||
'audio/skill/kongsheng1.mp3',
|
||||
'audio/skill/kongsheng2.mp3',
|
||||
'audio/skill/liangyin1.mp3',
|
||||
'audio/skill/liangyin2.mp3',
|
||||
'audio/skill/xinfu_dianhu1.mp3',
|
||||
'audio/skill/xinfu_dianhu2.mp3',
|
||||
'audio/skill/xinfu_jianji1.mp3',
|
||||
'audio/skill/xinfu_jianji2.mp3',
|
||||
'audio/skill/xinfu_lianpian1.mp3',
|
||||
'audio/skill/xinfu_lianpian2.mp3',
|
||||
'audio/skill/xinfu_xingzhao.mp3',
|
||||
'audio/skill/xinfu_xingzhao2.mp3',
|
||||
'audio/skill/xinfu_zuilun1.mp3',
|
||||
'audio/skill/xinfu_zuilun2.mp3',
|
||||
'audio/skill/xz_xunxun1.mp3',
|
||||
'audio/skill/xz_xunxun2.mp3',
|
||||
'image/character/chendao.jpg',
|
||||
'image/character/guanqiujian.jpg',
|
||||
'image/character/haozhao.jpg',
|
||||
'image/character/huangjinleishi.jpg',
|
||||
'image/character/lukang.jpg',
|
||||
'image/character/old_zhugezhan.jpg',
|
||||
'image/character/shen_ganning.jpg',
|
||||
'image/character/shen_zhangliao.jpg',
|
||||
'image/character/yl_yuanshu.jpg',
|
||||
'image/character/zhangxiu.jpg',
|
||||
'image/character/zhoufei.jpg',
|
||||
'image/character/zhugezhan.jpg',
|
||||
'image/character/re_yujin.jpg',
|
||||
|
||||
'image/character/baiwuchang.jpg',
|
||||
'image/character/baosanniang.jpg',
|
||||
'image/character/beimihu.jpg',
|
||||
|
@ -1817,7 +1832,6 @@ window.noname_asset_list=[
|
|||
'image/character/caozhen.jpg',
|
||||
'image/character/caozhi.jpg',
|
||||
'image/character/cenhun.jpg',
|
||||
'image/character/chendao.jpg',
|
||||
'image/character/chendong.jpg',
|
||||
'image/character/chengong.jpg',
|
||||
'image/character/chengpu.jpg',
|
||||
|
@ -1880,7 +1894,6 @@ window.noname_asset_list=[
|
|||
'image/character/gongsunyuan.jpg',
|
||||
'image/character/gongsunzan.jpg',
|
||||
'image/character/guanping.jpg',
|
||||
'image/character/guanqiujian.jpg',
|
||||
'image/character/guansuo.jpg',
|
||||
'image/character/guanxingzhangbao.jpg',
|
||||
'image/character/guanyinping.jpg',
|
||||
|
@ -1951,7 +1964,6 @@ window.noname_asset_list=[
|
|||
'image/character/hanba.jpg',
|
||||
'image/character/handang.jpg',
|
||||
'image/character/hanhaoshihuan.jpg',
|
||||
'image/character/haozhao.jpg',
|
||||
'image/character/heiwuchang.jpg',
|
||||
'image/character/heqi.jpg',
|
||||
'image/character/hetaihou.jpg',
|
||||
|
@ -2081,7 +2093,6 @@ window.noname_asset_list=[
|
|||
'image/character/huangfusong.jpg',
|
||||
'image/character/huanggai.jpg',
|
||||
'image/character/huanghao.jpg',
|
||||
'image/character/huangjinleishi.jpg',
|
||||
'image/character/huangyueying.jpg',
|
||||
'image/character/huangzhong.jpg',
|
||||
'image/character/huatuo.jpg',
|
||||
|
@ -2125,7 +2136,6 @@ window.noname_asset_list=[
|
|||
'image/character/liuzan.jpg',
|
||||
'image/character/liyan.jpg',
|
||||
'image/character/luji.jpg',
|
||||
'image/character/lukang.jpg',
|
||||
'image/character/lusu.jpg',
|
||||
'image/character/luxun.jpg',
|
||||
'image/character/luzhi.jpg',
|
||||
|
@ -2203,7 +2213,6 @@ window.noname_asset_list=[
|
|||
'image/character/old_xusheng.jpg',
|
||||
'image/character/old_yuanshu.jpg',
|
||||
'image/character/old_zhonghui.jpg',
|
||||
'image/character/old_zhugezhan.jpg',
|
||||
'image/character/old_zhuhuan.jpg',
|
||||
'image/character/old_zhuran.jpg',
|
||||
'image/character/old_zhuzhi.jpg',
|
||||
|
@ -2314,14 +2323,12 @@ window.noname_asset_list=[
|
|||
'image/character/re_zhugeliang.jpg',
|
||||
'image/character/shamoke.jpg',
|
||||
'image/character/shen_caocao.jpg',
|
||||
'image/character/shen_ganning.jpg',
|
||||
'image/character/shen_guanyu.jpg',
|
||||
'image/character/shen_liubei.jpg',
|
||||
'image/character/shen_luxun.jpg',
|
||||
'image/character/shen_lvbu.jpg',
|
||||
'image/character/shen_lvmeng.jpg',
|
||||
'image/character/shen_simayi.jpg',
|
||||
'image/character/shen_zhangliao.jpg',
|
||||
'image/character/shen_zhaoyun.jpg',
|
||||
'image/character/shen_zhouyu.jpg',
|
||||
'image/character/shen_zhugeliang.jpg',
|
||||
|
@ -2501,7 +2508,6 @@ window.noname_asset_list=[
|
|||
'image/character/yanyan.jpg',
|
||||
'image/character/yj_jushou.jpg',
|
||||
'image/character/yl_luzhi.jpg',
|
||||
'image/character/yl_yuanshu.jpg',
|
||||
'image/character/yuanshao.jpg',
|
||||
'image/character/yuanshu.jpg',
|
||||
'image/character/yuejin.jpg',
|
||||
|
@ -2525,6 +2531,7 @@ window.noname_asset_list=[
|
|||
'image/character/yxs_kaisa.jpg',
|
||||
'image/character/yxs_lanlinwang.jpg',
|
||||
'image/character/yxs_libai.jpg',
|
||||
'image/character/yxs_qinqiong.jpg',
|
||||
'image/character/yxs_lishimin.jpg',
|
||||
'image/character/yxs_luban.jpg',
|
||||
'image/character/yxs_luobinhan.jpg',
|
||||
|
@ -2536,7 +2543,6 @@ window.noname_asset_list=[
|
|||
'image/character/yxs_mozi.jpg',
|
||||
'image/character/yxs_nandinggeer.jpg',
|
||||
'image/character/yxs_napolun.jpg',
|
||||
'image/character/yxs_qinqiong.jpg',
|
||||
'image/character/yxs_sunwu.jpg',
|
||||
'image/character/yxs_tangbohu.jpg',
|
||||
'image/character/yxs_wangzhaojun.jpg',
|
||||
|
@ -2568,7 +2574,6 @@ window.noname_asset_list=[
|
|||
'image/character/zhangren.jpg',
|
||||
'image/character/zhangsong.jpg',
|
||||
'image/character/zhangxingcai.jpg',
|
||||
'image/character/zhangxiu.jpg',
|
||||
'image/character/zhangyi.jpg',
|
||||
'image/character/zhangzhang.jpg',
|
||||
'image/character/zhaotongzhaoguang.jpg',
|
||||
|
@ -2579,7 +2584,6 @@ window.noname_asset_list=[
|
|||
'image/character/zhongyao.jpg',
|
||||
'image/character/zhoucang.jpg',
|
||||
'image/character/zhoufang.jpg',
|
||||
'image/character/zhoufei.jpg',
|
||||
'image/character/zhoutai.jpg',
|
||||
'image/character/zhouyu.jpg',
|
||||
'image/character/zhugedan.jpg',
|
||||
|
@ -2587,7 +2591,6 @@ window.noname_asset_list=[
|
|||
'image/character/zhugejin.jpg',
|
||||
'image/character/zhugeke.jpg',
|
||||
'image/character/zhugeliang.jpg',
|
||||
'image/character/zhugezhan.jpg',
|
||||
'image/character/zhuhuan.jpg',
|
||||
'image/character/zhuling.jpg',
|
||||
'image/character/zhuran.jpg',
|
||||
|
@ -3146,7 +3149,7 @@ window.noname_skin_list={
|
|||
guanyu:2,
|
||||
guanzhang:2,
|
||||
guohuai:2,
|
||||
guojia:4,
|
||||
guojia:3,
|
||||
guosi:1,
|
||||
guyong:2,
|
||||
handang:2,
|
||||
|
@ -3288,4 +3291,4 @@ window.noname_skin_list={
|
|||
zhuran:1,
|
||||
zhurong:3,
|
||||
zuoci:4
|
||||
};
|
||||
};
|
||||
|
|
|
@ -1,22 +1,26 @@
|
|||
window.noname_update={
|
||||
version:'1.9.88',
|
||||
update:'1.9.87',
|
||||
version:'1.9.88.2',
|
||||
update:'1.9.88.1',
|
||||
changeLog:[
|
||||
'修复BUG',
|
||||
'恢复联机模式'
|
||||
'部分武将技能调整和还原',
|
||||
'players://["shen_guanyu","shen_caocao","re_yujin","liuzan","zhangchunhua","manchong"]',
|
||||
],
|
||||
files:[
|
||||
'card/sp.js',
|
||||
//'card/sp.js',
|
||||
'card/extra.js',
|
||||
'card/standard.js',
|
||||
'character/extra.js',
|
||||
'character/old.js',
|
||||
'character/refresh.js',
|
||||
'character/yxs.js',
|
||||
//'character/refresh.js',
|
||||
'character/shenhua.js',
|
||||
'character/sp.js',
|
||||
'character/standard.js',
|
||||
//'character/standard.js',
|
||||
'character/xinghuoliaoyuan.js',
|
||||
'character/yijiang.js',
|
||||
'game/asset.js',
|
||||
'game/game.js',
|
||||
'game/package.js'
|
||||
//'game/asset.js',
|
||||
//'game/game.js',
|
||||
//'game/package.js'
|
||||
]
|
||||
};
|
||||
};
|
||||
|
|
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Reference in New Issue