This commit is contained in:
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c301b28b50
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@ -413,58 +413,45 @@ card.hearth={
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tanshezhiren:{
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fullskin:true,
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type:'trick',
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enable:function(card,player){
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if(game.players.length<3) return false;
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for(var i=0;i<game.players.length;i++){
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if(game.players[i]!=player&&game.players[i].num('h')) return true;
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}
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return false;
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},
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enable:true,
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chongzhu:true,
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filterTarget:function(card,player,target){
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return target.num('h')>0&&target!=player;
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return target==player;
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},
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selectTarget:-1,
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multitarget:true,
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multiline:true,
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modTarget:true,
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content:function(){
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'step 0'
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for(var i=0;i<targets.length;i++){
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if(!targets[i].num('h')) targets.splice(i--,1);
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event.current=target;
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event.num=game.players.length;
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if(event.num%2==0){
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event.num--;
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}
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if(targets.contains(player)){
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event.current=player;
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}
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else{
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event.current=targets.randomGet();
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}
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if(!targets.length) event.finish();
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event.num=0;
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'step 1'
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var current;
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if(targets.length>1){
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current=targets.randomGet(event.current);
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event.current.line(current);
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}
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else{
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current=targets[0];
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}
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var hs=current.get('h');
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if(hs.length){
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current.discard(hs.randomGet());
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}
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if(hs.length>1){
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event.current=current;
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event.num++;
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if(event.num<10){
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if(event.num){
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var enemies=event.current.getEnemies();
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for(var i=0;i<enemies.length;i++){
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if(!enemies[i].num('h')){
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enemies.splice(i--,1);
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}
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}
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if(enemies.length){
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var enemy=enemies.randomGet();
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event.current.line(enemy);
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enemy.discard(enemy.get('h').randomGet());
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event.current=enemy;
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event.num--;
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event.redo();
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}
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}
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},
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ai:{
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order:8,
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order:1.5,
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wuxie:function(){
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return 0;
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},
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result:{
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target:-1
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player:1
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},
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tag:{
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multineg:1,
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@ -689,7 +676,7 @@ card.hearth={
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xingjiegoutong:'星界沟通',
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xingjiegoutong_info:'增加一点体力上限并回复一点体力,弃置你的所有手牌',
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tanshezhiren:'弹射之刃',
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tanshezhiren_info:'限场存活角色不小于3时使用,弃置一名随机角色(不含你)的手牌,重复此过程直到有一名角色失去最后一张手牌(最多重复10次)',
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tanshezhiren_info:'出牌阶段对自己使用,第一次结算时随机弃置一名使用者的敌人的一张手牌,从第二次结算开始,每次随机弃置一名上一次被弃牌角色的敌人的一张手牌,共结算X次,X为存活角色数,若X为偶数,改为X-1',
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chuansongmen:'传送门',
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chuansongmen_info:'摸一张牌并展示,若发生在出牌阶段,你可以立即使用摸到的牌,若如此做,你将传送门收回手牌(每阶段最多收回2张传送门)',
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dunpaigedang:'盾牌格挡',
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@ -75,6 +75,7 @@ card.sp={
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chongzhu:function(){
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return game.players.length<=2;
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},
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singleCard:true,
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type:'trick',
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selectTarget:2,
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multitarget:true,
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@ -88,8 +89,8 @@ card.sp={
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event.finish();
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}
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else{
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event.target1=targets[0];
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event.target2=targets[1];
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event.target1=target;
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event.target2=event.addedTarget;
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player.chooseCard('h','将一张手牌交给'+get.translation(event.target1),true);
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}
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'step 1'
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@ -598,7 +599,7 @@ card.sp={
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du:'毒',
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du_info:'当你因使用、打出或弃置而失去此牌时,你失去一点体力',
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shengdong:'声东击西',
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shengdong_info:'出牌阶段,对一名其他角色使用。你交给目标角色一张手牌,若如此做,其将两张牌交给另一名由你选择的其他角色(存活角色不超过2时可重铸)',
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shengdong_info:'出牌阶段,对一名其他角色使用。你交给目标角色一张手牌,若如此做,其将两张牌交给另一名由你选择的其他角色(不足则全给,存活角色不超过2时可重铸)',
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zengbin:'增兵减灶',
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zengbin_info:'出牌阶段,对一名角色使用。目标角色摸三张牌,然后选择一项:1.弃置一张非基本牌;2.弃置两张牌',
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caomu:'草木皆兵',
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@ -1029,6 +1029,7 @@ card.standard={
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type:'trick',
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enable:true,
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selectTarget:2,
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singleCard:true,
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multitarget:true,
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targetprompt:['被借刀','出杀目标'],
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filterTarget:function(card,player,target){
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@ -1041,12 +1042,12 @@ card.standard={
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},
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content:function(){
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"step 0"
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if(!targets[0].hasSha()){
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if(!target.hasSha()){
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event.directfalse=true;
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}
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else{
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targets[0].chooseToUse('对'+get.translation(targets[1])+'使用一张杀,或令'+get.translation(player)+'获得你的武器牌',
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{name:'sha'},targets[1],-1).set('targetRequired',true);
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target.chooseToUse('对'+get.translation(event.addedTarget)+'使用一张杀,或令'+get.translation(player)+'获得你的武器牌',
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{name:'sha'},event.addedTarget,-1).set('targetRequired',true);
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}
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"step 1"
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if(event.directfalse||result.bool==false){
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@ -263,27 +263,25 @@ card.yunchou={
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},
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multitarget:true,
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multiline:true,
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singleCard:true,
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content:function(){
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'step 0'
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targets[0].chooseToCompare(targets[1]);
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target.chooseToCompare(event.addedTarget);
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'step 1'
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if(!result.tie){
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if(result.bool){
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targets[0].gainPlayerCard(targets[1],true);
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targets[0].line(targets[1]);
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target.gainPlayerCard(event.addedTarget,true);
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target.line(targets[1]);
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}
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else{
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targets[1].gainPlayerCard(targets[0],true);
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targets[1].line(targets[0]);
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event.addedTarget.gainPlayerCard(target,true);
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event.addedTarget.line(target);
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}
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event.finish();
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}
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'step 2'
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targets[0].discardPlayerCard(player);
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targets[0].line(player);
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'step 3'
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targets[1].discardPlayerCard(player);
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targets[1].line(player);
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target.discardPlayerCard(player);
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target.line(player);
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},
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selectTarget:2,
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ai:{
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@ -560,6 +558,7 @@ card.yunchou={
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fullskin:true,
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type:'trick',
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enable:true,
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singleCard:true,
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filterTarget:function(card,player,target){
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if(target.isMin()) return false;
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if(ui.selected.targets.length){
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@ -572,9 +571,9 @@ card.yunchou={
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selectTarget:2,
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multitarget:true,
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content:function(){
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if(targets[0].get('e','5')){
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targets[0].$give(targets[0].get('e','5'),targets[1]);
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targets[1].equip(targets[0].get('e','5'));
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if(target.get('e','5')){
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target.$give(target.get('e','5'),event.addedTarget);
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event.addedTarget.equip(target.get('e','5'));
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game.delay();
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}
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},
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@ -671,33 +670,35 @@ card.yunchou={
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},
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selectTarget:2,
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multitarget:true,
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singleCard:true,
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targetprompt:['被拿牌','得牌'],
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content:function(){
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"step 0"
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targets[0].addTempSkill('toulianghuanzhu2','phaseAfter');
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var hs=targets[0].get('h');
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target.addTempSkill('toulianghuanzhu2','phaseAfter');
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var hs=target.get('h');
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event.num=Math.min(2,hs.length);
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if(event.num){
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targets[1].gain(hs.randomGets(event.num),targets[0]);
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targets[0].$give(event.num,targets[1]);
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var gived=hs.randomGets(event.num);
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event.addedTarget.gain(gived,target);
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target.$giveAuto(gived,event.addedTarget);
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game.delay();
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}
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else{
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event.finish();
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}
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"step 1"
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if(targets[1].num('h')){
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if(_status.auto&&targets[1]==game.me){
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if(event.addedTarget.num('h')){
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if(_status.auto&&event.addedTarget==game.me){
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game.delay();
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}
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targets[1].chooseCard(true,event.num,'选择'+get.cnNumber(event.num)+'张手牌还给'+get.translation(targets[0])).ai=ai.get.disvalue;
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event.addedTarget.chooseCard(true,event.num,'选择'+get.cnNumber(event.num)+'张手牌还给'+get.translation(target)).ai=ai.get.disvalue;
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}
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else{
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event.finish();
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}
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"step 2"
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targets[0].gain(result.cards,targets[1]);
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targets[1].$give(event.num,targets[0]);
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target.gain(result.cards,event.addedTarget);
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event.addedTarget.$give(event.num,target);
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},
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ai:{
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order:6.5,
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@ -1220,12 +1221,12 @@ card.yunchou={
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suolianjia_info:'锁定技,你防止即将受到的属性伤害,当装备时进入连环状态,当卸下时解除连环状态',
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suolianjia_bg:'链',
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geanguanhuo:'隔岸观火',
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geanguanhuo_info:'出牌阶段对两名其他角色使用,令目标拼点,赢的角色获得另一方的一张牌;若点数相同,两名目标可分别弃置你一张牌',
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geanguanhuo_info:'出牌阶段对一名其他角色使用,令目标与一名你指定的另一名角色拼点,赢的角色获得对方的一张牌;若点数相同,目标可弃置你一张牌',
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toulianghuanzhu:'偷梁换柱',
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toulianghuanzhu_info:'令一名角色获得另一名角色的两张手牌,然后还回两张手牌',
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toulianghuanzhu_info:'出牌阶段对一名有手牌的角色使用,选择另一名角色获得目标两张手牌(不足则全拿),然后还给其等量手牌',
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toulianghuanzhu_bg:'柱',
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yihuajiemu:'移花接木',
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yihuajiemu_info:'将一名角色的宝物牌转移至另一名角色',
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yihuajiemu_info:'对一名装备区内有宝物的角色使用,将其宝物牌转移至另一名角色',
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fudichouxin:'釜底抽薪',
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fudichouxin_info:'与一名角色进行拼点,若成功则获得双方拼点牌',
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shuiyanqijun:'水攻',
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@ -4578,7 +4578,7 @@ character.yijiang={
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position:'he',
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filterCard:true,
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selectCard:2,
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prompt:'弃置任意张牌并摸等量的牌',
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prompt:'弃置两张牌并摸一张牌',
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check:function(card){return 4-ai.get.useful(card)},
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content:function(){
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player.draw();
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@ -6002,9 +6002,8 @@ character.yijiang={
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}
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}
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if(cards.length){
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player.gain(cards);
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player.gain(cards,'log');
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player.$gain2(cards);
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game.log(player,'发动','【落英】',',获得了',cards);
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}
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},
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},
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@ -6021,7 +6020,7 @@ character.yijiang={
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return (get.suit(event.result.card)=='club');
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},
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content:function(){
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player.gain(trigger.result.card);
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player.gain(trigger.result.card,'log');
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player.$gain2(trigger.result.card);
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}
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},
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52
game/game.js
52
game/game.js
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@ -5802,7 +5802,7 @@
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game.reload();
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},
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uj:function(){
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cheat.ge('qilin');
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cheat.e('qilin');
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game.me.next.useCard({name:'jiedao'},[game.me,game.me.previous]);
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},
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u:function(){
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@ -8297,7 +8297,10 @@
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(card.classList&&card.classList.contains('thunder'))){
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config.color='thunder';
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}
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if(get.info(card).multitarget&&targets.length>1&&!get.info(card).multiline){
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if(event.addedTarget){
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player.line2(targets.concat(event.addedTargets),config);
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}
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else if(get.info(card).multitarget&&targets.length>1&&!get.info(card).multiline){
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player.line2(targets,config);
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}
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else{
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@ -8337,10 +8340,20 @@
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}
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str+='使用了';
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if(cards.length&&(cards.length>1||cards[0]!=card)){
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game.log(player,str,card,'(',cards,')');
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if(event.addedTarget){
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game.log(player,str,card,'(',cards,',指向',event.addedTargets,')');
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}
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else{
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game.log(player,str,card,'(',cards,')');
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}
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}
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else{
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game.log(player,str,card);
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if(event.addedTarget){
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game.log(player,str,card,'(指向',event.addedTargets,')');
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}
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else{
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game.log(player,str,card);
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}
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}
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if(card.name=='wuxie'){
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game.logv(player,[card,cards],[event.getTrigger().card]);
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@ -8409,6 +8422,10 @@
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next.skill=event.skill;
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next.multitarget=info.multitarget;
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next.preResult=event.preResult;
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if(event.addedTargets){
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next.addedTargets=event.addedTargets;
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next.addedTarget=event.addedTarget;
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}
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if(info.targetDelay===false){
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event.targetDelay=false;
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}
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@ -11226,9 +11243,21 @@
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if(!next.targets){
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next.targets=[];
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}
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if(next.card&&get.info(next.card)&&get.info(next.card).changeTarget){
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get.info(next.card).changeTarget(next.player,next.targets);
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}
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if(next.card){
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var info=get.info(next.card);
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if(info){
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if(info.changeTarget){
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info.changeTarget(next.player,next.targets);
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}
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if(info.singleCard){
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next.target=next.targets[0];
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next.addedTargets=next.targets.splice(1);
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if(next.addedTargets.length){
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next.addedTarget=next.addedTargets[0];
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}
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}
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}
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}
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for(var i=0;i<next.targets.length;i++){
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if(ai.get.attitude(this,next.targets[i])>=-1&&ai.get.attitude(this,next.targets[i])<0){
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if(!this.ai.tempIgnore) this.ai.tempIgnore=[];
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@ -15437,11 +15466,14 @@
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},
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targetEnabled:function(card,player,target){
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if(card==undefined) return false;
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var filter=get.info(card).filterTarget;
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var info=get.info(card);
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var filter=info.filterTarget;
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var mod=game.checkMod(card,player,target,'unchanged','playerEnabled',player.get('s'));
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if(mod==false) return false;
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var mod=game.checkMod(card,player,target,'unchanged','targetEnabled',target.get('s'));
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if(mod!='unchanged') return mod;
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if(!info.singleCard||ui.selected.targets.length==0){
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var mod=game.checkMod(card,player,target,'unchanged','targetEnabled',target.get('s'));
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if(mod!='unchanged') return mod;
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}
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if(typeof filter=='boolean') return filter;
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if(typeof filter=='function') return filter(card,player,target);
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},
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