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@ -1279,7 +1279,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(get.effect(event.target,card,player,player)>0){
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if(get.attitude(player,event.target)>0&&get.tag(card,'damage')){
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for(var i=0;i<ui.selected.cards.length;i++){
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if(get.tag(ui.selected.cards[i]),'damage'){
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if(get.tag(ui.selected.cards[i],'damage')){
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return 0;
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}
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}
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@ -3025,7 +3025,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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for(var i=0;i<player.storage.shuiyun.length;i++){
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types.add(get.type(player.storage.shuiyun[i],'trick'));
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}
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player.chooseCard(get.prompt('shuiyun'),function(card){
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player.chooseCard(get.prompt2('shuiyun'),function(card){
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return !types.contains(get.type(card,'trick'));
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}).ai=function(card){
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return 11-get.value(card);
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@ -3080,17 +3080,18 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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group:['shuiyun5']
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},
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shuiyun5:{
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trigger:{global:'dying'},
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priority:6,
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filter:function(event,player){
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return event.player.hp<=0&&player.storage.shuiyun&&player.storage.shuiyun.length;
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},
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direct:true,
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content:function(){
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"step 0"
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player.chooseCardButton(player.storage.shuiyun,get.prompt('shuiyun',trigger.player)).ai=function(button){
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return get.attitude(player,trigger.player)>2?1:0;
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}
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enable:'chooseToUse',
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filter:function(event,player){
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return event.type=='dying'&&event.dying&&event.dying.hp<=0&&player.storage.shuiyun.length>0;
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},
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filterTarget:function(card,player,target){
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return target==_status.event.dying;
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},
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delay:0,
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selectTarget:-1,
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content:function(){
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"step 0"
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player.chooseCardButton(get.translation('shuiyun'),player.storage.shuiyun,true);
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"step 1"
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if(result.bool){
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player.storage.shuiyun.remove(result.links[0]);
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@ -3099,27 +3100,27 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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player.$throw(result.links);
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ui.discardPile.appendChild(result.links[0]);
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trigger.player.recover();
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// if(trigger.player!=player){
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// trigger.player.draw();
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// }
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player.logSkill('shuiyun5',trigger.player,'thunder');
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target.recover();
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if(typeof player.storage.shuiyun_count=='number'){
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player.storage.shuiyun_count++;
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}
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game.addVideo('storage',player,['shuiyun',get.cardsInfo(player.storage.shuiyun),'cards']);
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player.syncStorage('shuiyun');
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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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if(trigger.player!=player){
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game.delay();
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}
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},
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ai:{
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expose:0.3
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}
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},
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ai:{
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order:6,
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skillTagFilter:function(player){
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return player.storage.shuiyun.length>0;
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},
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save:true,
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result:{
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target:3
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},
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threaten:1.6
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}
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},
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wangyou:{
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trigger:{global:'phaseEnd'},
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@ -4286,8 +4287,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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shuiyun2:'水蕴',
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shuiyun5:'水蕴',
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shuiyun3:'水蕴',
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shuiyun_info:'结束阶段,你可以将一张与武将牌上的牌类别均不相同的手牌置于武将牌上称为“蕴”;任意一名角色进入濒死状态时,你可以弃置一张“蕴”令其回复1点体力',
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shuiyun_info_alter:'结束阶段,你可以将一张与武将牌上的牌类别均不相同的手牌置于武将牌上称为“蕴”(不能超过2张);任意一名角色进入濒死状态时,你可以弃置一张“蕴”令其回复1点体力',
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shuiyun_info:'结束阶段,你可以将一张与武将牌上的牌类别均不相同的手牌置于武将牌上称为“蕴”;任意一名角色处于濒死状态时,你可以弃置一张“蕴”令其回复1点体力',
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shuiyun_info_alter:'结束阶段,你可以将一张与武将牌上的牌类别均不相同的手牌置于武将牌上称为“蕴”(不能超过2张);任意一名角色处于濒死状态时,你可以弃置一张“蕴”令其回复1点体力',
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wangyou:'忘忧',
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wangyou_info:'其他角色的结束阶段,你可以弃置一张牌,令此回合内受过伤害的所有角色各摸一张牌',
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changnian:'长念',
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@ -325,10 +325,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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ai:{
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effect:{
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target:{
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function(card,player,target,current){
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if(card.name=='sha'&¤t<0) return 0.7;
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}
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target:function(card,player,target,current){
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if(card.name=='sha'&¤t<0) return 0.7;
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}
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}
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}
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@ -3398,7 +3396,49 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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group:'chunlao2'
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},
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chunlao2:{
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chunlao2:{
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enable:'chooseToUse',
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filter:function(event,player){
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return event.type=='dying'&&event.dying&&event.dying.hp<=0&&player.storage.chunlao.length>0;
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},
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filterTarget:function(card,player,target){
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return target==_status.event.dying;
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},
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direct:true,
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delay:0,
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selectTarget:-1,
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content:function(){
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"step 0"
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player.chooseCardButton(get.translation('chunlao'),player.storage.chunlao,true);
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"step 1"
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if(result.bool){
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player.logSkill('chunlao');
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player.$throw(result.links);
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player.storage.chunlao.remove(result.links[0]);
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ui.discardPile.appendChild(result.links[0]);
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player.syncStorage('chunlao');
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target.useCard({name:'jiu'},target);
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if(!player.storage.chunlao.length){
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player.unmarkSkill('chunlao');
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}
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else{
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player.markSkill('chunlao');
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}
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}
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},
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ai:{
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order:6,
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skillTagFilter:function(player){
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return player.storage.chunlao.length>0;
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},
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save:true,
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result:{
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target:3
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},
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threaten:1.6
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},
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},
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chunlao2_old:{
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trigger:{global:'dying'},
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priority:6,
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filter:function(event,player){
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@ -9098,7 +9138,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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xianzhen_info:'出牌阶段,你可以与一名角色拼点。若你赢,你获得以下技能直到回合结束:无视与该角色的距离;无视防具且可使用任意数量的【杀】。若你没赢,你不能使用【杀】直到回合结束。每回合限一次',
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jinjiu:'禁酒',
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jinjiu_info:'锁定技,你的【酒】均视为【杀】',
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chunlao:'醇醪',
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chunlao:'醇醪',
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chunlao2:'醇醪',
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chunlao_info:'结束阶段开始时,若没有“醇”,你可以将至少一张【杀】置于你的武将牌上,称为“醇”。当一名角色处于濒死状态时,你可以移去一张“醇”,视为该角色使用一张【酒】',
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lihuo:'疠火',
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lihuo_info:'你可以将一张普通【杀】当火【杀】使用。若以此法使用的【杀】造成了伤害,则此【杀】结算后你失去1点体力;你使用火【杀】指定目标后,可以额外指定一个目标',
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