v1.9.95.5
This commit is contained in:
parent
e1f785880f
commit
77435e903e
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@ -1146,7 +1146,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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return game.hasPlayer(function(current){
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return game.hasPlayer(function(current){
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if(current.getEquip(1)){
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if(current.getEquip(1)){
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return game.hasPlayer(function(current2){
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return game.hasPlayer(function(current2){
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return lib.filter.targetInRange({name:'sha'},current,current2);
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return lib.filter.filterTarget({name:'sha'},current,current2);
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})
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})
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}
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}
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});
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});
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@ -1156,12 +1156,12 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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return (player!=target&&target.getCards('e',{subtype:'equip1'}).length);
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return (player!=target&&target.getCards('e',{subtype:'equip1'}).length);
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}
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}
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else{
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else{
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return lib.filter.targetInRange({name:'sha'},ui.selected.targets[0],target);
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return lib.filter.filterTarget({name:'sha'},ui.selected.targets[0],target);
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}
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}
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},
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},
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content:function(){
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content:function(){
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"step 0"
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"step 0"
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if(!target.hasSha()){
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if(!target.hasSha()&&!_status.connectMode){
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event.directfalse=true;
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event.directfalse=true;
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}
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}
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else{
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else{
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@ -1720,6 +1720,8 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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playerEnabled:function(card,player,target){
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playerEnabled:function(card,player,target){
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if(card.name!='sha') return;
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if(card.name!='sha') return;
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if(get.mode()!='guozhan') return;
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if(get.mode()!='guozhan') return;
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var cardx=get.card();
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if(!cardx||cardx.name!='sha') return;
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if(!ui.selected.targets.length) return;
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if(!ui.selected.targets.length) return;
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if(target.identity=='ye'||target.identity=='unknown') return;
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if(target.identity=='ye'||target.identity=='unknown') return;
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var targets=ui.selected.targets.slice(0);
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var targets=ui.selected.targets.slice(0);
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@ -9,7 +9,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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mobile_default:["miheng","taoqian","liuzan","lingcao","sunru","lifeng","zhuling","liuye","zhaotongzhaoguang","majun","simazhao","wangyuanji","pangdegong","shenpei"],
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mobile_default:["miheng","taoqian","liuzan","lingcao","sunru","lifeng","zhuling","liuye","zhaotongzhaoguang","majun","simazhao","wangyuanji","pangdegong","shenpei"],
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mobile_fire:["re_sp_zhugeliang","re_xunyu","re_dianwei","re_yanwen","re_pangtong","xin_yuanshao"],
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mobile_fire:["re_sp_zhugeliang","re_xunyu","re_dianwei","re_yanwen","re_pangtong","xin_yuanshao"],
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mobile_forest:['re_zhurong','re_menghuo','re_dongzhuo','re_sunjian','re_caopi'],
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mobile_forest:['re_zhurong','re_menghuo','re_dongzhuo','re_sunjian','re_caopi'],
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mobile_others:["re_jikang","old_bulianshi","old_yuanshu","re_wangyun"],
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mobile_mountain:['re_dengai','re_jiangwei','re_caiwenji'],
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mobile_others:["re_jikang","old_bulianshi","old_yuanshu","re_wangyun","re_baosanniang"],
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},
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},
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},
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},
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character:{
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character:{
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@ -42,6 +43,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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re_dongzhuo:['male','qun',8,['rejiuchi','roulin','benghuai','baonue'],['zhu']],
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re_dongzhuo:['male','qun',8,['rejiuchi','roulin','benghuai','baonue'],['zhu']],
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re_sunjian:['male','wu',4,['gzyinghun','repolu']],
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re_sunjian:['male','wu',4,['gzyinghun','repolu']],
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re_caopi:['male','wei',3,['rexingshang','refangzhu','songwei'],['zhu']],
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re_caopi:['male','wei',3,['rexingshang','refangzhu','songwei'],['zhu']],
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re_dengai:['male','wei',4,['retuntian','zaoxian']],
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re_jiangwei:['male','shu',4,['retiaoxin','zhiji']],
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re_caiwenji:['female','qun',3,['rebeige','duanchang']],
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re_baosanniang:['female','shu',3,['meiyong','rexushen','rezhennan']],
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},
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},
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characterIntro:{
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characterIntro:{
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shenpei:'审配(?-204年),字正南,魏郡阴安(今河北清丰北)人。为人正直, 袁绍领冀州,审配被委以腹心之任,并总幕府。河北平定,袁绍以审配、逢纪统军事,审配恃其强盛,力主与曹操决战。曾率领弓弩手大破曹军于官渡。官渡战败,审配二子被俘,反因此受谮见疑,幸得逢纪力保。袁绍病死,审配等矫诏立袁尚为嗣,导致兄弟相争,被曹操各个击破。曹操围邺,审配死守数月,终城破被擒,拒不投降,慷慨受死。',
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shenpei:'审配(?-204年),字正南,魏郡阴安(今河北清丰北)人。为人正直, 袁绍领冀州,审配被委以腹心之任,并总幕府。河北平定,袁绍以审配、逢纪统军事,审配恃其强盛,力主与曹操决战。曾率领弓弩手大破曹军于官渡。官渡战败,审配二子被俘,反因此受谮见疑,幸得逢纪力保。袁绍病死,审配等矫诏立袁尚为嗣,导致兄弟相争,被曹操各个击破。曹操围邺,审配死守数月,终城破被擒,拒不投降,慷慨受死。',
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@ -85,6 +91,268 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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characterFilter:{},
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characterFilter:{},
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skill:{
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skill:{
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rexushen:{
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derivation:['new_rewusheng','xindangxian'],
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audio:'xinfu_xushen',
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limited:true,
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enable:'phaseUse',
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filter:function(event,player){
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return game.hasPlayer(function(current){
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return current.sex=='male';
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})
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},
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skillAnimation:true,
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animationColor:'fire',
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content:function(){
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player.addSkill('rexushen2');
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player.awakenSkill('rexushen');
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player.loseHp(game.countPlayer(function(current){
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return current.sex=='male';
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}));
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},
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},
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rexushen2:{
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charlotte:true,
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subSkill:{
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count:{
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trigger:{
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player:"recoverBegin",
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},
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forced:true,
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silent:true,
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popup:false,
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filter:function (event,player){
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if(!event.source) return false;
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if(!player.isDying()) return false;
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var evt=event.getParent('dying').getParent(2);
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return evt.name=='rexushen'&&evt.player==player;
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},
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content:function (){
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trigger.rexushen=true;
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},
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sub:true,
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},
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},
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group:["rexushen2_count"],
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trigger:{
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player:"recoverAfter",
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},
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filter:function (event,player){
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if(player.isDying()) return false;
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return event.rexushen==true;
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},
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direct:true,
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silent:true,
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popup:false,
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content:function (){
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'step 0'
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player.removeSkill('rexushen2');
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player.chooseBool('是否令'+get.translation(trigger.source)+'获得技能〖武圣〗和〖当先〗').ai=function(){
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return get.attitude(player,trigger.source)>0;
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};
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'step 1'
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if(result.bool){
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player.line(trigger.source,'fire');
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trigger.source.addSkillLog('new_rewusheng');
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trigger.source.addSkillLog('xindangxian');
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}
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},
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},
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rezhennan:{
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audio:'xinfu_zhennan',
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trigger:{target:'useCardToTargeted'},
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filter:function(event,player){
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return event.player!=player&&event.targets&&event.targets.length&&event.targets.length>event.player.hp;
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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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var next=player.chooseToDiscard(get.prompt('rezhennan',trigger.player),'弃置一张牌并对其造成1点伤害','he');
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next.set('logSkill',['rezhennan',trigger.player]);
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next.set('ai',function(card){
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var player=_status.event.player;
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var target=_status.event.getTrigger().player;
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if(get.damageEffect(target,player,player)>0) return 7-get.value(card);
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return -1;
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});
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'step 1'
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if(result.bool) trigger.player.damage();
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},
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},
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meiyong:{
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inherit:'xinfu_wuniang',
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audio:'xinfu_wuniang',
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content:function (){
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'step 0'
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player.chooseTarget(get.prompt('meiyong'),'获得一名其他角色的一张牌,然后摸一张牌。',function(card,player,target){
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if(player==target) return false;
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return target.countGainableCards(player,'he')>0;
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}).set('ai',function(target){
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return 10-get.attitude(_status.event.player,target);
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});
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'step 1'
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if(result.bool){
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var target=result.targets[0];
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event.target=target;
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player.logSkill('xinfu_wuniang',target);
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player.gainPlayerCard(target,'he',true);
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}
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else event.finish();
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'step 2'
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target.draw();
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},
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},
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retuntian:{
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audio:'tuntian',
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audioname:['gz_dengai'],
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trigger:{player:'loseEnd'},
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frequent:true,
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filter:function(event,player){
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if(player==_status.currentPhase) return false;
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for(var i=0;i<event.cards.length;i++){
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if(event.cards[i].original&&event.cards[i].original!='j') return true;
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}
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return false;
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},
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content:function(){
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player.judge(function(card){
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return 1;
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}).callback=lib.skill.retuntian.callback;
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},
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callback:function(){
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'step 0'
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if(event.judgeResult.suit=='heart'){
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player.gain(card,'gain2');
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event.finish();
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}
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else if(get.mode()=='guozhan'){
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player.chooseBool('是否将'+get.translation(card)+'作为【田】置于武将牌上?').ai=function(){
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return true;
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};
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}
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else event.directbool=true;
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'step 1'
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if(!result.bool&&!event.directbool){
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game.cardsDiscard(card);
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return;
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};
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event.node=event.judgeResult.node;
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//event.trigger("addCardToStorage");
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//event.card.fix();
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player.storage.tuntian.push(event.card);
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//event.card.goto(ui.special);
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game.cardsGotoSpecial(card);
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event.node.moveDelete(player);
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game.broadcast(function(cardid,player){
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var node=lib.cardOL[cardid];
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if(node){
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node.moveDelete(player);
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}
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},event.node.cardid,player);
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game.addVideo('gain2',player,get.cardsInfo([event.node]));
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player.markSkill('tuntian');
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game.addVideo('storage',player,['tuntian',get.cardsInfo(player.storage.tuntian),'cards']);
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},
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init:function(player){
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if(!player.storage.tuntian) player.storage.tuntian=[];
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},
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group:'tuntian_dist',
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locked:false,
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ai:{
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effect:{
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target:function(){
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return lib.skill.tuntian.ai.effect.target.apply(this,arguments);
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}
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},
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threaten:function(player,target){
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if(target.countCards('h')==0) return 2;
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return 0.5;
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},
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nodiscard:true,
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nolose:true
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}
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},
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retiaoxin:{
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audio:'tiaoxin',
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audioname:['sp_jiangwei','xiahouba'],
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enable:'phaseUse',
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usable:1,
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filterTarget:function(card,player,target){
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return target!=player&&target.countCards('he');
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},
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content:function(){
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"step 0"
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target.chooseToUse({name:'sha'},'挑衅:对'+get.translation(player)+'使用一张杀,或令其弃置你的一张牌').set('targetRequired',true).set('complexSelect',true).set('filterTarget',function(card,player,target){
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if(target!=_status.event.sourcex&&!ui.selected.targets.contains(_status.event.sourcex)) return false;
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return lib.filter.filterTarget.apply(this,arguments);
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}).set('sourcex',player);
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"step 1"
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if(result.bool==false&&target.countCards('he')>0){
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player.discardPlayerCard(target,'he',true);
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}
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else{
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event.finish();
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}
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},
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ai:{
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order:4,
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expose:0.2,
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result:{
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target:-1,
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player:function(player,target){
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if(!target.canUse('sha',player)) return 0;
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if(target.countCards('h')==0) return 0;
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if(target.countCards('h')==1) return -0.1;
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if(player.hp<=2) return -2;
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if(player.countCards('h','shan')==0) return -1;
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return -0.5;
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}
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},
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threaten:1.1
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}
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},
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rebeige:{
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audio:'beige',
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trigger:{global:'damageEnd'},
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filter:function(event,player){
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return (event.card&&event.card.name=='sha'&&event.source&&
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event.player.classList.contains('dead')==false&&player.countCards('he'));
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},
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direct:true,
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checkx:function(event,player){
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var att1=get.attitude(player,event.player);
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var att2=get.attitude(player,event.source);
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return att1>0&&att2<=0;
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},
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content:function(){
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"step 0"
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var next=player.chooseToDiscard('he',get.prompt2('rebeige',trigger.player));
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var check=lib.skill.beige.checkx(trigger,player);
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next.set('ai',function(card){
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if(_status.event.goon) return 8-get.value(card);
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return 0;
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});
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next.set('logSkill','beige');
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next.set('goon',check);
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"step 1"
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if(result.bool){
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trigger.player.judge();
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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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switch(get.suit(result.card)){
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case 'heart':trigger.player.recover(trigger.num);break;
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case 'diamond':trigger.player.draw(3);break;
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case 'club':trigger.source.chooseToDiscard('he',2,true);break;
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|
case 'spade':trigger.source.turnOver();break;
|
||||||
|
}
|
||||||
|
},
|
||||||
|
ai:{
|
||||||
|
expose:0.3
|
||||||
|
}
|
||||||
|
},
|
||||||
rexingshang:{
|
rexingshang:{
|
||||||
audio:'xingshang',
|
audio:'xingshang',
|
||||||
trigger:{global:'die'},
|
trigger:{global:'die'},
|
||||||
|
@ -822,6 +1090,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
mobile_default:'常规',
|
mobile_default:'常规',
|
||||||
mobile_fire:'界限突破•火',
|
mobile_fire:'界限突破•火',
|
||||||
mobile_forest:'界限突破•林',
|
mobile_forest:'界限突破•林',
|
||||||
|
mobile_mountain:'界限突破•山',
|
||||||
mobile_others:'其他',
|
mobile_others:'其他',
|
||||||
|
|
||||||
pss:'手势',
|
pss:'手势',
|
||||||
|
@ -854,6 +1123,23 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
xinzhanyi_basic_backup:'战意',
|
xinzhanyi_basic_backup:'战意',
|
||||||
xinzhanyi_basic:'战意',
|
xinzhanyi_basic:'战意',
|
||||||
xinzhanyi_equip:'战意',
|
xinzhanyi_equip:'战意',
|
||||||
|
|
||||||
|
re_dengai:'界邓艾',
|
||||||
|
re_jiangwei:'界姜维',
|
||||||
|
re_caiwenji:'界蔡文姬',
|
||||||
|
re_baosanniang:'手杀鲍三娘',
|
||||||
|
retuntian:'屯田',
|
||||||
|
retiaoxin:'挑衅',
|
||||||
|
rebeige:'悲歌',
|
||||||
|
retuntian_info:'当你于回合外失去牌时,你可以进行一次判定。若判定结果不为♥,你获得此牌。否则你将此牌置于你的武将牌上,称之为【田】。锁定技,你计算与其他角色的距离时-X(X为你武将牌上【田】的数目)',
|
||||||
|
retiaoxin_info:'出牌阶段限一次,你可以指定一名有牌的其他角色,该角色需对你使用一张【杀】,否则你弃置其一张牌。',
|
||||||
|
rebeige_info:'当有角色受到【杀】造成的伤害后,你可以弃一张牌,并令其进行一次判定,若判定结果为:♥该角色回复X点体力(X为伤害点数);♦︎该角色摸三张牌;♣伤害来源弃两张牌;♠伤害来源将其武将牌翻面',
|
||||||
|
meiyong:'妹勇',
|
||||||
|
meiyong_info:'当你使用或打出【杀】时,你可以获得一名其他角色的一张牌,然后其摸一张牌。',
|
||||||
|
rexushen:'许身',
|
||||||
|
rexushen_info:'限定技,出牌阶段,你可以失去X点体力(X为场上男性角色的数量)。若你以此法进入了濒死状态,则当你因一名角色而脱离此濒死状态后,你可以令其获得技能〖武圣〗和〖当先〗。',
|
||||||
|
rezhennan:'镇南',
|
||||||
|
rezhennan_info:'当你成为其他角色使用的牌的目标后,若此牌的目标数大于该角色的体力值,则你可以弃置一张牌并对其造成1点伤害。',
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
});
|
});
|
||||||
|
|
|
@ -1977,7 +1977,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
trigger.getParent().directHit.add(trigger.target);
|
trigger.getParent().directHit.add(trigger.target);
|
||||||
}
|
}
|
||||||
else if(trigger.cards){
|
else if(trigger.cards){
|
||||||
trigger.target.gain(trigger.cards,'gain2','log');
|
var list=[];
|
||||||
|
for(var i=0;i<trigger.cards.length;i++){
|
||||||
|
if(get.position(trigger.cards[i])=='d') list.push(trigger.cards[i]);
|
||||||
|
}
|
||||||
|
if(list.length) trigger.target.gain(list,'gain2','log');
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -2575,22 +2579,22 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
content:function(){
|
content:function(){
|
||||||
"step 0"
|
"step 0"
|
||||||
var fang=player.hp>=2&&player.countCards('h')<=player.hp+1;
|
var fang=player.hp>=2&&player.countCards('h')<=player.hp+1;
|
||||||
player.chooseTarget(get.prompt2('fangquan'),function(card,player,target){
|
player.chooseBool(get.prompt2('fangquan')).set('ai',function(){
|
||||||
return target!=player;
|
if(!_status.event.fang) return false;
|
||||||
}).set('ai',function(target){
|
return game.hasPlayer(function(target){
|
||||||
if(!_status.event.fang) return -1;
|
if(target.hasJudge('lebu')) return false;
|
||||||
if(target.hasJudge('lebu')) return -1;
|
|
||||||
if(get.attitude(player,target)>4){
|
if(get.attitude(player,target)>4){
|
||||||
return get.threaten(target)/Math.sqrt(target.hp+1)/Math.sqrt(target.countCards('h')+1);
|
return (get.threaten(target)/Math.sqrt(target.hp+1)/Math.sqrt(target.countCards('h')+1)>0);
|
||||||
}
|
}
|
||||||
return 0;
|
return false;
|
||||||
|
});
|
||||||
}).set('fang',fang);
|
}).set('fang',fang);
|
||||||
"step 1"
|
"step 1"
|
||||||
if(result.bool){
|
if(result.bool){
|
||||||
player.logSkill('fangquan',result.targets);
|
player.logSkill('fangquan');
|
||||||
trigger.cancel();
|
trigger.cancel();
|
||||||
player.addSkill('fangquan2');
|
player.addSkill('fangquan2');
|
||||||
player.storage.fangquan=result.targets[0];
|
//player.storage.fangquan=result.targets[0];
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
@ -2602,14 +2606,28 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
//priority:-50,
|
//priority:-50,
|
||||||
content:function(){
|
content:function(){
|
||||||
"step 0"
|
"step 0"
|
||||||
player.chooseToDiscard(true);
|
player.chooseToDiscard('是否弃置一张牌并令一名其他角色进行一个额外回合?').set('logSkill','fangquan').ai=function(card){
|
||||||
|
return 20-get.value(card);
|
||||||
|
};
|
||||||
"step 1"
|
"step 1"
|
||||||
var target=player.storage.fangquan;
|
if(result.bool){
|
||||||
|
player.chooseTarget(true,'请选择进行额外回合的目标角色',lib.filter.notMe).ai=function(target){
|
||||||
|
if(target.hasJudge('lebu')) return -1;
|
||||||
|
if(get.attitude(player,target)>4){
|
||||||
|
return get.threaten(target)/Math.sqrt(target.hp+1)/Math.sqrt(target.countCards('h')+1);
|
||||||
|
}
|
||||||
|
return -1;
|
||||||
|
};
|
||||||
|
}
|
||||||
|
else event.finish();
|
||||||
|
"step 2"
|
||||||
|
var target=result.targets[0];
|
||||||
|
player.line(target,'fire');
|
||||||
target.markSkillCharacter('fangquan',player,'放权','进行一个额外回合');
|
target.markSkillCharacter('fangquan',player,'放权','进行一个额外回合');
|
||||||
target.insertPhase();
|
target.insertPhase();
|
||||||
target.addSkill('fangquan3');
|
target.addSkill('fangquan3');
|
||||||
player.removeSkill('fangquan2');
|
player.removeSkill('fangquan2');
|
||||||
delete player.storage.fangquan;
|
//delete player.storage.fangquan;
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
fangquan3:{
|
fangquan3:{
|
||||||
|
|
|
@ -3303,7 +3303,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
return !player.getEquip('ly_piliche');
|
return !player.getEquip('ly_piliche');
|
||||||
},
|
},
|
||||||
content:function(){
|
content:function(){
|
||||||
if(trigger.name=='phase'){
|
if(trigger.name=='phaseZhunbei'){
|
||||||
player.useCard(game.createCard('ly_piliche','diamond',1),player);
|
player.useCard(game.createCard('ly_piliche','diamond',1),player);
|
||||||
}
|
}
|
||||||
else{
|
else{
|
||||||
|
@ -11568,19 +11568,20 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
huxiao:{
|
huxiao:{
|
||||||
trigger:{source:'damageSource'},
|
trigger:{source:'damageSource'},
|
||||||
//silent:true,
|
//silent:true,
|
||||||
|
forced:true,
|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
if(event._notrigger.contains(event.player)) return false;
|
if(event._notrigger.contains(event.player)) return false;
|
||||||
return event.nature=='fire';
|
return event.nature=='fire';
|
||||||
},
|
},
|
||||||
content:function(){
|
content:function(){
|
||||||
if(!player.storage.huxiao){
|
if(!player.storage.huxiao3){
|
||||||
player.storage.huxiao=[];
|
player.storage.huxiao3=[];
|
||||||
}
|
}
|
||||||
player.storage.huxiao.add(trigger.player);
|
player.storage.huxiao3.add(trigger.player);
|
||||||
trigger.player.draw();
|
trigger.player.draw();
|
||||||
player.addTempSkill('huxiao3');
|
player.addTempSkill('huxiao3');
|
||||||
},
|
},
|
||||||
group:['huxiao_clear'],
|
//group:['huxiao_clear'],
|
||||||
subSkill:{
|
subSkill:{
|
||||||
clear:{
|
clear:{
|
||||||
trigger:{source:'damageSource'},
|
trigger:{source:'damageSource'},
|
||||||
|
@ -11603,7 +11604,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
if(typeof num=='number') return num+100;
|
if(typeof num=='number') return num+100;
|
||||||
},
|
},
|
||||||
playerEnabled:function(card,player,target){
|
playerEnabled:function(card,player,target){
|
||||||
if(!player.storage.huxiao3||!player.storage.huxiao3.contains(target)){
|
var bool=false;
|
||||||
|
if(player.storage.huxiao3&&ui.selected.targets.length){
|
||||||
|
for(var i=0;i<player.storage.huxiao3.length;i++){
|
||||||
|
if(ui.selected.targets.contains(player.storage.huxiao3[i])){bool=true;break}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if(!bool&&(!player.storage.huxiao3||!player.storage.huxiao3.contains(target))){
|
||||||
var num=player.getCardUsable(card)-100;
|
var num=player.getCardUsable(card)-100;
|
||||||
if(num<=0) return false;
|
if(num<=0) return false;
|
||||||
}
|
}
|
||||||
|
|
|
@ -11372,7 +11372,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
ganlu_info:'出牌阶段限一次,你可以选择两名装备区内装备数之差不大于X的角色,令其交换装备区内的牌(X为你已损失的体力值)。',
|
ganlu_info:'出牌阶段限一次,你可以选择两名装备区内装备数之差不大于X的角色,令其交换装备区内的牌(X为你已损失的体力值)。',
|
||||||
buyi_info:'当有角色进入濒死状态时,你可以展示该角色的一张手牌:若此牌不为基本牌,则该角色弃置此牌并回复1点体力。',
|
buyi_info:'当有角色进入濒死状态时,你可以展示该角色的一张手牌:若此牌不为基本牌,则该角色弃置此牌并回复1点体力。',
|
||||||
mingce_info:'出牌阶段,你可以交给一名其他角色一张装备牌或【杀】,然后令该角色选择一项:1. 视为对其攻击范围内的另一名由你指定的角色使用一张【杀】。2. 摸一张牌。每回合限一次。',
|
mingce_info:'出牌阶段,你可以交给一名其他角色一张装备牌或【杀】,然后令该角色选择一项:1. 视为对其攻击范围内的另一名由你指定的角色使用一张【杀】。2. 摸一张牌。每回合限一次。',
|
||||||
zhichi_info:'锁定技,当你雨回合外受到伤害后,所有【杀】或普通锦囊牌对你无效直到回合结束。',
|
zhichi_info:'锁定技,当你于回合外受到伤害后,所有【杀】或普通锦囊牌对你无效直到回合结束。',
|
||||||
zhichi2_info:'智迟已发动',
|
zhichi2_info:'智迟已发动',
|
||||||
pojun_info:'当你使用【杀】造成伤害后,你可以令受到该伤害的角色摸X张牌(X为该角色当前的体力值且最多为5),然后该角色将其武将牌翻面。',
|
pojun_info:'当你使用【杀】造成伤害后,你可以令受到该伤害的角色摸X张牌(X为该角色当前的体力值且最多为5),然后该角色将其武将牌翻面。',
|
||||||
|
|
||||||
|
|
|
@ -1,5 +1,5 @@
|
||||||
window.noname_asset_list=[
|
window.noname_asset_list=[
|
||||||
'1.9.95.4',
|
'1.9.95.5',
|
||||||
'audio/background/aozhan_chaoming.mp3',
|
'audio/background/aozhan_chaoming.mp3',
|
||||||
'audio/background/aozhan_online.mp3',
|
'audio/background/aozhan_online.mp3',
|
||||||
'audio/background/aozhan_rewrite.mp3',
|
'audio/background/aozhan_rewrite.mp3',
|
||||||
|
@ -2350,6 +2350,10 @@ window.noname_asset_list=[
|
||||||
'image/character/old_fuhuanghou.jpg',
|
'image/character/old_fuhuanghou.jpg',
|
||||||
'image/character/old_caochong.jpg',
|
'image/character/old_caochong.jpg',
|
||||||
'image/character/key_kagari.jpg',
|
'image/character/key_kagari.jpg',
|
||||||
|
'image/character/re_baosanniang.jpg',
|
||||||
|
'image/character/re_caiwenji.jpg',
|
||||||
|
'image/character/re_dengai.jpg',
|
||||||
|
'image/character/re_jiangwei.jpg',
|
||||||
|
|
||||||
'image/character/baiwuchang.jpg',
|
'image/character/baiwuchang.jpg',
|
||||||
'image/character/baosanniang.jpg',
|
'image/character/baosanniang.jpg',
|
||||||
|
|
|
@ -13504,11 +13504,11 @@
|
||||||
event.targetDelay=false;
|
event.targetDelay=false;
|
||||||
}
|
}
|
||||||
next.target=targets[num];
|
next.target=targets[num];
|
||||||
|
for(var i in event.customArgs.default) next[i]=event.customArgs.default[i];
|
||||||
if(next.target&&event.customArgs[next.target.playerid]){
|
if(next.target&&event.customArgs[next.target.playerid]){
|
||||||
var customArgs=event.customArgs[next.target.playerid];
|
var customArgs=event.customArgs[next.target.playerid];
|
||||||
for(var i in customArgs) next[i]=customArgs[i];
|
for(var i in customArgs) next[i]=customArgs[i];
|
||||||
}
|
}
|
||||||
for(var i in event.customArgs.default) next[i]=event.customArgs.default[i];
|
|
||||||
if(next.target&&event.directHit.contains(next.target)) next.directHit=true;
|
if(next.target&&event.directHit.contains(next.target)) next.directHit=true;
|
||||||
if(next.target&&!info.multitarget){
|
if(next.target&&!info.multitarget){
|
||||||
if(num==0&&targets.length>1){
|
if(num==0&&targets.length>1){
|
||||||
|
@ -19232,7 +19232,7 @@
|
||||||
addSkillLog:function(skill){
|
addSkillLog:function(skill){
|
||||||
this.addSkill(skill);
|
this.addSkill(skill);
|
||||||
this.popup(skill);
|
this.popup(skill);
|
||||||
game.log(this,'获得了技能','【'+get.translation(skill)+'】');
|
game.log(this,'获得了技能','#g【'+get.translation(skill)+'】');
|
||||||
},
|
},
|
||||||
addSkill:function(skill,checkConflict,nobroadcast){
|
addSkill:function(skill,checkConflict,nobroadcast){
|
||||||
if(Array.isArray(skill)){
|
if(Array.isArray(skill)){
|
||||||
|
|
|
@ -1,30 +1,31 @@
|
||||||
window.noname_update={
|
window.noname_update={
|
||||||
version:'1.9.95.4.1',
|
version:'1.9.95.5',
|
||||||
update:'1.9.95.4',
|
update:'1.9.95.4.1',
|
||||||
changeLog:[
|
changeLog:[
|
||||||
|
'界限突破山包',
|
||||||
'修复BUG',
|
'修复BUG',
|
||||||
],
|
],
|
||||||
files:[
|
files:[
|
||||||
//'card/extra.js',
|
//'card/extra.js',
|
||||||
//'card/huanlekapai.js',
|
//'card/huanlekapai.js',
|
||||||
//'card/sp.js',
|
//'card/sp.js',
|
||||||
//'card/standard.js',
|
'card/standard.js',
|
||||||
//'card/swd.js',
|
//'card/swd.js',
|
||||||
//'card/guozhan.js',
|
//'card/guozhan.js',
|
||||||
//'character/diy.js',
|
//'character/diy.js',
|
||||||
//'character/extra.js',
|
//'character/extra.js',
|
||||||
//'character/mobile.js',
|
'character/mobile.js',
|
||||||
//'character/old.js',
|
//'character/old.js',
|
||||||
//'character/refresh.js',
|
//'character/refresh.js',
|
||||||
//'character/shenhua.js',
|
'character/shenhua.js',
|
||||||
//'character/sp.js',
|
'character/sp.js',
|
||||||
//'character/tw.js',
|
//'character/tw.js',
|
||||||
//'character/standard.js',
|
//'character/standard.js',
|
||||||
//'character/xinghuoliaoyuan.js',
|
//'character/xinghuoliaoyuan.js',
|
||||||
//'character/yijiang.js',
|
'character/yijiang.js',
|
||||||
//'mode/identity.js',
|
//'mode/identity.js',
|
||||||
//'mode/doudizhu.js',
|
//'mode/doudizhu.js',
|
||||||
//'mode/guozhan.js',
|
'mode/guozhan.js',
|
||||||
//'mode/single.js',
|
//'mode/single.js',
|
||||||
//'mode/versus.js',
|
//'mode/versus.js',
|
||||||
//'mode/boss.js',
|
//'mode/boss.js',
|
||||||
|
|
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@ -5462,7 +5462,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
||||||
global:'niaoxiang_sha'
|
global:'niaoxiang_sha'
|
||||||
},
|
},
|
||||||
niaoxiang_sha:{
|
niaoxiang_sha:{
|
||||||
trigger:{player:'useCardToTargeted'},
|
trigger:{player:'useCardToPlayered'},
|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
if(event.card.name!='sha') return false;
|
if(event.card.name!='sha') return false;
|
||||||
if(game.countPlayer()<4) return false;
|
if(game.countPlayer()<4) return false;
|
||||||
|
|
Loading…
Reference in New Issue