Merge branch 'libccy:PR-Branch' into PR-Branch
This commit is contained in:
commit
78b355a06b
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@ -2277,6 +2277,22 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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translate:{
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clan_wuxian_prefix:'族',
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clan_wuban_prefix:'族',
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clan_xunshu_prefix:'族',
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clan_xunchen_prefix:'族',
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clan_xuncai_prefix:'族',
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clan_xuncan_prefix:'族',
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clan_hanshao_prefix:'族',
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clan_hanrong_prefix:'族',
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clan_wukuang_prefix:'族',
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clan_wangling_prefix:'族',
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clan_zhongyan_prefix:'族',
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clan_wangyun_prefix:'族',
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clan_wanghun_prefix:'族',
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clan_zhonghui_prefix:'族',
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clan_zhongyu_prefix:'族',
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clan_wuxian:'族吴苋',
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clanyirong:'移荣',
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clanyirong_info:'出牌阶段限两次。若你的手牌数:小于X,则你可以将手牌摸至X张(至多摸八张),然后X-1;大于X,则你可以将手牌弃置至X张,然后X+1。(X为你的手牌上限)',
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@ -584,7 +584,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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skillAnimation:true,
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animationColor:'orange',
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filter:function(event,player){
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return player.getStorage('dctuoyu').length==3;
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return true;
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//return player.getStorage('dctuoyu').length==3;
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},
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content:function(){
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'step 0'
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@ -592,6 +593,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player.loseMaxHp();
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'step 1'
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if(game.countPlayer()>2){
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if(player==trigger.player&&!trigger.skill){
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var evt=trigger.getParent();
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if(evt.name=='phaseLoop'&&evt._isStandardLoop) evt.player=player.next;
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}
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player.chooseTarget(true,'请选择一名要更换座次的角色,将自己移动到该角色的上家位置',function(card,player,target){
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return target!=player&&target!=player.next;
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}).set('ai',function(target){
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@ -8280,6 +8280,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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},
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trigger:{player:'dieAfter'},
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forceDie:true,
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filter:function(event,player){
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for(let i of game.players){
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if(i.hasSkill('fengxiang')) return false;
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@ -5923,6 +5923,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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return true;
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},
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forceDie:true,
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silent:true,
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forceDie:true,
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charlotte:true,
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@ -320,7 +320,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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'观看'+str+'的手牌并获得其一种花色的所有手牌',
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]).set('ai',()=>{
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var player=_status.event.player;
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var target=_status.event.target;
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var target=_status.event.getParent().target;
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if(target.countCards('h')-player.countCards('h')>target.countCards('h')/4||get.attitude(player,target)>0) return 0;
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return 1;
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});
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@ -14488,6 +14488,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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twchuanshu:'传术',
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twchuanshu_info:'限定技。准备阶段,你可以选择一名角色。直到你的下回合开始,其获得以下效果:1.当其拼点牌亮出时,此牌点数+3;2.其使用的下一张【杀】对除你外的角色造成伤害时,此伤害+1;3.若其不为你,其使用的下一张【杀】结算结束后,你摸等同于其因此【杀】造成的伤害值数的牌。',
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xia_xushu:'侠徐庶',
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xia_xushu_prefix:'侠',
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twjiange:'剑歌',
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twjiange_info:'每回合限一次。你可以将一张非基本牌当做【杀】使用或打出(无距离和次数限制,且不计入次数)。若此时不为你的回合,你摸一张牌。',
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twxiawang:'侠望',
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@ -14517,11 +14518,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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twjimeng:'急盟',
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twjimeng_info:'出牌阶段限一次。你可以获得一名其他角色区域内的一张牌,然后交给其一张牌。若其体力值不小于你,你摸一张牌。',
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xia_lusu:'侠鲁肃',
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xia_lusu_prefix:'侠',
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twkaizeng:'慨赠',
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twkaizeng_info:'其他角色的出牌阶段限一次。其可以选择一种基本牌的牌名或非基本牌的类型,然后令你选择是否交给其任意张手牌。若你以此法:交给其至少两张牌,你摸一张牌;交给其的牌中包含其选择的牌名或类型的牌,你获得一张与此牌名或类型不同的牌。',
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twyangming:'扬名',
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twyangming_info:'出牌阶段结束时,你可以摸X张牌,且令本回合的手牌上限+X(X为你本阶段使用过的牌的类型数)。',
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xia_dianwei:'侠典韦',
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xia_dianwei_prefix:'侠',
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twliexi:'烈袭',
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twliexi_info:'准备阶段,你可以弃置任意张牌并选择一名其他角色。若你以此法弃置的牌数大于其体力值,你对其造成1点伤害;否则其对你造成1点伤害。然后若你弃置的牌中有武器牌,你对其造成1点伤害。',
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twshezhong:'慑众',
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@ -3590,7 +3590,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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translate:{
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jin_zhangchunhua:'晋张春华',
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jin_zhangchunhua_ab:'张春华',
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jin_zhangchunhua_prefix:'晋',
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huishi:'慧识',
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huishi_info:'摸牌阶段,你可以放弃摸牌,改为观看牌堆顶的X张牌,获得其中的一半(向下取整),然后将其余牌置入牌堆底。(X为牌堆数量的个位数)',
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qingleng:'清冷',
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@ -3599,7 +3599,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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xuanmu2:'宣穆',
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xuanmu_info:'锁定技,隐匿技。你于其他角色的回合登场时,防止你受到的伤害直到回合结束。',
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jin_simayi:'晋司马懿',
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jin_simayi_ab:'司马懿',
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jin_simayi_prefix:'晋',
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zhanghuyuechen:'张虎乐綝',
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xijue:'袭爵',
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xijue_gain:'袭爵',
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@ -3621,7 +3621,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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pozhu_info:'出牌阶段,你可以将一张手牌当做【出其不意】使用。若你未因此牌造成过伤害,则你不能再发动〖破竹〗直到回合结束。',
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pozhu_info_guozhan:'出牌阶段限一次,你可以将一张手牌当做【出其不意】使用。',
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jin_wangyuanji:'晋王元姬',
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jin_wangyuanji_ab:'王元姬',
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jin_wangyuanji_prefix:'晋',
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shiren:'识人',
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shiren_info:'隐匿技。你于其他角色的回合内登场时,若其有手牌,则你可对其发动〖宴戏〗。',
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yanxi:'宴戏',
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@ -3629,7 +3629,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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yanxi_info:'出牌阶段,你可选择一名有手牌的角色。你将该角色的一张随机手牌与牌堆顶的两张牌混合后展示,并选择其中一张。若你以此法选择的是该角色的手牌,则你获得这三张牌。否则你获得选择的牌。你通过〖宴戏〗得到的牌,不计入当前回合的手牌上限。',
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yanxi_info_guozhan:'出牌阶段,你可选择一名有手牌的角色。你将该角色的一张随机手牌与牌堆中的两张随机牌混合后展示,并选择其中一张。若你以此法选择的是该角色的手牌,则你获得这三张牌。否则你获得选择的牌。你通过〖宴戏〗得到的牌,不计入当前回合的手牌上限。',
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jin_simazhao:'晋司马昭',
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jin_simazhao_ab:'司马昭',
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jin_simazhao_prefix:'晋',
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tuishi:'推弑',
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tuishi_info:'隐匿技,你于其他角色A的回合内登场时,可于此回合结束时选择其攻击范围内的一名角色B。A选择一项:①对B使用一张【杀】。②你对A造成1点伤害。',
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choufa:'筹伐',
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@ -3644,7 +3644,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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chengwu:'成务',
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chengwu_info:'主公技,锁定技,其他晋势力角色攻击范围内的角色视为在你的攻击范围内。',
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jin_xiahouhui:'晋夏侯徽',
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jin_xiahouhui_ab:'夏侯徽',
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jin_xiahouhui_prefix:'晋',
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baoqie:'宝箧',
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baoqie_info:'隐匿技,锁定技。你登场后,从牌堆中获得一张不为赠物的宝物牌。若此牌在你的手牌区内为宝物牌,则你可以使用此牌。',
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jyishi:'宜室',
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@ -3652,7 +3652,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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shiduo:'识度',
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shiduo_info:'出牌阶段限一次,你可以与一名其他角色拼点。若你赢,你获得其所有手牌。然后你交给其X张手牌(X为你手牌数的一半,向下取整)。',
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jin_simashi:'晋司马师',
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jin_simashi_ab:'司马师',
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jin_simashi_prefix:'晋',
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taoyin:'韬隐',
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taoyin2:'韬隐',
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taoyin_info:'隐匿技,当你登场后,若当前回合角色存在且不是你,则你可令该角色本回合的手牌上限-2。',
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@ -3678,7 +3678,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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zhuosheng_info:'出牌阶段,①你使用本轮内得到的基本牌时无次数和距离限制。②你使用本轮内获得的普通锦囊牌选择目标后,可令此牌的目标数+1或-1。③你使用本轮内得到的装备牌时可以摸一张牌(以此法得到的牌不能触发〖擢升〗)。',
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zhuosheng_info_guozhan:'出牌阶段,①你使用本轮内得到的基本牌时无距离限制。②你使用本轮内获得的普通锦囊牌选择目标后,可令此牌的目标数+1或-1。③你使用本轮内得到的装备牌时可以摸一张牌(以此法得到的牌不能触发〖擢升〗)。',
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jin_yanghuiyu:'晋羊徽瑜',
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jin_yanghuiyu_ab:'羊徽瑜',
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jin_yanghuiyu_prefix:'晋',
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gz_jin_yanghuiyu:'羊徽瑜',
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huirong:'慧容',
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huirong_info:'隐匿技,锁定技。当你登场后,你令一名角色将手牌数摸至/弃至与体力值相同(至多摸至五张)。',
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31
game/game.js
31
game/game.js
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@ -13943,11 +13943,13 @@
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lib.onphase[i]();
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}
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player.phase();
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event.player=player.next;
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"step 2"
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if(!game.players.contains(event.player.next)){
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event.player=game.findNext(event.player.next);
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}
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else{
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event.player=event.player.next;
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}
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event.goto(1);
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},
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loadPackage:function(){
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@ -25136,8 +25138,12 @@
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if(mod!='unchanged') return mod;
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return true;
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},
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addJudgeNext:function(card){
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addJudgeNext:function(card,unlimited){
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if(!card.expired){
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if(!unlimited&&get.postion(card,true)!=='o'&&get.postion(card,true)!=='j'){
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game.log('将',card,'移入',this.next,'的判定区失败');
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return;
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}
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var target=this.next;
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var name=card.viewAs||card.name;
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var bool=false;
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@ -33648,16 +33654,28 @@
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nature:'keymm',
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}],
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['神',{
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color:'#d6cde9',
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nature:'thundermm',
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color:'#faecd1',
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nature:'orangemm',
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}],
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['族',{
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color:'#ee9ac7',
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nature:'firemm',
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}],
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['晋',{
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color:'#e1a6f0',
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nature:'blackmm',
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}],
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['侠',{
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color:'#dddddd',
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nature:'qunmm',
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}],
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]),
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groupnature:{
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shen:'thunder',
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shen:'shen',
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wei:'water',
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shu:'soil',
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wu:'wood',
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qun:'metal',
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qun:'qun',
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western:'thunder',
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key:'key',
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jin:'thunder',
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@ -39516,6 +39534,7 @@
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phaseLoop:function(player){
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var next=game.createEvent('phaseLoop');
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next.player=player;
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next._isStandardLoop=true;
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next.setContent('phaseLoop');
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},
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gameDraw:function(player,num){
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@ -3967,6 +3967,38 @@ span[data-nature='keymm'] {
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rgba(203, 177, 255,1) 0 0 2px,black 0 0 1px;
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}
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div[data-nature='shen'],
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span[data-nature='shen'] {
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text-shadow: rgba(243, 171, 27, 1) 0 0 2px,rgba(243, 171, 27, 1) 0 0 5px,rgba(243, 171, 27, 1) 0 0 10px,
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rgba(243, 171, 27, 1) 0 0 10px,rgba(243, 171, 27, 1) 0 0 20px,rgba(243, 171, 27, 1) 0 0 20px,black 0 0 1px;
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}
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div[data-nature='shenm'],
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span[data-nature='shenm'] {
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text-shadow: rgba(243, 171, 27, 1) 0 0 2px,rgba(243, 171, 27, 1) 0 0 5px,rgba(243, 171, 27, 1) 0 0 5px,
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rgba(243, 171, 27, 1) 0 0 5px,black 0 0 1px;
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}
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div[data-nature='shenmm'],
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span[data-nature='shenmm'] {
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text-shadow: rgba(243, 171, 27, 1) 0 0 2px,rgba(243, 171, 27, 1) 0 0 2px,rgba(243, 171, 27, 1) 0 0 2px,
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rgba(243, 171, 27, 1) 0 0 2px,black 0 0 1px;
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}
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div[data-nature='qun'],
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span[data-nature='qun'] {
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text-shadow: rgba(164, 164, 164, 1) 0 0 2px,rgba(164, 164, 164, 1) 0 0 5px,rgba(164, 164, 164, 1) 0 0 10px,
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rgba(164, 164, 164, 1) 0 0 10px,rgba(164, 164, 164, 1) 0 0 20px,rgba(164, 164, 164, 1) 0 0 20px,black 0 0 1px;
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}
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div[data-nature='qunm'],
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span[data-nature='qunm'] {
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text-shadow: rgba(164, 164, 164, 1) 0 0 2px,rgba(164, 164, 164, 1) 0 0 5px,rgba(164, 164, 164, 1) 0 0 5px,
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rgba(164, 164, 164, 1) 0 0 5px,black 0 0 1px;
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}
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div[data-nature='qunmm'],
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span[data-nature='qunmm'] {
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text-shadow: rgba(164, 164, 164, 1) 0 0 2px,rgba(164, 164, 164, 1) 0 0 2px,rgba(164, 164, 164, 1) 0 0 2px,
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rgba(164, 164, 164, 1) 0 0 2px,black 0 0 1px;
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}
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.player .identity[data-color="nei"],
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.player .identity[data-color="ye"],
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.player .identity[data-color="rYe"],
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||||
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