v1.9.54.1
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87e6673713
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@ -4514,7 +4514,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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roulin_info:'你对女性角色、女性角色对你使用【杀】时,都需连续使用两张【闪】才能抵消。',
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roulin_info:'你对女性角色、女性角色对你使用【杀】时,都需连续使用两张【闪】才能抵消。',
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benghuai_info:'结束阶段,若你的体力不是全场最少的(或之一),你须减1点体力或体力上限。',
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benghuai_info:'结束阶段,若你的体力不是全场最少的(或之一),你须减1点体力或体力上限。',
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baonue_info:'主公技,其他群雄角色每造成一次伤害,可进行一次判定,若为♠,你回复1点体力。',
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baonue_info:'主公技,其他群雄角色每造成一次伤害,可进行一次判定,若为♠,你回复1点体力。',
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luanwu_info:'出牌阶段,可令除你外的所有角色依次对与其距离最近的另一名角色使用一张【杀】,无法如此做者失去1点体力。',
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luanwu_info:'限定技,出牌阶段,可令除你外的所有角色依次对与其距离最近的另一名角色使用一张【杀】,无法如此做者失去1点体力。',
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wansha_info:'在你的回合,除你以外,只有处于濒死状态的角色才能使用【桃】。',
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wansha_info:'在你的回合,除你以外,只有处于濒死状态的角色才能使用【桃】。',
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weimu_info:'你不能成为♠或♣锦囊的目标。',
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weimu_info:'你不能成为♠或♣锦囊的目标。',
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@ -8091,6 +8091,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger:{source:'dieAfter'},
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trigger:{source:'dieAfter'},
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priority:-10,
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priority:-10,
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silent:true,
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silent:true,
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locked:false,
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onremove:function(player){
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delete player.storage.qiluan;
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},
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filter:function(event){
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filter:function(event){
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return _status.currentPhase!=event.player;
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return _status.currentPhase!=event.player;
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},
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},
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@ -8102,12 +8106,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player.storage.qiluan++;
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player.storage.qiluan++;
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}
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}
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},
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},
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group:['qiluan2','qiluan3']
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group:['qiluan2','qiluan3','qiluan4']
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},
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},
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qiluan2:{
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qiluan2:{
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audio:2,
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audio:2,
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trigger:{global:'phaseAfter'},
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trigger:{global:'phaseAfter'},
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forced:true,
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frequent:true,
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filter:function(event,player){
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filter:function(event,player){
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return player.storage.qiluan?true:false;
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return player.storage.qiluan?true:false;
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},
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},
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@ -8123,7 +8127,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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qiluan3:{
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qiluan3:{
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trigger:{source:'dieAfter'},
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trigger:{source:'dieAfter'},
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forced:true,
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frequent:true,
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priority:-10,
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priority:-10,
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filter:function(event){
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filter:function(event){
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return _status.currentPhase==event.player;
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return _status.currentPhase==event.player;
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@ -8131,12 +8135,21 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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content:function(){
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content:function(){
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var num=3;
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var num=3;
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if(player.storage.qiluan){
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if(player.storage.qiluan){
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if(get.mode()!='guozhan'){
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num+=3*player.storage.qiluan;
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num+=3*player.storage.qiluan;
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}
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player.storage.qiluan=0;
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player.storage.qiluan=0;
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}
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}
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player.draw(num);
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player.draw(num);
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},
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},
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},
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},
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qiluan4:{
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trigger:{global:'phaseBegin'},
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silent:true,
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content:function(){
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player.storage.qiluan=0;
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}
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},
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shangyi:{
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shangyi:{
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audio:2,
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audio:2,
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enable:'phaseUse',
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enable:'phaseUse',
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@ -1,8 +1,9 @@
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window.noname_update={
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window.noname_update={
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version:'1.9.54',
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version:'1.9.54.1',
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update:'1.9.53.1',
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update:'1.9.53.1',
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changeLog:[
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changeLog:[
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'变包武将'
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'变包武将',
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'bug修复'
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],
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],
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files:[
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files:[
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'card/standard.js',
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'card/standard.js',
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@ -16,7 +17,6 @@ window.noname_update={
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'character/yijiang.js',
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'character/yijiang.js',
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'character/standard.js',
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'character/standard.js',
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'character/xianjian.js',
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'character/xianjian.js',
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'character/yijiang.js',
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'game/asset.js',
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'game/asset.js',
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'game/game.js',
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'game/game.js',
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'game/directory.js',
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'game/directory.js',
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@ -1339,6 +1339,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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hookTrigger:{
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hookTrigger:{
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after:function(event,player){
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after:function(event,player){
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if(event._direct&&!player.storage.gzhuashen_removing.contains(event.skill)) return false;
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if(event._direct&&!player.storage.gzhuashen_removing.contains(event.skill)) return false;
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if(lib.skill[event.skill].silent) return false;
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return lib.skill.gzhuashen.getSkillSources(player,event.skill).length>0;
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return lib.skill.gzhuashen.getSkillSources(player,event.skill).length>0;
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}
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}
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},
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},
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