v1.9.90(part3)
This commit is contained in:
parent
a15678aa29
commit
863ddcdd4a
94
mode/boss.js
94
mode/boss.js
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@ -1701,7 +1701,93 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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target.storage.boss_shedu+=trigger.num;
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target.storage.boss_shedu+=trigger.num;
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target.markSkill('boss_shedu');
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target.markSkill('boss_shedu');
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},
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},
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forced:true,
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global:'boss_shedu',
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global:'boss_shedu',
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mod:{
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cardEnabled:function (card,player){
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if(_status.event.skill!='boss_duqu_sha'&&get.owner(card)!=undefined&&card.name=='tao') return false;
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},
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cardUsable:function (card,player){
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if(_status.event.skill!='boss_duqu_sha'&&get.owner(card)!=undefined&&card.name=='tao') return false;
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},
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cardRespondable:function (card,player){
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if(_status.event.skill!='boss_duqu_sha'&&get.owner(card)!=undefined&&card.name=='tao') return false;
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},
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cardSavable:function (card,player){
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if(_status.event.skill!='boss_duqu_sha'&&get.owner(card)!=undefined&&card.name=='tao') return false;
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},
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},
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group:["boss_duqu_sha"],
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subSkill:{
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sha:{
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enable:["chooseToUse","chooseToRespond"],
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filterCard:{
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name:"tao",
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},
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viewAs:{
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name:"sha",
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},
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viewAsFilter:function (player){
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if(!player.countCards('h','tao')) return false;
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},
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prompt:"将一张桃当杀使用或打出",
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check:function (){return 1},
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ai:{
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effect:{
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target:function (card,player,target,current){
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if(get.tag(card,'respondSha')&¤t<0) return 0.6
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},
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},
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respondSha:true,
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skillTagFilter:function (player){
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if(!player.countCards('h','tao')) return false;
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},
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order:function (){
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return get.order({name:'sha'})-0.1;
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},
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useful:-1,
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value:-1,
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basic:{
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useful:[5,1],
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value:[5,1],
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},
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result:{
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target:function (player,target){
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if(player.hasSkill('jiu')&&!target.getEquip('baiyin')){
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if(get.attitude(player,target)>0){
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return -6;
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}
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else{
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return -3;
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}
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}
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return -1.5;
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},
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},
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tag:{
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respond:1,
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respondShan:1,
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damage:function (card){
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if(card.nature=='poison') return;
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return 1;
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},
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natureDamage:function (card){
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if(card.nature) return 1;
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},
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fireDamage:function (card,nature){
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if(card.nature=='fire') return 1;
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},
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thunderDamage:function (card,nature){
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if(card.nature=='thunder') return 1;
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},
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poisonDamage:function (card,nature){
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if(card.nature=='poison') return 1;
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},
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},
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},
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sub:true,
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},
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},
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},
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},
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boss_shedu:{
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boss_shedu:{
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trigger:{player:"phaseBefore"},
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trigger:{player:"phaseBefore"},
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@ -6855,20 +6941,22 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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filter:function(event,player){
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filter:function(event,player){
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if(player.countCards('h')==0) return false;
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if(player.countCards('h')==0) return false;
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if(!player.hasSkill('qiangxi')) return true;
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if(!player.hasSkill('qiangxi')) return true;
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if(!player.hasSkill('lieren')) return true;
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if(!player.hasSkill('retieji')) return true;
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if(!player.hasSkill('xuanfeng')) return true;
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if(!player.hasSkill('xuanfeng')) return true;
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if(!player.hasSkill('wansha')) return true;
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if(!player.hasSkill('wansha')) return true;
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return false;
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return false;
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},
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},
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filterCard:true,
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filterCard:true,
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position:'he',
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check:function(card){
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check:function(card){
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if(get.position(card)=='e'&&player.hasSkill('xuanfeng')) return 12-get.value(card);
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return 7-get.value(card);
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return 7-get.value(card);
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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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var list=[];
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var list=[];
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if(!player.hasSkill('qiangxi')) list.push('qiangxi');
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if(!player.hasSkill('qiangxi')) list.push('qiangxi');
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if(!player.hasSkill('lieren')) list.push('lieren');
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if(!player.hasSkill('retieji')) list.push('retieji');
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if(!player.hasSkill('xuanfeng')) list.push('xuanfeng');
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if(!player.hasSkill('xuanfeng')) list.push('xuanfeng');
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if(!player.hasSkill('wansha')) list.push('wansha');
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if(!player.hasSkill('wansha')) list.push('wansha');
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if(list.length==1){
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if(list.length==1){
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@ -6892,7 +6980,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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if(list.contains('xuanfeng')) return 'xuanfeng';
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if(list.contains('xuanfeng')) return 'xuanfeng';
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if(list.contains('qiangxi')) return 'qiangxi';
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if(list.contains('qiangxi')) return 'qiangxi';
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if(list.contains('wansha')) return 'wansha';
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if(list.contains('wansha')) return 'wansha';
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return 'lieren';
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return 'retieji';
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}).set('prompt','选择获得一项技能直到回合结束');
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}).set('prompt','选择获得一项技能直到回合结束');
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}
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}
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'step 1'
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'step 1'
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171
mode/guozhan.js
171
mode/guozhan.js
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@ -306,12 +306,12 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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gz_jun_zhangjiao:['male','qun',4,['wuxin','hongfa','wendao','huangjintianbingfu']],
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gz_jun_zhangjiao:['male','qun',4,['wuxin','hongfa','wendao','huangjintianbingfu']],
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gz_jun_sunquan:['male','wu',4,['jiahe','lianzi','jubao','yuanjiangfenghuotu']],
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gz_jun_sunquan:['male','wu',4,['jiahe','lianzi','jubao','yuanjiangfenghuotu']],
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gz_liqueguosi:['male','qun',4,['xiongsuan']],
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gz_liqueguosi:['male','qun',4,['gzxiongsuan']],
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gz_zuoci:['male','qun',3,['yigui','jihun'],['gzskin']],
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gz_zuoci:['male','qun',3,['yigui','jihun'],['gzskin']],
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gz_bianfuren:['female','wei',3,['wanwei','yuejian']],
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gz_bianfuren:['female','wei',3,['wanwei','gzyuejian']],
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gz_xunyou:['male','wei',3,['gzqice','zhiyu'],['gzskin']],
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gz_xunyou:['male','wei',3,['gzqice','zhiyu'],['gzskin']],
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gz_lingtong:['male','wu',4,['xuanlve','yongjin'],['gzskin']],
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gz_lingtong:['male','wu',4,['xuanlve','yongjin'],['gzskin']],
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gz_lvfan:['male','wu',3,['xindiaodu','diancai']],
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gz_lvfan:['male','wu',3,['xindiaodu','gzdiancai']],
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gz_masu:['male','shu',3,['sanyao','gzzhiman'],['gzskin']],
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gz_masu:['male','shu',3,['sanyao','gzzhiman'],['gzskin']],
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gz_shamoke:['male','shu',4,['gzjili']],
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gz_shamoke:['male','shu',4,['gzjili']],
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@ -319,7 +319,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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gz_lifeng:['male','shu',3,['tunchu','shuliang']],
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gz_lifeng:['male','shu',3,['tunchu','shuliang']],
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gz_beimihu:["female","qun",3,["hmkguishu","hmkyuanyu"]],
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gz_beimihu:["female","qun",3,["hmkguishu","hmkyuanyu"]],
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gz_cuimao:['male','wei',3,['zhengbi','fengying'],[]],
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gz_cuimao:['male','wei',3,['gzzhengbi','gzfengying'],[]],
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gz_yujin:['male','wei',4,['gzjieyue'],['gzskin']],
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gz_yujin:['male','wei',4,['gzjieyue'],['gzskin']],
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gz_wangping:['male','shu',4,['jianglue'],['gzskin']],
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gz_wangping:['male','shu',4,['jianglue'],['gzskin']],
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gz_fazheng:['male','shu',3,['gzxuanhuo','gzenyuan'],['gzskin']],
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gz_fazheng:['male','shu',3,['gzxuanhuo','gzenyuan'],['gzskin']],
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@ -482,8 +482,8 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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var xx=lib.skill.yigui_backup;
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var xx=lib.skill.yigui_backup;
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var evt=_status.event;
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var evt=_status.event;
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var group=xx.group;
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var group=xx.group;
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if(target.group!='unknown'&&target.group!=group) return false;
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var info=get.info(card);
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var info=get.info(card);
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if((!(info.singleCard&&ui.selected.targets.length))&&target.group!='unknown'&&target.group!=group) return false;
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if(info.changeTarget){
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if(info.changeTarget){
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var targets=[target];
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var targets=[target];
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info.changeTarget(player,targets);
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info.changeTarget(player,targets);
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@ -1203,7 +1203,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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intro:{content:function(){return get.translation('wuziliangjiangdao_info')}},
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intro:{content:function(){return get.translation('wuziliangjiangdao_info')}},
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},
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},
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zhengbi:{
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gzzhengbi:{
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trigger:{player:'phaseUseBegin'},
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trigger:{player:'phaseUseBegin'},
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filter:function(event,player){
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filter:function(event,player){
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//if(event.player!=player) return false;
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//if(event.player!=player) return false;
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@ -1261,8 +1261,8 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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player.$give(result.cards,result.targets[0]);
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player.$give(result.cards,result.targets[0]);
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}
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}
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else{
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else{
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player.storage.zhengbi_eff1=result.targets[0];
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player.storage.gzzhengbi_eff1=result.targets[0];
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player.addTempSkill('zhengbi_eff1');
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player.addTempSkill('gzzhengbi_eff1');
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event.finish();
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event.finish();
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}
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}
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'step 3'
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'step 3'
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@ -1299,13 +1299,13 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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sub:true,
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sub:true,
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mod:{
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mod:{
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targetInRange:function (card,player,target){
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targetInRange:function (card,player,target){
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if(target==player.storage.zhengbi_eff1) return true;
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if(target==player.storage.gzzhengbi_eff1) return true;
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},
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},
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cardUsable:function (card,player,num){
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cardUsable:function (card,player,num){
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if(typeof num=='number'&&player.storage.zhengbi_eff1.isAlive()&&player.storage.zhengbi_eff1.isUnseen()) return num+100;
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if(typeof num=='number'&&player.storage.gzzhengbi_eff1.isAlive()&&player.storage.gzzhengbi_eff1.isUnseen()) return num+100;
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},
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},
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playerEnabled:function (card,player,target){
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playerEnabled:function (card,player,target){
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if(player.storage.zhengbi_eff1.isAlive()&&player.storage.zhengbi_eff1.isUnseen()&&target!=player.storage.zhengbi_eff1){
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if(player.storage.gzzhengbi_eff1.isAlive()&&player.storage.gzzhengbi_eff1.isUnseen()&&target!=player.storage.gzzhengbi_eff1){
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var num=player.getCardUsable(card)-100;
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var num=player.getCardUsable(card)-100;
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if(num<=0) return false;
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if(num<=0) return false;
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}
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}
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@ -1316,14 +1316,14 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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eff2:{sub:true},
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eff2:{sub:true},
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}
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}
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},
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},
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fengying:{
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gzfengying:{
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limited:true,
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limited:true,
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enable:'phaseUse',
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enable:'phaseUse',
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position:'h',
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position:'h',
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filterCard:true,
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filterCard:true,
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selectCard:-1,
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selectCard:-1,
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filter:function(event,player){
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filter:function(event,player){
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return !player.storage.fengying&&player.countCards('h')>0;
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return !player.storage.gzfengying&&player.countCards('h')>0;
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},
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},
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filterTarget:function(card,player,target){
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filterTarget:function(card,player,target){
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return target==player;
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return target==player;
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@ -1333,8 +1333,8 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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lose:false,
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lose:false,
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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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player.awakenSkill('fengying');
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player.awakenSkill('gzfengying');
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player.storage.fengying=true;
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player.storage.gzfengying=true;
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player.useCard({name:'xietianzi'},cards,target);
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player.useCard({name:'xietianzi'},cards,target);
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'step 1'
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'step 1'
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var list=game.filterPlayer(function(current){
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var list=game.filterPlayer(function(current){
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@ -1420,7 +1420,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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position:'h',
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position:'h',
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filterCard:true,
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filterCard:true,
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filterTarget:function(card,player,target){
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filterTarget:function(card,player,target){
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return target.identity!='wei';
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return target.identity!='wei'&&target!=player;
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},
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},
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ai1:function(card,player,target){
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ai1:function(card,player,target){
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if(get.attitude(player,target)>0) return 11-get.value(card);
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if(get.attitude(player,target)>0) return 11-get.value(card);
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@ -3703,38 +3703,6 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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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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gzjili:{
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subSkill:{
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count:{
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trigger:{player:['useCard','respond']},
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silent:true,
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priority:1,
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content:function(){
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player.storage.gzjili++;
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}
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},
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init:{
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trigger:{global:'phaseBefore'},
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silent:true,
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content:function(){
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player.storage.gzjili=0;
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}
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}
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},
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group:['gzjili_count','gzjili_init'],
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trigger:{player:['useCard','respond']},
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frequent:true,
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filter:function(event,player){
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return player.storage.gzjili==player.getAttackRange();
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},
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audio:2,
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content:function(){
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player.draw(player.getAttackRange());
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},
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ai:{
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threaten:1.8
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}
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},
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gzzhiman:{
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gzzhiman:{
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inherit:'zhiman',
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inherit:'zhiman',
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content:function(){
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content:function(){
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@ -3749,12 +3717,12 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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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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diancai:{
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gzdiancai:{
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group:['diancai_count','diancai_init'],
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group:['gzdiancai_count','gzdiancai_init'],
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audio:2,
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audio:2,
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trigger:{global:'phaseUseEnd'},
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trigger:{global:'phaseUseEnd'},
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filter:function(event,player){
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filter:function(event,player){
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return _status.currentPhase!=player&&player.storage.diancai>=player.hp;
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return _status.currentPhase!=player&&player.storage.gzdiancai>=player.hp;
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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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@ -3773,7 +3741,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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},
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},
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silent:true,
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silent:true,
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content:function(){
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content:function(){
|
||||||
player.storage.diancai=0;
|
player.storage.gzdiancai=0;
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
count:{
|
count:{
|
||||||
|
@ -3783,12 +3751,12 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
||||||
return _status.currentPhase!=player;
|
return _status.currentPhase!=player;
|
||||||
},
|
},
|
||||||
content:function(){
|
content:function(){
|
||||||
player.storage.diancai+=trigger.cards.length;
|
player.storage.gzdiancai+=trigger.cards.length;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
diaodu:{
|
/*diaodu:{
|
||||||
enable:'phaseUse',
|
enable:'phaseUse',
|
||||||
audio:2,
|
audio:2,
|
||||||
usable:1,
|
usable:1,
|
||||||
|
@ -3889,7 +3857,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},*/
|
||||||
yongjin:{
|
yongjin:{
|
||||||
unique:true,
|
unique:true,
|
||||||
limited:true,
|
limited:true,
|
||||||
|
@ -4491,35 +4459,15 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
||||||
threaten:1.6,
|
threaten:1.6,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
wanwei:{
|
gzyuejian:{
|
||||||
trigger:{target:['discardPlayerCardBegin','gainPlayerCardBegin']},
|
|
||||||
direct:true,
|
|
||||||
filter:function(event,player){
|
|
||||||
return event.player!=player&&!event.directresult;
|
|
||||||
},
|
|
||||||
audio:2,
|
|
||||||
content:function(){
|
|
||||||
'step 0'
|
|
||||||
player.choosePlayerCard(player,get.prompt('wanwei'),trigger.position).set('ai',function(button){
|
|
||||||
return 20-get.value(button.link);
|
|
||||||
});
|
|
||||||
'step 1'
|
|
||||||
if(result.bool){
|
|
||||||
player.logSkill('wanwei');
|
|
||||||
trigger.directresult=result.links.slice(0);
|
|
||||||
trigger.untrigger();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
yuejian:{
|
|
||||||
trigger:{global:'phaseDiscardBegin'},
|
trigger:{global:'phaseDiscardBegin'},
|
||||||
init:function(player){
|
init:function(player){
|
||||||
player.storage.yuejian={};
|
player.storage.gzyuejian={};
|
||||||
},
|
},
|
||||||
audio:2,
|
audio:'yuejian',
|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
if(player.sameIdentityAs(event.player)){
|
if(player.sameIdentityAs(event.player)){
|
||||||
var targets=player.storage.yuejian[event.player.playerid];
|
var targets=player.storage.gzyuejian[event.player.playerid];
|
||||||
if(targets){
|
if(targets){
|
||||||
for(var i=0;i<targets.length;i++){
|
for(var i=0;i<targets.length;i++){
|
||||||
if(event.player.differentIdentityFrom(targets[i],player==event.player)){
|
if(event.player.differentIdentityFrom(targets[i],player==event.player)){
|
||||||
|
@ -4532,14 +4480,14 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
||||||
return false;
|
return false;
|
||||||
},
|
},
|
||||||
content:function(){
|
content:function(){
|
||||||
trigger.player.addTempSkill('yuejian_num');
|
trigger.player.addTempSkill('gzyuejian_num');
|
||||||
},
|
},
|
||||||
logTarget:'player',
|
logTarget:'player',
|
||||||
check:function(event,player){
|
check:function(event,player){
|
||||||
return event.player.needsToDiscard()&&event.player.isDamaged();
|
return event.player.needsToDiscard()&&event.player.isDamaged();
|
||||||
},
|
},
|
||||||
frequent:true,
|
frequent:true,
|
||||||
group:['yuejian_count','yuejian_clear'],
|
group:['gzyuejian_count','gzyuejian_clear'],
|
||||||
subSkill:{
|
subSkill:{
|
||||||
num:{
|
num:{
|
||||||
mod:{
|
mod:{
|
||||||
|
@ -4558,20 +4506,20 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
||||||
},
|
},
|
||||||
silent:true,
|
silent:true,
|
||||||
content:function(){
|
content:function(){
|
||||||
if(!player.storage.yuejian[trigger.player.playerid]){
|
if(!player.storage.gzyuejian[trigger.player.playerid]){
|
||||||
player.storage.yuejian[trigger.player.playerid]=[];
|
player.storage.gzyuejian[trigger.player.playerid]=[];
|
||||||
}
|
}
|
||||||
player.storage.yuejian[trigger.player.playerid].addArray(trigger.targets);
|
player.storage.gzyuejian[trigger.player.playerid].addArray(trigger.targets);
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
clear:{
|
clear:{
|
||||||
trigger:{global:'phaseAfter'},
|
trigger:{global:'phaseAfter'},
|
||||||
silent:true,
|
silent:true,
|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
return player.storage.yuejian[event.player.playerid]?true:false;
|
return player.storage.gzyuejian[event.player.playerid]?true:false;
|
||||||
},
|
},
|
||||||
content:function(){
|
content:function(){
|
||||||
delete player.storage.yuejian[trigger.player.playerid];
|
delete player.storage.gzyuejian[trigger.player.playerid];
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -4850,8 +4798,9 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
xiongsuan:{
|
gzxiongsuan:{
|
||||||
limited:true,
|
limited:true,
|
||||||
|
audio:'xiongsuan',
|
||||||
enable:'phaseUse',
|
enable:'phaseUse',
|
||||||
filterCard:true,
|
filterCard:true,
|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
|
@ -4865,8 +4814,8 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
||||||
},
|
},
|
||||||
content:function(){
|
content:function(){
|
||||||
'step 0'
|
'step 0'
|
||||||
player.awakenSkill('xiongsuan');
|
player.awakenSkill('gzxiongsuan');
|
||||||
target.damage();
|
target.damage('nocard');
|
||||||
'step 1'
|
'step 1'
|
||||||
player.draw(3);
|
player.draw(3);
|
||||||
var list=[];
|
var list=[];
|
||||||
|
@ -4877,8 +4826,8 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if(list.length==1){
|
if(list.length==1){
|
||||||
target.storage.xiongsuan_restore=list[0];
|
target.storage.gzxiongsuan_restore=list[0];
|
||||||
target.addTempSkill('xiongsuan_restore','phaseBegin');
|
target.addTempSkill('gzxiongsuan_restore','phaseBegin');
|
||||||
event.finish();
|
event.finish();
|
||||||
}
|
}
|
||||||
else if(list.length>1){
|
else if(list.length>1){
|
||||||
|
@ -4888,15 +4837,15 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
||||||
event.finish();
|
event.finish();
|
||||||
}
|
}
|
||||||
'step 2'
|
'step 2'
|
||||||
target.storage.xiongsuan_restore=result.control;
|
target.storage.gzxiongsuan_restore=result.control;
|
||||||
target.addTempSkill('xiongsuan_restore','phaseBegin');
|
target.addTempSkill('gzxiongsuan_restore','phaseBegin');
|
||||||
},
|
},
|
||||||
subSkill:{
|
subSkill:{
|
||||||
restore:{
|
restore:{
|
||||||
trigger:{global:'phaseAfter'},
|
trigger:{global:'phaseAfter'},
|
||||||
silent:true,
|
silent:true,
|
||||||
content:function(){
|
content:function(){
|
||||||
player.restoreSkill(player.storage.xiongsuan_restore);
|
player.restoreSkill(player.storage.gzxiongsuan_restore);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
@ -4905,7 +4854,6 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
||||||
damage:true,
|
damage:true,
|
||||||
result:{
|
result:{
|
||||||
target:function(player,target){
|
target:function(player,target){
|
||||||
if(get.damageEffect(target,player,player)>0) return 10;
|
|
||||||
if(target.hp>1){
|
if(target.hp>1){
|
||||||
var skills=target.getOriginalSkills();
|
var skills=target.getOriginalSkills();
|
||||||
for(var i=0;i<skills.length;i++){
|
for(var i=0;i<skills.length;i++){
|
||||||
|
@ -4914,6 +4862,8 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
if(target!=player) return 0;
|
||||||
|
if(get.damageEffect(target,player,player)>0) return 10;
|
||||||
if(target.hp>=4) return 5;
|
if(target.hp>=4) return 5;
|
||||||
if(target.hp==3){
|
if(target.hp==3){
|
||||||
if(player.countCards('h')<=2&&game.hasPlayer(function(current){
|
if(player.countCards('h')<=2&&game.hasPlayer(function(current){
|
||||||
|
@ -7476,10 +7426,10 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
||||||
junling6_info:'若被执行,执行者选择一张手牌和一张装备区内牌(若有),然后弃置其余的牌。',
|
junling6_info:'若被执行,执行者选择一张手牌和一张装备区内牌(若有),然后弃置其余的牌。',
|
||||||
|
|
||||||
gz_cuimao:'崔琰毛玠',
|
gz_cuimao:'崔琰毛玠',
|
||||||
zhengbi:'征辟',
|
gzzhengbi:'征辟',
|
||||||
zhengbi_info:'出牌阶段开始时,你可以选择一项:选择一名未确定势力的角色,你对其使用的牌无距离限制且不计入使用次数,直到其明置武将牌或回合结束;或将一张基本牌交给一名有明置武将牌的角色,然后其交给你一张非基本牌或两张基本牌。',
|
gzzhengbi_info:'出牌阶段开始时,你可以选择一项:选择一名未确定势力的角色,你对其使用的牌无距离限制且不计入使用次数,直到其明置武将牌或回合结束;或将一张基本牌交给一名有明置武将牌的角色,然后其交给你一张非基本牌或两张基本牌。',
|
||||||
fengying:'奉迎',
|
gzfengying:'奉迎',
|
||||||
fengying_info:'限定技,你可以将所有手牌当【挟天子以令诸侯】使用(无视大势力限制),然后所有与你势力相同的角色将手牌补至体力上限。',
|
gzfengying_info:'限定技,你可以将所有手牌当【挟天子以令诸侯】使用(无视大势力限制),然后所有与你势力相同的角色将手牌补至体力上限。',
|
||||||
gz_yujin:'于禁',
|
gz_yujin:'于禁',
|
||||||
gzjieyue:'节钺',
|
gzjieyue:'节钺',
|
||||||
gzjieyue_info:'准备阶段开始时,你可以将一张手牌交给一名非魏势力角色,然后选择一个“军令”,然后令其选择一项:执行该军令,然后你摸一张牌;或令你于此回合摸牌阶段摸牌时,额外摸三张牌。',
|
gzjieyue_info:'准备阶段开始时,你可以将一张手牌交给一名非魏势力角色,然后选择一个“军令”,然后令其选择一项:执行该军令,然后你摸一张牌;或令你于此回合摸牌阶段摸牌时,额外摸三张牌。',
|
||||||
|
@ -7524,7 +7474,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
||||||
gzzongyu_info:'当【六龙骖驾】进入其他角色的装备区后,你可以用你装备区内所有坐骑牌(至少一张)与【六龙骖驾】交换位置。锁定技,当你使用一张坐骑牌后,若场上或弃牌堆中有【六龙骖驾】,则将【六龙骖驾】置入你的装备区。',
|
gzzongyu_info:'当【六龙骖驾】进入其他角色的装备区后,你可以用你装备区内所有坐骑牌(至少一张)与【六龙骖驾】交换位置。锁定技,当你使用一张坐骑牌后,若场上或弃牌堆中有【六龙骖驾】,则将【六龙骖驾】置入你的装备区。',
|
||||||
|
|
||||||
xindiaodu:"调度",
|
xindiaodu:"调度",
|
||||||
"xindiaodu_info":"当与你势力相同的角色使用装备牌时,该角色可以摸一张牌;出牌阶段开始时,你可以获得与你势力相同的一名角色装备区里的一张牌,然后你可以将此牌交给另一名角色。",
|
"xindiaodu_info":"当与你势力相同的角色使用装备牌时,该角色可以摸一张牌;出牌阶段开始时,你可以获得与你势力相同的一名其他角色装备区里的一张牌,然后你可以将此牌交给另一名与你势力相同的其他角色。",
|
||||||
yigui:"役鬼",
|
yigui:"役鬼",
|
||||||
"yigui_info":"当你第一次明置此武将牌时,你将剩余武将牌堆的两张牌扣置于游戏外,称为“魂”;你可以将一张“魂”亮出并置入剩余武将牌堆,视为你使用一张本回合你未以此法使用过的基本牌或普通锦囊牌,且目标须为与此“魂”势力相同或未确定势力的角色。 ",
|
"yigui_info":"当你第一次明置此武将牌时,你将剩余武将牌堆的两张牌扣置于游戏外,称为“魂”;你可以将一张“魂”亮出并置入剩余武将牌堆,视为你使用一张本回合你未以此法使用过的基本牌或普通锦囊牌,且目标须为与此“魂”势力相同或未确定势力的角色。 ",
|
||||||
"yigui_init":"役鬼",
|
"yigui_init":"役鬼",
|
||||||
|
@ -7624,19 +7574,16 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
||||||
gzshushen:'淑慎',
|
gzshushen:'淑慎',
|
||||||
gzshushen_info:'当你回复1点体力时,你可令与你势力相同的一名其他角色摸一张牌。',
|
gzshushen_info:'当你回复1点体力时,你可令与你势力相同的一名其他角色摸一张牌。',
|
||||||
_lianheng:'合纵',
|
_lianheng:'合纵',
|
||||||
lianheng_tag:'合',
|
lianheng_tag:'合',
|
||||||
guo_tag:'国',
|
guo_tag:'国',
|
||||||
qianhuan:'千幻',
|
qianhuan:'千幻',
|
||||||
qianhuan_bg:'幻',
|
qianhuan_bg:'幻',
|
||||||
qianhuan_info:'当与你势力相同的一名角色受到伤害后,你可以将一张与你武将牌上花色均不同的牌置于你的武将牌上。当一名与你势力相同的角色成为基本牌或锦囊牌的唯一目标时,你可以移去一张“千幻”牌,取消之。',
|
qianhuan_info:'当与你势力相同的一名角色受到伤害后,你可以将一张与你武将牌上花色均不同的牌置于你的武将牌上。当一名与你势力相同的角色成为基本牌或锦囊牌的唯一目标时,你可以移去一张“千幻”牌,取消之。',
|
||||||
gzjili:'蒺藜',
|
|
||||||
gzjili_info:'当你于一回合内使用或打出第X张牌时,你可以摸X张牌(X为你的攻击范围)。',
|
|
||||||
gzzhiman:'制蛮',
|
gzzhiman:'制蛮',
|
||||||
gzzhiman_info:'当你对其他角色造成伤害时,你可以防止此伤害。若如此做,你获得其装备区或判定区里的一张牌。然后若该角色与你势力相同,则该角色可以变更其副将。',
|
gzzhiman_info:'当你对其他角色造成伤害时,你可以防止此伤害。若如此做,你获得其装备区或判定区里的一张牌。然后若该角色与你势力相同,则该角色可以变更其副将。',
|
||||||
diaodu:'调度',
|
|
||||||
diaodu_info:'出牌阶段限一次,所有与你势力相同的角色,可以依次选择一项:1、使用一张装备牌;2、将装备区里的一张牌移动至另一名与你势力相同的角色的装备区里。',
|
gzdiancai:'典财',
|
||||||
diancai:'典财',
|
gzdiancai_info:'其他角色的出牌阶段结束时,若你于此阶段失去了x张或更多的牌,则你可以将手牌摸至体力上限。若如此做,你可以变更副将(x为你的体力值)。',
|
||||||
diancai_info:'其他角色的出牌阶段结束时,若你于此阶段失去了x张或更多的牌,则你可以将手牌摸至体力上限。若如此做,你可以变更副将(x为你的体力值)。',
|
|
||||||
xuanlve:'旋略',
|
xuanlve:'旋略',
|
||||||
xuanlve_info:'当你失去装备区里的牌后,你可以弃置一名其他角色的一张牌。',
|
xuanlve_info:'当你失去装备区里的牌后,你可以弃置一名其他角色的一张牌。',
|
||||||
yongjin:'勇进',
|
yongjin:'勇进',
|
||||||
|
@ -7646,12 +7593,10 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
||||||
gzqice:'奇策',
|
gzqice:'奇策',
|
||||||
gzqice_backup:'奇策',
|
gzqice_backup:'奇策',
|
||||||
gzqice_info:'出牌阶段限一次,你可以将所有手牌当任意一张普通锦囊牌使用,你不能以此法使用目标数超过X的牌(X为你的手牌数),然后你可以变更副将。',
|
gzqice_info:'出牌阶段限一次,你可以将所有手牌当任意一张普通锦囊牌使用,你不能以此法使用目标数超过X的牌(X为你的手牌数),然后你可以变更副将。',
|
||||||
wanwei:'挽危',
|
gzyuejian:'约俭',
|
||||||
wanwei_info:'当你因被其他角色获得或弃置而失去牌时,你可以改为自己选择失去的牌',
|
gzyuejian_info:'与你势力相同角色的弃牌阶段开始时,若其本回合未使用指定过其他势力的角色为目标,则该角色本回合手牌上限等同于其体力上限',
|
||||||
yuejian:'约俭',
|
gzxiongsuan:'凶算',
|
||||||
yuejian_info:'与你势力相同角色的弃牌阶段开始时,若其本回合未使用指定过其他势力的角色为目标,则该角色本回合手牌上限等同于其体力上限',
|
gzxiongsuan_info:'限定技,出牌阶段,你可以弃置一张手牌并选择与你势力相同的一名角色,对其造成1点伤害,然后你摸三张牌。若该角色有已发动的限定技,则你选择其中一个限定技,此回合结束后视为该限定技未发动过。',
|
||||||
xiongsuan:'凶算',
|
|
||||||
xiongsuan_info:'限定技,出牌阶段,你可以弃置一张手牌并选择与你势力相同的一名角色,对其造成1点伤害,然后你摸三张牌。若该角色有已发动的限定技,则你选择其中一个限定技,此回合结束后视为该限定技未发动过。',
|
|
||||||
gzhuashen:'化身',
|
gzhuashen:'化身',
|
||||||
gzhuashen_info:'准备阶段开始时,若你的“化身”不足两张,则你可以观看剩余武将牌堆中的五张牌,然后扣置其中至多两张武将牌在你的武将旁,称为“化身”;若“化身”有两张以上,则你可以用剩余武将牌堆顶的一张牌替换一张“化身”。你可以于相应的时机明置并发动“化身”的一个技能,技能结算完成后将该“化身”放回剩余武将牌堆。你每个时机只能发动一张“化身”的技能,且不能发动带有技能类型的技能(锁定技、限定技等)。',
|
gzhuashen_info:'准备阶段开始时,若你的“化身”不足两张,则你可以观看剩余武将牌堆中的五张牌,然后扣置其中至多两张武将牌在你的武将旁,称为“化身”;若“化身”有两张以上,则你可以用剩余武将牌堆顶的一张牌替换一张“化身”。你可以于相应的时机明置并发动“化身”的一个技能,技能结算完成后将该“化身”放回剩余武将牌堆。你每个时机只能发动一张“化身”的技能,且不能发动带有技能类型的技能(锁定技、限定技等)。',
|
||||||
gzxinsheng:'新生',
|
gzxinsheng:'新生',
|
||||||
|
|
|
@ -98,6 +98,8 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
||||||
game.prepareArena(2);
|
game.prepareArena(2);
|
||||||
}
|
}
|
||||||
else if(_status.mode=='three'){
|
else if(_status.mode=='three'){
|
||||||
|
lib.character.wenpin[3]=['zhenwei_three'];
|
||||||
|
lib.character.zhugejin[3]=['hongyuan','huanshi_three','mingzhe'];
|
||||||
if(!get.config('enable_all_cards')){
|
if(!get.config('enable_all_cards')){
|
||||||
lib.translate.wuzhong_info+='若对方存活角色多于己方,则额外摸一张牌';
|
lib.translate.wuzhong_info+='若对方存活角色多于己方,则额外摸一张牌';
|
||||||
lib.translate.zhuge_info='锁定技,出牌阶段,你使用杀的次数上限+3';
|
lib.translate.zhuge_info='锁定技,出牌阶段,你使用杀的次数上限+3';
|
||||||
|
|
Loading…
Reference in New Issue