This commit is contained in:
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@ -139,9 +139,8 @@ card.hearth={
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'step 2'
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game.delay(0.5);
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'step 3'
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var hs=player.get('h');
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if(hs.length){
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player.discard(hs.randomGet());
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if(target.num('h')){
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target.chooseToDiscard('h',true);
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}
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},
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ai:{
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@ -150,9 +149,8 @@ card.hearth={
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useful:2,
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result:{
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target:function(player,target){
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return Math.max(0,2-target.num('e'));
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return Math.max(0,2-target.num('e'))+(target.num('h')?0:0.5);
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},
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player:-0.5
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}
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}
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},
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@ -653,7 +651,7 @@ card.hearth={
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shandianjian:'闪电箭',
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shandianjian_info:'目标角色展示一张手牌,然后若你能弃掉一张与所展示牌相同花色的手牌,则对该角色造成1点雷电伤害。',
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shijieshu:'视界术',
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shijieshu_info:'目标随机装备牌堆中的两张装备牌,使用者随机弃置一张手牌',
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shijieshu_info:'目标随机装备牌堆中的两张装备牌,然后弃置一张手牌',
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zhaomingdan:'照明弹',
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zhaomingdan_info:'弃置一名其他角色判定区内的所有牌,然后摸一张牌',
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jihuocard:'激活',
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@ -1920,11 +1920,6 @@ card.swd={
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return 'zeroplayertarget';
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}
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},
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player:function(card,player,target,current){
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if(get.type(card)=='trick'&&get.tag(card,'damage')){
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return 'zeroplayertarget';
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}
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}
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}
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}
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},
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@ -3275,7 +3270,7 @@ card.swd={
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lingjiandai_info:'出牌阶段对距离1以内的一名角色使用,目标获得3张随机零件',
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mujiaren:'木甲人',
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mujiaren_skill:'巧匠',
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mujiaren_skill_info:'你在煅造装备时可以额外加入一个零件;你可以非基本牌当作机关鼠使用',
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mujiaren_skill_info:'你在煅造装备时可以额外加入一个零件;你可以将非基本牌当作机关鼠使用',
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mujiaren_info:'出牌阶段对距离1以内的一名角色使用,目标获得技能巧匠(你在煅造装备时可以额外加入一个零件;你可以将非基本牌当作机关鼠使用)',
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hslingjian:'零件',
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hslingjian_xuanfengzhiren:'旋风之刃',
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@ -3965,7 +3965,7 @@ character.hearth={
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player.draw(3);
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},
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ai:{
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order:1,
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order:4,
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result:{
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player:function(player){
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if(player.num('h')>=player.hp-1) return -1;
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@ -171,7 +171,6 @@ character.ow={
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},
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liudan:{
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trigger:{player:'useCard'},
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popup:false,
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check:function(event,player){
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var list=[];
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for(var i=0;i<game.players.length;i++){
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@ -3312,6 +3312,8 @@ character.sp={
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return false;
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},
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direct:true,
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unique:true,
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gainable:true,
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content:function(){
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"step 0"
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if(trigger.delay==false) game.delay();
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124
character/swd.js
124
character/swd.js
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@ -5328,13 +5328,11 @@ character.swd={
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player.markSkillCharacter('tianshu2',target,get.translation(link),lib.translate[link+'_info']);
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player.checkMarks();
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player.addSkill('tianshu3');
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player.addTempSkill('tianshu_ai','phaseAfter');
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},
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ai:{
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order:10,
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result:{
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player:function(player){
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if(player.skills.contains('tianshu_ai')) return 0;
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return 1;
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}
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}
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@ -5352,14 +5350,15 @@ character.swd={
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player.removeSkill('tianshu3');
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}
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},
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tianshu_old:{
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tianshu:{
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unique:true,
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enable:'phaseUse',
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priority:-9,
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filterCard:true,
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position:'he',
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usable:1,
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filterCard:function(card){
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return get.type(card,'trick')=='trick';
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},
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filter:function(event,player){
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return player.num('he')>0;
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return player.num('h',{type:['trick','delay']})>0;
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},
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filterTarget:function(card,player,target){
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var names=[];
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@ -5381,7 +5380,7 @@ character.swd={
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return false;
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}
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},
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// group:'tianshu_remove',
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group:'tianshu_remove',
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createDialog:function(player,target,onlylist){
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var names=[];
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var list=[];
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@ -5433,9 +5432,6 @@ character.swd={
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},
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content:function(){
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"step 0"
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if(player.storage.tianshu){
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player.unmark(player.storage.tianshu+'_charactermark');
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}
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event.skillai=function(list){
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return list.randomGet();
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};
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@ -5445,39 +5441,34 @@ character.swd={
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event._result=event.skillai(event.list);
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game.resume();
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};
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_status.imchoosing=true;
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game.pause();
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}
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else{
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event._result=event.skillai(lib.skill.tianshu.createDialog(player,target,true));
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}
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"step 1"
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_status.imchoosing=false;
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if(event.dialog){
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event.dialog.close();
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}
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var link=result;
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player.addSkill(link);
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player.skills.remove(link);
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if(player.additionalSkills.tianshu){
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player.removeSkill(player.additionalSkills.tianshu);
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}
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player.additionalSkills.tianshu=link;
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player.popup(link);
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player.markCharacter(target.name,{
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name:get.translation(link),
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content:lib.translate[link+'_info']
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});
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game.addVideo('markCharacter',player,{
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name:get.translation(link),
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content:lib.translate[link+'_info'],
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id:'tianshu',
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target:target.name
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});
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player.storage.tianshu=target.name;
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player.markSkillCharacter('tianshu',target,get.translation(link),lib.translate[link+'_info']);
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player.storage.tianshu=target;
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player.checkMarks();
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player.addTempSkill('tianshu_ai','phaseAfter');
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game.log(player,'获得了技能','【'+get.translation(link)+'】');
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},
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ai:{
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order:1,
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result:{
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player:function(player){
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if(player.skills.contains('tianshu_ai')) return 0;
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if(player.num('h')>player.hp) return 1;
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return 0;
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}
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@ -5485,19 +5476,20 @@ character.swd={
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}
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},
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tianshu_remove:{
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trigger:{player:'phaseUseBegin'},
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trigger:{global:'dieAfter'},
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forced:true,
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popup:false,
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silent:true,
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filter:function(event,player){
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return event.player==player.storage.tianshu;
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},
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content:function(){
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if(player.storage.tianshu){
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player.unmark(player.storage.tianshu+'_charactermark');
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delete player.storage.tianshu;
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delete player.additionalSkills.tianshu;
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}
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player.unmarkSkill('tianshu');
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player.removeSkill(player.additionalSkills.tianshu);
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delete player.storage.tianshu;
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delete player.additionalSkills.tianshu;
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}
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},
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tianshu_ai:{},
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tianshu2_old:{
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trigger:{player:'phaseBegin'},
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direct:true,
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@ -6301,7 +6293,7 @@ character.swd={
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}
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}
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},
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lanzhi:{
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lanzhi_old:{
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trigger:{source:'damageBefore'},
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prompt:function(event){
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return '是否对'+get.translation(event.player)+'发动【兰芷】?';
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@ -6318,6 +6310,68 @@ character.swd={
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player.recover();
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},
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},
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lanzhi:{
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trigger:{player:'useCard'},
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filter:function(event,player){
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if(get.suit(event.card)=='club'){
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].hp<game.players[i].maxHp&&game.players[i].hp<=player.hp){
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return true;
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}
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}
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}
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return false;
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},
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prompt:function(event,player){
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var list=[];
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].hp<game.players[i].maxHp&&game.players[i].hp<=player.hp){
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list.push(game.players[i]);
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}
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}
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return '是否对'+get.translation(list)+'发动【兰芷】?';
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},
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check:function(){
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var list=[];
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].hp<game.players[i].maxHp&&game.players[i].hp<=player.hp){
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list.push(game.players[i]);
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}
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}
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var num=0;
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for(var i=0;i<list.length;i++){
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var eff=ai.get.recoverEffect(list[i],player,player);
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if(eff>0){
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num++;
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}
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else{
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num--;
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}
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}
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return num>0;
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},
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content:function(){
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"step 0"
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var list=[];
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].hp<game.players[i].maxHp&&game.players[i].hp<=player.hp){
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list.push(game.players[i]);
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}
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}
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player.line(list,'green');
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list.sort(lib.sort.seat);
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event.list=list;
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"step 1"
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if(event.list.length){
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event.list.shift().recover();
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event.redo();
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}
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},
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ai:{
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expose:0.3,
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threaten:1.5
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}
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},
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lanzhi2:{},
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duanyi:{
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enable:'phaseUse',
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@ -8075,7 +8129,7 @@ character.swd={
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guxing_info:'出牌阶段,你可以将最后至多X张手牌当杀使用,此杀无视距离且可以指定至多3个目标,每造成一次伤害,你摸一张牌,X为你已损失的体力值且至少为1。',
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tianlun_info:'任意一名角色的判定生效前,你可以弃置一张场上角色的判定牌代替之',
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hlongyin_info:'出牌阶段,你可以弃置任意张颜色相同且点数不同的牌,并获得逆时针座位距离与卡牌点数相同的角色区域内的一张牌。每阶段限一次',
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lanzhi_info:'每当你即将造成伤害,你可以防止此伤害,然后回复一点体力',
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lanzhi_info:'每当你使用一张梅花牌,你可以令所有体力值不大于你的角色回复一点体力',
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lanzhi_old_info:'每当你即将造成伤害,可以防止此伤害,然后摸两张牌。每回合限发动一次。',
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tianhuo_info:'出牌阶段,你可以令所有角色弃置其判定区域内的牌,并受到没有来源的等量火焰伤害,每阶段限一次',
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huanyin_info:'锁定技,每当你成为其他角色的卡牌的目标时,你进行一次判定,若为黑桃则取消之,若为红桃你摸一张牌',
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tanlin_info:'出牌阶段限一次,你可以与一名其他角色进行拼点,若你赢,你获得对方拼点牌、对该角色使用卡牌无视距离且可以额外使用一张杀直到回合结束,若你没赢,你受到该角色的一点伤害。',
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pozhen_info:'每当你受到一次伤害,若你的手牌数大于伤害来源,你可以弃置X张手牌对其造成一点伤害;若你的手牌数小于伤害来源,你可以弃置其X张手牌。X为你与伤害来源的手牌数之差。',
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yunchou_info:'出牌阶段限一次,你可以弃置任意张手牌,并弃置一张其他角色的手牌,你弃置的手牌中每有一张与此牌的颜色相同,你摸一张牌,否则对方摸一张牌',
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tianshu_info_old:'回合结束阶段,你可以弃置一张牌并从三名随机武将中选择一个,在2X回合后你将其所有技能加入你的天书列表,X为其技能数;在技能加入天书列表时,或于出牌阶段,你可以装备一项天书列表中的技能',
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tianshu_info:'出牌阶段,你可以弃置一张牌,并根据弃牌的类别执行如下效果。基本牌:你获得一项随机技能;锦囊牌:你获得一张衍生牌;装备牌',
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tianshu_old_info:'回合结束阶段,你可以弃置一张牌并从三名随机武将中选择一个,在2X回合后你将其所有技能加入你的天书列表,X为其技能数;在技能加入天书列表时,或于出牌阶段,你可以装备一项天书列表中的技能',
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tianshu_info:'出牌阶段限一次,你可以弃置一张锦囊牌,然后获得一名存活角色的一项技能直到该角色死亡(替换以此法获得的前一个技能)',
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zaowu_info:'出牌阶段限一次,你可以移除一个天书列表中的技能,然后随机获得一张衍生牌',
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luomei_info:'每当你使用或打出一张梅花花色的牌,你可以摸一张牌',
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xingdian_info:'出牌阶段限一次,你可以弃置一张手牌,然后指定至多两名角色令其各弃置一张牌',
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@ -8,7 +8,10 @@ window.noname_update={
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'game/game.js',
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'character/hearth.js',
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'character/swd.js',
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'character/ow.js',
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'character/sp.js',
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'card/swd.js',
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'card/hearth.js',
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],
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'1.8.19.5':[],
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}
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