炉石武将
|
@ -123,7 +123,7 @@ card.extra={
|
|||
return 0;
|
||||
},
|
||||
target:function(player,target){
|
||||
if(target.skills.contains('huogong2')) return 0;
|
||||
if(target.skills.contains('huogong2')||target.num('h')==0) return 0;
|
||||
return -1.5;
|
||||
}
|
||||
},
|
||||
|
@ -159,6 +159,7 @@ card.extra={
|
|||
if(target.classList.contains('linked')) return 1;
|
||||
if(ai.get.attitude(player,target)>=0) return -1;
|
||||
if(player.isMin()) return -1;
|
||||
if(ui.selected.targets.length) return -1;
|
||||
for(var i=0;i<game.players.length;i++){
|
||||
if(ai.get.attitude(player,game.players[i])<=-1&&
|
||||
game.players[i]!=target&&!game.players[i].isLinked()){
|
||||
|
|
|
@ -34,6 +34,9 @@ card.shenbing={
|
|||
trigger:{player:'damageBegin'},
|
||||
priority:10,
|
||||
forced:true,
|
||||
filter:function(event){
|
||||
return event.num>0;
|
||||
},
|
||||
content:function(){
|
||||
trigger.num--;
|
||||
player.addSkill('huxinjing2');
|
||||
|
|
|
@ -676,8 +676,13 @@ card.standard={
|
|||
if(ai.get.damageEffect(target,player,target)>0&&ai.get.attitude(player,target)>0&&ai.get.attitude(target,player)>0){
|
||||
return 0;
|
||||
}
|
||||
if(target.num('h','sha')>player.num('h','sha')){
|
||||
if(Math.random()<0.5) return -2;
|
||||
var hs1=target.num('h','sha');
|
||||
var hs2=player.num('h','sha');
|
||||
if(hs1.length>hs2.length+1){
|
||||
return -2;
|
||||
}
|
||||
if(hs1.length>hs2.length&&hs1[0].number>hs2[0].number){
|
||||
return -2;
|
||||
}
|
||||
return -0.5;
|
||||
}
|
||||
|
|
|
@ -475,9 +475,11 @@ character.diy={
|
|||
}
|
||||
var be=target.num('e',{color:'black'});
|
||||
if(target.num('h','shan')&&be){
|
||||
if(!target.skills.contains('guidao')) return 0;
|
||||
return [0,hastarget?target.num('he')/2:0];
|
||||
}
|
||||
if(target.num('h','shan')&&target.num('h')>2){
|
||||
if(!target.skills.contains('guidao')) return 0;
|
||||
return [0,hastarget?target.num('h')/4:0];
|
||||
}
|
||||
if(target.num('h')>3||(be&&target.num('h')>=2)){
|
||||
|
@ -489,6 +491,7 @@ character.diy={
|
|||
if(target.num('h')==1&&!be){
|
||||
return [1.2,0];
|
||||
}
|
||||
if(!target.skills.contains('guidao')) return [1,0.05];
|
||||
return [1,Math.min(0.5,(target.num('h')+be)/4)];
|
||||
}
|
||||
}
|
||||
|
|
|
@ -0,0 +1,333 @@
|
|||
character.hearth={
|
||||
character:{
|
||||
// hs_jaina:['female','wei',3,[],['fullskin']],
|
||||
// hs_rexxar:['male','qun',4,[],['fullskin']],
|
||||
// hs_uther:['male','qun',4,[],['fullskin']],
|
||||
// hs_garrosh:['male','qun',4,[],['fullskin']],
|
||||
hs_malfurion:['male','wu',4,['jihuo'],['fullskin']],
|
||||
hs_guldan:['male','wei',3,['fenliu','hongxi'],['fullskin']],
|
||||
// hs_anduin:['male','qun',4,[],['fullskin']],
|
||||
hs_thrall:['male','qun',4,['tuteng','tzhenji'],['fullskin']],
|
||||
// hs_waleera:['female','qun',4,[],['fullskin']],
|
||||
},
|
||||
skill:{
|
||||
jihuo:{
|
||||
trigger:{player:'phaseEnd'},
|
||||
filter:function(event,player){
|
||||
return !player.storage.jihuo&&player.num('h')>0;
|
||||
},
|
||||
direct:true,
|
||||
content:function(){
|
||||
"step 0"
|
||||
player.chooseToDiscard('是否发动【激活】?').ai=ai.get.unuseful2;
|
||||
"step 1"
|
||||
if(result.bool){
|
||||
player.logSkill('jihuo');
|
||||
player.storage.jihuo=true;
|
||||
}
|
||||
else{
|
||||
event.finish();
|
||||
}
|
||||
"step 2"
|
||||
player.phase();
|
||||
"step 3"
|
||||
player.storage.jihuo=false;
|
||||
},
|
||||
ai:{
|
||||
threaten:1.2
|
||||
}
|
||||
},
|
||||
tzhenji:{
|
||||
trigger:{player:'respond'},
|
||||
filter:function(event,player){
|
||||
return event.card.name=='shan';
|
||||
},
|
||||
direct:true,
|
||||
content:function(){
|
||||
"step 0";
|
||||
player.chooseTarget('是否发动【震击】?').ai=function(target){
|
||||
return ai.get.damageEffect(target,player,player,'thunder')-1;
|
||||
};
|
||||
"step 1"
|
||||
if(result.bool){
|
||||
player.logSkill('tzhenji',result.targets,'thunder');
|
||||
event.target=result.targets[0];
|
||||
event.target.judge(function(card){
|
||||
if(get.color(card)=='black') return -2;
|
||||
return 0;
|
||||
});
|
||||
}
|
||||
else{
|
||||
event.finish();
|
||||
}
|
||||
"step 2"
|
||||
if(result.bool==false){
|
||||
event.target.damage('thunder');
|
||||
var cs=event.target.get('he');
|
||||
if(cs.length){
|
||||
event.target.discard(cs.randomGet());
|
||||
}
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
effect:{
|
||||
target:function(card,player,target,current){
|
||||
if(get.tag(card,'respondShan')){
|
||||
var hastarget=false;
|
||||
for(var i=0;i<game.players.length;i++){
|
||||
if(ai.get.attitude(target,game.players[i])<0){
|
||||
hastarget=true;break;
|
||||
}
|
||||
}
|
||||
var ns=target.num('h','shan');
|
||||
var nh=target.num('h');
|
||||
if(ns>1){
|
||||
return [0,hastarget?1:0];
|
||||
}
|
||||
if(ns&&nh>=2){
|
||||
return [0,0];
|
||||
}
|
||||
if(nh>3){
|
||||
return [0,0];
|
||||
}
|
||||
if(nh==0){
|
||||
return [1.5,0];
|
||||
}
|
||||
return [1,0.05];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
tuteng_s:{
|
||||
trigger:{player:'phaseUseBegin'},
|
||||
forced:true,
|
||||
filter:function(event,player){
|
||||
var rand=['tuteng1','tuteng2','tuteng3','tuteng4'];
|
||||
for(var i=0;i<player.skills.length;i++){
|
||||
rand.remove(player.skills[i]);
|
||||
if(rand.length==0) return false;
|
||||
}
|
||||
return true;
|
||||
},
|
||||
content:function(){
|
||||
var rand=['tuteng1','tuteng2','tuteng3','tuteng4'];
|
||||
for(var i=0;i<player.skills.length;i++){
|
||||
rand.remove(player.skills[i]);
|
||||
}
|
||||
if(rand.length){
|
||||
player.addSkill(rand.randomGet());
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
effect:function(card,player){
|
||||
if(get.tag(card,'damage')){
|
||||
if(player.skills.contains('jueqing')) return [1,1];
|
||||
return 1.2;
|
||||
}
|
||||
},
|
||||
threaten:1.3
|
||||
},
|
||||
group:'tuteng_lose'
|
||||
},
|
||||
tuteng:{
|
||||
enable:'phaseUse',
|
||||
usable:1,
|
||||
filterCard:true,
|
||||
check:function(card){
|
||||
return 8-ai.get.value(card);
|
||||
},
|
||||
filter:function(event,player){
|
||||
var rand=['tuteng1','tuteng2','tuteng3','tuteng4'];
|
||||
for(var i=0;i<player.skills.length;i++){
|
||||
rand.remove(player.skills[i]);
|
||||
if(rand.length==0) return false;
|
||||
}
|
||||
return true;
|
||||
},
|
||||
position:'he',
|
||||
content:function(){
|
||||
var rand=['tuteng1','tuteng2','tuteng3','tuteng4'];
|
||||
for(var i=0;i<player.skills.length;i++){
|
||||
rand.remove(player.skills[i]);
|
||||
}
|
||||
if(rand.length){
|
||||
player.addSkill(rand.randomGet());
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
order:9,
|
||||
result:{
|
||||
player:1
|
||||
},
|
||||
effect:function(card,player){
|
||||
if(get.tag(card,'damage')){
|
||||
if(player.skills.contains('jueqing')) return [1,1];
|
||||
return 1.2;
|
||||
}
|
||||
},
|
||||
threaten:1.3
|
||||
},
|
||||
group:'tuteng_lose'
|
||||
},
|
||||
tuteng_lose:{
|
||||
trigger:{player:'damageEnd'},
|
||||
forced:true,
|
||||
popup:false,
|
||||
filter:function(event,player){
|
||||
var tuteng=['tuteng1','tuteng2','tuteng3','tuteng4'];
|
||||
for(var i=0;i<player.skills.length;i++){
|
||||
if(tuteng.contains(player.skills[i])) return true;
|
||||
}
|
||||
return false;
|
||||
},
|
||||
content:function(){
|
||||
var tuteng=['tuteng1','tuteng2','tuteng3','tuteng4'];
|
||||
var rand=[];
|
||||
for(var i=0;i<player.skills.length;i++){
|
||||
if(tuteng.contains(player.skills[i])){
|
||||
rand.push(player.skills[i]);
|
||||
}
|
||||
}
|
||||
if(rand.length){
|
||||
player.removeSkill(rand.randomGet());
|
||||
}
|
||||
}
|
||||
},
|
||||
tuteng1:{
|
||||
mark:'image',
|
||||
intro:{
|
||||
content:'回合结束阶段,你回复一点体力'
|
||||
},
|
||||
trigger:{player:'phaseEnd'},
|
||||
forced:true,
|
||||
filter:function(event,player){
|
||||
return player.hp<player.maxHp;
|
||||
},
|
||||
content:function(){
|
||||
player.recover();
|
||||
}
|
||||
},
|
||||
tuteng2:{
|
||||
mark:'image',
|
||||
intro:{
|
||||
content:'每当你造成一次伤害,你摸一张牌'
|
||||
},
|
||||
trigger:{source:'damageAfter'},
|
||||
forced:true,
|
||||
content:function(){
|
||||
player.draw();
|
||||
}
|
||||
},
|
||||
tuteng3:{
|
||||
mark:'image',
|
||||
intro:{
|
||||
content:'你受到的伤害-1'
|
||||
},
|
||||
trigger:{player:'damageBegin'},
|
||||
forced:true,
|
||||
filter:function(event,player){
|
||||
return event.num>0;
|
||||
},
|
||||
content:function(){
|
||||
trigger.num--;
|
||||
},
|
||||
},
|
||||
tuteng4:{
|
||||
mark:'image',
|
||||
intro:{
|
||||
content:'你的锦囊牌造成的伤害+1'
|
||||
},
|
||||
trigger:{source:'damageBegin'},
|
||||
forced:true,
|
||||
filter:function(event,player){
|
||||
return event.card&&get.type(event.card)=='trick';
|
||||
},
|
||||
content:function(){
|
||||
trigger.num++;
|
||||
}
|
||||
},
|
||||
fenliu:{
|
||||
enable:'phaseUse',
|
||||
prompt:'流失1点体力并摸两张牌',
|
||||
usable:1,
|
||||
content:function(){
|
||||
"step 0"
|
||||
player.loseHp(1);
|
||||
"step 1"
|
||||
player.draw(3);
|
||||
},
|
||||
ai:{
|
||||
order:1,
|
||||
result:{
|
||||
player:function(player){
|
||||
if(player.num('h')>=player.hp-1) return -1;
|
||||
if(player.hp<3) return -1;
|
||||
return 1;
|
||||
}
|
||||
},
|
||||
effect:{
|
||||
target:function(card){
|
||||
if(get.tag(card,'damage')||get.tag(card,'loseHp')){
|
||||
return 1.5;
|
||||
}
|
||||
}
|
||||
},
|
||||
threaten:1.2
|
||||
}
|
||||
},
|
||||
hongxi:{
|
||||
trigger:{global:'dieAfter'},
|
||||
filter:function(event,player){
|
||||
return player.hp<player.maxHp;
|
||||
},
|
||||
forced:true,
|
||||
content:function(){
|
||||
player.recover(player.maxHp-player.hp);
|
||||
},
|
||||
ai:{
|
||||
threaten:1.2
|
||||
}
|
||||
},
|
||||
},
|
||||
card:{
|
||||
tuteng1:{
|
||||
image:'card/tuteng1',
|
||||
},
|
||||
tuteng2:{
|
||||
image:'card/tuteng2',
|
||||
},
|
||||
tuteng3:{
|
||||
image:'card/tuteng3',
|
||||
},
|
||||
tuteng4:{
|
||||
image:'card/tuteng4',
|
||||
}
|
||||
},
|
||||
translate:{
|
||||
hs_jaina:'吉安娜',
|
||||
hs_rexxar:'雷克萨',
|
||||
hs_uther:'乌瑟尔',
|
||||
hs_garrosh:'加尔鲁什',
|
||||
hs_malfurion:'玛法里奥',
|
||||
hs_guldan:'古尔丹',
|
||||
hs_anduin:'安度因',
|
||||
hs_thrall:'萨尔',
|
||||
hs_waleera:'瓦莉拉',
|
||||
|
||||
tuteng:'图腾',
|
||||
tuteng_info:'出牌阶段限一次,你可以弃置一张牌并随机获得一个图腾;每当你受到一次伤害,你随机失去一个图腾',
|
||||
tuteng1:'治疗图腾',
|
||||
tuteng2:'灼热图腾',
|
||||
tuteng3:'石爪图腾',
|
||||
tuteng4:'空气之怒图腾',
|
||||
tzhenji:'震击',
|
||||
tzhenji_info:'每当你使用或打出一张闪,可以指定一名角色进行判定,若结果为黑色,其受到一点雷电伤害并随机弃置一张牌',
|
||||
fenliu:'分流',
|
||||
fenliu_info:'出牌阶段限一次,你可以失去一点体力并获得3张牌',
|
||||
hongxi:'虹吸',
|
||||
hongxi_info:'锁定技,每当有一名角色死亡,你将体力回复至体力上限',
|
||||
jihuo:'激活',
|
||||
jihuo_info:'回合结束阶段,你可以弃置一张手牌并进行一个额外的回合',
|
||||
},
|
||||
}
|
|
@ -194,9 +194,6 @@ character.mountain={
|
|||
return player.num('h')>0;
|
||||
},
|
||||
direct:true,
|
||||
check:function(event,player){
|
||||
|
||||
},
|
||||
content:function(){
|
||||
"step 0"
|
||||
var check,i,num=0,num2=0;
|
||||
|
|
|
@ -856,19 +856,18 @@ character.refresh={
|
|||
usable:1,
|
||||
filterCard:true,
|
||||
check:function(card){
|
||||
return 9-ai.get.value(card);
|
||||
return 8-ai.get.value(card);
|
||||
},
|
||||
position:'he',
|
||||
content:function(){
|
||||
player.loseHp();
|
||||
},
|
||||
ai:{
|
||||
order:9,
|
||||
order:8,
|
||||
result:{
|
||||
player:function(player){
|
||||
if(player.hp<=2) return 0;
|
||||
if(player.num('h')+1<player.hp) return 1;
|
||||
return 0;
|
||||
if(player.hp<=2) return player.num('h')==0?1:0;
|
||||
return player.num('h')<player.hp?1:0;
|
||||
}
|
||||
},
|
||||
effect:function(card,player){
|
||||
|
@ -876,6 +875,10 @@ character.refresh={
|
|||
if(player.skills.contains('jueqing')) return [1,1];
|
||||
return 1.2;
|
||||
}
|
||||
if(get.tag(card,'loseHp')){
|
||||
if(player.hp<=1) return;
|
||||
return [0,0];
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
|
|
|
@ -1766,7 +1766,9 @@ character.sp={
|
|||
enable:'chooseToUse',
|
||||
direct:true,
|
||||
filter:function(event,player){
|
||||
return _status.currentPhase!==player&&event.parent.name!='_wuxie1'&&event.parent.name!='_wuxie2';
|
||||
return _status.currentPhase!==player&&
|
||||
event.parent.name!='_wuxie1'&&event.parent.name!='_wuxie2'&&
|
||||
event.parent.name!='_chenhuodajie';
|
||||
},
|
||||
delay:0,
|
||||
content:function(){
|
||||
|
|
|
@ -878,7 +878,7 @@ character.standard={
|
|||
},
|
||||
kurou:{
|
||||
enable:'phaseUse',
|
||||
prompt:'流失1点体力并摸两张牌',
|
||||
prompt:'失去一点体力并摸两张牌',
|
||||
content:function(){
|
||||
"step 0"
|
||||
player.loseHp(1);
|
||||
|
@ -1289,10 +1289,7 @@ character.standard={
|
|||
return -3;
|
||||
}
|
||||
else{
|
||||
var num=ui.selected.targets[0].num('h');
|
||||
if(num==0) return 0;
|
||||
if(num==1) return -0.1;
|
||||
return -2;
|
||||
return ai.get.effect(ui.selected.targets[0],{name:'juedou'},target,player);
|
||||
}
|
||||
}
|
||||
},
|
||||
|
|
|
@ -2845,7 +2845,7 @@ character.swd={
|
|||
}
|
||||
}
|
||||
player.chooseControl('失去体力','回复体力','cancel',
|
||||
ui.create.dialog('是否发动【琴音】')).ai=function(){
|
||||
ui.create.dialog('是否发动【琴音】','hidden')).ai=function(){
|
||||
// console.log(lose,recover);
|
||||
if(lose>recover&&lose>0) return 0;
|
||||
if(lose<recover&&recover>0) return 1;
|
||||
|
@ -3547,44 +3547,6 @@ character.swd={
|
|||
player.storage.kunlunjing3=table.outerHTML;
|
||||
}
|
||||
},
|
||||
swdshelie:{
|
||||
trigger:{player:'phaseDrawBefore'},
|
||||
content:function(){
|
||||
"step 0"
|
||||
trigger.untrigger();
|
||||
trigger.finish();
|
||||
"step 1"
|
||||
event.cards=get.cards(5);
|
||||
if(event.isMine()==false){
|
||||
event.dialog=ui.create.dialog('涉猎',event.cards);
|
||||
game.delay(2);
|
||||
}
|
||||
"step 2"
|
||||
if(event.dialog) event.dialog.close();
|
||||
var dialog=ui.create.dialog('涉猎',event.cards);
|
||||
player.chooseButton([0,5],dialog,true).filterButton=function(button){
|
||||
for(var i=0;i<ui.selected.buttons.length;i++){
|
||||
if(get.suit(button.link)==get.suit(ui.selected.buttons[i].link)) return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
"step 3"
|
||||
var cards2=[];
|
||||
for(var i=0;i<result.buttons.length;i++){
|
||||
cards2.push(result.buttons[i].link);
|
||||
cards.remove(result.buttons[i].link);
|
||||
}
|
||||
player.gain(cards2);
|
||||
if(cards2.length) player.$gain(cards2);
|
||||
for(var i=0;i<cards.length;i++){
|
||||
ui.discardPile.appendChild(cards[i]);
|
||||
}
|
||||
game.delay(2);
|
||||
},
|
||||
ai:{
|
||||
threaten:1.2
|
||||
}
|
||||
},
|
||||
oldliaoyuan:{
|
||||
enable:'phaseUse',
|
||||
usable:1,
|
||||
|
@ -5347,6 +5309,7 @@ character.swd={
|
|||
frequent:true,
|
||||
filter:function(event,player){
|
||||
if(!event.cards) return false;
|
||||
if(event.cards.length!=1) return false;
|
||||
for(var i=0;i<event.cards.length;i++){
|
||||
if(get.suit(event.cards[i])=='club') return true;
|
||||
}
|
||||
|
@ -7919,7 +7882,6 @@ character.swd={
|
|||
mailun32:'脉轮',
|
||||
mailun41:'脉轮',
|
||||
mailun42:'脉轮',
|
||||
swdshelie:'涉猎',
|
||||
kunlunjing:'镜界',
|
||||
kunlunjing1:'镜界',
|
||||
kunlunjing2:'镜界',
|
||||
|
@ -7932,7 +7894,6 @@ character.swd={
|
|||
susheng_info:'在任意一名角色即将死亡时,你可以弃置一张手牌防止其死亡,并将其体力回复至1',
|
||||
zhanlu_info:'出牌阶段,你可以弃置一张黑桃牌令至多3名角色各回复一点体力',
|
||||
kunlunjing_info:'回合开始前或当你受到一次伤害后,你可以令场上所有牌还原到你上一回合结束后的位置;若在回合开始前发动,你流失一点体力',
|
||||
swdshelie_info:'摸牌阶段,你可以放弃摸牌,改为从牌堆顶亮出五张牌,你获得不同花色的牌各一张,将其余的牌置入弃牌堆。',
|
||||
swd_xiuluo_info:'回合开始阶段,你可以弃一张手牌来弃置你判断区里的一张延时类锦囊(必须花色相同)',
|
||||
xianyin_info:'出牌阶段,你可以令所有判定区内有牌的角色弃置判定区内的牌,然后交给你一张手牌',
|
||||
qiaoxie_info:'每当你装备一张牌,可摸一张牌,每当你失去一张装备牌(不含替换),你可以弃置其他角色的一张牌',
|
||||
|
|
|
@ -833,7 +833,7 @@ character.xianjian={
|
|||
},
|
||||
content:function(){
|
||||
if(target.num('he')){
|
||||
player.discardPlayerCard(target,'he').ai=function(){
|
||||
player.discardPlayerCard(target,'he',true).ai=function(){
|
||||
if(ai.get.attitude(player,target)<0){
|
||||
return ai.get.buttonValue.apply(this,arguments);
|
||||
}
|
||||
|
|
|
@ -7,7 +7,7 @@ character.xswd={
|
|||
swd_kendi:['male','qun',3,['guanxing','jianyan']],
|
||||
swd_lijing:['male','qun',4,['tianyi','zhuhai']],
|
||||
swd_lilian:['female','qun',3,['swd_wuxie','qingcheng']],
|
||||
swd_linming:['male','qun',3,['swdshelie','bifa']],
|
||||
swd_linming:['male','qun',3,['shelie','bifa']],
|
||||
swd_philis:['male','qun',4,['yicong','wangxi']],
|
||||
swd_pepin:['male','qun',4,['rejianxiong','quhu']],
|
||||
swd_kangnalishi:['male','qun',1,['busi','xuying','yinguo']],
|
||||
|
|
|
@ -2845,8 +2845,12 @@ character.yijiang={
|
|||
content:function(){
|
||||
"step 0"
|
||||
player.judge(function(card){
|
||||
if(get.color(card)=='red') return 1;
|
||||
if(player.skills.contains('shibei2')) return -1;
|
||||
if(player.skills.contains('shibei2')){
|
||||
if(get.color(card)=='black') return -1;
|
||||
}
|
||||
else{
|
||||
if(get.color(card)=='red') return 1;
|
||||
}
|
||||
return 0;
|
||||
})
|
||||
"step 1"
|
||||
|
@ -3164,7 +3168,7 @@ character.yijiang={
|
|||
zpaiyi:'排异',
|
||||
zpaiyi_info:'回合结束阶段,将一张“权”移动到任何合理的区域,若不是你的区域,你可以摸一张牌',
|
||||
shibei:'矢北',
|
||||
shibei_info:'锁定技,每当你受到一次伤害,需进行一次判定,若结果为红色,你回复一点体力;若结果为黑色且你在本回合内受到过不止一次伤害,你失去一点体力',
|
||||
shibei_info:'锁定技,每当你受到一次伤害,需进行一次判定,若结果为红色且是你回合内受到的第一次伤害,你回复一点体力;若结果为黑色且你在本回合内受到过不止一次伤害,你失去一点体力',
|
||||
jianying:'渐营',
|
||||
jianying_info:'每当你于出牌阶段内使用的牌与此阶段你使用的上一张牌点数或花色相同时,你可以摸一张牌',
|
||||
xinenyuan:'恩怨',
|
||||
|
|
|
@ -3,7 +3,7 @@ character.zhuogui={
|
|||
nianshou:['male','shu',4,['nianrui','qixiang']],
|
||||
mamian:['male','qun',4,['lianyu','guiji']],
|
||||
niutou:['male','shu',4,['manjia','xiaoshou'],['fullskin']],
|
||||
baiwuchang:['male','qun',3,['qiangzheng','zuijiu']],
|
||||
baiwuchang:['male','qun',3,['qiangzheng','moukui']],
|
||||
heiwuchang:['male','qun',3,['suoling','xixing']],
|
||||
},
|
||||
skill:{
|
||||
|
|
|
@ -12,7 +12,9 @@ window.config={
|
|||
layoutfixed:['chess','boss'],
|
||||
all:{
|
||||
mode:['identity','guozhan','versus','boss','chess','stone'],
|
||||
characters:['standard','wind','fire','woods','mountain','extra','sp','yijiang','refresh','guozhan','jiange','zhuogui','diy','yxs','swd','xswd','gujian','xianjian'],
|
||||
characters:['standard','wind','fire','woods','mountain',
|
||||
'extra','sp','yijiang','refresh','guozhan',
|
||||
'jiange','zhuogui','diy','hearth','yxs','swd','xswd','gujian','xianjian'],
|
||||
cards:['standard','ex','extra','refresh','guozhan','zhenfa','qimou','yibao','shenbing','wanxiang','swd','shenqi','compensate'],
|
||||
plays:['character','soldier','wuxing'],
|
||||
layout:['default','newlayout'],
|
||||
|
@ -68,6 +70,7 @@ window.config={
|
|||
extra_character_config:'神将',
|
||||
swd_character_config:'轩辕剑',
|
||||
xswd_character_config:'轩辕剑·二',
|
||||
hearth_character_config:'炉石传说',
|
||||
yxs_character_config:'英雄杀',
|
||||
gujian_character_config:'古剑奇谭',
|
||||
xianjian_character_config:'仙剑',
|
||||
|
|
|
@ -3693,8 +3693,11 @@ window.play={};
|
|||
}
|
||||
if(lib.skill[skill].mark){
|
||||
if(lib.skill[skill].mark=='card'&&
|
||||
get.itemtype(this.storage[skill])=='card'){
|
||||
this.markSkill(skill,null,this.storage[skill]);
|
||||
get.itemtype(this.storage[skill])=='card'){
|
||||
this.markSkill(skill,null,this.storage[skill]);
|
||||
}
|
||||
else if(lib.skill[skill].mark=='image'){
|
||||
this.markSkill(skill,null,ui.create.card(null,'noclick').init([null,null,skill]));
|
||||
}
|
||||
else{
|
||||
this.markSkill(skill);
|
||||
|
|
After Width: | Height: | Size: 13 KiB |
After Width: | Height: | Size: 9.4 KiB |
After Width: | Height: | Size: 12 KiB |
After Width: | Height: | Size: 10 KiB |
After Width: | Height: | Size: 12 KiB |
After Width: | Height: | Size: 10 KiB |
After Width: | Height: | Size: 8.3 KiB |
After Width: | Height: | Size: 29 KiB |
After Width: | Height: | Size: 18 KiB |
After Width: | Height: | Size: 46 KiB |
After Width: | Height: | Size: 19 KiB |
After Width: | Height: | Size: 23 KiB |
After Width: | Height: | Size: 18 KiB |
After Width: | Height: | Size: 18 KiB |
After Width: | Height: | Size: 118 KiB |
After Width: | Height: | Size: 29 KiB |
After Width: | Height: | Size: 89 KiB |
After Width: | Height: | Size: 39 KiB |
After Width: | Height: | Size: 97 KiB |
After Width: | Height: | Size: 45 KiB |
After Width: | Height: | Size: 92 KiB |
After Width: | Height: | Size: 53 KiB |
After Width: | Height: | Size: 50 KiB |
After Width: | Height: | Size: 295 KiB |
After Width: | Height: | Size: 75 KiB |
|
@ -150,8 +150,7 @@ mode.identity={
|
|||
return game.players.randomGet(game.me,game.zhu);
|
||||
};
|
||||
next.ai=function(player,list,list2){
|
||||
switch(player.identity){
|
||||
case 'zhu':
|
||||
if(player.identity=='zhu'){
|
||||
list2.randomSort();
|
||||
var choice,choice2;
|
||||
if(Math.random()-0.8<0&&list2.length){
|
||||
|
@ -176,9 +175,8 @@ mode.identity={
|
|||
player.maxHp++;
|
||||
player.update();
|
||||
}
|
||||
break;
|
||||
|
||||
case 'zhong':
|
||||
}
|
||||
else if(player.identity=='zhong'&&Math.random()<0.5){
|
||||
var choice=0;
|
||||
for(var i=0;i<list.length;i++){
|
||||
if(lib.character[list[i]][1]==game.zhu.group){
|
||||
|
@ -191,9 +189,8 @@ mode.identity={
|
|||
else{
|
||||
player.init(list[choice]);
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
}
|
||||
else{
|
||||
if(get.config('double_character')){
|
||||
player.init(list[0],list[1]);
|
||||
}
|
||||
|
|