v1.9.97.2

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Spmario233 2020-01-15 23:30:03 +08:00 committed by GitHub
parent 040541ca57
commit 985421e723
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GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 142 additions and 89 deletions

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@ -440,6 +440,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
'cuorui','xinmanjuan','xinfu_jianjie','jianjie_faq','new_meibu','xinfu_xingzhao','jici',
'xianfu','fenyong','xuehen','yingbin','midao','yishe','yinbing','juedi',
'bushi','xinfu_dianhua','xinfu_falu','xinfu_zhenyi','lskuizhu','pingjian','xjshijian','fentian','zhiri','xindan',
'xinzhengnan','xinfu_xiaode',
];
var characters=[];
for(var name in lib.character){
@ -521,7 +522,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
hhzz_shiona:['female','key',1,['hhzz_huilei']],
hhzz_kanade:['female','key',2,['hhzz_youlian']],
hhzz_takaramono1:['male','qun',5,['hhzz_jubao','hhzz_huizhen']],
hhzz_takaramono2:['male','qun',5,['hhzz_jubao','hhzz_zhencang']],
hhzz_takaramono2:['male','qun',3,['hhzz_jubao','hhzz_zhencang']],
},
skill:{
_lingli_damage:{
@ -529,27 +530,35 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
forced:true,
popup:false,
filter:function(event,player){
return event.player==_status.toKill;
return event.player==player._toKill;
},
content:function(){
game.log(player,'对击杀目标造成了伤害');
player.changeLingli(1);
},
},
_lingli:{
mark:true,
marktext:'灵',
popup:'聚灵',
intro:{
content:'共有#点灵力',
name:'灵力',
content:'当前灵力点数:# / 5',
},
trigger:{
player:'phaseBeginStart',
},
popup:false,
forced:true,
prompt:'是否消耗2点灵力获得一个技能',
filter:function(event,player){
return player.storage._lingli>1;
},
check:function(event,player){
return player.skillH.length<3;
},
content:function(){
'step 0'
player.changeLingli(-2);
'step 1'
event.skills=lib.huanhuazhizhan.skills;
var skills=event.skills;
skills.randomSort();
@ -559,18 +568,18 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
if(list.length==3) break;
}
if(!list.length){event.finish();return;}
if(player.storage._lingli>0) list.push('刷新');
event.list=list;
player.chooseBool('是否消耗2点灵力值获得一个技能').ai=function(){
return player.skillH.length<3;
};
'step 1'
if(!result.bool){event.finish();return;}
player.changeLingli(-2);
var dialog=game.getSkillDialog(event.list,'选择获得一个技能');
player.chooseControl(event.list).set('ai',function(){
return 0;
}).dialog=dialog;
'step 2'
if(result.control=='刷新'){
player.changeLingli(-1);
event.goto(1);
return;
}
event.skill=result.control;
if(player.skillH.length==3){
event.lose=true;
@ -615,9 +624,10 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
forced:true,
popup:false,
filter:function(event,player){
return event.card.name=='tao'&&player==_status.toSave;
return event.card.name=='tao'&&player==event.player._toSave;
},
content:function(){
game.log(trigger.player,'帮助了保护目标');
trigger.player.changeLingli(1);
},
},
@ -631,13 +641,16 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
},
content:function(){
'step 0'
if(_status._aozhan&&!player.getStat('damage')) player.loseHp();
if(trigger._lastDead==undefined) event.finish();
if(_status._aozhan&&!player.getStat('damage')){
player.loseHp();
game.log(player,'本回合内未造成伤害,触发死战模式惩罚');
}
if(trigger._lastDead==undefined) event.goto(2);
'step 1'
var type=get.rand(1,8);
event.type=type;
player.playerfocus(1200);
player.$fullscreenpop('乾坤八卦·'+['离','坎','乾','震','兑','艮','巽','坤'][type-1],get.groupnature(player.group,'raw'));
trigger._lastDead.playerfocus(1200);
player.$fullscreenpop('乾坤八卦·'+['离','坎','乾','震','兑','艮','巽','坤'][type-1],get.groupnature(trigger._lastDead.group,'raw'));
game.delay(1.5);
'step 2'
var type=event.type;
@ -705,18 +718,46 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
trigger._lastDead.revive(null,false);
trigger._lastDead.uninit();
trigger._lastDead.init(['hhzz_shiona','hhzz_kanade','hhzz_takaramono1','hhzz_takaramono2'].randomGet());
trigger._lastDead.skillH=[];
trigger._lastDead.skillH=lib.character[trigger._lastDead.name][3].slice(0);
trigger._lastDead.addSkill('hhzz_nocard');
break;
}
}
'step 3'
if(game.playerx().length<=4&&!_status._aozhan){
game.countPlayer(function(current){
delete current._toKill;
delete current._toSave;
});
ui.huanhuazhizhan.innerHTML='死战模式';
_status._aozhan=true;
game.playBackgroundMusic();
trigger._lastDead.$fullscreenpop('死战模式',get.groupnature(trigger._lastDead.group,'raw')||'fire');
}
else game.randomMission();
},
},
hhzz_huilei:{
hhzz_noCard:{
mod:{
cardEnabled:function(){return false},
cardSavable:function(){return false},
cardRespondable:function(){return false},
},
},
hhzz_huilei:{
trigger:{player:'die'},
forced:true,
forceDie:true,
skillAnimation:true,
logTarget:'source',
filter:function(event,player){
return event.source!=undefined;
},
content:function(){
var source=trigger.source;
var cards=source.getCards('he');
if(cards.length) source.discard(cards);
},
ai:{
effect:{
target:function(card,player,target){
@ -726,10 +767,20 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
}
},
hhzz_youlian:{
mod:{
cardEnabled:function(){return false},
cardSavable:function(){return false},
cardRespondable:function(){return false},
trigger:{player:'die'},
forced:true,
forceDie:true,
skillAnimation:true,
logTarget:'source',
filter:function(event,player){
return event.source!=undefined;
},
content:function(){
var source=trigger.source;
var cards=source.getCards('he');
if(cards.length) source.discard(cards);
var skills=source.skillH;
if(skills.length) source.removeSkillH(skills.randomGet());
},
ai:{
effect:{
@ -740,17 +791,37 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
}
},
hhzz_zhencang:{
mod:{
cardEnabled:function(){return false},
cardSavable:function(){return false},
cardRespondable:function(){return false},
trigger:{player:'die'},
forced:true,
filter:function(event,player){
return event.source!=undefined;
},
forceDie:true,
logTarget:'source',
content:function(){
var source=trigger.source;
},
},
hhzz_huizhen:{
mod:{
cardEnabled:function(){return false},
cardSavable:function(){return false},
cardRespondable:function(){return false},
trigger:{player:'die'},
forced:true,
forceDie:true,
logTarget:'source',
filter:function(event,player){
return event.source!=undefined;
},
content:function(){
var source=trigger.source;
source.draw(3);
if(source.skillH.length==3) source.removeSkillH(source.skillH.randomGet());
var skills=lib.huanhuazhizhan.skills;
skills.randomSort();
for(var i=0;i<skills.length;i++){
if(!source.skillH.contains(skills[i])){
source.addSkillH(skills[i]);
break;
}
}
},
},
hhzz_jubao:{
@ -764,7 +835,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
var cards=player.getCards('he');
cards.randomSort();
cards=cards.slice(0,trigger.num);
trigger.source.gain('giveAuto',cards,player);
trigger.source.gain('give',cards,player);
},
ai:{
effect:{
@ -776,8 +847,9 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
},
},
translate:{
_lingli:'灵力',
_lingli_draw:'灵力摸牌',
_lingli:'聚灵',
_lingli_bg:'灵',
_lingli_draw:'聚灵',
hhzz_huilei:'挥泪',
hhzz_youlian:'犹怜',
hhzz_zhencang:'珍藏',
@ -796,12 +868,15 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
hhzz_fudichouxin:'釜底抽薪',
hhzz_toulianghuanzhu_info:'出牌阶段,对一名角色使用,随机更换其一个技能。可重铸。',
hhzz_fudichouxin_info:'出牌阶段,对一名角色使用,随机弃置其一个技能。',
nei:' ',
nei2:' ',
刷新_info:'消耗1点灵力值刷新上述技能',
},
},
get:{
rawAttitude:function(from,to){
if(from==to) return 10;
if(to==_status.toKill) return -12;
if(from==to||to==from._toSave) return 10;
if(to==from._toKill) return -30;
return -10;
}
},
@ -839,58 +914,29 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
if(game.playerx().length==1) game.over(game.me.isAlive());
},
$dieAfter:function(){},
hasUnknown:function(){return false},
isUnknown:function(){return false},
getEnemies:function(){
var list=game.playerx();
list.remove(this);
return list;
},
dieAfter2:function(source){
if(source){
switch(this.name){
case 'hhzz_kanade':
var cards=source.getCards('he');
if(cards.length) source.discard(cards);
var skills=source.skillH;
if(skills.length) source.removeSkillH(skills.randomGet());
break;
case 'hhzz_shiona':
var cards=source.getCards('he');
if(cards.length) source.discard(cards);
break;
case 'hhzz_takaramono2':
if(source&&this.name.indexOf('hhzz_')!=0){
if(source._toKill==this) game.log(source,'击杀目标成功');
source.draw();
if(source.skillH.length==1) source.removeSkillH(source.skillH.randomGet());
var skills=lib.huanhuazhizhan.skills;
skills.randomSort();
for(var i=0;i<skills.length;i++){
if(!source.skillH.contains(skills[i])){
source.addSkillH(skills[i]);
break;
source.changeLingli(this==source._toKill?3:1);
}
if(!_status._aozhan){
var that=this;
game.countPlayer(function(current){
if(current._toSave==that){
game.log(current,'保护失败');
var cards=current.getCards('he');
if(cards.length) current.discard(cards.randomGets(4));
}
break;
case 'hhzz_takaramono1':
source.draw(3);
if(source.skillH.length==1) source.removeSkillH(source.skillH.randomGet());
var skills=lib.huanhuazhizhan.skills;
skills.randomSort();
for(var i=0;i<skills.length;i++){
if(!source.skillH.contains(skills[i])){
source.addSkillH(skills[i]);
break;
});
}
}
break;
default:
source.draw();
source.changeLingli(this==_status.toKill?3:1);
break;
}
}
if(game.players.length<=4&&!_status._aozhan){
delete _status.toKill;
delete _status.toSave;
ui.huanhuazhizhan.innerHTML='死战模式';
_status._aozhan=true;
game.playBackgroundMusic();
this.$fullscreenpop('死战模式',get.groupnature(this.group,'raw')||'fire');
}
else game.randomMission();
},
logAi:function(){},
hasZhuSkill:function(){return false},
@ -898,6 +944,8 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
if(typeof num!='number') num=1;
if(typeof this.storage._lingli!='number') this.storage._lingli=0;
if(num>0){
num=Math.min(num,5-this.storage._lingli);
if(num<1) return;
game.log(this,'获得了','#y'+get.cnNumber(num)+'点','灵力');
}
else{
@ -918,14 +966,19 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
},
randomMission:function(){
if(_status._aozhan) return;
var list=game.playerx().randomSort();
_status.toKill=list[0];
_status.toSave=list[1];
if(!ui.huanhuazhizhan){
ui.huanhuazhizhan=ui.create.div('.touchinfo.left',ui.window);
if(ui.time3) ui.time3.style.display='none';
}
ui.huanhuazhizhan.innerHTML='击杀'+get.translation(list[0])+',保护'+get.translation(list[1]);
var players=game.playerx();
for(var i=0;i<players.length;i++){
var player=players[i];
var list=players.slice(0).randomSort();
list.remove(player);
player._toKill=list[0];
player._toSave=list[1];
}
ui.huanhuazhizhan.innerHTML='击杀'+get.translation(game.me._toKill)+',保护'+get.translation(game.me._toSave);
},
getSkillDialog:function(skills,prompt){
var dialog=ui.create.dialog('hidden','forcebutton');
@ -947,7 +1000,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
while(true){
current.skillH=[];
current._hSeat=i;
current.ai.shown=1;
current.identity='nei';
current.setNickname(get.cnNumber(i,true)+'号位');
for(var ii in lib.huanhuazhizhan.eltp) current[ii]=lib.huanhuazhizhan.eltp[ii];
current=current.next;