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@ -102,7 +102,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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game.delay();
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game.delay();
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},
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},
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ai:{
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ai:{
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threaten:1.5,
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threaten:2,
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expose:0.2,
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expose:0.2,
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effect:{
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effect:{
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player:function(card,player){
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player:function(card,player){
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@ -125,6 +125,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger:{source:'damageBefore'},
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trigger:{source:'damageBefore'},
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logTarget:'player',
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logTarget:'player',
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filter:function(event,player){
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filter:function(event,player){
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if(player.hasSkill('txianqu2')) return false;
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var evt=event.getParent('phaseUse');
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var evt=event.getParent('phaseUse');
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if(evt&&evt.player==player) return true;
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if(evt&&evt.player==player) return true;
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return false;
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return false;
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@ -140,13 +141,15 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger.finish();
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trigger.finish();
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player.draw(2);
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player.draw(2);
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player.recover();
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player.recover();
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player.addTempSkill('txianqu2');
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},
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},
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ai:{
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ai:{
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jueqing:true,
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jueqing:true,
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skillTagFilter:function(player,tag,arg){
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skillTagFilter:function(player,tag,arg){
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if(!arg) return false;
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if(!arg) return false;
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if(player.hasSkill('txianqu2')) return false;
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if(get.attitude(player,arg)>0) return false;
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if(get.attitude(player,arg)>0) return false;
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var evt=event.getParent('phaseUse');
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var evt=_status.event.getParent('phaseUse');
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if(evt&&evt.player==player) return true;
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if(evt&&evt.player==player) 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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@ -160,6 +163,7 @@ game.import('character',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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txianqu2:{},
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xunying:{
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xunying:{
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trigger:{player:'shaAfter'},
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trigger:{player:'shaAfter'},
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direct:true,
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direct:true,
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@ -1998,7 +2002,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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yufeng:{
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yufeng:{
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trigger:{player:'loseEnd'},
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trigger:{player:'loseEnd'},
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frequent:true,
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forced:true,
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usable:2,
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usable:2,
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filter:function(event,player){
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filter:function(event,player){
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for(var i=0;i<event.cards.length;i++){
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for(var i=0;i<event.cards.length;i++){
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@ -4289,7 +4293,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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pal_jushifang:'居十方',
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pal_jushifang:'居十方',
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txianqu:'仙曲',
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txianqu:'仙曲',
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txianqu_info:'每当你于出牌阶段即将造成伤害,你可以防止之,然后摸两张牌并回复一点体力',
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txianqu_info:'出牌阶段限一次,当你即将造成伤害时,你可以防止之,然后摸两张牌并回复一点体力',
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qiongguang:'穹光',
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qiongguang:'穹光',
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qiongguang_info:'弃牌阶段结束时,若你弃置了至少两张牌,你可以对所有敌方角色施加一个随机的负面效果',
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qiongguang_info:'弃牌阶段结束时,若你弃置了至少两张牌,你可以对所有敌方角色施加一个随机的负面效果',
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xunying:'迅影',
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xunying:'迅影',
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@ -4492,7 +4496,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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tianjian_info:'出牌阶段限一次,你可以将一张杀当作万箭齐发使用,受到伤害的角色随机弃置一张牌',
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tianjian_info:'出牌阶段限一次,你可以将一张杀当作万箭齐发使用,受到伤害的角色随机弃置一张牌',
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tianjian_info_alter:'出牌阶段限一次,你可以将一张杀当作万箭齐发使用',
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tianjian_info_alter:'出牌阶段限一次,你可以将一张杀当作万箭齐发使用',
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yufeng:'御风',
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yufeng:'御风',
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yufeng_info:'当你失去手牌后,若手牌数少于2,可将手牌数补至2(每回合最多发动两次)',
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yufeng_info:'锁定技,当你失去手牌后,若手牌数少于2,你将手牌数补至2(每回合最多发动两次)',
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huimeng:'回梦',
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huimeng:'回梦',
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huimeng_info:'每当你回复一点体力,可以摸两张牌',
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huimeng_info:'每当你回复一点体力,可以摸两张牌',
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tianshe:'天蛇',
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tianshe:'天蛇',
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@ -2300,25 +2300,27 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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for(var i=0;i<trigger.targets.length;i++){
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for(var i=0;i<trigger.targets.length;i++){
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effect+=get.effect(trigger.targets[i],trigger.card,trigger.player,player);
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effect+=get.effect(trigger.targets[i],trigger.card,trigger.player,player);
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}
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}
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var str='非攻:是否弃置一张杀令'+get.translation(trigger.player);
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var str='弃置一张杀令'+get.translation(trigger.player);
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if(trigger.targets&&trigger.targets.length){
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if(trigger.targets&&trigger.targets.length){
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str+='对'+get.translation(trigger.targets);
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str+='对'+get.translation(trigger.targets);
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}
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}
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str+='的'+get.translation(trigger.card)+'失效?';
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str+='的'+get.translation(trigger.card)+'失效';
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if(event.isMine()||effect<0){
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if(event.isMine()||effect<0){
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game.delay(0.5);
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game.delay(0.5);
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}
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}
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player.chooseToDiscard('h',{name:'sha'},str).ai=function(card){
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var next=player.chooseToDiscard('h',{name:'sha'},get.prompt('feigong'));
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next.prompt2=str;
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next.ai=function(card){
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if(effect<0){
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if(effect<0){
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return 9-get.value(card);
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return 9-get.value(card);
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}
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}
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return -1;
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return -1;
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}
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}
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next.logSkill=['feigong',trigger.player];
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"step 1"
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"step 1"
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if(result.bool){
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if(result.bool){
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trigger.untrigger();
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trigger.untrigger();
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trigger.finish();
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trigger.finish();
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player.logSkill('feigong',trigger.targets);
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}
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}
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},
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},
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ai:{
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ai:{
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