This commit is contained in:
parent
fd4e370bf8
commit
9ae5e8b07a
|
@ -55,6 +55,7 @@ window.characterRank={
|
||||||
],
|
],
|
||||||
a:[
|
a:[
|
||||||
'swd_kendi',
|
'swd_kendi',
|
||||||
|
'swd_shuwaner',
|
||||||
'hs_enzoth',
|
'hs_enzoth',
|
||||||
'hs_sapphiron',
|
'hs_sapphiron',
|
||||||
'gw_airuiting',
|
'gw_airuiting',
|
||||||
|
|
|
@ -228,51 +228,47 @@ character.swd={
|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
return player.countCards('he',{color:'red'})>0;
|
return player.countCards('he',{color:'red'})>0;
|
||||||
},
|
},
|
||||||
|
filterTarget:true,
|
||||||
|
selectTarget:[1,2],
|
||||||
position:'he',
|
position:'he',
|
||||||
check:function(card){
|
check:function(card){
|
||||||
return 7-ai.get.value(card);
|
return 7-ai.get.value(card);
|
||||||
},
|
},
|
||||||
content:function(){
|
contentBefore:function(){
|
||||||
'step 0'
|
|
||||||
player.loseHp();
|
player.loseHp();
|
||||||
var enemies=player.getEnemies();
|
},
|
||||||
event.targets=enemies.randomGets(2);
|
content:function(){
|
||||||
event.targets.sortBySeat();
|
if(targets.length==1){
|
||||||
'step 1'
|
target.damage('fire',2);
|
||||||
if(event.targets.length){
|
}
|
||||||
var target=event.targets.shift();
|
else{
|
||||||
player.line(target,'fire');
|
|
||||||
target.damage('fire');
|
target.damage('fire');
|
||||||
target.addExpose(0.2);
|
|
||||||
event.redo();
|
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
line:'fire',
|
||||||
ai:{
|
ai:{
|
||||||
order:5,
|
order:15,
|
||||||
|
expose:0.2,
|
||||||
result:{
|
result:{
|
||||||
player:function(player){
|
target:function(player,target){
|
||||||
if(player.hp<2) return 0;
|
if(player.hp<2) return 0;
|
||||||
var enemies=player.getEnemies();
|
if(ai.get.attitude(player,target)>=0) return 0;
|
||||||
if(enemies.length<2) return 0;
|
if(ui.selected.targets.length){
|
||||||
var hp=0;
|
if(ui.selected.targets[0].hp>1&&target.hp>1) return 0;
|
||||||
for(var i=0;i<enemies.length;i++){
|
}
|
||||||
if(ai.get.damageEffect(enemies[i],player,player,'fire')<=0){
|
var eff=ai.get.damageEffect(target,player,target,'fire');
|
||||||
return 0;
|
if(eff<0){
|
||||||
|
var num=game.countPlayer(function(current){
|
||||||
|
return ai.get.attitude(player,current)<0&&
|
||||||
|
ai.get.damageEffect(current,player,player,'fire')>0&&
|
||||||
|
current.hp<=player.hp;
|
||||||
|
});
|
||||||
|
if(num>=2){
|
||||||
|
if(target.nodying) return eff/10;
|
||||||
|
return eff/Math.sqrt(target.hp);
|
||||||
}
|
}
|
||||||
if(enemies[i].hasSkillTag('maixie')&&enemies[i].hp>1){
|
|
||||||
hp--;
|
|
||||||
}
|
|
||||||
hp+=enemies[i].hp;
|
|
||||||
}
|
|
||||||
hp/=enemies.length;
|
|
||||||
if(player.hp==2){
|
|
||||||
if(hp<2) return 1;
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
else{
|
|
||||||
if(hp<=player.hp) return 1;
|
|
||||||
return 0;
|
|
||||||
}
|
}
|
||||||
|
return 0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -315,6 +311,14 @@ character.swd={
|
||||||
order:1,
|
order:1,
|
||||||
result:{
|
result:{
|
||||||
player:1
|
player:1
|
||||||
|
},
|
||||||
|
threaten:function(player,target){
|
||||||
|
if(target.storage.sxianjing&&target.storage.sxianjing.length){
|
||||||
|
return Math.sqrt(1.6/(target.storage.sxianjing.length+1));
|
||||||
|
}
|
||||||
|
else{
|
||||||
|
return 1.6
|
||||||
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
intro:{
|
intro:{
|
||||||
|
@ -9038,7 +9042,7 @@ character.swd={
|
||||||
swd_xiaohuanglong:'小黄龙',
|
swd_xiaohuanglong:'小黄龙',
|
||||||
|
|
||||||
huodan:'火丹',
|
huodan:'火丹',
|
||||||
huodan_info:'出牌阶段限一次,你可以弃置一张红色牌并失去一点体力,然后对两名随机敌人各造成一点火属性伤害',
|
huodan_info:'出牌阶段限一次,你可以弃置一张红色牌并失去一点体力,然后将两点火属性伤害分配给1~2名角色',
|
||||||
sxianjing:'陷阱',
|
sxianjing:'陷阱',
|
||||||
sxianjing_bg:'阱',
|
sxianjing_bg:'阱',
|
||||||
sxianjing_info:'出牌阶段,你可以将一张手牌背面朝上置于你的武将牌上(不能与已有花色相同)。当一名其他角色使用与一张“陷阱”牌花色相同的牌指定你为目标时,你移去对应的“陷阱”牌,然后随机获得该角色的一张牌。每当你受到一次伤害,你随机将一张“陷阱”牌返回手牌',
|
sxianjing_info:'出牌阶段,你可以将一张手牌背面朝上置于你的武将牌上(不能与已有花色相同)。当一名其他角色使用与一张“陷阱”牌花色相同的牌指定你为目标时,你移去对应的“陷阱”牌,然后随机获得该角色的一张牌。每当你受到一次伤害,你随机将一张“陷阱”牌返回手牌',
|
||||||
|
|
24
game/game.js
24
game/game.js
|
@ -10692,7 +10692,7 @@
|
||||||
}
|
}
|
||||||
"step 4"
|
"step 4"
|
||||||
if(get.info(card).contentAfter){
|
if(get.info(card).contentAfter){
|
||||||
var next=game.createEvent(card.name+'contentAfter');
|
var next=game.createEvent(card.name+'ContentAfter');
|
||||||
next.setContent(get.info(card).contentAfter);
|
next.setContent(get.info(card).contentAfter);
|
||||||
next.targets=targets;
|
next.targets=targets;
|
||||||
next.card=card;
|
next.card=card;
|
||||||
|
@ -10824,6 +10824,15 @@
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
"step 1"
|
"step 1"
|
||||||
|
var info=get.info(event.skill);
|
||||||
|
if(info&&info.contentBefore){
|
||||||
|
var next=game.createEvent(event.skill+'ContentBefore');
|
||||||
|
next.setContent(info.contentBefore);
|
||||||
|
next.targets=targets;
|
||||||
|
next.cards=cards;
|
||||||
|
next.player=player;
|
||||||
|
}
|
||||||
|
"step 2"
|
||||||
if(!event.skill){
|
if(!event.skill){
|
||||||
console.log('error: no skill',get.translation(event.player),event.player.getSkills());
|
console.log('error: no skill',get.translation(event.player),event.player.getSkills());
|
||||||
if(event._skill){
|
if(event._skill){
|
||||||
|
@ -10889,7 +10898,16 @@
|
||||||
event.num++;
|
event.num++;
|
||||||
event.redo();
|
event.redo();
|
||||||
}
|
}
|
||||||
"step 2"
|
"step 3"
|
||||||
|
var info=get.info(event.skill);
|
||||||
|
if(info&&info.contentAfter){
|
||||||
|
var next=game.createEvent(event.skill+'ContentAfter');
|
||||||
|
next.setContent(info.contentAfter);
|
||||||
|
next.targets=targets;
|
||||||
|
next.cards=cards;
|
||||||
|
next.player=player;
|
||||||
|
}
|
||||||
|
"step 4"
|
||||||
if(player.getStat().allSkills>200){
|
if(player.getStat().allSkills>200){
|
||||||
player._noSkill=true;
|
player._noSkill=true;
|
||||||
console.log(player.name,event.skill);
|
console.log(player.name,event.skill);
|
||||||
|
@ -10900,7 +10918,7 @@
|
||||||
else{
|
else{
|
||||||
event.finish();
|
event.finish();
|
||||||
}
|
}
|
||||||
"step 3"
|
"step 5"
|
||||||
ui.clear();
|
ui.clear();
|
||||||
},
|
},
|
||||||
draw:function(){
|
draw:function(){
|
||||||
|
|
Loading…
Reference in New Issue