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@ -371,7 +371,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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target.addTempSkill('heilonglinpian',{player:'phaseBegin'});
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},
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ai:{
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value:[5.5,1],
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value:[6,1],
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useful:1,
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order:2,
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result:{
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@ -747,7 +747,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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basic:{
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order:5,
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useful:3,
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value:6
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value:[6,2,1]
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},
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result:{
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target:function(player,target){
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@ -600,6 +600,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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},
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ai:{
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order:4,
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value:[4,1],
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result:{
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target:function(player){
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if(player.countCards('h')<=1) return 0;
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@ -6,7 +6,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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pal_lixiaoyao:['male','qun',4,['tianjian','yufeng']],
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pal_zhaoliner:['female','wei',3,['huimeng','tianshe']],
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pal_linyueru:['female','wei',3,['guiyuan','qijian']],
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// pal_anu:['female','wu',3,[]],
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pal_anu:['female','wu',3,['lingdi','anwugu']],
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pal_wangxiaohu:['male','qun',4,['husha']],
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pal_sumei:['female','shu',3,['sheying','dujiang','huahu']],
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@ -85,6 +85,56 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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pal_jiangcheng:'折剑山庄庄主欧阳英的得意门生,但因其蚩尤后人魔族的身份,令他无法被容于人界;再加上人界半魔同族饱受人类迫害,故最终成为净天教教主魔君“姜世离”,毅然肩负起保护同族的重任。',
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},
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skill:{
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lingdi:{
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enable:'phaseUse',
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filter:function(event,player){
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var num=1+(player.getStat().skill.lingdi||0);
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if(game.hasPlayer(function(current){
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return current!=player&&Math.max(1,get.distance(player,current))==num;
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})){
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var hs=player.getCards('h');
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var suits=player.storage.lingdi||[];
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for(var i=0;i<hs.length;i++){
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if(!suits.contains(get.suit(hs[i]))){
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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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filterTarget:function(card,player,target){
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return target!=player&&Math.max(1,get.distance(player,target))==1+(player.getStat().skill.lingdi||0);
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},
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filterCard:function(card,player){
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return !(player.storage.lingdi||[]).contains(get.suit(card));
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},
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check:function(){
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return 7-get.value(card);
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},
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content:function(){
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game.asyncDraw([player,target]);
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if(!player.storage.lingdi){
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player.storage.lingdi=[];
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}
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player.storage.lingdi.add(get.suit(cards[0]));
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},
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ai:{
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order:7,
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result:{
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target:1
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}
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},
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group:'lingdi_clear',
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subSkill:{
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clear:{
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trigger:{player:'phaseAfter'},
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silent:true,
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content:function(){
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delete player.storage.lingdi;
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}
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}
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}
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},
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xiaoyue:{
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trigger:{global:'roundStart'},
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forced:true,
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@ -92,7 +142,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return player.countCards('h','sha');
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},
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content:function(){
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var card=player.get('h','sha').randomGet();
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var card=player.getCards('h','sha').randomGet();
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var target=player.getEnemies().randomGet();
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if(card&&target){
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target.addExpose(0.1);
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@ -136,35 +186,35 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger.source.draw();
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}
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},
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zisha:{
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anwugu:{
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trigger:{source:'damageEnd'},
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check:function(event,player){
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return get.attitude(player,event.player)<0;
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},
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filter:function(event,player){
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return event.player!=player&&event.player.isIn()&&!event.player.hasSkill('zisha2');
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return event.player!=player&&event.player.isIn()&&!event.player.hasSkill('anwugu2');
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},
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logTarget:'player',
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content:function(){
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trigger.player.addSkill('zisha2');
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trigger.player.addSkill('anwugu2');
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}
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},
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zisha2:{
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anwugu2:{
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mod:{
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cardEnabled:function(card,player){
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if(_status.currentPhase!=player) return;
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if(get.cardCount(true,player)>=player.storage.zisha2) return false;
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if(get.cardCount(true,player)>=player.storage.anwugu2) return false;
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},
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maxHandcard:function(player,num){
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return num-1;
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},
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return num-1;
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}
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},
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mark:true,
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intro:{
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content:'手牌上限-1且每回合最多使用$张牌(剩余$回合)'
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content:'手牌上限-1,每回合最多使用$张牌(剩余$回合)'
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},
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init:function(player){
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player.storage.zisha2=3;
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player.storage.anwugu2=3;
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},
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trigger:{player:'phaseAfter'},
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forced:true,
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@ -172,9 +222,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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silent:true,
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onremove:true,
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content:function(){
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player.storage.zisha2--;
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if(player.storage.zisha2<=0){
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player.removeSkill('zisha2');
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player.storage.anwugu2--;
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if(player.storage.anwugu2<=0){
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// player.loseHp();
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player.removeSkill('anwugu2');
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}
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else{
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player.updateMarks();
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@ -3342,6 +3393,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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content:function(){
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player.recover();
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player.draw();
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},
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ai:{
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order:5,
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@ -4039,6 +4091,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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pal_xuejian:'雪见',
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pal_jingtian:'景天',
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pal_zixuan:'紫萱',
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pal_anu:'阿奴',
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pal_yuntianhe:'云天河',
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pal_hanlingsha:'韩菱纱',
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@ -4054,15 +4107,17 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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pal_mingxiu:'明绣',
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pal_jushifang:'居十方',
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lingdi:'灵笛',
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lingdi_info:'出牌阶段,你可以弃置一张本回合与此法弃置的牌花色均不同的手牌,然后选择一名与你距离为X的角色与其各摸一张牌,X为本回合发动灵笛的次数(含此次)',
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xiaoyue:'啸月',
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xiaoyue_info:'锁定技,每轮开始时,若你手牌中有杀,你将手牌中的一张随机杀对一名随机敌方角色使用,并摸一张牌',
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leiyin:'雷印',
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leiyin_info:'出牌阶段限一次,你可以弃置两张手牌,并对一名体力值不小于你的随机敌方角色造成一点雷属性伤害,然后距离目标1以内的所有其他角色随机弃置一张手牌',
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xhuanlei:'唤雷',
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xhuanlei_info:'每当你受到一次伤害,若伤害来源体力值大于你,你可以对其造成一点雷属性伤害,然后其摸一张牌',
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zisha:'紫煞',
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zisha2:'紫煞',
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zisha_info:'每当你对其他角色造成一次伤害,你可以令目标获得三枚紫煞标记;拥有紫煞标记的角色手牌上限-1,每回合最多使用X张牌(X为紫煞标记数),每个结束阶段失去一枚紫煞标记',
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anwugu:'巫蛊',
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anwugu2:'蛊',
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anwugu_info:'每当你对其他角色造成一次伤害,你可以令目标获得三枚蛊标记;拥有蛊标记的角色手牌上限-1,每回合最多使用X张牌(X为蛊标记数),每个结束阶段失去一枚蛊标记',
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xtanxi:'探息',
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xtanxi_info:'出牌阶段限一次,你可以弃置一张手牌,然后随机选择一名手牌中有与之同名的牌的敌方角色,观看其手牌并获得任意一张',
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linghuo:'灵火',
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@ -4204,7 +4259,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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jubao:'聚宝',
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jubao_info:'当其他角色于你的回合外首次弃置非基本牌时,你可以获得其中的随机一张',
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guiyuan:'归元',
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guiyuan_info:'出牌阶段限一次,你可以弃置一张杀并回复一点体力',
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guiyuan_info:'出牌阶段限一次,你可以弃置一张杀,然后回复一点体力并摸一张牌',
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xshuangren:'双刃',
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xshuangren_info:'当你的武器牌被替换时,你可以将其置于你的武将牌上,并获得此装备的武器效果(不含距离)',
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duci:'毒刺',
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@ -1812,21 +1812,20 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return event.parent.skill=='lihuo';
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},
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content:function(){
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player.addTempSkill('lihuo3');
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player.addSkill('lihuo3');
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}
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},
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lihuo3:{
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trigger:{player:'useCardAfter'},
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vanish:true,
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filter:function(event,player){
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return event.card.name=='sha';
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},
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forced:true,
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silent:true,
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audio:false,
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content:function(){
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player.loseHp();
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player.removeSkill('lihuo3');
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delete player.tempSkills.lihuo3;
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}
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},
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chunlao:{
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@ -26188,6 +26188,10 @@
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if(info.marktext){
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lib.translate[i+'_bg']=info.marktext;
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}
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if(info.silent){
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if(!info.hasOwnProperty('forced')) info.forced=true;
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if(!info.hasOwnProperty('popup')) info.popup=false;
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}
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if(i[0]=='_'){
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game.addGlobalSkill(i);
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}
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