This commit is contained in:
libccy 2017-05-19 16:52:48 +08:00
parent bfb583ddce
commit 9d313e3130
6 changed files with 82 additions and 23 deletions

View File

@ -371,7 +371,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
target.addTempSkill('heilonglinpian',{player:'phaseBegin'});
},
ai:{
value:[5.5,1],
value:[6,1],
useful:1,
order:2,
result:{

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@ -747,7 +747,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
basic:{
order:5,
useful:3,
value:6
value:[6,2,1]
},
result:{
target:function(player,target){

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@ -600,6 +600,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
},
ai:{
order:4,
value:[4,1],
result:{
target:function(player){
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){
pal_lixiaoyao:['male','qun',4,['tianjian','yufeng']],
pal_zhaoliner:['female','wei',3,['huimeng','tianshe']],
pal_linyueru:['female','wei',3,['guiyuan','qijian']],
// pal_anu:['female','wu',3,[]],
pal_anu:['female','wu',3,['lingdi','anwugu']],
pal_wangxiaohu:['male','qun',4,['husha']],
pal_sumei:['female','shu',3,['sheying','dujiang','huahu']],
@ -85,6 +85,56 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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。',
},
skill:{
lingdi:{
enable:'phaseUse',
filter:function(event,player){
var num=1+(player.getStat().skill.lingdi||0);
if(game.hasPlayer(function(current){
return current!=player&&Math.max(1,get.distance(player,current))==num;
})){
var hs=player.getCards('h');
var suits=player.storage.lingdi||[];
for(var i=0;i<hs.length;i++){
if(!suits.contains(get.suit(hs[i]))){
return true;
}
}
}
return false;
},
filterTarget:function(card,player,target){
return target!=player&&Math.max(1,get.distance(player,target))==1+(player.getStat().skill.lingdi||0);
},
filterCard:function(card,player){
return !(player.storage.lingdi||[]).contains(get.suit(card));
},
check:function(){
return 7-get.value(card);
},
content:function(){
game.asyncDraw([player,target]);
if(!player.storage.lingdi){
player.storage.lingdi=[];
}
player.storage.lingdi.add(get.suit(cards[0]));
},
ai:{
order:7,
result:{
target:1
}
},
group:'lingdi_clear',
subSkill:{
clear:{
trigger:{player:'phaseAfter'},
silent:true,
content:function(){
delete player.storage.lingdi;
}
}
}
},
xiaoyue:{
trigger:{global:'roundStart'},
forced:true,
@ -92,7 +142,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return player.countCards('h','sha');
},
content:function(){
var card=player.get('h','sha').randomGet();
var card=player.getCards('h','sha').randomGet();
var target=player.getEnemies().randomGet();
if(card&&target){
target.addExpose(0.1);
@ -136,35 +186,35 @@ game.import('character',function(lib,game,ui,get,ai,_status){
trigger.source.draw();
}
},
zisha:{
anwugu:{
trigger:{source:'damageEnd'},
check:function(event,player){
return get.attitude(player,event.player)<0;
},
filter:function(event,player){
return event.player!=player&&event.player.isIn()&&!event.player.hasSkill('zisha2');
return event.player!=player&&event.player.isIn()&&!event.player.hasSkill('anwugu2');
},
logTarget:'player',
content:function(){
trigger.player.addSkill('zisha2');
trigger.player.addSkill('anwugu2');
}
},
zisha2:{
anwugu2:{
mod:{
cardEnabled:function(card,player){
if(_status.currentPhase!=player) return;
if(get.cardCount(true,player)>=player.storage.zisha2) return false;
if(get.cardCount(true,player)>=player.storage.anwugu2) return false;
},
maxHandcard:function(player,num){
return num-1;
},
return num-1;
}
},
mark:true,
intro:{
content:'手牌上限-1每回合最多使用$张牌(剩余$回合)'
content:'手牌上限-1每回合最多使用$张牌(剩余$回合)'
},
init:function(player){
player.storage.zisha2=3;
player.storage.anwugu2=3;
},
trigger:{player:'phaseAfter'},
forced:true,
@ -172,9 +222,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
silent:true,
onremove:true,
content:function(){
player.storage.zisha2--;
if(player.storage.zisha2<=0){
player.removeSkill('zisha2');
player.storage.anwugu2--;
if(player.storage.anwugu2<=0){
// player.loseHp();
player.removeSkill('anwugu2');
}
else{
player.updateMarks();
@ -3342,6 +3393,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
content:function(){
player.recover();
player.draw();
},
ai:{
order:5,
@ -4039,6 +4091,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
pal_xuejian:'雪见',
pal_jingtian:'景天',
pal_zixuan:'紫萱',
pal_anu:'阿奴',
pal_yuntianhe:'云天河',
pal_hanlingsha:'韩菱纱',
@ -4054,15 +4107,17 @@ game.import('character',function(lib,game,ui,get,ai,_status){
pal_mingxiu:'明绣',
pal_jushifang:'居十方',
lingdi:'灵笛',
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',
xiaoyue:'啸月',
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',
leiyin:'雷印',
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',
xhuanlei:'唤雷',
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',
zisha:'紫煞',
zisha2:'紫煞',
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',
anwugu:'巫蛊',
anwugu2:'蛊',
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',
xtanxi:'探息',
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',
linghuo:'灵火',
@ -4204,7 +4259,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
jubao:'聚宝',
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',
guiyuan:'归元',
guiyuan_info:'出牌阶段限一次,你可以弃置一张杀并回复一点体力',
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',
xshuangren:'双刃',
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)',
duci:'毒刺',

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@ -1812,21 +1812,20 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return event.parent.skill=='lihuo';
},
content:function(){
player.addTempSkill('lihuo3');
player.addSkill('lihuo3');
}
},
lihuo3:{
trigger:{player:'useCardAfter'},
vanish:true,
filter:function(event,player){
return event.card.name=='sha';
},
forced:true,
silent:true,
audio:false,
content:function(){
player.loseHp();
player.removeSkill('lihuo3');
delete player.tempSkills.lihuo3;
}
},
chunlao:{

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@ -26188,6 +26188,10 @@
if(info.marktext){
lib.translate[i+'_bg']=info.marktext;
}
if(info.silent){
if(!info.hasOwnProperty('forced')) info.forced=true;
if(!info.hasOwnProperty('popup')) info.popup=false;
}
if(i[0]=='_'){
game.addGlobalSkill(i);
}