v1.9.54
This commit is contained in:
parent
b4f0a9e1c9
commit
9e6eccbaef
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@ -4,6 +4,32 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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name:'guozhan',
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connect:true,
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card:{
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dinglanyemingzhu:{
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mode:['guozhan'],
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fullskin:true,
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type:'equip',
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subtype:'equip5',
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nomod:true,
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nopower:true,
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unique:true,
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global:'g_dinglanyemingzhu_ai',
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skills:['dinglanyemingzhu_skill'],
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ai:{
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equipValue:function(card,player){
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if(player.hasSkill('jubao')) return 8;
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if(player.hasSkill('gzzhiheng')) return 6;
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if(game.hasPlayer(function(current){
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return current.hasSkill('jubao')&&get.attitude(player,current)<=0;
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})){
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return 0;
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}
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return 7;
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},
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basic:{
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equipValue:6.5
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}
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}
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},
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feilongduofeng:{
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mode:['guozhan'],
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fullskin:true,
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@ -639,6 +665,31 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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},
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},
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skill:{
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dinglanyemingzhu_skill:{
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inherit:'gzzhiheng',
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filter:function(event,player){
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return !player.hasSkill('gzzhiheng');
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},
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selectCard:function(){
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var player=_status.event.player;
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return [1,player.maxHp];
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},
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prompt:'出牌阶段限一次,你可以弃置至多X张牌(X为你的体力上限),然后摸等量的牌'
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},
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g_dinglanyemingzhu_ai:{
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ai:{
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effect:{
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player:function(card,player){
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if(player.hasSkill('jubao')) return;
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if(card.name=='dinglanyemingzhu'&&game.hasPlayer(function(current){
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return current.hasSkill('jubao')&&get.attitude(player,current)<=0;
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})){
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return [0,0,0,0];
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}
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}
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}
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}
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},
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g_feilongduofeng_ai:{
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ai:{
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effect:{
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@ -1164,6 +1215,11 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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},
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},
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translate:{
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dinglanyemingzhu:'定澜夜明珠',
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dinglanyemingzhu_bg:'珠',
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dinglanyemingzhu_info:'锁定技,你视为拥有技能“制衡”,若你已经有“制衡”,则改为取消弃置牌数的限制。',
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dinglanyemingzhu_skill:'制衡',
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dinglanyemingzhu_skill_info:'出牌阶段限一次,你可以弃置至多X张牌(X为你的体力上限),然后摸等量的牌',
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feilongduofeng:'飞龙夺凤',
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feilongduofeng2:'飞龙夺凤',
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feilongduofeng_info:'当你使用【杀】指定一名角色为目标后,你可令该角色弃置一张牌。你使用【杀】杀死一名角色后,若你所属的势力是全场最少的(或之一),你可令该角色的使用者选择是否从未使用的武将牌中选择一张与你势力相同的武将牌重新加入游戏',
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@ -212,7 +212,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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forced:true,
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filter:function(event,player){
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if(event._notrigger.contains(event.player)) return false;
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return event.card&&event.card.name=='sha'&&event.player.isAlive()&&event.player.countCards('he')>0;
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return event.card&&event.card.name=='sha'&&event.player.isAlive()&&event.player.countGainableCards(player,'he')>0;
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},
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check:function(){
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return false;
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@ -353,7 +353,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger:{player:'damageEnd'},
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direct:true,
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filter:function(event,player){
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return (event.source&&event.source.countCards('he')&&event.num>0&&event.source!=player);
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return (event.source&&event.source.countGainableCards(player,'he')&&event.num>0&&event.source!=player);
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},
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content:function(){
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player.gainPlayerCard([1,trigger.num],get.prompt('fankui',trigger.source),trigger.source,get.buttonValue,'he').set('logSkill',['refankui',trigger.source]);
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@ -1973,7 +1973,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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"step 0"
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player.chooseToCompare(trigger.player);
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"step 1"
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if(result.bool&&trigger.player.countCards('he')){
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if(result.bool&&trigger.player.countGainableCards(player,'he')){
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player.gainPlayerCard(trigger.player,true,'he');
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}
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}
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@ -182,7 +182,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger:{player:'damageEnd'},
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direct:true,
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filter:function(event,player){
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return (event.source&&event.source.countCards('he')&&event.source!=player);
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return (event.source&&event.source.countGainableCards(player,'he')&&event.source!=player);
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},
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content:function(){
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player.gainPlayerCard(get.prompt('fankui',trigger.source),trigger.source,get.buttonValue,'he').set('logSkill',['fankui',trigger.source]);
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@ -12,7 +12,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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pal_sumei:['female','shu',3,['sheying','dujiang','huahu']],
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pal_shenqishuang:['female','wei',3,['qixia','jianzhen','binxin']],
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pal_jingtian:['male','wu',3,['sajin','jubao']],
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pal_jingtian:['male','wu',3,['sajin','jtjubao']],
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pal_xuejian:['female','shu',3,['xshuangren','shenmu','duci']],
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pal_longkui:['female','qun',3,['fenxing','diewu','lingyu']],
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pal_zixuan:['female','wei',3,['shuiyun','wangyou','changnian']],
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@ -3271,10 +3271,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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threaten:1.5
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}
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},
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jubao:{
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jtjubao:{
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trigger:{global:'discardAfter'},
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filter:function(event,player){
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if(player.hasSkill('jubao2')) return false;
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if(player.hasSkill('jtjubao2')) return false;
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if(event.player==player) return false;
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if(_status.currentPhase==player) return false;
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for(var i=0;i<event.cards.length;i++){
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@ -3299,14 +3299,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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var card=cards.randomGet();
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player.gain(card,'log');
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player.$gain2(card);
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player.addTempSkill('jubao2');
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player.addTempSkill('jtjubao2');
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}
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},
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ai:{
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threaten:1.5
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}
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},
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jubao2:{},
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jtjubao2:{},
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duci:{
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trigger:{player:'loseEnd'},
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direct:true,
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@ -4297,8 +4297,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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changnian_info:'你死亡时,可以将所有牌交给一名其他角色,令其获得技能【追思】',
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sajin:'洒金',
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sajin_info:'出牌阶段限一次,你可以弃置一张手牌并指定任意名角色进行判定,若判定颜色与你弃置的牌相同,该角色回复一点体力',
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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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jtjubao:'聚宝',
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jtjubao_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,然后回复一点体力并摸一张牌',
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xshuangren:'双刃',
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@ -6120,14 +6120,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(att<0) return false;
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if(att>0) return true;
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}
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var cards=event.player.getCards('e');
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var cards=event.player.getGainableCards(player,'e');
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for(var i=0;i<cards.length;i++){
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if(get.equipValue(cards[i])>=6) return true;
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}
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return false;
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},
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content:function(){
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if(trigger.player.countCards('ej')){
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if(trigger.player.countGainableCards(player,'ej')){
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player.gainPlayerCard(trigger.player,'ej',true);
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}
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trigger.cancel();
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@ -1238,6 +1238,7 @@ window.noname_asset_list=[
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'image/card/diaobingqianjiang.png',
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'image/card/diaohulishan.png',
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'image/card/dilu.png',
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'image/card/dinglanyemingzhu.png',
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'image/card/donghuangzhong.png',
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'image/card/du.png',
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'image/card/dunpaigedang.png',
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@ -1789,6 +1790,7 @@ window.noname_asset_list=[
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'image/character/jsp_huangyueying.jpg',
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'image/character/jsp_zhaoyun.jpg',
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'image/character/jun_liubei.jpg',
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'image/character/jun_sunquan.jpg',
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'image/character/jun_zhangjiao.jpg',
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'image/character/kanze.jpg',
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'image/character/kongrong.jpg',
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@ -1814,6 +1816,7 @@ window.noname_asset_list=[
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'image/character/luxun.jpg',
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'image/character/luzhi.jpg',
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'image/character/lvbu.jpg',
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'image/character/lvfan.jpg',
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'image/character/lvmeng.jpg',
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'image/character/machao.jpg',
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'image/character/madai.jpg',
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@ -1977,6 +1980,7 @@ window.noname_asset_list=[
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'image/character/re_zhangliao.jpg',
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'image/character/re_zhaoyun.jpg',
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'image/character/re_zhouyu.jpg',
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'image/character/shamoke.jpg',
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'image/character/shen_caocao.jpg',
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'image/character/shen_guanyu.jpg',
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'image/character/shen_lvbu.jpg',
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22
game/game.js
22
game/game.js
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@ -11267,6 +11267,9 @@
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}
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else if(event.prompt){
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event.dialog=ui.create.dialog(event.prompt);
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if(event.prompt2){
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event.dialog.addText(event.prompt2,event.prompt2.length<=20||event.centerprompt2);
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}
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}
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}
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game.pause();
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@ -18541,6 +18544,9 @@
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hasSkill:function(skill){
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return game.expandSkills(this.getSkills()).contains(skill);
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},
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hasStockSkill:function(skill,arg1,arg2){
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return this.getStockSkills(arg1,arg2).contains(skill);
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},
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hasZhuSkill:function(skill,player){
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if(!this.hasSkill(skill)) return false;
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var mode=get.mode();
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@ -18693,6 +18699,13 @@
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}
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return false;
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},
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canEquip:function(name,replace){
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if(get.type(name)=='card'){
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name=get.equiptype(name);
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}
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if(!replace&&this.getEquip(name)) return false;
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return true;
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},
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getEquip:function(name){
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var es=this.getCards('e');
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if(typeof name=='object'&&get.info(name)){
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@ -44470,6 +44483,11 @@
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if(!lib.card[obj.name]) return;
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return lib.card[obj.name].subtype;
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},
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equiptype:function(card){
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var subtype=get.subtype(card);
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if(subtype.indexOf('equip')==0) return parseInt(subtype[5]);
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return 0;
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},
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suit:function(card){
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if(get.itemtype(card)=='cards'){
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var suit=get.suit(card[0])
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@ -45361,7 +45379,7 @@
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for(i=0;i<skills.length;i++){
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if(lib.skill[skills[i]]&&lib.skill[skills[i]].nopop) continue;
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if(lib.translate[skills[i]+'_info']){
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translation=get.translation(skills[i]).slice(0,2);
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translation=lib.translate[skills[i]+'_ab']||get.translation(skills[i]).slice(0,2);
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if(node.forbiddenSkills[skills[i]]){
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var forbidstr='<div style="opacity:0.5"><div class="skill">【'+translation+'】</div><div>';
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if(node.forbiddenSkills[skills[i]].length){
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@ -46016,7 +46034,7 @@
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var skills=infoitem[3];
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for(i=0;i<skills.length;i++){
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if(lib.translate[skills[i]+'_info']){
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translation=get.translation(skills[i]).slice(0,2);
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translation=lib.translate[skills[i]+'_ab']||get.translation(skills[i]).slice(0,2);
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if(lib.skill[skills[i]]&&lib.skill[skills[i]].nobracket){
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uiintro.add('<div><div class="skill">'+get.translation(skills[i])+'</div><div>'+get.skillInfoTranslation(skills[i])+'</div></div>');
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}
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@ -6,11 +6,21 @@ window.noname_update={
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],
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files:[
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'card/standard.js',
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'card/guozhan.js',
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'character/diy.js',
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'character/extra.js',
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'character/hearth.js',
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'character/refresh.js',
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'character/shenhua.js',
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'character/sp.js',
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'character/yijiang.js',
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'character/standard.js',
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'character/xianjian.js',
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'character/yijiang.js',
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'game/asset.js',
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'game/game.js',
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'game/directory.js',
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'layout/default/layout.css',
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'mode/guozhan.js'
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]
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};
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};
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@ -1036,6 +1036,12 @@ table {
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.dialog.character>.packnode>div:last-child {
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margin-bottom: 9px;
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}
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.dialog.popped .caption>.text>ul>li:not(*:last-child){
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margin-bottom: 8px;
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}
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.dialog.popped .caption>.caption>div>.skillinfo:not(*:last-child){
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margin-bottom: 8px;
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}
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#sidebar>div,#sidebar3>div {
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margin: 10px;
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733
mode/guozhan.js
733
mode/guozhan.js
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@ -267,14 +267,630 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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gz_jun_liubei:['male','shu',4,['zhangwu','jizhao','shouyue','wuhujiangdaqi']],
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gz_jun_zhangjiao:['male','qun',4,['wuxin','hongfa','wendao','huangjintianbingfu']],
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gz_jun_sunquan:['male','wu',4,['jiahe','lianzi','jubao','yuanjiangfenghuotu']],
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gz_liqueguosi:['male','qun',4,['xiongsuan']],
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gz_zuoci:['male','qun',3,['gzhuashen','gzxinsheng']],
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gz_bianfuren:['female','wei',3,['wanwei','yuejian']],
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gz_xunyou:['male','wei',3,['gzqice','zhiyu']],
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gz_lingtong:['male','wu',4,['xuanlve','yongjin']],
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gz_lvfan:['male','wu',3,['diaodu','diancai']],
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gz_masu:['male','shu',3,['sanyao','gzzhiman']],
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gz_shamoke:['male','shu',4,['gzjili']],
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}
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},
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skill:{
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gzjili:{
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subSkill:{
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count:{
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trigger:{player:['useCard','respond']},
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silent:true,
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priority:1,
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content:function(){
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player.storage.gzjili++;
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}
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},
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init:{
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trigger:{global:'phaseBefore'},
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silent:true,
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content:function(){
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player.storage.gzjili=0;
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}
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}
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},
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group:['gzjili_count','gzjili_init'],
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trigger:{player:['useCard','respond']},
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frequent:true,
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filter:function(event,player){
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return player.storage.gzjili==player.getAttackRange();
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},
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content:function(){
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player.draw(player.getAttackRange());
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},
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ai:{
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threaten:1.8
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}
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},
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gzzhiman:{
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inherit:'zhiman',
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content:function(){
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'step 0'
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if(trigger.player.countGainableCards(player,'ej')){
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player.gainPlayerCard(trigger.player,'ej',true);
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}
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trigger.cancel();
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'step 1'
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player.mayChangeVice();
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}
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},
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diancai:{
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group:['diancai_count','diancai_init'],
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trigger:{global:'phaseUseEnd'},
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filter:function(event,player){
|
||||
return _status.currentPhase!=player&&player.storage.diancai>=player.hp;
|
||||
},
|
||||
content:function(){
|
||||
'step 0'
|
||||
var num=player.maxHp-player.countCards('h');
|
||||
if(num>0){
|
||||
player.draw(num);
|
||||
}
|
||||
'step 1'
|
||||
player.mayChangeVice();
|
||||
},
|
||||
subSkill:{
|
||||
init:{
|
||||
trigger:{global:'phaseUseBegin'},
|
||||
filter:function(event,player){
|
||||
return _status.currentPhase!=player;
|
||||
},
|
||||
silent:true,
|
||||
content:function(){
|
||||
player.storage.diancai=0;
|
||||
}
|
||||
},
|
||||
count:{
|
||||
trigger:{player:'loseEnd'},
|
||||
silent:true,
|
||||
filter:function(event,player){
|
||||
return _status.currentPhase!=player;
|
||||
},
|
||||
content:function(){
|
||||
player.storage.diancai+=trigger.cards.length;
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
diaodu:{
|
||||
enable:'phaseUse',
|
||||
usable:1,
|
||||
filterTarget:function(card,player,target){
|
||||
return target.sameIdentityAs(player);
|
||||
},
|
||||
selectTarget:-1,
|
||||
content:function(){
|
||||
'step 0'
|
||||
var use=target.countCards('h',{type:'equip'})>0;
|
||||
var move=false;
|
||||
var es=target.getCards('e');
|
||||
if(es.length&&target.identity!='ye'){
|
||||
move=game.hasPlayer(function(current){
|
||||
if(current!=target&&target.identity!=current.identity){
|
||||
for(var i=0;i<es.length;i++){
|
||||
if(current.canEquip(es[i])){
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
});
|
||||
}
|
||||
if(move&&use){
|
||||
target.chooseControlList(['使用一张装备牌','将装备区里的一张牌移动至另一名与你势力相同的角色的装备区里']);
|
||||
}
|
||||
else if(move){
|
||||
event.goto(3);
|
||||
}
|
||||
else if(use){
|
||||
event.goto(2);
|
||||
}
|
||||
else{
|
||||
event.finish();
|
||||
}
|
||||
'step 1'
|
||||
if(result.index==0){
|
||||
event.goto(2);
|
||||
}
|
||||
else if(result.index==1){
|
||||
event.goto(3);
|
||||
}
|
||||
'step 2'
|
||||
target.chooseToUse('使用一张装备牌',function(card,player){
|
||||
return get.type(card)=='equip'&&lib.filter.filterCard(card,player);
|
||||
});
|
||||
event.finish();
|
||||
'step 3'
|
||||
target.chooseCardButton(target.getCards('e'),'移动一件装备').set('filterButton',function(button){
|
||||
var player=_status.event.player;
|
||||
return game.hasPlayer(function(current){
|
||||
return current!=player&¤t.canEquip(button.link);
|
||||
});
|
||||
}).set('ai',function(button){
|
||||
return Math.random();
|
||||
});
|
||||
'step 4'
|
||||
if(result.bool){
|
||||
var card=result.links[0];
|
||||
target.chooseTarget(function(card,player,target){
|
||||
var player=_status.event.player;
|
||||
var card=_status.event.card;
|
||||
return player!=target&&player.identity==target.identity&&target.canEquip(card);
|
||||
}).set('card',card).set('ai',function(target){
|
||||
var att=get.attitude(_status.event.player,target);
|
||||
if(target.hasSkillTag('noe')) att+=2;
|
||||
return att;
|
||||
});
|
||||
event.card=card;
|
||||
}
|
||||
else{
|
||||
event.finish();
|
||||
}
|
||||
'step 5'
|
||||
if(result.bool){
|
||||
event.toequip=result.targets[0];
|
||||
target.line(event.toequip,'green');
|
||||
target.$give(event.card,event.toequip);
|
||||
game.delayx();
|
||||
}
|
||||
else{
|
||||
event.finish();
|
||||
}
|
||||
'step 6'
|
||||
event.toequip.equip(event.card);
|
||||
},
|
||||
ai:{
|
||||
order:7,
|
||||
result:{
|
||||
player:function(player){
|
||||
if(game.hasPlayer(function(current){
|
||||
return current!=player&¤t.sameIdentityAs(player);
|
||||
})){
|
||||
return 1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
yongjin:{
|
||||
unique:true,
|
||||
limited:true,
|
||||
skillAnimation:true,
|
||||
enable:'phaseUse',
|
||||
content:function(){
|
||||
'step 0'
|
||||
player.awakenSkill('yongjin');
|
||||
var friends=game.filterPlayer(function(current){
|
||||
return get.attitude(player,current)>=4;
|
||||
});
|
||||
var vacancies={
|
||||
equip1:0,
|
||||
equip2:0,
|
||||
equip3:0,
|
||||
equip4:0,
|
||||
equip5:0
|
||||
};
|
||||
for(var i=0;i<friends.length;i++){
|
||||
for(var j=1;j<=5;j++){
|
||||
if(friends[i].canEquip(j)){
|
||||
vacancies['equip'+j]++;
|
||||
}
|
||||
}
|
||||
}
|
||||
var info=['请选择要移动的装备'];
|
||||
var targets=game.filterPlayer().sortBySeat();
|
||||
for(var i=0;i<targets.length;i++){
|
||||
var es=targets[i].getCards('e');
|
||||
if(es.length){
|
||||
info.push('<div class="text center">'+get.translation(targets[i])+'</div>');
|
||||
info.push(es);
|
||||
}
|
||||
}
|
||||
var next=player.chooseButton(true,[1,3]);
|
||||
next.set('createDialog',info);
|
||||
next.set('filterButton',function(button){
|
||||
return game.hasPlayer(function(current){
|
||||
return !current.countCards('e',{subtype:get.subtype(button.link)});
|
||||
});
|
||||
});
|
||||
next.set('ai',function(button){
|
||||
var player=_status.event.player;
|
||||
var owner=get.owner(button.link);
|
||||
var att=get.attitude(player,owner);
|
||||
if(att>0) return 0;
|
||||
var subtype=get.subtype(button.link);
|
||||
var vacancies=_status.event.vacancies;
|
||||
var num=vacancies[subtype];
|
||||
for(var i=0;i<ui.selected.buttons.length;i++){
|
||||
if(get.subtype(ui.selected.buttons[i])==subtype){
|
||||
num--;
|
||||
}
|
||||
}
|
||||
if(num>0){
|
||||
var val=get.equipValue(button.link);
|
||||
if(att>=-1){
|
||||
val-=2;
|
||||
}
|
||||
return val;
|
||||
}
|
||||
return 0;
|
||||
});
|
||||
next.set('vacancies',vacancies);
|
||||
'step 1'
|
||||
event.cards=result.links.slice(0);
|
||||
event.num=0;
|
||||
'step 2'
|
||||
if(event.num<event.cards.length){
|
||||
var card=event.cards[event.num];
|
||||
player.chooseTarget('选择一个目标装备'+get.translation(card),function(card,player,target){
|
||||
return target.canEquip(_status.event.subtype);
|
||||
}).set('subtype',get.equiptype(card)).set('ai',function(target){
|
||||
return get.attitude(_status.event.player,target);
|
||||
});
|
||||
}
|
||||
else{
|
||||
event.finish();
|
||||
}
|
||||
'step 3'
|
||||
if(result.bool){
|
||||
var card=event.cards[event.num];
|
||||
var target=result.targets[0];
|
||||
var source=get.owner(card);
|
||||
player.line2([source,target],'green');
|
||||
source.$give(card,target,false);
|
||||
event.current=target;
|
||||
game.delayx();
|
||||
}
|
||||
else{
|
||||
delete event.current;
|
||||
}
|
||||
'step 4'
|
||||
if(event.current){
|
||||
var card=event.cards[event.num];
|
||||
event.current.equip(card);
|
||||
}
|
||||
event.num++;
|
||||
event.goto(2);
|
||||
},
|
||||
filter:function(event,player){
|
||||
return game.hasPlayer(function(current){
|
||||
return current.countCards('e');
|
||||
});
|
||||
},
|
||||
ai:{
|
||||
order:7,
|
||||
result:{
|
||||
player:function(player){
|
||||
var num=0;
|
||||
var friends=game.filterPlayer(function(current){
|
||||
return get.attitude(player,current)>=4;
|
||||
});
|
||||
var vacancies={
|
||||
equip1:0,
|
||||
equip2:0,
|
||||
equip3:0,
|
||||
equip4:0,
|
||||
equip5:0
|
||||
};
|
||||
for(var i=0;i<friends.length;i++){
|
||||
for(var j=1;j<=5;j++){
|
||||
if(friends[i].canEquip(j)){
|
||||
vacancies['equip'+j]++;
|
||||
}
|
||||
}
|
||||
}
|
||||
var sources=game.filterPlayer(function(current){
|
||||
return get.attitude(player,current)<0&¤t.countCards('e');
|
||||
});
|
||||
for(var i=0;i<sources.length;i++){
|
||||
var es=sources[i].getCards('e');
|
||||
for(var j=0;j<es.length;j++){
|
||||
var type=get.subtype(es[j]);
|
||||
if(vacancies[type]){
|
||||
num++;
|
||||
if(num>=3){
|
||||
return 1;
|
||||
}
|
||||
vacancies[type]--;
|
||||
}
|
||||
}
|
||||
}
|
||||
if(num&&player.hp==1){
|
||||
return 0.5;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
xuanlve:{
|
||||
trigger:{player:'loseEnd'},
|
||||
direct:true,
|
||||
filter:function(event,player){
|
||||
for(var i=0;i<event.cards.length;i++){
|
||||
if(event.cards[i].original=='e') return true;
|
||||
}
|
||||
return false;
|
||||
},
|
||||
content:function(){
|
||||
'step 0'
|
||||
player.chooseTarget(get.prompt('xuanlve'),function(card,player,target){
|
||||
return target!=player&&target.countDiscardableCards(player,'he');
|
||||
}).set('ai',function(target){
|
||||
return -get.attitude(_status.event.player,target);
|
||||
});
|
||||
'step 1'
|
||||
if(result.bool){
|
||||
player.logSkill('xuanlve',result.targets);
|
||||
player.discardPlayerCard(result.targets[0],'he',true);
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
noe:true,
|
||||
reverseEquip:true,
|
||||
effect:{
|
||||
target:function(card,player,target,current){
|
||||
if(get.type(card)=='equip') return [1,1];
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
lianzi:{
|
||||
enable:'phaseUse',
|
||||
usable:1,
|
||||
filterCard:true,
|
||||
check:function(card){
|
||||
if(get.type(card)=='equip') return 0;
|
||||
var player=_status.event.player;
|
||||
var num=game.countPlayer(function(current){
|
||||
if(current.identity=='wu'){
|
||||
return current.countCards('e');
|
||||
}
|
||||
})+player.storage.yuanjiangfenghuotu.length;
|
||||
if(num>=5){
|
||||
return 8-get.value(card);
|
||||
}
|
||||
if(num>=3){
|
||||
return 7-get.value(card);
|
||||
}
|
||||
if(num>=2){
|
||||
return 3-get.value(card);
|
||||
}
|
||||
return 0;
|
||||
},
|
||||
content:function(){
|
||||
'step 0'
|
||||
var num=game.countPlayer(function(current){
|
||||
if(current.identity=='wu'){
|
||||
return current.countCards('e');
|
||||
}
|
||||
})+player.storage.yuanjiangfenghuotu.length;
|
||||
if(num){
|
||||
event.shown=get.cards(num);
|
||||
player.showCards(event.shown,get.translation('lianzi'));
|
||||
}
|
||||
else{
|
||||
event.finish();
|
||||
return;
|
||||
}
|
||||
'step 1'
|
||||
var list=[];
|
||||
var type=get.type(cards[0],'trick');
|
||||
for(var i=0;i<event.shown.length;i++){
|
||||
if(get.type(event.shown[i],'trick')==type){
|
||||
list.push(event.shown[i]);
|
||||
}
|
||||
}
|
||||
if(list.length){
|
||||
player.gain(list,'gain2');
|
||||
if(list.length>=3&&player.hasStockSkill('lianzi')){
|
||||
player.removeSkill('lianzi');
|
||||
player.addSkill('gzzhiheng');
|
||||
}
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
order:7,
|
||||
result:{
|
||||
player:1
|
||||
}
|
||||
}
|
||||
},
|
||||
jubao:{
|
||||
mod:{
|
||||
canBeGained:function(card){
|
||||
if(get.position(card)=='e'&&get.subtype(card)=='equip5') return false;
|
||||
}
|
||||
},
|
||||
trigger:{player:'phaseEnd'},
|
||||
forced:true,
|
||||
unique:true,
|
||||
filter:function(event,player){
|
||||
return game.hasPlayer(function(current){
|
||||
return current.countCards('ej',function(card){
|
||||
return card.name=='dinglanyemingzhu';
|
||||
});
|
||||
});
|
||||
},
|
||||
content:function(){
|
||||
'step 0'
|
||||
player.draw();
|
||||
'step 1'
|
||||
var target=game.findPlayer(function(current){
|
||||
return current!=player&¤t.countCards('e','dinglanyemingzhu');
|
||||
});
|
||||
if(target&&target.countGainableCards(player,'he')){
|
||||
player.line(target,'green');
|
||||
player.gainPlayerCard(target,true);
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
threaten:1.5
|
||||
}
|
||||
},
|
||||
jiahe:{
|
||||
unique:true,
|
||||
forceunique:true,
|
||||
derivation:'yuanjiangfenghuotu',
|
||||
mark:true,
|
||||
global:['jiahe_put','jiahe_skill'],
|
||||
init:function(player){
|
||||
player.storage.yuanjiangfenghuotu=[];
|
||||
},
|
||||
ai:{
|
||||
threaten:2
|
||||
},
|
||||
trigger:{player:'damageEnd'},
|
||||
forced:true,
|
||||
filter:function(event,player){
|
||||
return event.card&&(event.card.name=='sha'||get.type(event.card,'trick'))&&player.storage.yuanjiangfenghuotu.length>0;
|
||||
},
|
||||
content:function(){
|
||||
'step 0'
|
||||
player.chooseCardButton('将一张“烽火”置入弃牌堆',player.storage.yuanjiangfenghuotu,true);
|
||||
'step 1'
|
||||
if(result.bool){
|
||||
player.$throw(result.links);
|
||||
var card=result.links[0];
|
||||
card.discard();
|
||||
player.storage.yuanjiangfenghuotu.remove(card);
|
||||
player.syncStorage('yuanjiangfenghuotu');
|
||||
player.updateMarks('yuanjiangfenghuotu');
|
||||
}
|
||||
}
|
||||
},
|
||||
jiahe_put:{
|
||||
enable:'phaseUse',
|
||||
filter:function(event,player){
|
||||
var zhu=get.zhu(player,'jiahe');
|
||||
if(zhu&&zhu.storage.yuanjiangfenghuotu){
|
||||
return player.countCards('he',{type:'equip'})>0;
|
||||
}
|
||||
return false;
|
||||
},
|
||||
filterCard:{type:'equip'},
|
||||
position:'he',
|
||||
check:function(card){
|
||||
var num=7-get.value(card);
|
||||
if(get.position(card)=='h'){
|
||||
num+=3;
|
||||
}
|
||||
return num;
|
||||
},
|
||||
discard:false,
|
||||
lose:true,
|
||||
prepare:function(cards,player){
|
||||
var zhu=get.zhu(player,'jiahe');
|
||||
player.$give(cards,zhu);
|
||||
player.line(zhu);
|
||||
},
|
||||
content:function(){
|
||||
var zhu=get.zhu(player,'jiahe');
|
||||
zhu.storage.yuanjiangfenghuotu.add(cards[0]);
|
||||
zhu.syncStorage('yuanjiangfenghuotu');
|
||||
zhu.updateMarks('yuanjiangfenghuotu');
|
||||
},
|
||||
ai:{
|
||||
order:1,
|
||||
result:{
|
||||
player:1
|
||||
}
|
||||
}
|
||||
},
|
||||
jiahe_skill:{
|
||||
trigger:{player:'phaseBeginStart'},
|
||||
direct:true,
|
||||
filter:function(event,player){
|
||||
var zhu=get.zhu(player,'jiahe');
|
||||
if(zhu&&zhu.storage.yuanjiangfenghuotu&&zhu.storage.yuanjiangfenghuotu.length){
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
},
|
||||
content:function(){
|
||||
'step 0'
|
||||
var zhu=get.zhu(player,'jiahe');
|
||||
event.num=zhu.storage.yuanjiangfenghuotu.length;
|
||||
'step 1'
|
||||
var list=[];
|
||||
if(event.num>=1&&!player.hasSkill('yingzi')) list.push('yingzi');
|
||||
if(event.num>=2&&!player.hasSkill('haoshi')) list.push('haoshi');
|
||||
if(event.num>=3&&!player.hasSkill('shelie')) list.push('shelie');
|
||||
if(event.num>=4&&!player.hasSkill('duoshi')) list.push('duoshi');
|
||||
if(!list.length){
|
||||
event.finish();
|
||||
return;
|
||||
}
|
||||
list.push('cancel2');
|
||||
var prompt2='你可以获得下列一项技能直到回合结束';
|
||||
if(list.length>=5){
|
||||
if(event.done){
|
||||
prompt2+=' (2/2)';
|
||||
}
|
||||
else{
|
||||
prompt2+=' (1/2)';
|
||||
}
|
||||
}
|
||||
player.chooseControl(list).set('prompt',get.translation('yuanjiangfenghuotu')).
|
||||
set('prompt2',prompt2).set('centerprompt2',true).set('ai',function(evt,player){
|
||||
var controls=_status.event.controls;
|
||||
if(controls.contains('haoshi')){
|
||||
var nh=player.countCards('h');
|
||||
if(player.hasSkill('yingzi')||(player.hp==1&&player.hasSkill('hunshang'))){
|
||||
if(nh==0) return 'haoshi';
|
||||
}
|
||||
else{
|
||||
if(nh<=1) return 'haoshi';
|
||||
}
|
||||
}
|
||||
if(controls.contains('shelie')){
|
||||
return 'shelie';
|
||||
}
|
||||
if(controls.contains('yingzi')&&(player.hp!=1||!player.hasSkill('hunshang'))){
|
||||
return 'yingzi';
|
||||
}
|
||||
if(controls.contains('duoshi')){
|
||||
return 'duoshi';
|
||||
}
|
||||
return controls.randomGet();
|
||||
});
|
||||
'step 2'
|
||||
if(result.control!='cancel2'){
|
||||
player.addTempSkill(result.control);
|
||||
if(!event.done) player.logSkill('jiahe');
|
||||
game.log(player,'获得了技能','【'+get.translation(result.control)+'】');
|
||||
if(event.num>=5&&!event.done){
|
||||
event.done=true;
|
||||
event.goto(1);
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
yuanjiangfenghuotu:{
|
||||
unique:true,
|
||||
forceunique:true,
|
||||
nopop:true,
|
||||
mark:true,
|
||||
intro:{
|
||||
content:'cards',
|
||||
mark:function(dialog,content,player){
|
||||
if(content&&content.length){
|
||||
dialog.addSmall(content);
|
||||
}
|
||||
dialog.addText('<ul style="margin-top:5px;padding-left:22px;"><li>每名吴势力角色的出牌阶段限一次,该角色可以将一张装备牌置于“缘江烽火图”上,称之为“烽火”。<li>根据“烽火”的数量,所有吴势力角色可于其准备阶段开始时选择并获得其中一个技能直到回合结束:一张以上~英姿;两张以上~好施;三张以上~涉猎;四张以上~度势;五张以上~可额外选择一项。<li>锁定技,当你受到【杀】或锦囊牌造成的伤害后,你将一张“烽火”置入弃牌堆。',false)
|
||||
}
|
||||
}
|
||||
},
|
||||
gzqice:{
|
||||
enable:'phaseUse',
|
||||
usable:1,
|
||||
|
@ -287,15 +903,11 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
change:{
|
||||
trigger:{player:'useCardAfter'},
|
||||
filter:function(event,player){
|
||||
return event.skill=='gzqice_backup'&&player.hasViceCharacter();
|
||||
return event.skill=='gzqice_backup';
|
||||
},
|
||||
check:function(event,player){
|
||||
return get.rank(player.name2,true)<=5;
|
||||
},
|
||||
prompt:'是否变更副将?',
|
||||
popup:false,
|
||||
silent:true,
|
||||
content:function(){
|
||||
player.changeVice();
|
||||
player.mayChangeVice();
|
||||
}
|
||||
}
|
||||
},
|
||||
|
@ -868,7 +1480,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
player.loseHp();
|
||||
}
|
||||
},
|
||||
_hongfa2:{
|
||||
hongfa_respond:{
|
||||
trigger:{player:'chooseToRespondBegin'},
|
||||
direct:true,
|
||||
filter:function(event,player){
|
||||
|
@ -897,11 +1509,11 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
zhu.storage.huangjintianbingfu.remove(card);
|
||||
zhu.syncStorage('huangjintianbingfu');
|
||||
zhu.updateMarks('huangjintianbingfu');
|
||||
player.logSkill('_hongfa2');
|
||||
player.logSkill('hongfa_respond');
|
||||
}
|
||||
}
|
||||
},
|
||||
_hongfa:{
|
||||
hongfa_use:{
|
||||
enable:'chooseToUse',
|
||||
filter:function(event,player){
|
||||
if(!event.filterCard({name:'sha'},player)) return false;
|
||||
|
@ -929,7 +1541,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
zhu.storage.huangjintianbingfu.remove(card);
|
||||
zhu.syncStorage('huangjintianbingfu');
|
||||
zhu.updateMarks('huangjintianbingfu');
|
||||
player.logSkill('_hongfa',result.targets);
|
||||
player.logSkill('hongfa_use',result.targets);
|
||||
}
|
||||
}
|
||||
},
|
||||
|
@ -978,6 +1590,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
threaten:2,
|
||||
},
|
||||
group:'hongfa_hp',
|
||||
global:['hongfa_use','hongfa_respond'],
|
||||
subSkill:{
|
||||
hp:{
|
||||
trigger:{player:'loseHpBefore'},
|
||||
|
@ -1071,11 +1684,11 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
dialog.addSmall(content);
|
||||
}
|
||||
dialog.addText('<ul style="margin-top:5px;padding-left:22px;"><li>当你计算群势力角色数时,每一张“天兵”均可视为一名群势力角色。<li>每当你失去体力时,你可改为将一张“天兵”置入弃牌堆。<li>与你势力相同的角色可将一张“天兵”当【杀】使用或打出。',false)
|
||||
},
|
||||
}
|
||||
}
|
||||
},
|
||||
wuxin:{
|
||||
unique:true,
|
||||
// unique:true,
|
||||
trigger:{player:'phaseDrawBegin'},
|
||||
// frequent:'check',
|
||||
// check:function(event,player){
|
||||
|
@ -1335,7 +1948,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
nopop:true,
|
||||
mark:true,
|
||||
intro:{
|
||||
content:'@<div style="margin-top:-5px"><div class="skill">【武圣】</div><div>将“红色牌”改为“任意牌”</div><div class="skill">【咆哮】</div><div>增加描述“你使用的【杀】无视其他角色的防具”</div><div class="skill">【龙胆】</div><div>增加描述“你每发动一次‘龙胆’便摸一张牌”</div><div class="skill">【烈弓】</div><div>增加描述“你的攻击范围+1”</div><div class="skill">【铁骑】</div><div>将“若结果为红色”改为“若结果不为黑桃”</div></div>'
|
||||
content:'@<div style="margin-top:-5px"><div class="skill">【武圣】</div><div class="skillinfo">将“红色牌”改为“任意牌”</div><div class="skill">【咆哮】</div><div class="skillinfo">增加描述“你使用的【杀】无视其他角色的防具”</div><div class="skill">【龙胆】</div><div class="skillinfo">增加描述“你每发动一次‘龙胆’便摸一张牌”</div><div class="skill">【烈弓】</div><div class="skillinfo">增加描述“你的攻击范围+1”</div><div class="skill">【铁骑】</div><div class="skillinfo">将“若结果为红色”改为“若结果不为黑桃”</div></div>'
|
||||
}
|
||||
},
|
||||
jizhao:{
|
||||
|
@ -1512,9 +2125,10 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
},
|
||||
heyi:{
|
||||
zhenfa:'inline'
|
||||
zhenfa:'inline',
|
||||
global:'heyi_distance'
|
||||
},
|
||||
_heyi:{
|
||||
heyi_distance:{
|
||||
mod:{
|
||||
globalTo:function(from,to,distance){
|
||||
if(game.hasPlayer(function(current){
|
||||
|
@ -1595,9 +2209,10 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
},
|
||||
niaoxiang:{
|
||||
zhenfa:'siege'
|
||||
zhenfa:'siege',
|
||||
global:'niaoxiang_sha'
|
||||
},
|
||||
_niaoxiang:{
|
||||
niaoxiang_sha:{
|
||||
trigger:{player:'shaBegin'},
|
||||
filter:function(event,player){
|
||||
if(game.countPlayer()<4) return false;
|
||||
|
@ -1617,9 +2232,10 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
},
|
||||
fengshi:{
|
||||
zhenfa:'siege'
|
||||
zhenfa:'siege',
|
||||
global:'fengshi_sha'
|
||||
},
|
||||
_fengshi:{
|
||||
fengshi_sha:{
|
||||
trigger:{player:'shaBegin'},
|
||||
filter:function(event,player){
|
||||
if(game.countPlayer()<4) return false;
|
||||
|
@ -2105,9 +2721,15 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
gzzhiheng:{
|
||||
inherit:'zhiheng',
|
||||
selectCard:function(){
|
||||
return [1,_status.event.player.maxHp];
|
||||
var player=_status.event.player;
|
||||
if(player.hasSkill('dinglanyemingzhu_skill')) return [1,Infinity];
|
||||
return [1,player.maxHp];
|
||||
},
|
||||
prompt:'出牌阶段限一次,你可以弃置至多X张牌(X为你的体力上限),然后摸等量的牌'
|
||||
prompt:function(){
|
||||
var player=_status.event.player;
|
||||
if(player.hasSkill('dinglanyemingzhu_skill')) return '出牌阶段限一次,你可以弃置任意张牌,然后摸等量的牌';
|
||||
return '出牌阶段限一次,你可以弃置至多X张牌(X为你的体力上限),然后摸等量的牌';
|
||||
}
|
||||
},
|
||||
huoshui:{
|
||||
enable:'phaseUse',
|
||||
|
@ -2120,9 +2742,10 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
content:function(){
|
||||
if(player.name1=='gz_zoushi') player.showCharacter(0);
|
||||
else player.showCharacter(1);
|
||||
}
|
||||
},
|
||||
global:'huoshui_mingzhi'
|
||||
},
|
||||
_huoshui:{
|
||||
huoshui_mingzhi:{
|
||||
ai:{
|
||||
nomingzhi:true,
|
||||
skillTagFilter:function(player){
|
||||
|
@ -2403,7 +3026,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
},
|
||||
_mingzhi3:{
|
||||
trigger:{player:'phaseBegin'},
|
||||
trigger:{player:'phaseBeginStart'},
|
||||
priority:19.1,
|
||||
forced:true,
|
||||
popup:false,
|
||||
|
@ -3344,9 +3967,27 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
|
||||
gz_jun_liubei:'君刘备',
|
||||
gz_jun_zhangjiao:'君张角',
|
||||
gz_jun_sunquan:'君孙权',
|
||||
gz_liqueguosi:'李傕郭汜',
|
||||
gz_bianfuren:'卞夫人',
|
||||
gz_lvfan:'吕范',
|
||||
gz_shamoke:'沙摩柯',
|
||||
gz_masu:'马谡',
|
||||
|
||||
gzjili:'蒺藜',
|
||||
gzjili_info:'当你于一回合内使用或打出第X张牌时,你可以摸X张牌(X为你的攻击范围)。',
|
||||
gzzhiman:'制蛮',
|
||||
gzzhiman_info:'当你对其他角色造成伤害时,你可以防止此伤害。若如此做,你获得其装备区或判定区里的一张牌。然后若该角色与你势力相同,则该角色可以变更其副将。',
|
||||
diaodu:'调度',
|
||||
diaodu_info:'出牌阶段限一次,所有与你势力相同的角色,可以依次选择一项:1、使用一张装备牌;2、将装备区里的一张牌移动至另一名与你势力相同的角色的装备区里。',
|
||||
diancai:'典财',
|
||||
diancai_info:'其他角色的出牌阶段结束时,若你于此阶段失去了x张或更多的牌,则你可以将手牌摸至体力上限。若如此做,你可以变更副将(x为你的体力值)。',
|
||||
xuanlve:'旋略',
|
||||
xuanlve_info:'当你失去装备区里的牌后,你可以弃置一名其他角色的一张牌。',
|
||||
yongjin:'勇进',
|
||||
yongjin_info:'限定技,出牌阶段,你可以移动场上的至多三张装备牌。',
|
||||
lianzi:'敛资',
|
||||
lianzi_info:'出牌阶段限一次,你可以弃置一张手牌,然后亮出牌堆顶X张牌(X为吴势力角色装备区里的牌和“烽火”的总和),获得其中所有与你弃置牌类别相同的牌,将其余的牌置入弃牌堆,若一次获得的牌超过三张,则你失去技能“敛资”并获得技能“制衡”。',
|
||||
gzqice:'奇策',
|
||||
gzqice_info:'出牌阶段限一次,你可以将所有手牌当任意一张普通锦囊牌使用,你不能以此法使用目标数超过X的牌(X为你的手牌数),然后你可以变更副将。',
|
||||
wanwei:'挽危',
|
||||
|
@ -3360,18 +4001,31 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
gzxinsheng:'新生',
|
||||
gzxinsheng_info:'当你受到伤害后,你可以从剩余武将牌堆中扣置一张牌加入到“化身”牌中。',
|
||||
|
||||
jubao:'聚宝',
|
||||
jubao_info:'锁定技,你装备区里的宝物牌不能被其他角色获得,结束阶段开始时,若场上或弃牌堆有【定澜夜明珠】,则你摸一张牌,然后获得装备区里有【定澜夜明珠】角色的一张牌。',
|
||||
jiahe:'嘉禾',
|
||||
jiahe_info:'君主技,只要此武将牌处于明置状态,你便拥有“缘江烽火图”。',
|
||||
jiahe_put:'烽火',
|
||||
jiahe_put_info:'出牌阶段限一次,你可以将一张装备牌置于“缘江烽火图”上,称之为“烽火”。',
|
||||
jiahe_skill:'缘江烽火图',
|
||||
yuanjiangfenghuotu:'缘江烽火图',
|
||||
yuanjiangfenghuotu_info:'每名吴势力角色的出牌阶段限一次,该角色可以将一张装备牌置于“缘江烽火图”上,称之为“烽火”。<br>根据“烽火”的数量,所有吴势力角色可于其准备阶段开始时选择并获得其中一个技能直到回合结束:一张以上~英姿;两张以上~好施;三张以上~涉猎;四张以上~度势;五张以上~可额外选择一项。<br>锁定技,当你受到【杀】或锦囊牌造成的伤害后,你将一张“烽火”置入弃牌堆。',
|
||||
yuanjiangfenghuotu_ab:'江图',
|
||||
yuanjiangfenghuotu_bg:'图',
|
||||
wuxin:'悟心',
|
||||
wuxin_info:'摸牌阶段开始时,你可以观看牌堆顶的X张牌(X为群势力角色的数量),然后将这些牌以任意顺序置于牌堆顶',
|
||||
hongfa:'弘法',
|
||||
_hongfa:'天兵',
|
||||
_hongfa2:'天兵',
|
||||
hongfa_use:'天兵',
|
||||
hongfa_respond:'天兵',
|
||||
hongfa_info:'君主技,锁定技,当此武将牌明置时,你获得“黄巾天兵符”;准备阶段开始时,若没有“天兵”,你将牌堆顶的X张牌置于“黄巾天兵符”上,称为“天兵”(X为群势力角色的数量)',
|
||||
wendao:'问道',
|
||||
wendao_info:'出牌阶段限一次,你可以弃置一张红色牌,获得弃牌堆里或场上的一张【太平要术】',
|
||||
huangjintianbingfu:'黄巾天兵符',
|
||||
huangjintianbingfu_ab:'兵符',
|
||||
huangjintianbingfu_bg:'符',
|
||||
huangjintianbingfu_info:'锁定技 :当你计算群势力角色数时,每一张“天兵”均可视为一名群势力角色。<br>每当你失去体力时,你可改为将一张“天兵”置入弃牌堆。<br>与你势力相同的角色可将一张“天兵”当【杀】使用或打出。',
|
||||
wuhujiangdaqi:'五虎将大旗',
|
||||
wuhujiangdaqi_ab:'将旗',
|
||||
wuhujiangdaqi_bg:'旗',
|
||||
wuhujiangdaqi_info:'存活的蜀势力角色的技能按以下规则改动:<br><strong>武圣</strong>:将“红色牌”改为“任意牌”<br><strong>咆哮</strong>:增加描述“你使用的【杀】无视其他角色的防具”<br><strong>龙胆</strong>:增加描述“你每发动一次‘龙胆’便摸一张牌”<br><strong>烈弓</strong>:增加描述“你的攻击范围+1”<br><strong>铁骑</strong>:将“若结果为红色”改为“若结果不为黑桃”',
|
||||
zhangwu:'章武',
|
||||
|
@ -3386,7 +4040,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
gzmingshi:'名士',
|
||||
gzmingshi_info:'锁定技,当你受到伤害时,若伤害来源有暗置的武将牌,此伤害-1',
|
||||
fengshi:'锋矢',
|
||||
_fengshi:'锋矢',
|
||||
fengshi_sha:'锋矢',
|
||||
fengshi_info:'阵法技,在同一个围攻关系中,若你是围攻角色,则你或另一名围攻角色使用【杀】指定被围攻角色为目标后,可令该角色弃置装备区里的一张牌',
|
||||
gzsuishi:'随势',
|
||||
gzsuishi_info:'锁定技,当其他角色进入濒死状态时,若伤害来源与你势力相同,你摸一张牌;当其他角色死亡时,若其与你势力相同,你失去1点体力',
|
||||
|
@ -3407,7 +4061,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
gzshangyi:'尚义',
|
||||
gzshangyi_info:'出牌阶段限一次,你可以令一名其他角色观看你的手牌。若如此做,你选择一项:1.观看其手牌并可以弃置其中的一张黑色牌;2.观看其所有暗置的武将牌',
|
||||
niaoxiang:'鸟翔',
|
||||
_niaoxiang:'鸟翔',
|
||||
niaoxiang_sha:'鸟翔',
|
||||
niaoxiang_info:'阵法技,在同一个围攻关系中,若你是围攻角色,则你或另一名围攻角色使用【杀】指定被围攻角色为目标后,你令该角色需依次使用两张【闪】才能抵消',
|
||||
yicheng:'疑城',
|
||||
yicheng_info:'当与你势力相同的一名角色成为【杀】的目标后,你可以令该角色摸一张牌然后弃置一张牌',
|
||||
|
@ -3456,7 +4110,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
gzduanliang:'断粮',
|
||||
gzduanliang_info:'你可以将一张黑色基本牌或黑色装备牌当【兵粮寸断】使用;你可以对距离为2的角色使用【兵粮寸断】',
|
||||
},
|
||||
junList:['liubei','zhangjiao'],
|
||||
junList:['liubei','zhangjiao','sunquan'],
|
||||
guozhanPile:[
|
||||
["spade",7,"sha"],
|
||||
["spade",8,"sha"],
|
||||
|
@ -3652,9 +4306,20 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
['diamond',4,'xietianzi'],
|
||||
['club',1,'yuxi'],
|
||||
['heart',3,'taipingyaoshu'],
|
||||
['diamond',6,'dinglanyemingzhu'],
|
||||
],
|
||||
element:{
|
||||
content:{
|
||||
mayChangeVice:function(){
|
||||
'step 0'
|
||||
player.chooseBool('是否变更副将?').set('ai',function(){
|
||||
return get.rank(_status.event.player.name2,true)<=5;
|
||||
});
|
||||
'step 1'
|
||||
if(result.bool){
|
||||
player.changeVice();
|
||||
}
|
||||
},
|
||||
zhulian:function(){
|
||||
player.popup('珠联璧合');
|
||||
game.log(player,'发动了【珠联璧合】');
|
||||
|
@ -3662,6 +4327,14 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
},
|
||||
player:{
|
||||
mayChangeVice:function(){
|
||||
if(this.hasViceCharacter()){
|
||||
var next=game.createEvent('mayChangeVice');
|
||||
next.setContent('mayChangeVice');
|
||||
next.player=this;
|
||||
return next;
|
||||
}
|
||||
},
|
||||
differentIdentityFrom:function(target,self){
|
||||
if(this==target) return false;
|
||||
if(self){
|
||||
|
|
Loading…
Reference in New Issue