v1.9.52.1
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c7de67a787
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@ -1614,6 +1614,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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forced:true,
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popup:false,
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content:function(){
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'step 0'
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event.trigger('playercontrol');
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'step 1'
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var slist=player.storage.huashen.owned;
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var list=[];
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for(var i in slist){
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@ -4457,7 +4460,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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beige_info:'一名角色每受到【杀】造成的一次伤害,你可以弃一张牌,并令其进行一次判定,判定结果为:♥该角色回复1点体力;♦︎该角色摸两张牌;♣伤害来源弃两张牌;♠伤害来源将其武将牌翻面',
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duanchang_info:'锁定技,杀死你的角色失去当前的所有技能直到游戏结束。',
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// fushen_info:'回合开始前,你可以选择与任意一名角色交换控制权,该角色可选择在下一个回合开始前与你换回',
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huashen_info:'所有人都展示武将牌后,你随机获得两张未加入游戏的武将牌,选一张置于你面前并声明该武将的一项技能,你拥有该技能且同时将性别和势力属性变成与该武将相同知道该化身被替换。在你的每个准备阶段和结束后,你可以替换化身牌,你须为新的化身重新声明一项技能(你不可声明锁定技、觉醒技或主公技)。',
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huashen_info:'所有人都展示武将牌后,你随机获得两张未加入游戏的武将牌,选一张置于你面前并声明该武将的一项技能,你拥有该技能且同时将性别和势力属性变成与该武将相同知道该化身被替换。在你的每个准备阶段和结束后,你可以替换化身牌,你须为新的化身重新声明一项技能(你不可声明限定技、觉醒技或主公技)。',
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xinsheng_info:'你每受到1点伤害,可获得一张新化身牌。',
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jiangwei:'姜维',
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liushan:'刘禅',
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@ -396,6 +396,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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prompt:'视为使用一张杀',
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ai:{
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order:function(){
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var player=_status.event.player;
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if(!player.hasShan()&&!game.hasPlayer(function(current){
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return player.canUse('sha',current)&¤t.hp==1&&get.effect(current,{name:'sha'},player,player)>0;
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})){
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@ -417,6 +418,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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filterCard:function(){return false},
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viewAsFilter:function(player){
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if(player.hasSkill('weijing_disable')) return false;
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if(!lib.filter.cardRespondable({name:'sha'},player)) return false;
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},
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onrespond:function(event,player){
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player.addTempSkill('weijing_disable','roundStart');
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@ -430,6 +432,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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skillTagFilter:function(player){
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if(player.hasSkill('weijing_disable')) return false;
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if(!lib.filter.cardRespondable({name:'sha'},player)) return false;
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},
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respondShan:true,
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}
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@ -2809,13 +2812,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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filterCard:{name:'shan'},
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viewAs:{name:'sha'},
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viewAsFilter:function(player){
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if(!player.storage.fanghun) return false;
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if(!player.storage.fanghun||player.storage.fanghun<0) return false;
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if(!player.countCards('h','shan')) return false;
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},
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prompt:'将一张闪当杀使用或打出',
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onuse:function(result,player){
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player.storage.fanghun--;
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if(!player.storage.fanghun){
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if(!player.storage.fanghun||player.storage.fanghun<0){
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player.storage.fanghun=0;
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player.unmarkSkill('fanghun');
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}
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else{
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@ -2831,7 +2835,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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respondSha:true,
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skillTagFilter:function(player){
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if(!player.storage.fanghun) return false;
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if(!player.storage.fanghun||player.storage.fanghun<0) return false;
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if(!player.countCards('h','shan')) return false;
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},
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order:function(){
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@ -2847,12 +2851,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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viewAs:{name:'shan'},
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prompt:'将一张杀当闪打出',
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viewAsFilter:function(player){
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if(!player.storage.fanghun) return false;
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if(!player.storage.fanghun||player.storage.fanghun<0) return false;
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if(!player.countCards('h','sha')) return false;
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},
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onrespond:function(result,player){
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player.storage.fanghun--;
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if(!player.storage.fanghun){
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if(!player.storage.fanghun||player.storage.fanghun<0){
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player.storage.fanghun=0;
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player.unmarkSkill('fanghun');
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}
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else{
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@ -2863,12 +2868,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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ai:{
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respondShan:true,
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skillTagFilter:function(player){
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if(!player.storage.fanghun) return false;
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if(!player.storage.fanghun||player.storage.fanghun<0) return false;
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if(!player.countCards('h','sha')) return false;
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},
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effect:{
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target:function(card,player,target,current){
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if(!player.storage.fanghun) return false;
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if(!player.storage.fanghun||player.storage.fanghun<0) return 0;
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if(get.tag(card,'respondShan')&¤t<0) return 0.6
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}
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},
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@ -5949,9 +5954,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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audio:2,
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trigger:{player:'phaseDrawBegin'},
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check:function(event,player){
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if(player.storage.tunchu&&player.storage.tunchu.length) return false;
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return player.countCards('h')-player.countCards('h',{type:'equip'})<=player.hp;
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},
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filter:function(event,player){
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if(player.storage.tunchu&&player.storage.tunchu.length) return false;
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return true;
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},
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content:function(){
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trigger.num+=2;
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player.addTempSkill('tunchu_choose','phaseDrawAfter');
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@ -3,10 +3,12 @@ var path=require('path');
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var exec = require('child_process').exec;
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global.window=global;
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require(__dirname+'/update.js');
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require(__dirname+'/asset.js');
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var updates=window.noname_update;
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var assetlist='window.noname_asset_list=[\n\t\''+updates.version+'\'';
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var assetlist='';
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var skinlist='window.noname_skin_list={\n';
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var entrylist=[];
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var get = function(dir,callback){
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fs.readdir(dir,function(err,list){
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var shift=function(){
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@ -18,7 +20,9 @@ var get = function(dir,callback){
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var stat=fs.statSync(url);
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if(stat.isFile()){
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if(['.jpg','.png','.mp3','.ttf'].indexOf(path.extname(url))!=-1){
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assetlist+=',\n\t\''+path.relative(path.dirname(__dirname),url)+'\'';
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var assetentry=path.relative(path.dirname(__dirname),url);
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assetlist+=',\n\t\''+assetentry+'\'';
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entrylist.push(assetentry);
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}
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}
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else if(stat.isDirectory()){
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@ -55,10 +59,26 @@ var get = function(dir,callback){
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});
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};
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get(path.dirname(__dirname),function(){
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fs.writeFile('game/asset.js',assetlist+'\n];\n'+skinlist.slice(0,skinlist.length-2)+'\n};','utf-8',function(){
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console.log('udpated asset.js');
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});
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var diff=false;
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if(window.noname_asset_list.length==entrylist.length+1){
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for(var i=0;i<entrylist.length;i++){
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if(entrylist[i]!=window.noname_asset_list[i+1]){
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diff=true;
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break;
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}
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}
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}
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else{
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diff=true;
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}
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if(diff){
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var assetversion='window.noname_asset_list=[\n\t\''+updates.version+'\'';
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fs.writeFile('game/asset.js',assetversion+assetlist+'\n];\n'+skinlist.slice(0,skinlist.length-2)+'\n};','utf-8',function(){
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console.log('udpated asset.js');
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});
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}
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exec('git diff --name-only', (error, stdout, stderr) => {
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var updatelist='window.noname_update={\n\tversion:\''+updates.version+'\',';
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updatelist+='\n\tupdate:\''+(updates.update||'')+'\',';
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@ -21543,7 +21543,7 @@
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}
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},
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autoswap:{
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trigger:{player:['chooseToUseBegin','chooseToRespondBegin','chooseToDiscardBegin','chooseToCompareBegin',
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trigger:{player:['playercontrol','chooseToUseBegin','chooseToRespondBegin','chooseToDiscardBegin','chooseToCompareBegin',
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'chooseButtonBegin','chooseCardBegin','chooseTargetBegin','chooseCardTargetBegin','chooseControlBegin',
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'chooseBoolBegin','choosePlayerCardBegin','discardPlayerCardBegin','gainPlayerCardBegin']},
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forced:true,
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@ -1,18 +1,13 @@
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window.noname_update={
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version:'1.9.52',
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update:'1.9.51',
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version:'1.9.52.1',
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update:'1.9.52',
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changeLog:[
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'新武将'
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],
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players:[
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'sp_liuqi',
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'luzhi'
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'bug修复(李丰、赵襄、鲁芝、左慈)'
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],
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files:[
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'character/diy.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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'game/game.js',
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'mode/boss.js'
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'game/directory.js',
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'game/game.js'
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]
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};
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