This commit is contained in:
libccy 2016-07-20 14:42:18 +08:00
parent fd4fb53241
commit 9f45b1bb86
14 changed files with 1107 additions and 787 deletions

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@ -1,767 +0,0 @@
card.shenqi={
card:{
donghuangzhong:{
fullskin:true,
type:'equip',
subtype:'equip5',
skills:['donghuangzhong'],
ai:{
equipValue:6
}
},
xuanyuanjian:{
fullskin:true,
type:'equip',
subtype:'equip1',
skills:['xuanyuanjian','xuanyuanjian2','xuanyuanjian3'],
enable:function(card,player){
return player.skills.contains('xuanyuan')||player.hp>2;
},
distance:{attackFrom:-3},
onEquip:function(){
if(!player.skills.contains('xuanyuan')&&player.hp<=2){
player.discard(card);
}
},
ai:{
equipValue:9
}
},
pangufu:{
fullskin:true,
type:'equip',
subtype:'equip1',
skills:['pangufu'],
distance:{attackFrom:-3},
ai:{
equipValue:8
}
},
lianyaohu:{
fullskin:true,
type:'equip',
subtype:'equip5',
ai:{
equipValue:8
},
skills:['lianhua','shouna']
},
haotianta:{
fullskin:true,
type:'equip',
subtype:'equip5',
skills:['haotianta'],
ai:{
equipValue:5
}
},
fuxiqin:{
fullskin:true,
type:'equip',
subtype:'equip5',
skills:['kongxin'],
ai:{
equipValue:6
}
},
shennongding:{
fullskin:true,
type:'equip',
subtype:'equip5',
skills:['shennongding'],
ai:{
equipValue:6
}
},
kongdongyin:{
fullskin:true,
type:'equip',
subtype:'equip5',
skills:['kongdongyin'],
ai:{
basic:{
equipValue:function(card,player){
if(player.hp==2) return 7;
if(player.hp==1) return 10;
return 5;
}
}
}
},
kunlunjingc:{
fullskin:true,
type:'equip',
subtype:'equip5',
skills:['kunlunjingc'],
ai:{
equipValue:6
}
},
nvwashi:{
fullskin:true,
type:'equip',
subtype:'equip5',
skills:['nvwashi'],
ai:{
equipValue:5
}
}
},
skill:{
kunlunjingc:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.num('h')>0;
},
delay:false,
content:function(){
'step 0'
var cards=get.cards(3);
event.cards=cards;
player.chooseCardButton('选择一张牌',cards,true);
'step 1'
event.card=result.links[0];
player.chooseCard('h',true,'用一张手牌替换'+get.translation(event.card));
'step 2'
if(result.bool){
event.cards[event.cards.indexOf(event.card)]=result.cards[0];
player.lose(result.cards,ui.special);
var cardx=ui.create.card();
cardx.classList.add('infohidden');
cardx.classList.add('infoflip');
player.$throw(cardx,1000,'nobroadcast');
}
else{
event.finish();
}
'step 3'
player.gain(event.card);
player.$draw();
for(var i=event.cards.length-1;i>=0;i--){
event.cards[i].fix();
ui.cardPile.insertBefore(event.cards[i],ui.cardPile.firstChild);
}
game.delay();
},
ai:{
order:10,
result:{
player:1
}
}
},
lianhua:{
enable:'phaseUse',
filter:function(event,player){
var hu=player.get('e','5');
if(hu&&hu.storage.shouna&&hu.storage.shouna.length>1){
return true;
}
return false;
},
usable:1,
content:function(){
"step 0"
event.hu=player.get('e','5');
player.chooseCardButton('弃置两张壶中的牌,然后从牌堆中获得一张类别不同的牌',2,event.hu.storage.shouna).ai=function(){
return 1;
}
"step 1"
if(result.bool){
var type=[];
player.$throw(result.links);
game.log(player,'弃置了',result.links);
for(var i=0;i<result.links.length;i++){
event.hu.storage.shouna.remove(result.links[i]);
ui.discardPile.appendChild(result.links[i]);
type.add(get.type(result.links[i],'trick'));
}
for(var i=0;i<ui.cardPile.childNodes.length;i++){
if(!type.contains(get.type(ui.cardPile.childNodes[i],'trick'))){
player.gain(ui.cardPile.childNodes[i],'gain');
break;
}
}
}
else{
player.getStat('skill').lianhua--;
}
},
ai:{
order:11,
result:{
player:1
}
}
},
shouna:{
trigger:{global:'discardAfter'},
filter:function(event,player){
if(player.skills.contains('shouna2')) return false;
if(_status.currentPhase==event.player) return false;
if(event.player==player) return false;
for(var i=0;i<event.cards.length;i++){
if(get.position(event.cards[i])=='d'){
return true;
}
}
return false;
},
forced:true,
content:function(){
var cards=trigger.cards.slice(0);
for(var i=0;i<cards.length;i++){
if(get.position(cards[i])!='d'){
cards.splice(i,1);i--;
}
}
var hu=player.get('e','5');
if(cards.length&&hu){
if(!hu.storage.shouna){
hu.storage.shouna=[];
}
player.addTempSkill('shouna2','phaseAfter');
player.$gain2(cards);
for(var i=0;i<cards.length;i++){
hu.storage.shouna.push(cards[i]);
ui.special.appendChild(cards[i]);
}
game.log(player,'将',cards,'收入炼妖壶');
}
},
},
shouna2:{},
donghuangzhong:{
trigger:{player:'phaseEnd'},
direct:true,
filter:function(event,player){
return player.num('h')>0;
},
content:function(){
'step 0'
player.chooseCardTarget({
filterTarget:true,
filterCard:true,
ai1:function(card){
return 7-ai.get.useful(card);
},
ai2:function(target){
return -ai.get.attitude(player,target);
},
prompt:'是否发动【东皇钟】?'
});
'step 1'
if(result.bool){
player.logSkill('donghuangzhong',result.targets);
player.discard(result.cards);
event.target=result.targets[0];
}
else{
event.finish();
}
'step 2'
var target=event.target;
var list=[];
for(var i=0;i<lib.inpile.length;i++){
if(get.type(lib.inpile[i])=='delay'&&!target.hasJudge(lib.inpile[i])){
list.push(lib.inpile[i]);
}
}
if(list.length){
var card=game.createCard(list.randomGet());
target.addJudge(card);
target.$draw(card);
game.delay();
}
}
},
donghuangzhong_old:{
mode:['identity','guozhan'],
enable:'phaseUse',
usable:1,
filter:function(event,player){
return event.player==game.me&&
(game.dead.length||game.players.length+game.dead.length<8);
},
content:function(){
"step 0"
var list=[];
for(var i=0;i<game.dead.length;i++){
list.push(game.dead[i].name);
}
if(game.dead.length){
player.chooseButton(ui.create.dialog([list,'character']),function(button){
for(var i=0;i<game.dead.length&&game.dead[i].name!=button.link;i++);
return -ai.get.attitude(_status.event.player,game.dead[i]);
},true);
if(game.players.length+game.dead.length<8){
event.control=ui.create.control('新角色',ui.click.cancel)
}
}
"step 1"
if(result.bool){
for(var i=0;i<game.dead.length&&game.dead[i].name!=result.buttons[0].link;i++);
game.removePlayer(game.dead[i]);
player.recover();
}
else{
var group=player.group;
if(group=='unknown') group=lib.group.randomGet();
var list=[];
for(var i in lib.character){
if(lib.character[i][1]==group) list.push(i);
}
var player2=game.addPlayer();
if(get.config('double_character')){
var list2=list.randomGets(2);
player2.init(list2[0],list2[1]);
}
else{
player2.init(list.randomGet())
}
player2.identity=player.identity;
if(player2.identity=='zhu') player2.identity='zhong';
player2.setIdentity();
player2.identityShown=true;
if(group!='unknown') player.loseHp(player2.maxHp);
}
if(event.control) event.control.close();
}
},
xuanyuanjian:{
trigger:{player:'changeHp'},
forced:true,
popup:false,
filter:function(event,player){
return !player.skills.contains('xuanyuan')&&player.hp<=2
},
content:function(){
var e1=player.get('e','1');
if(e1&&e1.name=='xuanyuanjian'){
player.discard(e1);
}
},
ai:{
threaten:1.5
}
},
xuanyuanjian2:{
trigger:{source:'damageBefore'},
forced:true,
filter:function(event){
return event.notLink();
},
content:function(){
trigger.num++;
if(!trigger.nature) trigger.nature='thunder';
}
},
xuanyuanjian3:{
trigger:{source:'damageAfter'},
forced:true,
popup:false,
filter:function(event){
return event.notLink();
},
content:function(){
player.loseHp();
player.draw();
}
},
pangufu:{
trigger:{source:'damageEnd'},
forced:true,
priority:55,
filter:function(event){
return event.player.num('he')>0;
},
content:function(){
trigger.player.chooseToDiscard(true,'he');
}
},
shouhua:{
mode:['identity','infinity'],
enable:'phaseUse',
filter:function(event,player){
return player==game.me;
},
usable:1,
filterTarget:function(card,player,target){
return target!=game.zhu&&target!=game.me&&target.hp<target.maxHp;
},
filterCard:true,
check:function(card){
return ai.get.value(card);
},
discard:false,
prepare:function(cards,player){
player.$throw(cards);
},
content:function(){
"step 0"
target.$turn2();
target.style.left='calc(50% - 120px)';
target.style.top='calc(50% - 60px)';
game.delay(0,2500);
"step 1"
target.removeAttribute('style');
if(Math.random()<(ai.get.value(cards[0])+1)*(target.maxHp-target.hp)/(60*target.maxHp)){
event.position=target.dataset.position;
target.dataset.position=player.dataset.position;
target.delete();
event.success=true;
}
game.delay();
"step 2"
if(event.success){
player.popup('收化成功');
game.log(player,'将',target,'收化');
target.dataset.position=event.position;
var card=player.get('e','5');
if(!card.storage.shouhua) card.storage.shouhua=[];
card.storage.shouhua.push(target);
game.removePlayer(target);
game.checkResult();
}
else{
player.popup('收化失败');
target.gain(cards);
target.$gain2(cards);
}
game.delay();
},
ai:{
result:{
player:function(){
return Math.random()-0.4;
}
}
}
},
haotianta:{
trigger:{global:'judgeBefore'},
direct:true,
usable:3,
content:function(){
"step 0"
event.cards=get.cards(3);
player.chooseCardButton(event.cards,'昊天塔:选择一张牌作为'+get.translation(trigger.player)+'的'+trigger.judgestr+'判定结果').ai=function(button){
if(ai.get.attitude(player,trigger.player)>0){
return 1+trigger.judge(button.link);
}
if(ai.get.attitude(player,trigger.player)<0){
return 1-trigger.judge(button.link);
}
return 0;
};
"step 1"
if(!result.bool){
event.finish();
return;
}
player.logSkill('haotianta',trigger.player);
var card=result.links[0];
event.cards.remove(card);
var judgestr=get.translation(trigger.player)+'的'+trigger.judgestr+'判定';
event.videoId=lib.status.videoId++;
event.dialog=ui.create.dialog(judgestr);
event.dialog.classList.add('center');
event.dialog.videoId=event.videoId;
game.addVideo('judge1',player,[get.cardInfo(card),judgestr,event.videoId]);
for(var i=0;i<event.cards.length;i++) ui.discardPile.appendChild(event.cards[i]);
// var node=card.copy('thrown','center',ui.arena).animate('start');
var node;
if(game.chess){
node=card.copy('thrown','center',ui.arena).animate('start');
}
else{
node=player.$throwordered(card.copy(),true);
}
node.classList.add('thrownhighlight');
ui.arena.classList.add('thrownhighlight');
if(card){
trigger.untrigger();
trigger.finish();
trigger.result={
card:card,
judge:trigger.judge(card),
node:node,
number:get.number(card),
suit:get.suit(card),
color:get.color(card),
};
if(trigger.result.judge>0){
trigger.result.bool=true;
trigger.player.popup('洗具');
}
if(trigger.result.judge<0){
trigger.result.bool=false;
trigger.player.popup('杯具');
}
game.log(trigger.player,'的判定结果为',card);
trigger.direct=true;
trigger.position.appendChild(card);
game.delay(2);
}
else{
event.finish();
}
"step 2"
ui.arena.classList.remove('thrownhighlight');
event.dialog.close();
game.addVideo('judge2',null,event.videoId);
ui.clear();
var card=trigger.result.card;
trigger.position.appendChild(card);
trigger.result.node.delete();
game.delay();
},
ai:{
tag:{
rejudge:10
}
}
},
shennongding:{
enable:'phaseUse',
usable:1,
filterCard:true,
selectCard:2,
check:function(card){
if(get.tag(card,'recover')>=1) return 0;
return 7-ai.get.value(card);
},
filter:function(event,player){
return player.hp<player.maxHp;
},
content:function(){
player.recover();
},
ai:{
result:{
player:function(player){
return ai.get.recoverEffect(player);
}
},
order:2.5
}
},
kongdongyin:{
trigger:{player:'dieBefore'},
forced:true,
filter:function(event,player){
return player.maxHp>0;
},
content:function(){
trigger.untrigger();
trigger.finish();
player.hp=1;
player.draw();
player.discard(player.get('e',{subtype:'equip5'}));
game.delay();
}
},
nvwashi:{
trigger:{global:'dying'},
priority:6,
filter:function(event,player){
return event.player.hp<=0&&player.hp>1;
},
check:function(event,player){
return ai.get.attitude(player,event.player)>=3;
},
content:function(){
"step 0"
trigger.player.recover();
"step 1"
player.loseHp();
},
ai:{
threaten:1.2,
expose:0.2
}
},
kongxin:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return target!=player&&target.num('h');
},
filter:function(event,player){
return player.num('h')?true:false;
},
content:function(){
"step 0"
player.chooseToCompare(target);
"step 1"
if(result.bool){
event.bool=true;
player.chooseTarget('选择一个目标视为'+get.translation(target)+'对其使用一张杀',function(card,player,target2){
return player!=target2&&target.canUse('sha',target2);
}).ai=function(target){
return ai.get.effect(target,{name:'sha'},target,player);
}
}
else{
target.discardPlayerCard(player);
}
"step 2"
if(event.bool&&result.bool){
target.useCard({name:'sha'},result.targets);
}
},
ai:{
order:7,
result:{
target:function(player,target){
if(player.num('h')<=1) return 0;
if(ai.get.attitude(player,target)>=0) return 0;
for(var i=0;i<game.players.length;i++){
if(player!=game.players[i]&&
target.canUse('sha',game.players[i])&&
ai.get.effect(game.players[i],{name:'sha'},target,player)>0){
return -1;
}
}
return 0;
}
}
}
},
kongxin2:{
trigger:{player:'dying'},
priority:10,
forced:true,
popup:false,
filter:function(event,player){
return player==game.me;
},
content:function(){
player.removeSkill('kongxin2');
game.swapPlayer(player);
player.storage.kongxin.lockOut=false;
player.storage.kongxin.out();
if(player==game.me) game.swapPlayer(player.storage.kongxin);
if(lib.config.mode=='identity') player.storage.kongxin.setIdentity();
delete player.storage.kongxin;
},
},
lianyao_hujia:{
mode:['identity','guozhan'],
enable:'phaseUse',
usable:1,
filter:function(event,player){
if(player!=game.me) return false;
var card=player.get('e','5');
if(card.storage.shouhua&&card.storage.shouhua.length) return true;
return false;
},
content:function(){
"step 0"
var list=[];
var card=player.get('e','5');
for(var i=0;i<card.storage.shouhua.length;i++){
list.push(card.storage.shouhua[i].name);
}
var dialog=ui.create.dialog([list,'character']);
for(var i=0;i<dialog.buttons.length;i++){
dialog.buttons[i].link=card.storage.shouhua[i];
dialog.buttons[i].querySelector('.intro').remove();
}
player.chooseButton(dialog,true);
"step 1"
if(result.bool){
game.restorePlayer(result.links[0]);
game.delay();
}
else{
event.finish();
}
"step 2"
game.swapPlayer(result.links[0]);
result.links[0].hp=1;
result.links[0].update();
result.links[0].storage.lianyao_hujia=player;
game.swapPlayer(result.links[0]);
result.links[0].addSkill('lianyao_hujia2');
result.links[0].phase();
result.links[0].setIdentity();
result.links[0].identityShown=true;
player.out(true);
}
},
lianyao_hujia2:{
trigger:{player:['phaseAfter','changeHp']},
forced:true,
popup:false,
content:function(){
player.hp=1;
player.update();
var me=player.storage.lianyao_hujia;
delete player.storage.lianyao_hujia;
me.lockOut=false;
me.out();
player.removeSkill('lianyao_hujia2');
if(player==game.me){
game.swapPlayer(me);
game.removePlayer(player);
game.delay();
}
}
}
},
translate:{
donghuangzhong:'东皇钟',
xuanyuanjian:'轩辕剑',
xuanyuanjian2:'轩辕剑',
pangufu:'盘古斧',
lianyaohu:'炼妖壶',
haotianta:'昊天塔',
fuxiqin:'伏羲琴',
shennongding:'神农鼎',
kongdongyin:'崆峒印',
kunlunjingc:'昆仑镜',
nvwashi:'女娲石',
donghuangzhong_bg:'钟',
lianyaohu_bg:'壶',
haotianta_bg:'塔',
fuxiqin_bg:'琴',
shennongding_bg:'鼎',
kongdongyin_bg:'印',
kunlunjingc_bg:'镜',
nvwashi_bg:'石',
kongxin:'控心',
lianhua:'炼化',
lianhua_info:'出牌阶段限一次,你可以弃置两张炼妖壶中的牌,从牌堆中获得一张与弃置的牌类别均不相同的牌',
shouna:'收纳',
shouna_info:'当一名其他角色于回合外弃置的卡牌进入弃牌堆后,你可以选择其中的一张放入炼妖壶,每名角色的回合限一次',
donghuangzhong_info:'回合结束阶段,你可以弃置一张手牌,并选择一名角色将一张随机判定牌置入其判定区',
xuanyuanjian_info:'锁定技每当你即将造成一次伤害你令此伤害加一并变为雷属性此伤害结算后你流失一点体力并摸一张牌。任何时候若你体力值不超过2则立即失去轩辕剑',
pangufu_info:'锁定技,每当你造成一次伤害,受伤角色须弃置一张牌',
haotianta_info:'任意一名角色进行判定前你可以观看牌堆顶的3张牌并选择一张作为判定结果此结果不可被更改也不能触发技能。每回合最多发动3次',
shennongding_info:'出牌阶段,你可以弃置两张手牌,然后回复一点体力。每阶段限一次',
kongdongyin_info:'令你抵挡一次死亡将体力回复至1并摸一张牌发动后进入弃牌堆',
kunlunjingc_info:'出牌阶段限一次,你可以观看牌堆顶的三张牌,然后用一张手牌替换其中的一张',
nvwashi_info:'当一名角色濒死时若你的体力值大于1你可以失去一点体力并令其回复一点体力',
kongxin_info:'出牌阶段限一次,你可以与一名其他角色进行拼点,若你赢,你可以指定另一名角色视为对方对该角色使用一张杀,否则对方可弃置你一张牌',
fuxiqin_info:'出牌阶段限一次,你可以与一名其他角色进行拼点,若你赢,你可以指定另一名角色视为对方对该角色使用一张杀,否则对方可弃置你一张牌',
lianyaohu_info:'当一名其他角色于回合外弃置的卡牌进入弃牌堆后,你将其放入炼妖壶(每回合只发动一次);出牌阶段限一次,你可以弃置两张炼妖壶中的牌,从牌堆中获得一张与弃置的牌类别均不相同的牌',
// fuxiqin_info:'出牌阶段你可以选择一名角色并流失X点体力然后获得其控制权直到其首次进入濒死状态X为该角色当前的体力值',
// fuxiqin_info:'',
},
list:[
['diamond',13,'donghuangzhong'],
['diamond',13,'fuxiqin'],
['spade',13,'kunlunjingc'],
['spade',13,'xuanyuanjian'],
['spade',13,'pangufu'],
['club',13,'lianyaohu'],
['diamond',13,'haotianta'],
['club',13,'shennongding'],
['heart',13,'nvwashi'],
['heart',13,'kongdongyin'],
],
}

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View File

@ -23,7 +23,7 @@ character.swd={
swd_shuijing:['female','qun',4,['mojian','duanyue']],
swd_quxian:['female','qun',3,['mojian','huanxia']],
swd_xiyan:['male','qun',3,['tianshu','daofa']],
swd_cheyun:['female','wu',3,['shengong','xianjiang3','qiaoxie']],
swd_cheyun:['female','wu',3,['shengong','xianjiang','qiaoxie']],
swd_huanyuanzhi:['male','qun',3,['lanzhi','mufeng','tianshu']],
swd_murongshi:['female','shu',4,['duanyi','guxing']],
swd_jipeng:['male','wu',3,['reyingzi','guozao']],
@ -3921,8 +3921,6 @@ character.swd={
else{
event.finish();
}
"step 2"
player.gain(game.createCard(get.typeCard('hslingjian').randomGet()),'gain2');
},
},
qiaoxie4:{
@ -4459,7 +4457,7 @@ character.swd={
threaten:1.5
}
},
xianjiang:{
xianjiang_old:{
enable:'phaseUse',
position:'he',
usable:1,
@ -4515,14 +4513,13 @@ character.swd={
player.storage.xianjiang=[];
}
},
xianjiang3:{
xianjiang:{
enable:'phaseUse',
filterCard:function(card){
return get.type(card,'trick')=='trick';
},
usable:1,
filter:function(event,player){
if(player.num('e')) return false;
if(player.num('h',{type:'trick'})) return true;
if(player.num('h',{type:'delay'})) return true;
return false;
@ -4532,7 +4529,12 @@ character.swd={
return 8-ai.get.value(card);
},
content:function(){
player.gain(game.createCard(get.inpile('equip').randomGet()),'gain');
if(player.num('e')){
player.gain(game.createCard(['jiguanshu','jiguanyuan','jiguanfeng'].randomGet()),'gain');
}
else{
player.gain(game.createCard(get.inpile('equip').randomGet()),'gain');
}
},
ai:{
result:{
@ -8048,7 +8050,7 @@ character.swd={
kunlunjing_info:'回合开始前,你可以令场上所有牌还原到你上一回合结束时的位置,然后弃置一张手牌',
swd_xiuluo_info:'回合开始阶段,你可以弃一张手牌来弃置你判断区里的一张延时类锦囊(必须花色相同)',
xianyin_info:'出牌阶段,你可以令所有判定区内有牌的角色弃置判定区内的牌,然后交给你一张手牌',
qiaoxie_info:'每当你装备一张牌,可摸一张牌;每当你失去一张装备牌(不含替换),你可以弃置其他角色的一张牌,然后获得一个随机零件',
qiaoxie_info:'每当你装备一张牌,可摸一张牌;每当你失去一张装备牌(不含替换),你可以弃置其他角色的一张牌',
mailun_info:'回合开始阶段,你可以选择一个脉轮效果直到下一回合开始',
guiyan_info:'出牌阶段,你可以观看一名角色的手牌,并获得其中一张梅花牌,每阶段限一次。当你首次进入濒死状态时,你须回复一点体力并失去技能鬼眼',
busi_info:'锁定技当你进入濒死状态时你进行一次判定若结果不为黑桃你将体力回复至1并将武将牌翻至背面',
@ -8079,8 +8081,8 @@ character.swd={
daixing_info:'回合结束阶段,你可以任意张牌并获得等量的护甲,这些护甲将在你的下个回合开始阶段消失',
swd_wuxie_info:'锁定技,你不能成为其他角色的延时锦囊的目标',
qingcheng_info:'回合结束阶段你可以进行判定若为红色则可以继续判定最多判定3次判定结束后将判定成功的牌收入手牌',
xianjiang_info:'出牌阶段,你可以将一张装备牌永久转化为任意一张其它装备牌,一张牌在一个阶段只能转化一次',
xianjiang3_info:'出牌阶段限一次,若你装备区内没有牌,你可以弃置一张锦囊牌,并随机获得一张装备牌',
xianjiang_old_info:'出牌阶段,你可以将一张装备牌永久转化为任意一张其它装备牌,一张牌在一个阶段只能转化一次',
xianjiang_info:'出牌阶段限一次,你可以弃置一张锦囊牌,若你装备区内没有牌,你获得一张装备牌,否则你获得一张机关牌',
shengong_info:'每当你需要打出一张杀或闪时,你可以弃置一名其他角色装备区内的一张武器牌或防具牌,视为打出一张杀或闪,然后该角色摸一张牌,你弃一张牌',
ningjian_info:'你可以将一张红色牌当闪、黑色牌当杀使用或打出',
taixu_info:'限定技你可以弃置你的所有牌至少1张并对一名体力值大于1为其他角色造成X点火焰伤害X为你已损失的体力值且至少为1',

View File

@ -8,8 +8,10 @@ window.noname_asset_list=[
'image/background/zhulin_bg.jpg',
'image/card/spell_jingshenkongzhi.jpg',
'image/card/bagua.png',
// 'image/card/baishouzhihu.png',
'image/card/baiyin.png',
'image/card/bingliang.png',
// 'image/card/cangchizhibi.png',
'image/card/caomu.png',
'image/card/caoyao.png',
'image/card/chenhuodajie.png',
@ -31,12 +33,14 @@ window.noname_asset_list=[
'image/card/dunpaigedang.png',
'image/card/fangtian.png',
'image/card/fengxueren.png',
'image/card/fengyinzhidan.png',
'image/card/fudichouxin.png',
'image/card/fuxiqin.png',
'image/card/fuxiqin2.png',
'image/card/guanshi.png',
'image/card/guangshatianyi.png',
'image/card/guding.png',
'image/card/guisheqi.png',
'image/card/guiyoujie.png',
'image/card/guiyanfadao.png',
'image/card/guilingyupei.png',
@ -68,6 +72,7 @@ window.noname_asset_list=[
'image/card/hsshenqi_nengliangzhiguang.jpg',
'image/card/hualiu.png',
'image/card/huanpodan.png',
// 'image/card/huanglinzhicong.png',
'image/card/hufu.png',
'image/card/huimiezhichui.png',
'image/card/huogong.png',
@ -76,7 +81,10 @@ window.noname_asset_list=[
'image/card/huxinjing.png',
'image/card/jiedao.png',
'image/card/jihuocard.png',
'image/card/jiguanfeng.png',
'image/card/jiguanshu.png',
'image/card/jiguanyuan.png',
'image/card/jiguantong.png',
'image/card/jingfanma.png',
'image/card/jingleishan.png',
'image/card/jiu.png',
@ -100,8 +108,10 @@ window.noname_asset_list=[
'image/card/qiankundai.png',
'image/card/qilin.png',
'image/card/qinggang.png',
'image/card/qinglianxindeng.png',
'image/card/qinglong.png',
'image/card/qinglonglingzhu.png',
// 'image/card/qinglongzhigui.png',
'image/card/renwang.png',
'image/card/sadengjinhuan.png',
'image/card/sanjian.png',
@ -276,6 +286,7 @@ window.noname_asset_list=[
'image/card/xingjiegoutong.png',
'image/card/xingjunyan.png',
'image/card/xixueguizhihuan.png',
// 'image/card/xuanwuzhihuang.png',
'image/card/xuanyuanjian.png',
'image/card/yihuajiemu.png',
'image/card/yinyueqiang.png',
@ -293,6 +304,7 @@ window.noname_asset_list=[
'image/card/zhufangshenshi.png',
'image/card/zhuge.png',
'image/card/zhuque.png',
// 'image/card/zhuquezhizhang.png',
'image/card/zixin.png',
'image/card/zuzhoumojie.png',
'image/character/stone_chilundashi.jpg',

View File

@ -6603,7 +6603,7 @@
event.finish();
}
"step 1"
if(event.source) game.delayx();
if(event.source&&event.delay!==false) game.delayx();
"step 2"
if(player.getStat().gain==undefined){
player.getStat().gain=cards.length;
@ -20953,6 +20953,44 @@
if(lib.card[info[i]].derivation&&mode!='mode_derivation') continue;
list.push(['',get.translation(get.type(info[i],'trick')),info[i]]);
}
var sortCard=function(card){
var type=lib.card[card[2]].type;
if(lib.cardType[type]){
return lib.cardType[type];
}
switch(type){
case 'basic':return 0;
case 'chess':return 1.5;
case 'trick':return 2;
case 'delay':return 3;
case 'equip':{
switch(lib.card[card[2]].subtype){
case 'equip1':return 4.1;
case 'equip2':return 4.2;
case 'equip3':return 4.3;
case 'equip4':return 4.4;
case 'equip5':return 4.5;
default:return 4;
}
break;
}
case 'zhenfa':return 5;
default:return 6;
}
}
list.sort(function(a,b){
var sort1=sortCard(a);
var sort2=sortCard(b);
if(sort1==sort2){
return (b[2]<a[2])?1:-1;
}
else if(sort1>sort2){
return 1;
}
else{
return -1;
}
});
var cfgnode=createConfig({
name:'开启',
_name:mode,
@ -28491,6 +28529,9 @@
uiintro.add('<div class="text center">攻击范围1</div>');
}
}
else if(get.type(node)=='equip'){
uiintro.add('<div class="text center">'+get.translation(get.subtype(node))+'</div>');
}
else if(lib.card[name]&&lib.card[name].addinfomenu){
uiintro.add('<div class="text center">'+lib.card[name].addinfomenu+'</div>');
}

View File

@ -24,7 +24,6 @@ card.pack={
zhenfa:'阵法',
yunchou:'运筹帷幄',
swd:'轩辕剑',
shenqi:'上古神器',
hearth:'炉石传说',
compensate:'补充卡牌',
};

View File

@ -4,7 +4,6 @@ window.noname_source_list=[
'card/guozhan.js',
'card/hearth.js',
'card/sp.js',
'card/shenqi.js',
'card/standard.js',
'card/swd.js',
'card/yunchou.js',

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@ -615,8 +615,8 @@ div:not(.handcards)>.card>.info>span,
z-index: 1;
display: block !important;
}
.player:not(.linked2) .marks>div:first-child,
.marks .removing{
#arena.oldlayout .player:not(.linked2) .marks>div:first-child,
#arena.oldlayout .player .marks .removing{
margin-left: -12px;
margin-right:-12px;
opacity:0;