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@ -290,6 +290,7 @@ card.guozhan={
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fullskin:true,
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type:"equip",
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subtype:"equip2",
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nomod:true,
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skills:['huxinjing'],
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ai:{
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basic:{
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@ -18,6 +18,7 @@ card.sp={
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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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skills:['muniu_skill','muniu_skill2','muniu_skill7'],
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ai:{
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basic:{
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@ -492,6 +492,7 @@ card.swd={
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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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ai:{
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equipValue:7
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},
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@ -1697,6 +1698,7 @@ card.swd={
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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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skills:['yiluan'],
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ai:{
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basic:{
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@ -854,7 +854,7 @@ character.extra={
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},
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filterTarget:function(card,player,target){
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var length=ui.selected.cards.length;
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return player!=target&&(length==0||length==4);
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return (length==0||length==4);
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},
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filterCard:function(card){
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var suit=get.suit(card);
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@ -7,12 +7,248 @@ character.gujian={
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gjqt_yinqianshang:['male','qun',4,['zhongji','zuizhan']],
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gjqt_hongyu:['female','shu',4,['jianwu','meiying']],
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gjqt_yuewuyi:['male','wei',4,['yanjia','xiuhua']],
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gjqt_yuewuyi:['male','wei',4,['yanjia','xiuhua','liuying']],
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gjqt_wenrenyu:['female','shu',4,['jizhan','qianjun']],
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gjqt_xiayize:['male','qun',3,['xuanning','liuguang','yangming']],
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gjqt_aruan:['female','wu',3,['zhaolu','jiehuo','yuling']],
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},
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skill:{
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xiuhua:{
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trigger:{global:'loseEnd'},
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filter:function(event,player){
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if(event.player==player) return false;
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if(event.parent.name!='equip'&&event.parent.name!='discard') return false;
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for(var i=0;i<event.cards.length;i++){
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if(get.type(event.cards[i])=='equip'&&get.position(event.cards[i])=='d'){
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return true;
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}
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}
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},
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frequent:true,
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content:function(){
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"step 0"
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game.delay();
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"step 1"
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var cards=[];
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for(var i=0;i<trigger.cards.length;i++){
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if(get.type(trigger.cards[i])=='equip'&&get.position(trigger.cards[i])=='d'){
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cards.push(trigger.cards[i]);
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}
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}
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if(cards.length){
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player.gain(cards,'gain2');
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game.log(player,'获得了',cards);
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}
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}
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},
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liuying:{
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trigger:{player:'useCard'},
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filter:function(event,player){
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if(event.card.name!='sha') return false;
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for(var i=0;i<game.players.length;i++){
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if(event.targets.contains(game.players[i])==false&&game.players[i]!=player&&
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lib.filter.targetEnabled(event.card,player,game.players[i])){
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return true;
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}
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}
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return false;
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},
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direct:true,
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content:function(){
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'step 0'
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var list=[];
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for(var i=0;i<game.players.length;i++){
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if(trigger.targets.contains(game.players[i])==false&&game.players[i]!=player&&
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lib.filter.targetEnabled(trigger.card,player,game.players[i])){
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list.push(game.players[i]);
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}
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}
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event.list=list;
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'step 1'
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if(event.list.length){
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player.chooseTarget(get.prompt('liuying'),function(card,player,target){
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return event.list.contains(target);
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}).ai=function(target){
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return ai.get.effect(target,trigger.card,player,player);
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};
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}
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else{
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event.finish();
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}
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'step 2'
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if(result.bool){
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event.current=result.targets[0];
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event.current.judge(function(card){
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if(get.color(card)=='black') return -1;
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return 0;
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});
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event.list.remove(event.current);
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player.logSkill('liuying',event.current);
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}
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else{
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event.finish();
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}
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'step 3'
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if(result.color=='black'){
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trigger.targets.push(event.current);
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game.log(event.current,'被追加为额外目标');
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event.goto(1);
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}
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}
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},
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yanjia:{
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enable:'phaseUse',
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filter:function(event,player){
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var he=player.get('he');
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var num=0;
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for(var i=0;i<he.length;i++){
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var info=lib.card[he[i].name];
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if(info.type=='equip'&&!info.nomod&&lib.inpile.contains(he[i].name)){
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num++;
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if(num>=2) return true;
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}
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}
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},
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filterCard:function(card){
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var info=get.info(card);
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return info.type=='equip'&&!info.nomod&&lib.inpile.contains(card.name);
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},
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selectCard:2,
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position:'he',
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check:function(card){
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return ai.get.value(card);
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},
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content:function(){
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var name=cards[0].name+'_'+cards[1].name;
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var info1=get.info(cards[0]),info2=get.info(cards[1]);
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if(!lib.card[name]){
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var info={
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enable:true,
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type:'equip',
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subtype:get.subtype(cards[0]),
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vanish:true,
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cardimage:info1.cardimage||cards[0].name,
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filterTarget:function(card,player,target){
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return target==player;
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},
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selectTarget:-1,
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modTarget:true,
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content:lib.element.content.equipCard,
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legend:true,
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onEquip:[],
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onLose:[],
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skills:[],
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distance:{},
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ai:{
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order:8.9,
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equipValue:10,
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useful:2.5,
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value:function(card,player){
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var value=0;
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var info=get.info(card);
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if(player.get('e',info.subtype[5])&&card!=player.get('e',info.subtype[5])){
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value=ai.get.value(player.get('e',info.subtype[5]),player);
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}
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var equipValue=info.ai.equipValue||info.ai.basic.equipValue;
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if(typeof equipValue=='function') return equipValue(card,player)-value;
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return equipValue-value;
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},
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result:{
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target:function(player,target){
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var card=get.card();
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if(card==undefined){
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card={name:name};
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}
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var value1=ai.get.value(card,target);
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var value2=0;
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if(target[get.subtype(card)]&&target[get.subtype(card)]!=card){
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value2=ai.get.value(target[get.subtype(card)],target);
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}
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return Math.max(0,value1-value2);
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}
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}
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}
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}
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for(var i in info1.distance){
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info.distance[i]=info1.distance[i];
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}
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for(var i in info2.distance){
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if(typeof info.distance[i]=='number'){
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info.distance[i]+=info2.distance[i];
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}
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else{
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info.distance[i]=info2.distance[i];
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}
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}
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if(info1.skills){
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info.skills=info.skills.concat(info1.skills);
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}
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if(info2.skills){
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info.skills=info.skills.concat(info2.skills);
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}
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if(info1.onEquip){
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if(Array.isArray(info1.onEquip)){
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info.onEquip=info.onEquip.concat(info1.onEquip);
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}
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else{
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info.onEquip.push(info1.onEquip);
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}
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}
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if(info2.onEquip){
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if(Array.isArray(info2.onEquip)){
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info.onEquip=info.onEquip.concat(info2.onEquip);
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}
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else{
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info.onEquip.push(info2.onEquip);
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}
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}
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if(info1.onLose){
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if(Array.isArray(info1.onLose)){
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info.onLose=info.onLose.concat(info1.onLose);
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}
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else{
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info.onLose.push(info1.onLose);
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}
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}
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if(info2.onLose){
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if(Array.isArray(info2.onLose)){
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info.onLose=info.onLose.concat(info2.onLose);
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}
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else{
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info.onLose.push(info2.onLose);
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}
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}
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if(info.onEquip.length==0) delete info.onEquip;
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if(info.onLose.length==0) delete info.onLose;
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lib.card[name]=info;
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lib.translate[name]=get.translation(cards[0].name,'skill')+get.translation(cards[1].name,'skill');
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var str=lib.translate[cards[0].name+'_info'];
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if(str[str.length-1]=='.'||str[str.length-1]=='。'){
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str=str.slice(0,str.length-1);
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}
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lib.translate[name+'_info']=str+';'+lib.translate[cards[1].name+'_info'];
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try{
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game.addVideo('newcard',null,{
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name:name,
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translate:lib.translate[name],
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info:lib.translate[name+'_info'],
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card:cards[0].name,
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legend:true,
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});
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}
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catch(e){
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console.log(e);
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}
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}
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player.gain(game.createCard({name:name,suit:cards[0].suit,number:cards[0].number}),'gain2');
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},
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ai:{
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order:9.5,
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result:{
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player:1
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}
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}
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},
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meiying:{
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global:'meiying2',
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globalSilent:true,
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@ -538,7 +774,7 @@ character.gujian={
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}
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}
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},
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xiuhua:{
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xiuhua_old:{
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changeSeat:true,
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trigger:{player:'shaHit'},
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filter:function(event,player){
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@ -605,7 +841,7 @@ character.gujian={
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}
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}
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},
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yanjia:{
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yanjia_old:{
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enable:'chooseToUse',
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filter:function(event,player){
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return player.num('he',{type:'equip'})>0;
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@ -1093,12 +1329,12 @@ character.gujian={
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shahun2:'煞魂',
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shahun_info:'限定技,濒死阶段,你可以重置武将牌,弃置所有牌并摸三张牌,然后将体力回复至1;若如此做,你失去技能【反噬】,获得技能【绝境】,并于三回合后立即死亡',
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xiuhua:'袖花',
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xiuhua_info:'每当你使用杀击中目标,你可以将其拉至你的旁边',
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liuying:'流影',
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liuying_info:'你可以将一张装备牌当顺手牵羊使用',
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yanjia:'偃甲',
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yanjia_info:'你可以将一张装备牌当无中生有使用',
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yanjia_info:'出牌阶段,你可以将两张装备牌合成为一张强化装备',
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xiuhua:'袖花',
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xiuhua_info:'每当一件装备因被替换或弃置进入弃牌堆,你可以获得之',
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liuying:'流影',
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liuying_info:'每当你使用一张杀,你可以指定一名不是此杀目标的角色并进行一次判定,若结果是黑色,将其追加为杀的额外目标并可以再次判定',
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boyun:'拨云',
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boyun1:'拨云',
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boyun2:'拨云',
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@ -81,7 +81,7 @@ character.hearth={
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// hs_wolazi:['male','wei',3,[]],
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// hs_tanghangu:['male','wei',3,[]],
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hs_aya:['female','wu',3,['ayuling']],
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hs_aya:['female','wu',3,['ayuling','qingzun']],
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// hs_barnes:['male','wei',3,[]],
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// hs_nuogefu:['male','wei',3,[]],
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hs_kazhakusi:['male','shu',3,['lianjin']],
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@ -98,17 +98,52 @@ character.hearth={
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hs_malfurion:['hs_malorne'],
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},
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skill:{
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ayuling:{
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trigger:{player:'damageEnd'},
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frequent:true,
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content:function(){
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var list=['feibiao','hufu','zhao','zhanfang','shandian'];
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player.gain(game.createCard('hsqingyu_'+list.randomGet()),'draw');
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qingzun:{
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subSkill:{
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count:{
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trigger:{player:'useCard'},
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forced:true,
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popup:false,
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silent:true,
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filter:function(event,player){
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return event.card.name.indexOf('hsqingyu_')==0;
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},
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content:function(){
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player.storage.qingzun++;
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player.updateMarks();
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}
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},
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draw1:{
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trigger:{player:'phaseBegin'},
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filter:function(event,player){
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return player.storage.qingzun>=2;
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},
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frequent:true,
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content:function(){
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player.draw();
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}
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},
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draw2:{
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trigger:{player:'phaseEnd'},
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filter:function(event,player){
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return player.storage.qingzun>=6;
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},
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frequent:true,
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content:function(){
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player.draw();
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}
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},
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},
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mod:{
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maxHandcard:function(player,num){
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return num+player.storage.qingzun;
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}
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},
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init:function(player){
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player.storage.ayuling=0;
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player.storage.qingzun=0;
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},
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mark:true,
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marktext:'玉',
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intro:{
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content:function(storage,player){
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if(!storage) return '未使用过青玉牌';
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@ -122,47 +157,15 @@ character.hearth={
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return str;
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}
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},
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subSkill:{
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count:{
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trigger:{player:'useCard'},
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forced:true,
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popup:false,
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silent:true,
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filter:function(event,player){
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return event.card.name.indexOf('hsqingyu_')==0;
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},
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content:function(){
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player.storage.ayuling++;
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player.updateMarks();
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}
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},
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draw1:{
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trigger:{player:'phaseBegin'},
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filter:function(event,player){
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return player.storage.ayuling>=2;
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},
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frequent:true,
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content:function(){
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player.draw();
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}
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},
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draw2:{
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trigger:{player:'phaseEnd'},
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filter:function(event,player){
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return player.storage.ayuling>=6;
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},
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frequent:true,
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content:function(){
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player.draw();
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}
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},
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group:['qingzun_count','qingzun_draw1','qingzun_draw2'],
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},
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ayuling:{
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trigger:{player:'damageEnd'},
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frequent:true,
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content:function(){
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var list=['feibiao','hufu','zhao','zhanfang','shandian'];
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player.gain(game.createCard('hsqingyu_'+list.randomGet()),'draw');
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},
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mod:{
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maxHandcard:function(player,num){
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return num+player.storage.ayuling;
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}
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},
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group:['ayuling_count','ayuling_draw1','ayuling_draw2'],
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ai:{
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maixie:true,
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effect:{
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@ -1248,7 +1251,7 @@ character.hearth={
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}
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}
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if(event.target){
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player.chooseToDiscard([1,2],'献祭:是否弃置1〜2张手牌并令'+get.translation(event.target)+'摸等量的牌?').set('ai',function(card){
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player.chooseToDiscard([1,2],'献祭:是否弃置1~2张手牌并令'+get.translation(event.target)+'摸等量的牌?').set('ai',function(card){
|
||||
if(ai.get.attitude(_status.event.player,_status.event.getParent().target)>1){
|
||||
return 6-ai.get.value(card);
|
||||
}
|
||||
|
@ -5256,7 +5259,9 @@ character.hearth={
|
|||
hsqingyu_zhanfang:'青玉绽放',
|
||||
hsqingyu_zhanfang_info:'令一名角色增加一点体力上限并摸一张牌',
|
||||
ayuling:'玉灵',
|
||||
ayuling_info:'每当你受到一次伤害,你可以获得一张随机青玉牌;每当你使用一张青玉牌,你的手牌上限+1;当你累计使用两张青玉牌后,你可以于回合开始阶段摸一张牌;当你累计使用六张青玉牌后,你可以于回合结束阶段摸一张牌',
|
||||
ayuling_info:'每当你受到一次伤害,你可以获得一张随机青玉牌',
|
||||
qingzun:'青樽',
|
||||
qingzun_info:'本局对战中,每当你使用一张青玉牌,你的手牌上限+1;当你累计使用两张青玉牌后,你可以于回合开始阶段摸一张牌;当你累计使用六张青玉牌后,你可以于回合结束阶段摸一张牌',
|
||||
lianjin:'炼金',
|
||||
lianjin_info:'出牌阶段限两次,你可以将一张手牌永久转化为一张由三张随机牌组成的药水',
|
||||
shouji:'收集',
|
||||
|
@ -5308,7 +5313,7 @@ character.hearth={
|
|||
xianji:'献祭',
|
||||
xianji2:'献祭',
|
||||
xianji3:'献祭',
|
||||
xianji_info:'其他角色可以在其回合结束阶段弃置1〜2张手牌并令你摸等量的牌,若如此做,直到其下一回合结束,每当你使用卡牌指定其为目标时,其摸一张牌',
|
||||
xianji_info:'其他角色可以在其回合结束阶段弃置1~2张手牌并令你摸等量的牌,若如此做,直到其下一回合结束,每当你使用卡牌指定其为目标时,其摸一张牌',
|
||||
xueren:'血刃',
|
||||
xueren_info:'每当你使用杀造成伤害,你可以令受伤害角色与你各流失一点体力,然后你摸两张牌',
|
||||
maoxian:'冒险',
|
||||
|
|
|
@ -1602,6 +1602,17 @@ character.ow={
|
|||
}
|
||||
},
|
||||
feiren2:{
|
||||
trigger:{source:'damageBegin'},
|
||||
forced:true,
|
||||
popup:false,
|
||||
filter:function(event,player){
|
||||
return event.card&&event.card.name=='sha'&&get.suit(event.card)=='spade';
|
||||
},
|
||||
content:function(){
|
||||
trigger.num++;
|
||||
}
|
||||
},
|
||||
feiren3:{
|
||||
trigger:{player:'useCardAfter'},
|
||||
filter:function(event,player){
|
||||
if(event.parent.name=='feiren2') return false;
|
||||
|
@ -2668,7 +2679,7 @@ character.ow={
|
|||
mujing_info:'每当你对攻击范围不含你的角色使用一张牌,你可以弃置目标一张牌;若你的手牌数不多于目标,你摸一张牌',
|
||||
feiren:'飞刃',
|
||||
feiren2:'飞刃',
|
||||
feiren_info:'你的杀无视距离和防具;你的黑桃杀可以额外结算一次,梅花杀可以额外指定一个目标',
|
||||
feiren_info:'你的杀无视距离和防具;你的黑桃杀造成的伤害+1,梅花杀可以额外指定一个目标',
|
||||
zhanlong:'斩龙',
|
||||
zhanlong_info:'限定技,回合开始阶段,若你体力值为1,你可以弃置所有牌(至少一张),然后将三张杀置入你的手牌,若如此做,你本回合使用杀无次数限制',
|
||||
xie:'谐',
|
||||
|
|
|
@ -135,7 +135,7 @@ character.shenhua={
|
|||
return num+player.storage.qimou;
|
||||
}
|
||||
},
|
||||
attackFrom:function(from,to,distance){
|
||||
globalFrom:function(from,to,distance){
|
||||
if(typeof from.storage.qimou=='number'){
|
||||
return distance-from.storage.qimou;
|
||||
}
|
||||
|
@ -186,8 +186,8 @@ character.shenhua={
|
|||
},
|
||||
logTarget:'target',
|
||||
filter:function(event,player){
|
||||
if(event.target.num('h')<player.num('h')) return true;
|
||||
if(event.target.hp<player.hp) return true;
|
||||
if(event.target.num('h')<=player.num('h')) return true;
|
||||
if(event.target.hp<=player.hp) return true;
|
||||
return false;
|
||||
},
|
||||
content:function(){
|
||||
|
|
|
@ -285,7 +285,7 @@ character.sp={
|
|||
}
|
||||
'step 3'
|
||||
if(result.bool){
|
||||
player.useCard({name:'sha'},result.targets);
|
||||
player.useCard({name:'sha'},result.targets,false);
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
|
|
|
@ -4551,6 +4551,9 @@ character.swd={
|
|||
duanxing:{
|
||||
trigger:{player:'equipEnd'},
|
||||
direct:true,
|
||||
filter:function(event){
|
||||
return lib.inpile.contains(event.card.name);
|
||||
},
|
||||
content:function(){
|
||||
"step 0"
|
||||
player.chooseTarget(get.prompt('duanxing'),function(card,player,target){
|
||||
|
@ -8754,7 +8757,7 @@ character.swd={
|
|||
fengming:'凤鸣',
|
||||
fengming_info:'出牌阶段限一次,你可以弃置一张装备牌,令一名角色恢复一点体力并摸一张牌',
|
||||
duanxing:'锻星',
|
||||
duanxing_info:'每当你装备一张装备牌,可以视为一名角色使用一张杀',
|
||||
duanxing_info:'每当你装备一张未强化的装备牌,可以视为一名角色使用一张杀',
|
||||
wanjun:'万钧',
|
||||
wanjun_info:'你可以将一张装备牌当作南蛮入侵使用',
|
||||
dunxing:'遁形',
|
||||
|
|
|
@ -1048,7 +1048,7 @@ character.yijiang={
|
|||
},
|
||||
content:function(){
|
||||
'step 0'
|
||||
target.chooseCard('he',[1,3],'匡弼:将1〜3张牌置于'+get.translation(player)+'的武将牌上',true).set('ai',function(card){
|
||||
target.chooseCard('he',[1,3],'匡弼:将1~3张牌置于'+get.translation(player)+'的武将牌上',true).set('ai',function(card){
|
||||
if(ai.get.attitude(_status.event.player,_status.event.getParent().player)>0){
|
||||
return 7-ai.get.value(card);
|
||||
}
|
||||
|
@ -3787,10 +3787,10 @@ character.yijiang={
|
|||
event.target=target;
|
||||
target.judge(function(card){
|
||||
if(target.hp==target.maxHp){
|
||||
if(get.color(card)=='red') return 0;
|
||||
if(get.color(card)=='red') return -1;
|
||||
}
|
||||
if(get.color(card)=='red') return 1.5;
|
||||
return 1;
|
||||
if(get.color(card)=='red') return 1;
|
||||
return 0;
|
||||
});
|
||||
}
|
||||
else{
|
||||
|
|
|
@ -364,6 +364,11 @@ window.config={
|
|||
// ['jiang','chongzhen'],
|
||||
// ['fenji','yuling'],
|
||||
['jiushi','guixin'],
|
||||
['xiuhua','qiaoxie'],
|
||||
['xiuhua','xuanfeng'],
|
||||
['xiuhua','duanxing'],
|
||||
['xiuhua','xiaoji'],
|
||||
['xiuhua','xiaoji'],
|
||||
// ['jiushi','jushou'],
|
||||
// ['jiushi','kuiwei'],
|
||||
]
|
||||
|
|
82
game/game.js
82
game/game.js
|
@ -8337,11 +8337,21 @@
|
|||
}
|
||||
"step 2"
|
||||
player.popup(cards[num].name);
|
||||
var next=game.createEvent('lose_'+cards[num].name);
|
||||
var info=get.info(cards[num]);
|
||||
next.setContent(info.onLose);
|
||||
next.player=player;
|
||||
next.card=cards[num];
|
||||
var info=get.info(cards[num]);
|
||||
if(Array.isArray(info.onLose)){
|
||||
for(var i=0;i<info.onLose.length;i++){
|
||||
var next=game.createEvent('lose_'+cards[num].name);
|
||||
next.setContent(info.onLose[i]);
|
||||
next.player=player;
|
||||
next.card=cards[num];
|
||||
}
|
||||
}
|
||||
else{
|
||||
var next=game.createEvent('lose_'+cards[num].name);
|
||||
next.setContent(info.onLose);
|
||||
next.player=player;
|
||||
next.card=cards[num];
|
||||
}
|
||||
game.delayx();
|
||||
event.num++;
|
||||
event.goto(1);
|
||||
|
@ -8700,10 +8710,20 @@
|
|||
"step 2"
|
||||
var info=get.info(card);
|
||||
if(info.onEquip&&(!info.filterEquip||info.filterEquip(card,player))){
|
||||
var next=game.createEvent('equip_'+card.name);
|
||||
next.setContent(info.onEquip);
|
||||
next.player=player;
|
||||
next.card=card;
|
||||
if(Array.isArray(info.onEquip)){
|
||||
for(var i=0;i<info.onEquip.length;i++){
|
||||
var next=game.createEvent('equip_'+card.name);
|
||||
next.setContent(info.onEquip[i]);
|
||||
next.player=player;
|
||||
next.card=card;
|
||||
}
|
||||
}
|
||||
else{
|
||||
var next=game.createEvent('equip_'+card.name);
|
||||
next.setContent(info.onEquip);
|
||||
next.player=player;
|
||||
next.card=card;
|
||||
}
|
||||
game.delayx();
|
||||
}
|
||||
delete player.equiping;
|
||||
|
@ -11059,8 +11079,8 @@
|
|||
for(var i=1;i<targets.length;i++){
|
||||
str+='、'+(targets[i]==this?'自己':get.translation(targets[i]));
|
||||
}
|
||||
str+='</span>发动了【'+get.skillTranslation(name,this)+'】';
|
||||
game.log(this,str);
|
||||
str+='</span>发动了';
|
||||
game.log(this,str,'【'+get.skillTranslation(name,this)+'】');
|
||||
}
|
||||
else{
|
||||
game.log(this,'发动了','【'+get.skillTranslation(name,this)+'】');
|
||||
|
@ -20236,8 +20256,9 @@
|
|||
}
|
||||
var value1=ai.get.value(card,target);
|
||||
var value2=0;
|
||||
if(target[get.subtype(card)]&&target[get.subtype(card)]!=card)
|
||||
value2=ai.get.value(target[get.subtype(card)],target);
|
||||
if(target[get.subtype(card)]&&target[get.subtype(card)]!=card){
|
||||
value2=ai.get.value(target[get.subtype(card)],target);
|
||||
}
|
||||
return Math.max(0,value1-value2);
|
||||
});
|
||||
}(i));
|
||||
|
@ -26102,7 +26123,20 @@
|
|||
delete window.noname_source_list;
|
||||
if(Array.isArray(files)){
|
||||
files.add('game/update.js');
|
||||
updates=files;
|
||||
var files2=[];
|
||||
for(var i=0;i<files.length;i++){
|
||||
var str=files[i].indexOf('*');
|
||||
if(str!=-1){
|
||||
str=files[i].slice(0,str);
|
||||
}
|
||||
files.splice(i--,1);
|
||||
for(var j=0;j<updates.length;j++){
|
||||
if(updates[j].indexOf(str)==0){
|
||||
files2.push(updates[j]);
|
||||
}
|
||||
}
|
||||
}
|
||||
updates=files.concat(files2);
|
||||
}
|
||||
for(var i=0;i<updates.length;i++){
|
||||
if(updates[i].indexOf('theme/')==0&&updates[i].indexOf('style.css')==-1){
|
||||
|
@ -26181,10 +26215,24 @@
|
|||
}
|
||||
game.saveConfig('check_version',update.version);
|
||||
if(update.version!=lib.version||lib.config.debug){
|
||||
var files;
|
||||
var files=null;
|
||||
var version=lib.version;
|
||||
if(update.files&&update.files[version]){
|
||||
files=update.files.global.concat(update.files[version]);
|
||||
if(Array.isArray(update.files)&&update.minversion){
|
||||
var version1=version.split('.');
|
||||
var version2=update.minversion.split('.');
|
||||
for(var i=0;i<version1.length&&i<version2.length;i++){
|
||||
if(version2[i]>version1[i]){
|
||||
files=false;break;
|
||||
}
|
||||
else if(version1[i]>version2[i]){
|
||||
files=update.files.slice(0);break;
|
||||
}
|
||||
}
|
||||
if(files===null){
|
||||
if(version1.length>=version2.length){
|
||||
files=update.files.slice(0);
|
||||
}
|
||||
}
|
||||
}
|
||||
var str;
|
||||
if(lib.config.debug){
|
||||
|
|
|
@ -1,28 +1,26 @@
|
|||
window.noname_update={
|
||||
version:'1.9.4',
|
||||
version:'1.9.4.1',
|
||||
changeLog:[
|
||||
'武将修改',
|
||||
'4v4改进',
|
||||
'bug修复',
|
||||
],
|
||||
files:{
|
||||
global:[
|
||||
'game/game.js',
|
||||
'game/asset.js',
|
||||
'card/extra.js',
|
||||
'card/yunchou.js',
|
||||
'card/swd.js',
|
||||
'character/extra.js',
|
||||
'character/hearth.js',
|
||||
'character/standard.js',
|
||||
'character/swd.js',
|
||||
'character/rank.js',
|
||||
'character/xianjian.js',
|
||||
'character/sp.js',
|
||||
'character/yijiang.js',
|
||||
'game/config.js',
|
||||
'character/shenhua.js',
|
||||
'character/gujian.js',
|
||||
'character/ow.js',
|
||||
'character/swd.js',
|
||||
'character/yijiang.js',
|
||||
'character/yxs.js',
|
||||
'mode/chess.js',
|
||||
'character/sp.js',
|
||||
'character/hearth.js',
|
||||
'character/gujian.js',
|
||||
'character/extra.js',
|
||||
'card/guozhan.js',
|
||||
'card/sp.js',
|
||||
'card/swd.js',
|
||||
],
|
||||
// '1.9.3.4':[],
|
||||
'1.9.4':[],
|
||||
}
|
||||
}
|
||||
|
|
|
@ -5780,14 +5780,14 @@ mode.chess={
|
|||
'若开启主将,双方各选择一名角色成为主将。主将体力上限加一,主将死亡后,若有副将,副将代替之成为主将,否则游戏结束<li>'+
|
||||
'开启无尽模式后,任何一方有角色死亡都将选择一名新角色重新加入战场,直到点击左上角的结束游戏按钮手动结束游戏。结束游戏时,杀敌更多的一方获胜<li>'+
|
||||
'行动顺序为指定时,双方无论存活角色角色多少都将轮流进行行动。在一方所有角色行动完毕进行下一轮行动时,若其人数比另一方少,另一方可指定至多X名角色名摸一张牌,X为人数之差<li>'+
|
||||
'开启战场机关后,每个回合结束时有一定机率出现一个机关,该机关不参与战斗,并有一个影响周围或全体角色的效果。机关在出现后的5〜10个回合内消失<li>'+
|
||||
'开启战场机关后,每个回合结束时有一定机率出现一个机关,该机关不参与战斗,并有一个影响周围或全体角色的效果。机关在出现后的5~10个回合内消失<li>'+
|
||||
'开启击退效果后,当一名角色对距离两格以内的目标造成伤害后,受伤害角色将沿反方向移动一格<li>'+
|
||||
'战场上可设置出现随机路障,角色无法移动到路障处。当一名角色的周围四格有至少三格为路障或在战场外时,其可以在回合内清除一个相邻路障</ul>'+
|
||||
'<div style="margin:10px">君主模式</div><ul style="margin-top:0"><li>收集武将进行战斗,根据战斗难度及我方出场武将的强度,战斗胜利后将获得数量不等的金钱。没有君主出场时,获得的金钱较多<li>'+
|
||||
'金钱可以用来招募随机武将,招到已有武将,或遣返不需要的武将时可得到招募令<li>'+
|
||||
'战斗中有君主出场时可招降敌将,成功率取决于敌将的稀有度、剩余体力值以及手牌数。成功后战斗立即结束且没有金钱奖励。每发动一次招降,无论成功还是失败,都会扣除10招募令<li>'+
|
||||
'挑战武将会与该武将以及与其强度相近的武将进行战斗,敌方人数与我方出场人数相同,但不少于3。胜利后可通过招募令招募该武将,普通/稀有/史诗/传说武将分别需要40/100/400/1600招募令<li>'+
|
||||
'竞技场:<br>随机选择9名武将,每次派出1〜3名武将参战。战斗中阵亡的武将不能再次上场。<br><br>战斗后武将进入疲劳状态,若立即再次出场则初始体力值-1。<br><br>战斗中本方武将行动时可召唤后援,令一名未出场的已方武将加入战斗。后援武将在战斗结束后无论存活与否均不能再次出场<br><br>当取得12场胜利或所有武将全部阵亡后结束,并根据胜场数获得随机奖励<li>'+
|
||||
'竞技场:<br>随机选择9名武将,每次派出1~3名武将参战。战斗中阵亡的武将不能再次上场。<br><br>战斗后武将进入疲劳状态,若立即再次出场则初始体力值-1。<br><br>战斗中本方武将行动时可召唤后援,令一名未出场的已方武将加入战斗。后援武将在战斗结束后无论存活与否均不能再次出场<br><br>当取得12场胜利或所有武将全部阵亡后结束,并根据胜场数获得随机奖励<li>'+
|
||||
'修改金钱:<br>game.changeMoney<br>修改招募令:<br>game.changeDust</ul>'
|
||||
},
|
||||
}
|
||||
|
|
|
@ -9458,7 +9458,7 @@ mode.stone={
|
|||
spell_xishengqiyue:'牺牲契约',
|
||||
spell_xishengqiyue_info:'令双方各一名随从立即死亡',
|
||||
spell_xiaoguibaopo:'小鬼爆破',
|
||||
spell_xiaoguibaopo_info:'对一名随从造成1〜3点伤害,每造成一点伤害,便召唤一只小鬼',
|
||||
spell_xiaoguibaopo_info:'对一名随从造成1~3点伤害,每造成一点伤害,便召唤一只小鬼',
|
||||
spell_anyinglieyan:'暗影裂焰',
|
||||
spell_anyinglieyan_info:'杀死一名友方随从,并对所有敌方随从造成等于其体力值的伤害',
|
||||
spell_liliangdaijia:'力量代价',
|
||||
|
@ -9605,9 +9605,9 @@ mode.stone={
|
|||
spell_xianzuzhishi_info:'从牌库中获得两张牌,本回合手牌上限-1(多次使用不叠加)',
|
||||
|
||||
spell_lianhuanbaolie:'连环爆裂',
|
||||
spell_lianhuanbaolie_info:'造成1〜2点雷电伤害',
|
||||
spell_lianhuanbaolie_info:'造成1~2点雷电伤害',
|
||||
spell_shandianfengbao:'闪电风暴',
|
||||
spell_shandianfengbao_info:'对所有敌方随从造成1〜2点伤害',
|
||||
spell_shandianfengbao_info:'对所有敌方随从造成1~2点伤害',
|
||||
spell_yaoshu:'妖术',
|
||||
spell_yaoshu_info:'将一个随从变成一只青蛙',
|
||||
spell_yexinglanghun:'野性狼魂',
|
||||
|
|
Loading…
Reference in New Issue