This commit is contained in:
libccy 2017-01-18 11:00:22 +08:00
parent 9d41a8ca6c
commit 9fca1cb77e
16 changed files with 419 additions and 109 deletions

View File

@ -290,6 +290,7 @@ card.guozhan={
fullskin:true,
type:"equip",
subtype:"equip2",
nomod:true,
skills:['huxinjing'],
ai:{
basic:{

View File

@ -18,6 +18,7 @@ card.sp={
fullskin:true,
type:'equip',
subtype:'equip5',
nomod:true,
skills:['muniu_skill','muniu_skill2','muniu_skill7'],
ai:{
basic:{

View File

@ -492,6 +492,7 @@ card.swd={
fullskin:true,
type:'equip',
subtype:'equip5',
nomod:true,
ai:{
equipValue:7
},
@ -1697,6 +1698,7 @@ card.swd={
fullskin:true,
type:'equip',
subtype:'equip5',
nomod:true,
skills:['yiluan'],
ai:{
basic:{

View File

@ -854,7 +854,7 @@ character.extra={
},
filterTarget:function(card,player,target){
var length=ui.selected.cards.length;
return player!=target&&(length==0||length==4);
return (length==0||length==4);
},
filterCard:function(card){
var suit=get.suit(card);

View File

@ -7,12 +7,248 @@ character.gujian={
gjqt_yinqianshang:['male','qun',4,['zhongji','zuizhan']],
gjqt_hongyu:['female','shu',4,['jianwu','meiying']],
gjqt_yuewuyi:['male','wei',4,['yanjia','xiuhua']],
gjqt_yuewuyi:['male','wei',4,['yanjia','xiuhua','liuying']],
gjqt_wenrenyu:['female','shu',4,['jizhan','qianjun']],
gjqt_xiayize:['male','qun',3,['xuanning','liuguang','yangming']],
gjqt_aruan:['female','wu',3,['zhaolu','jiehuo','yuling']],
},
skill:{
xiuhua:{
trigger:{global:'loseEnd'},
filter:function(event,player){
if(event.player==player) return false;
if(event.parent.name!='equip'&&event.parent.name!='discard') return false;
for(var i=0;i<event.cards.length;i++){
if(get.type(event.cards[i])=='equip'&&get.position(event.cards[i])=='d'){
return true;
}
}
},
frequent:true,
content:function(){
"step 0"
game.delay();
"step 1"
var cards=[];
for(var i=0;i<trigger.cards.length;i++){
if(get.type(trigger.cards[i])=='equip'&&get.position(trigger.cards[i])=='d'){
cards.push(trigger.cards[i]);
}
}
if(cards.length){
player.gain(cards,'gain2');
game.log(player,'获得了',cards);
}
}
},
liuying:{
trigger:{player:'useCard'},
filter:function(event,player){
if(event.card.name!='sha') return false;
for(var i=0;i<game.players.length;i++){
if(event.targets.contains(game.players[i])==false&&game.players[i]!=player&&
lib.filter.targetEnabled(event.card,player,game.players[i])){
return true;
}
}
return false;
},
direct:true,
content:function(){
'step 0'
var list=[];
for(var i=0;i<game.players.length;i++){
if(trigger.targets.contains(game.players[i])==false&&game.players[i]!=player&&
lib.filter.targetEnabled(trigger.card,player,game.players[i])){
list.push(game.players[i]);
}
}
event.list=list;
'step 1'
if(event.list.length){
player.chooseTarget(get.prompt('liuying'),function(card,player,target){
return event.list.contains(target);
}).ai=function(target){
return ai.get.effect(target,trigger.card,player,player);
};
}
else{
event.finish();
}
'step 2'
if(result.bool){
event.current=result.targets[0];
event.current.judge(function(card){
if(get.color(card)=='black') return -1;
return 0;
});
event.list.remove(event.current);
player.logSkill('liuying',event.current);
}
else{
event.finish();
}
'step 3'
if(result.color=='black'){
trigger.targets.push(event.current);
game.log(event.current,'被追加为额外目标');
event.goto(1);
}
}
},
yanjia:{
enable:'phaseUse',
filter:function(event,player){
var he=player.get('he');
var num=0;
for(var i=0;i<he.length;i++){
var info=lib.card[he[i].name];
if(info.type=='equip'&&!info.nomod&&lib.inpile.contains(he[i].name)){
num++;
if(num>=2) return true;
}
}
},
filterCard:function(card){
var info=get.info(card);
return info.type=='equip'&&!info.nomod&&lib.inpile.contains(card.name);
},
selectCard:2,
position:'he',
check:function(card){
return ai.get.value(card);
},
content:function(){
var name=cards[0].name+'_'+cards[1].name;
var info1=get.info(cards[0]),info2=get.info(cards[1]);
if(!lib.card[name]){
var info={
enable:true,
type:'equip',
subtype:get.subtype(cards[0]),
vanish:true,
cardimage:info1.cardimage||cards[0].name,
filterTarget:function(card,player,target){
return target==player;
},
selectTarget:-1,
modTarget:true,
content:lib.element.content.equipCard,
legend:true,
onEquip:[],
onLose:[],
skills:[],
distance:{},
ai:{
order:8.9,
equipValue:10,
useful:2.5,
value:function(card,player){
var value=0;
var info=get.info(card);
if(player.get('e',info.subtype[5])&&card!=player.get('e',info.subtype[5])){
value=ai.get.value(player.get('e',info.subtype[5]),player);
}
var equipValue=info.ai.equipValue||info.ai.basic.equipValue;
if(typeof equipValue=='function') return equipValue(card,player)-value;
return equipValue-value;
},
result:{
target:function(player,target){
var card=get.card();
if(card==undefined){
card={name:name};
}
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);
}
return Math.max(0,value1-value2);
}
}
}
}
for(var i in info1.distance){
info.distance[i]=info1.distance[i];
}
for(var i in info2.distance){
if(typeof info.distance[i]=='number'){
info.distance[i]+=info2.distance[i];
}
else{
info.distance[i]=info2.distance[i];
}
}
if(info1.skills){
info.skills=info.skills.concat(info1.skills);
}
if(info2.skills){
info.skills=info.skills.concat(info2.skills);
}
if(info1.onEquip){
if(Array.isArray(info1.onEquip)){
info.onEquip=info.onEquip.concat(info1.onEquip);
}
else{
info.onEquip.push(info1.onEquip);
}
}
if(info2.onEquip){
if(Array.isArray(info2.onEquip)){
info.onEquip=info.onEquip.concat(info2.onEquip);
}
else{
info.onEquip.push(info2.onEquip);
}
}
if(info1.onLose){
if(Array.isArray(info1.onLose)){
info.onLose=info.onLose.concat(info1.onLose);
}
else{
info.onLose.push(info1.onLose);
}
}
if(info2.onLose){
if(Array.isArray(info2.onLose)){
info.onLose=info.onLose.concat(info2.onLose);
}
else{
info.onLose.push(info2.onLose);
}
}
if(info.onEquip.length==0) delete info.onEquip;
if(info.onLose.length==0) delete info.onLose;
lib.card[name]=info;
lib.translate[name]=get.translation(cards[0].name,'skill')+get.translation(cards[1].name,'skill');
var str=lib.translate[cards[0].name+'_info'];
if(str[str.length-1]=='.'||str[str.length-1]=='。'){
str=str.slice(0,str.length-1);
}
lib.translate[name+'_info']=str+''+lib.translate[cards[1].name+'_info'];
try{
game.addVideo('newcard',null,{
name:name,
translate:lib.translate[name],
info:lib.translate[name+'_info'],
card:cards[0].name,
legend:true,
});
}
catch(e){
console.log(e);
}
}
player.gain(game.createCard({name:name,suit:cards[0].suit,number:cards[0].number}),'gain2');
},
ai:{
order:9.5,
result:{
player:1
}
}
},
meiying:{
global:'meiying2',
globalSilent:true,
@ -538,7 +774,7 @@ character.gujian={
}
}
},
xiuhua:{
xiuhua_old:{
changeSeat:true,
trigger:{player:'shaHit'},
filter:function(event,player){
@ -605,7 +841,7 @@ character.gujian={
}
}
},
yanjia:{
yanjia_old:{
enable:'chooseToUse',
filter:function(event,player){
return player.num('he',{type:'equip'})>0;
@ -1093,12 +1329,12 @@ character.gujian={
shahun2:'煞魂',
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',
xiuhua:'袖花',
xiuhua_info:'每当你使用杀击中目标,你可以将其拉至你的旁边',
liuying:'流影',
liuying_info:'你可以将一张装备牌当顺手牵羊使用',
yanjia:'偃甲',
yanjia_info:'你可以将一张装备牌当无中生有使用',
yanjia_info:'出牌阶段,你可以将两张装备牌合成为一张强化装备',
xiuhua:'袖花',
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',
liuying:'流影',
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',
boyun:'拨云',
boyun1:'拨云',
boyun2:'拨云',

View File

@ -81,7 +81,7 @@ character.hearth={
// hs_wolazi:['male','wei',3,[]],
// hs_tanghangu:['male','wei',3,[]],
hs_aya:['female','wu',3,['ayuling']],
hs_aya:['female','wu',3,['ayuling','qingzun']],
// hs_barnes:['male','wei',3,[]],
// hs_nuogefu:['male','wei',3,[]],
hs_kazhakusi:['male','shu',3,['lianjin']],
@ -98,17 +98,52 @@ character.hearth={
hs_malfurion:['hs_malorne'],
},
skill:{
ayuling:{
trigger:{player:'damageEnd'},
frequent:true,
content:function(){
var list=['feibiao','hufu','zhao','zhanfang','shandian'];
player.gain(game.createCard('hsqingyu_'+list.randomGet()),'draw');
qingzun:{
subSkill:{
count:{
trigger:{player:'useCard'},
forced:true,
popup:false,
silent:true,
filter:function(event,player){
return event.card.name.indexOf('hsqingyu_')==0;
},
content:function(){
player.storage.qingzun++;
player.updateMarks();
}
},
draw1:{
trigger:{player:'phaseBegin'},
filter:function(event,player){
return player.storage.qingzun>=2;
},
frequent:true,
content:function(){
player.draw();
}
},
draw2:{
trigger:{player:'phaseEnd'},
filter:function(event,player){
return player.storage.qingzun>=6;
},
frequent:true,
content:function(){
player.draw();
}
},
},
mod:{
maxHandcard:function(player,num){
return num+player.storage.qingzun;
}
},
init:function(player){
player.storage.ayuling=0;
player.storage.qingzun=0;
},
mark:true,
marktext:'玉',
intro:{
content:function(storage,player){
if(!storage) return '未使用过青玉牌';
@ -122,47 +157,15 @@ character.hearth={
return str;
}
},
subSkill:{
count:{
trigger:{player:'useCard'},
forced:true,
popup:false,
silent:true,
filter:function(event,player){
return event.card.name.indexOf('hsqingyu_')==0;
},
content:function(){
player.storage.ayuling++;
player.updateMarks();
}
},
draw1:{
trigger:{player:'phaseBegin'},
filter:function(event,player){
return player.storage.ayuling>=2;
},
frequent:true,
content:function(){
player.draw();
}
},
draw2:{
trigger:{player:'phaseEnd'},
filter:function(event,player){
return player.storage.ayuling>=6;
},
frequent:true,
content:function(){
player.draw();
}
},
group:['qingzun_count','qingzun_draw1','qingzun_draw2'],
},
ayuling:{
trigger:{player:'damageEnd'},
frequent:true,
content:function(){
var list=['feibiao','hufu','zhao','zhanfang','shandian'];
player.gain(game.createCard('hsqingyu_'+list.randomGet()),'draw');
},
mod:{
maxHandcard:function(player,num){
return num+player.storage.ayuling;
}
},
group:['ayuling_count','ayuling_draw1','ayuling_draw2'],
ai:{
maixie:true,
effect:{
@ -1248,7 +1251,7 @@ character.hearth={
}
}
if(event.target){
player.chooseToDiscard([1,2],'献祭是否弃置12张手牌并令'+get.translation(event.target)+'摸等量的牌?').set('ai',function(card){
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12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',

View File

@ -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',

View File

@ -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(){

View File

@ -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:{

View File

@ -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',

View File

@ -1048,7 +1048,7 @@ character.yijiang={
},
content:function(){
'step 0'
target.chooseCard('he',[1,3],'匡弼将13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{

View File

@ -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'],
]

View File

@ -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){

View File

@ -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':[],
}
}

View File

@ -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510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13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>'
},
}

View File

@ -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13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12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12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',