This commit is contained in:
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a302a12f90
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@ -118,6 +118,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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fullskin:true,
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fullskin:true,
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type:'trick',
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type:'trick',
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enable:true,
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enable:true,
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cardnature:'fire',
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filterTarget:function(card,player,target){
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filterTarget:function(card,player,target){
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if(player!=game.me&&player.countCards('h')<2) return false;
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if(player!=game.me&&player.countCards('h')<2) return false;
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return target.countCards('h')>0;
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return target.countCards('h')>0;
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@ -294,6 +295,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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fullskin:true,
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fullskin:true,
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type:'equip',
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type:'equip',
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subtype:'equip1',
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subtype:'equip1',
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cardnature:'fire',
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distance:{attackFrom:-3},
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distance:{attackFrom:-3},
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ai:{
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ai:{
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basic:{
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basic:{
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@ -318,6 +320,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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fullskin:true,
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fullskin:true,
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type:'equip',
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type:'equip',
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subtype:'equip2',
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subtype:'equip2',
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cardnature:'fire',
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ai:{
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ai:{
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basic:{
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basic:{
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equipValue:function(card,player){
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equipValue:function(card,player){
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@ -185,6 +185,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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fullskin:true,
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fullskin:true,
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type:'trick',
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type:'trick',
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enable:true,
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enable:true,
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cardnature:'thunder',
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filterTarget:function(card,player,target){
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filterTarget:function(card,player,target){
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if(player!=game.me&&player.countCards('h')<2) return false;
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if(player!=game.me&&player.countCards('h')<2) return false;
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return target.countCards('h')>0;
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return target.countCards('h')>0;
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@ -136,6 +136,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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fulei:{
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fulei:{
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fullskin:true,
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fullskin:true,
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type:'delay',
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type:'delay',
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cardnature:'thunder',
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modTarget:function(card,player,target){
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modTarget:function(card,player,target){
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return lib.filter.judge(card,player,target);
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return lib.filter.judge(card,player,target);
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},
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},
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@ -1160,6 +1160,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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audio:true,
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audio:true,
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fullskin:true,
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fullskin:true,
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type:'delay',
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type:'delay',
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cardnature:'thunder',
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modTarget:function(card,player,target){
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modTarget:function(card,player,target){
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return lib.filter.judge(card,player,target);
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return lib.filter.judge(card,player,target);
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},
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},
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@ -178,6 +178,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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},
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},
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selectTarget:-1,
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selectTarget:-1,
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modTarget:true,
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modTarget:true,
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usable:1,
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content:function(){
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content:function(){
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'step 0'
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'step 0'
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event.num=3;
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event.num=3;
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@ -1379,6 +1380,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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type:'equip',
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type:'equip',
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subtype:'equip4',
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subtype:'equip4',
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fullskin:true,
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fullskin:true,
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cardnature:'fire',
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distance:{globalFrom:-2,globalTo:-1},
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distance:{globalFrom:-2,globalTo:-1},
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ai:{
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ai:{
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basic:{
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basic:{
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@ -1780,6 +1782,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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selectTarget:-1,
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selectTarget:-1,
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reverseOrder:true,
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reverseOrder:true,
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cardcolor:'black',
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cardcolor:'black',
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cardnature:'thunder',
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filterTarget:function(card,player,target){
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filterTarget:function(card,player,target){
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return target!=player;
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return target!=player;
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},
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},
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@ -1840,6 +1843,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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selectTarget:-1,
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selectTarget:-1,
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reverseOrder:true,
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reverseOrder:true,
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cardcolor:'red',
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cardcolor:'red',
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cardnature:'fire',
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filterTarget:function(card,player,target){
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filterTarget:function(card,player,target){
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return target!=player;
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return target!=player;
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},
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},
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@ -4757,7 +4761,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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yuruyi_ab:'如意',
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yuruyi_ab:'如意',
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yuruyi_info:'你有更高的机率摸到好牌',
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yuruyi_info:'你有更高的机率摸到好牌',
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fengyinzhidan:'封印之蛋',
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fengyinzhidan:'封印之蛋',
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fengyinzhidan_info:'随机使用三张普通锦囊牌(随机指定目标)',
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fengyinzhidan_info:'出牌阶段限用一次,随机使用三张普通锦囊牌(随机指定目标)',
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shuchui:'鼠槌',
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shuchui:'鼠槌',
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shuchui_info:'出牌阶段限一次,你可以指定一名攻击范围内的角色,依次将手牌中的至多3张杀对该角色使用,若杀造成了伤害,你摸一张牌',
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shuchui_info:'出牌阶段限一次,你可以指定一名攻击范围内的角色,依次将手牌中的至多3张杀对该角色使用,若杀造成了伤害,你摸一张牌',
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zhiluxiaohu:'指路小狐',
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zhiluxiaohu:'指路小狐',
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@ -718,6 +718,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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fullskin:true,
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fullskin:true,
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type:'delay',
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type:'delay',
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cardcolor:'red',
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cardcolor:'red',
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cardnature:'fire',
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modTarget:function(card,player,target){
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modTarget:function(card,player,target){
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return lib.filter.judge(card,player,target);
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return lib.filter.judge(card,player,target);
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},
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},
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@ -877,6 +878,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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enable:true,
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enable:true,
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filterTarget:true,
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filterTarget:true,
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cardcolor:'red',
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cardcolor:'red',
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cardnature:'fire',
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content:function(){
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content:function(){
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"step 0"
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"step 0"
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if(target.countCards('he')<2){
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if(target.countCards('he')<2){
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@ -341,6 +341,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(get.type(card)=='equip') return [1,3];
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if(get.type(card)=='equip') return [1,3];
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}
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}
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},
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},
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reverseEquip:true,
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noe:true
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noe:true
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}
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}
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},
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},
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@ -169,6 +169,7 @@ window.noname_character_rank={
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'hs_zhihuanhua',
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'hs_zhihuanhua',
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],
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],
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am:[
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am:[
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'pal_jushifang',
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'hs_fachaotuteng',
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'hs_fachaotuteng',
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'huangfusong',
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'huangfusong',
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'hs_shizugui',
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'hs_shizugui',
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@ -5200,6 +5200,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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prompt:function(event){
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prompt:function(event){
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return get.translation(event.source)+'即将对'+get.translation(event.player)+'造成伤害,'+get.prompt('fuji');
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return get.translation(event.source)+'即将对'+get.translation(event.player)+'造成伤害,'+get.prompt('fuji');
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},
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},
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logTarget:'source',
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content:function(){
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content:function(){
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"step 0"
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"step 0"
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trigger.source.judge(ui.special);
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trigger.source.judge(ui.special);
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@ -1436,6 +1436,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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ai:{
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ai:{
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noe:true,
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noe:true,
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reverseEquip:true,
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effect:{
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effect:{
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target:function(card,player,target,current){
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target:function(card,player,target,current){
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if(get.type(card)=='equip') return [1,3];
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if(get.type(card)=='equip') return [1,3];
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@ -5335,6 +5335,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(get.type(card)=='equip') return [1,3];
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if(get.type(card)=='equip') return [1,3];
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}
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}
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},
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},
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reverseEquip:true,
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noe:true,
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noe:true,
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}
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}
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},
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},
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@ -44,7 +44,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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// pal_mingxiu:['female','qun',4,[]],
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// pal_mingxiu:['female','qun',4,[]],
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// pal_xianqing:['male','qun',4,[]],
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// pal_xianqing:['male','qun',4,[]],
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pal_luozhaoyan:['female','shu',4,['fenglue','tanhua']],
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pal_luozhaoyan:['female','shu',4,['fenglue','tanhua']],
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// pal_jushifang:['male','shu',3,['lingjia','jishou','yanshi']],
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pal_jushifang:['male','shu',3,['yujia','xiepan','yanshi']],
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},
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},
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characterIntro:{
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characterIntro:{
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pal_lixiaoyao:'一个天资聪颖的乡下客栈店小二,因一壶酒被酒剑仙传授了蜀山仙剑派剑术,在仙灵岛与赵灵儿相遇,自此经历重重磨难成长为一代旷世奇侠。灵儿牺牲以后他悲痛欲绝。后出任蜀山掌门,取道号一贫,从此御剑行遍天下,行侠仗义、斩妖除魔。多年后因魔教之乱,故引咎卸职,成为蜀山七圣之一。而后虽心力交瘁,但仍竭力保护天下苍生。',
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pal_lixiaoyao:'一个天资聪颖的乡下客栈店小二,因一壶酒被酒剑仙传授了蜀山仙剑派剑术,在仙灵岛与赵灵儿相遇,自此经历重重磨难成长为一代旷世奇侠。灵儿牺牲以后他悲痛欲绝。后出任蜀山掌门,取道号一贫,从此御剑行遍天下,行侠仗义、斩妖除魔。多年后因魔教之乱,故引咎卸职,成为蜀山七圣之一。而后虽心力交瘁,但仍竭力保护天下苍生。',
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pal_jiangcheng:'折剑山庄庄主欧阳英的得意门生,但因其蚩尤后人魔族的身份,令他无法被容于人界;再加上人界半魔同族饱受人类迫害,故最终成为净天教教主魔君“姜世离”,毅然肩负起保护同族的重任。',
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pal_jiangcheng:'折剑山庄庄主欧阳英的得意门生,但因其蚩尤后人魔族的身份,令他无法被容于人界;再加上人界半魔同族饱受人类迫害,故最终成为净天教教主魔君“姜世离”,毅然肩负起保护同族的重任。',
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},
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},
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skill:{
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skill:{
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lingjia:{
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xiepan:{
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enable:'phaseUse',
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filterCard:function(card){
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return get.type(card)!='basic';
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},
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usable:1,
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filter:function(event,player){
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for(var i in lib.card){
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if(lib.card[i].type=='jiguan'){
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return player.hasCard(function(card){
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return get.type(card)!='basic';
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},'he');
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}
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}
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return false;
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},
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selectCard:1,
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check:function(card){
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return 8-get.value(card);
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},
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content:function(){
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var list=get.typeCard('jiguan').randomGets(2);
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for(var i=0;i<list.length;i++){
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list[i]=game.createCard(list[i]);
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}
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player.gain(list,'draw');
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},
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ai:{
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result:{
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player:1
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},
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order:9
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}
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},
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lingjia_old:{
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trigger:{player:'loseEnd'},
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trigger:{player:'loseEnd'},
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frequent:true,
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check:function(event,player){
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return player.countCards('h',function(card){
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return get.value(card)<8;
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});
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},
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filter:function(event,player){
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filter:function(event,player){
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if(player.countCards('h',{type:'basic'})) return false;
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if(!player.countCards('h')) return false;
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for(var i=0;i<event.cards.length;i++){
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for(var i=0;i<event.cards.length;i++){
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if(event.cards[i].original=='e'){
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if(event.cards[i].original=='h'&&get.type(event.cards[i])=='basic') return true;
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for(var i in lib.card){
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if(lib.card[i].type=='jiguan'){
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if(!player.storage.lingjia||!player.storage.lingjia.contains(i)){
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return true;
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}
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}
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}
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return false;
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}
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}
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}
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return false;
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return false;
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},
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},
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init:function(player){
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player.storage.lingjia3=0;
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},
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content:function(){
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content:function(){
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'step 0'
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'step 0'
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var num=0;
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if(!player.isUnderControl(true)){
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for(var i=0;i<trigger.cards.length;i++){
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player.showHandcards(player,'发动了【械磬】');
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if(trigger.cards[i].original=='e') num++;
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}
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}
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if(!player.storage.lingjia){
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player.chooseToDiscard('h',true,'弃置一张手牌并获一件随机装备');
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player.storage.lingjia=[];
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'step 1'
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player.gain(game.createCard(get.inpile('equip').randomGet()),'draw');
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},
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},
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yujia:{
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trigger:{player:'useCardAfter'},
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frequent:true,
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filter:function(event){
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return get.type(event.card)=='equip'&&lib.inpile.contains(event.card.name);
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},
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init:function(player){
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player.storage.yujia=0;
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},
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content:function(){
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'step 0'
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if(!player.storage.yujia){
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player.storage.yujia=[];
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}
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}
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var list=[];
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var list=[];
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for(var i in lib.card){
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for(var i in lib.card){
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if(lib.card[i].type=='jiguan'){
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if(lib.card[i].type=='jiguan'){
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if(!player.storage.lingjia.contains(i)){
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list.push(i);
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list.push(i);
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}
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}
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}
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}
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}
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if(list.length){
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if(list.length){
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if(player.storage.lingjia2){
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if(player.storage.yujia>1){
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list=list.randomGets(player.storage.yujia);
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for(var i=0;i<list.length;i++){
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for(var i=0;i<list.length;i++){
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list[i]=['机关','',list[i]];
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list[i]=['机关','',list[i]];
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}
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}
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var num=Math.min(list.length,player.storage.lingjia2);
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player.chooseButton(true,['御甲:选择一张机关牌获得之',[list,'vcard']]).ai=function(button){
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player.chooseButton(true,num,['灵甲:选择'+get.cnNumber(num)+'张机关牌',[list,'vcard']]).ai=function(button){
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if(player.hasSkill('jiguanyaoshu_skill')&&button.link[2]=='jiguanyaoshu') return 0;
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if(button.link[2]=='jiguanyaoshu') return 2;
|
return ai.get.value({name:button.link[2]});
|
||||||
if(button.link[2]=='jiguanren'&&_status.event.getRand()<0.5) return 1.5;
|
|
||||||
return 1;
|
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
else{
|
else{
|
||||||
var name=list.randomGet();
|
var name=list.randomGet();
|
||||||
player.gain(game.createCard(name),'draw');
|
player.gain(game.createCard(name),'draw');
|
||||||
player.storage.lingjia.push(name);
|
|
||||||
event.finish();
|
event.finish();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -180,37 +151,28 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
var list=[];
|
var list=[];
|
||||||
for(var i=0;i<result.links.length;i++){
|
for(var i=0;i<result.links.length;i++){
|
||||||
list.push(game.createCard(result.links[i][2]));
|
list.push(game.createCard(result.links[i][2]));
|
||||||
player.storage.lingjia.push(result.links[i][2]);
|
|
||||||
}
|
}
|
||||||
player.gain(list,'draw');
|
player.gain(list,'draw');
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
group:['lingjia_count1','lingjia_count2'],
|
group:'yujia_count',
|
||||||
subSkill:{
|
subSkill:{
|
||||||
count1:{
|
count:{
|
||||||
trigger:{global:'phaseAfter'},
|
trigger:{player:'useCardAfter'},
|
||||||
|
filter:function(event,player){
|
||||||
|
return get.type(event.card)=='jiguan';
|
||||||
|
},
|
||||||
forced:true,
|
forced:true,
|
||||||
popup:false,
|
popup:false,
|
||||||
silent:true,
|
silent:true,
|
||||||
content:function(){
|
content:function(){
|
||||||
delete player.storage.lingjia;
|
player.storage.yujia++;
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
count2:{
|
|
||||||
trigger:{player:'useCardAfter'},
|
|
||||||
filter:function(event,player){
|
|
||||||
return get.type(event.card)=='jiguan'&&!player.hasSkill('lingjia2');
|
|
||||||
},
|
|
||||||
forced:true,
|
|
||||||
popup:false,
|
|
||||||
content:function(){
|
|
||||||
player.storage.lingjia3++;
|
|
||||||
player.addTempSkill('lingjia2','phaseAfter');
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
},
|
||||||
ai:{
|
ai:{
|
||||||
noe:true,
|
reverseEquip:true,
|
||||||
|
threaten:1.5,
|
||||||
effect:{
|
effect:{
|
||||||
target:function(card,player,target,current){
|
target:function(card,player,target,current){
|
||||||
if(get.type(card)=='equip') return [1,3];
|
if(get.type(card)=='equip') return [1,3];
|
||||||
|
@ -222,38 +184,51 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
trigger:{player:'phaseAfter'},
|
trigger:{player:'phaseAfter'},
|
||||||
forced:true,
|
forced:true,
|
||||||
skillAnimation:true,
|
skillAnimation:true,
|
||||||
|
init:function(player){
|
||||||
|
player.storage.yanshi=0;
|
||||||
|
},
|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
return !player.storage.lingjia2&&player.storage.lingjia3>=3;
|
return player.storage.yanshi==4;
|
||||||
},
|
},
|
||||||
content:function(){
|
content:function(){
|
||||||
'step 0'
|
'step 0'
|
||||||
player.awakenSkill('yanshi')
|
player.awakenSkill('yanshi');
|
||||||
player.storage.lingjia2=1;
|
|
||||||
player.gainMaxHp();
|
player.gainMaxHp();
|
||||||
'step 1'
|
'step 1'
|
||||||
player.recover();
|
player.recover();
|
||||||
'step 2'
|
var list=[];
|
||||||
player.draw(2);
|
for(var i=1;i<=5;i++){
|
||||||
}
|
if(!player.getEquip(i)){
|
||||||
},
|
var name=get.inpile('equip'+i).randomGet();
|
||||||
jishou:{
|
if(name){
|
||||||
trigger:{player:'phaseAfter'},
|
var card=game.createCard(name);
|
||||||
forced:true,
|
list.push(card);
|
||||||
skillAnimation:true,
|
player.equip(card);
|
||||||
filter:function(event,player){
|
}
|
||||||
return !player.storage.lingjia2&&player.storage.lingjia3>=3;
|
}
|
||||||
|
}
|
||||||
|
if(list.length){
|
||||||
|
player.$draw(list);
|
||||||
|
}
|
||||||
},
|
},
|
||||||
content:function(){
|
group:'yanshi_count',
|
||||||
'step 0'
|
subSkill:{
|
||||||
player.awakenSkill('jishou');
|
count:{
|
||||||
player.storage.lingjia2=1;
|
trigger:{player:'useCardAfter'},
|
||||||
player.gainMaxHp();
|
filter:function(event,player){
|
||||||
'step 1'
|
return get.type(event.card)=='jiguan'&&!player.hasSkill('yanshi2');
|
||||||
player.recover();
|
},
|
||||||
'step 2'
|
forced:true,
|
||||||
player.draw(2);
|
popup:false,
|
||||||
|
silent:true,
|
||||||
|
content:function(){
|
||||||
|
player.storage.yanshi++;
|
||||||
|
player.addTempSkill('yanshi2','phaseAfter');
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
yanshi2:{},
|
||||||
tanhua:{
|
tanhua:{
|
||||||
trigger:{player:'recoverBefore'},
|
trigger:{player:'recoverBefore'},
|
||||||
forced:true,
|
forced:true,
|
||||||
|
@ -563,7 +538,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
'step 2'
|
'step 2'
|
||||||
if(result.bool){
|
if(result.bool){
|
||||||
player.logSkill('fenglue',event.target);
|
player.logSkill('fenglue',event.target);
|
||||||
player.addTempSkill('fenglue_draw','phaseUseCancelled');
|
player.addSkill('fenglue_draw');
|
||||||
|
player.storage.fenglue_draw_num=0;
|
||||||
player.storage.fenglue_draw=event.target;
|
player.storage.fenglue_draw=event.target;
|
||||||
trigger.untrigger();
|
trigger.untrigger();
|
||||||
trigger.finish();
|
trigger.finish();
|
||||||
|
@ -583,6 +559,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
}
|
}
|
||||||
event.redo();
|
event.redo();
|
||||||
}
|
}
|
||||||
|
'step 4'
|
||||||
|
if(player.storage.fenglue_draw_num){
|
||||||
|
player.draw(player.storage.fenglue_draw_num);
|
||||||
|
}
|
||||||
|
player.removeSkill('fenglue_draw');
|
||||||
|
delete player.storage.fenglue_draw;
|
||||||
|
delete player.storage.fenglue_draw_num;
|
||||||
},
|
},
|
||||||
subSkill:{
|
subSkill:{
|
||||||
draw:{
|
draw:{
|
||||||
|
@ -592,9 +575,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
return event.player==player.storage.fenglue_draw;
|
return event.player==player.storage.fenglue_draw;
|
||||||
},
|
},
|
||||||
onremove:true,
|
|
||||||
content:function(){
|
content:function(){
|
||||||
player.draw(trigger.num);
|
player.storage.fenglue_draw_num++;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
@ -3408,10 +3390,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
pal_mingxiu:'明绣',
|
pal_mingxiu:'明绣',
|
||||||
pal_jushifang:'居十方',
|
pal_jushifang:'居十方',
|
||||||
|
|
||||||
lingjia:'灵甲',
|
yujia:'御甲',
|
||||||
lingjia_info:'每当你失去一件装备牌,你可以随机获得一张本回合内未以此法获得的机关牌”',
|
yujia_info:'每当你使用一张未强化的装备牌,你可以随机观看X张机关牌,并选择一张获得之,X为你本局使用过的机关牌数且至少为1',
|
||||||
|
xiepan:'械磐',
|
||||||
|
xiepan_info:'每当你失去最后一张基本牌,你可以展示并弃置一张手牌,然后获得一张随机装备牌',
|
||||||
yanshi:'偃师',
|
yanshi:'偃师',
|
||||||
yanshi_info:'觉醒技,结束阶段,若你累计有3个回合使用过机关牌,你增加一点体力和体力上限,并将灵甲的描述中的“随机获得一张”改为“获得任意一张”',
|
yanshi_info:'觉醒技,结束阶段,若你累计有4个回合使用过机关牌,你增加一点体力和体力上限,然后用随机装备填满你的装备区',
|
||||||
ywuhun:'雾魂',
|
ywuhun:'雾魂',
|
||||||
ywuhun_info:'锁定技,回合开始前,你获得一个额外的回合,并在此回合结束后将场上及牌堆的所有牌恢复至回合前的状态',
|
ywuhun_info:'锁定技,回合开始前,你获得一个额外的回合,并在此回合结束后将场上及牌堆的所有牌恢复至回合前的状态',
|
||||||
ywuhun_info_alter:'锁定技,回合开始前,你获得一个额外的回合(此回合中你的所有技能被禁用),并在此回合结束后将场上及牌堆的所有牌恢复至回合前的状态',
|
ywuhun_info_alter:'锁定技,回合开始前,你获得一个额外的回合(此回合中你的所有技能被禁用),并在此回合结束后将场上及牌堆的所有牌恢复至回合前的状态',
|
||||||
|
@ -3422,7 +3406,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
yingfeng:'影锋',
|
yingfeng:'影锋',
|
||||||
yingfeng_info:'锁定技,每当你使用一张杀结算完毕后,你随机对一名不是此杀目标的敌方角色使用一张杀',
|
yingfeng_info:'锁定技,每当你使用一张杀结算完毕后,你随机对一名不是此杀目标的敌方角色使用一张杀',
|
||||||
fenglue:'风掠',
|
fenglue:'风掠',
|
||||||
fenglue_info:'你可以放弃出牌阶段,改为指定一名其他角色并选择任意张手牌,依次对该角色使用,若如此做,此阶段内该角色每受到一点伤害,你摸一张牌',
|
fenglue_info:'你可以放弃出牌阶段,改为指定一名其他角色并选择任意张手牌,依次对该角色使用,若如此做,此阶段内该角色每受到一点伤害,你在结算后摸一张牌',
|
||||||
zongyu:'纵雨',
|
zongyu:'纵雨',
|
||||||
zongyu_info:'出牌阶段限一次,你可以弃置一张黑色牌,视为使用一张飞镖,随机指定两名敌方角色为目标',
|
zongyu_info:'出牌阶段限一次,你可以弃置一张黑色牌,视为使用一张飞镖,随机指定两名敌方角色为目标',
|
||||||
fanling:'返灵',
|
fanling:'返灵',
|
||||||
|
|
|
@ -6340,6 +6340,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
if(get.type(card)=='equip') return [1,3];
|
if(get.type(card)=='equip') return [1,3];
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
reverseEquip:true,
|
||||||
noe:true
|
noe:true
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
|
12
game/game.js
12
game/game.js
|
@ -23539,6 +23539,9 @@
|
||||||
if(!suit&&lib.card[name].cardcolor){
|
if(!suit&&lib.card[name].cardcolor){
|
||||||
suit=lib.card[name].cardcolor;
|
suit=lib.card[name].cardcolor;
|
||||||
}
|
}
|
||||||
|
if(!nature&&lib.card[name].cardnature){
|
||||||
|
nature=lib.card[name].cardnature;
|
||||||
|
}
|
||||||
if(typeof suit!='string'){
|
if(typeof suit!='string'){
|
||||||
suit=['heart','diamond','club','spade'].randomGet();
|
suit=['heart','diamond','club','spade'].randomGet();
|
||||||
}
|
}
|
||||||
|
@ -25846,7 +25849,12 @@
|
||||||
if(card.ai.basic==undefined) card.ai.basic={};
|
if(card.ai.basic==undefined) card.ai.basic={};
|
||||||
if(card.ai.result==undefined) card.ai.result={target:1.5};
|
if(card.ai.result==undefined) card.ai.result={target:1.5};
|
||||||
if(card.ai.basic.order==undefined) card.ai.basic.order=function(card,player){
|
if(card.ai.basic.order==undefined) card.ai.basic.order=function(card,player){
|
||||||
return 8+get.equipValue(card,player)/20;
|
if(player&&player.hasSkillTag('reverseEquip')){
|
||||||
|
return 8.5-get.equipValue(card,player)/20;
|
||||||
|
}
|
||||||
|
else{
|
||||||
|
return 8+get.equipValue(card,player)/20;
|
||||||
|
}
|
||||||
};
|
};
|
||||||
if(card.ai.basic.useful==undefined) card.ai.basic.useful=2;
|
if(card.ai.basic.useful==undefined) card.ai.basic.useful=2;
|
||||||
if(card.subtype=='equip3'){
|
if(card.subtype=='equip3'){
|
||||||
|
@ -33018,7 +33026,7 @@
|
||||||
var nodex4=ui.create.div('.menubutton','四',row2,clickrow2);
|
var nodex4=ui.create.div('.menubutton','四',row2,clickrow2);
|
||||||
var nodex5=ui.create.div('.menubutton','五',row2,clickrow2);
|
var nodex5=ui.create.div('.menubutton','五',row2,clickrow2);
|
||||||
|
|
||||||
var row3=ui.create.div('.menu-buttons.leftbutton',page);
|
var row3=ui.create.div('.menu-buttons.leftbutton.commandbutton',page);
|
||||||
row3.style.marginTop='3px';
|
row3.style.marginTop='3px';
|
||||||
var clickrow3=function(){
|
var clickrow3=function(){
|
||||||
if(this.classList.contains('unselectable')) return;
|
if(this.classList.contains('unselectable')) return;
|
||||||
|
|
Binary file not shown.
Before Width: | Height: | Size: 35 KiB After Width: | Height: | Size: 29 KiB |
Binary file not shown.
Before Width: | Height: | Size: 101 KiB After Width: | Height: | Size: 24 KiB |
Binary file not shown.
Before Width: | Height: | Size: 142 KiB After Width: | Height: | Size: 34 KiB |
|
@ -63,7 +63,9 @@
|
||||||
.menu-buttons.leftbutton{
|
.menu-buttons.leftbutton{
|
||||||
text-align: left;
|
text-align: left;
|
||||||
margin-left: 10px;
|
margin-left: 10px;
|
||||||
width: calc(100% - 30px) !important;
|
}
|
||||||
|
.menu-buttons.leftbutton:not(.commandbutton){
|
||||||
|
width: calc(100% - 30px) !important;
|
||||||
}
|
}
|
||||||
.menu.main>.menu-content>div>.right.pane>.menu-buttons.leftbutton>.config.toggle:first-child,
|
.menu.main>.menu-content>div>.right.pane>.menu-buttons.leftbutton>.config.toggle:first-child,
|
||||||
.menu.main>.menu-content>div>.right.pane>.menu-buttons.leftbutton>.config.toggle:first-child+.config.toggle{
|
.menu.main>.menu-content>div>.right.pane>.menu-buttons.leftbutton>.config.toggle:first-child+.config.toggle{
|
||||||
|
|
Loading…
Reference in New Issue