From a2817dab2cb8d0bf22b5d07197021a2984ee9402 Mon Sep 17 00:00:00 2001 From: libccy Date: Sat, 29 Jul 2017 11:25:40 +0800 Subject: [PATCH] l --- character/gwent.js | 66 +++++++++++++++++++++++++++++++++++++++++++++- game/game.js | 3 +++ 2 files changed, 68 insertions(+), 1 deletion(-) diff --git a/character/gwent.js b/character/gwent.js index aefd8ee3e..fb17f5be0 100644 --- a/character/gwent.js +++ b/character/gwent.js @@ -44,7 +44,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){ gw_puxila:['female','qun',3,['gwqinwu']], gw_xigedelifa:['female','qun',3,['gwfusheng']], - // gw_laomaotou:['male','qun',4,[]], + // gw_laomaotou:['male','qun',4,['gwchenshui']], gw_qigaiwang:['male','qun',4,['julian']], }, characterIntro:{ @@ -61,6 +61,69 @@ game.import('character',function(lib,game,ui,get,ai,_status){ gw_yioufeisi:'国王还是乞丐,两者有何区别,人类少一个算一个', }, skill:{ + gwchenshui:{ + trigger:{player:'damageBefore',source:'damageBefore'}, + forced:true, + init:function(player){ + player.storage.gwchenshui=0; + }, + mark:true, + intro:{ + content:function(storage){ + if(!storage){ + return '未发动过沉睡效果'; + } + else{ + return '累计发动过'+storage+'次沉睡效果'; + } + } + }, + logTarget:function(event,player){ + if(player==event.source) return event.player; + return event.source; + }, + content:function(){ + trigger.untrigger(); + trigger.finish(); + player.storage.gwchenshui++; + player.updateMarks(); + if(trigger.source!=trigger.player&&trigger.source.isIn()&&trigger.player.isIn()){ + var cards=trigger.player.getCards('he'); + if(cards.length){ + trigger.player.give(cards.randomGet(),trigger.source); + } + } + }, + onremove:true, + group:'gwchenshui_juexing', + subSkill:{ + juexing:{ + trigger:{player:'phaseEnd'}, + filter:function(event,player){ + return player.storage.gwchenshui>=3; + }, + skillAnimation:true, + animationStr:'觉醒', + forced:true, + content:function(){ + 'step 0' + player.removeSkill('gwchenshui'); + player.addSkill('gwliedi'); + event.list=player.getEnemies().sortBySeat(); + 'step 1' + if(event.list.length){ + var target=event.list.shift(); + player.line(target,'green'); + target.damage(); + event.redo(); + } + } + } + } + }, + gwliedi:{ + + }, julian:{ trigger:{player:'phaseUseBegin'}, frequent:true, @@ -2064,6 +2127,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){ test:'每当你使用一张牌,你随机重铸一张手牌', gwchenshui:'沉睡', + gwchenshui_bg:'睡', gwchenshui_info:'锁定技,你防止即将造成或受到的伤害,改为令伤害来随机源获得对方一张牌;结束阶段,若你自上次沉睡起累计发动了至少3次沉睡效果,你解除沉睡状态,对所有敌方角色造成一点伤害,然后切换至觉醒状态', gwliedi:'裂地', gwliedi_info:'锁定技,你对其他角色造成的伤害+X,X为你到该角色距离的一半,向上取整;结束阶段,若你连续两轮未造成伤害,你切换至沉睡状态', diff --git a/game/game.js b/game/game.js index 1d3c1cef3..b336271a4 100644 --- a/game/game.js +++ b/game/game.js @@ -15194,6 +15194,9 @@ give:function(cards,target){ var shown=[],hidden=[]; var hs=this.getCards('h'); + if(get.itemtype(cards)=='card'){ + cards=[cards]; + } for(var i=0;i