This commit is contained in:
libccy 2017-05-06 20:18:51 +08:00
parent dc5e57afdb
commit a302a12f90
3 changed files with 271 additions and 39 deletions

View File

@ -521,10 +521,10 @@ game.import('card',function(lib,game,ui,get,ai,_status){
}, },
} }
}, },
liuxiaxianniang:{ // liuxiaxianniang:{
fullskin:true, // fullskin:true,
type:'basic', // type:'basic',
}, // },
bingpotong:{ bingpotong:{
fullskin:true, fullskin:true,
type:'jiguan', type:'jiguan',
@ -708,21 +708,21 @@ game.import('card',function(lib,game,ui,get,ai,_status){
} }
} }
}, },
wenhuangsan:{ // wenhuangsan:{
type:'jiguan', // type:'jiguan',
enable:true, // enable:true,
fullskin:true, // fullskin:true,
}, // },
tuhunsha:{ // tuhunsha:{
type:'jiguan', // type:'jiguan',
enable:true, // enable:true,
fullskin:true, // fullskin:true,
}, // },
shenhuofeiya:{ // shenhuofeiya:{
type:'jiguan', // type:'jiguan',
enable:true, // enable:true,
fullskin:true, // fullskin:true,
}, // },
mianlijinzhen:{ mianlijinzhen:{
type:'jiguan', type:'jiguan',
enable:true, enable:true,
@ -753,11 +753,11 @@ game.import('card',function(lib,game,ui,get,ai,_status){
} }
} }
}, },
longxugou:{ // longxugou:{
type:'jiguan', // type:'jiguan',
enable:true, // enable:true,
fullskin:true, // fullskin:true,
}, // },
liutouge:{ liutouge:{
type:'jiguan', type:'jiguan',
enable:true, enable:true,

View File

@ -16,6 +16,7 @@ window.noname_character_rank={
'hs_medivh', 'hs_medivh',
], ],
ap:[ ap:[
'pal_yuejinzhao',
'ow_zhaliya', 'ow_zhaliya',
'pal_liumengli', 'pal_liumengli',
'pal_yuntianhe', 'pal_yuntianhe',
@ -55,6 +56,7 @@ window.noname_character_rank={
'swd_shuwaner', 'swd_shuwaner',
], ],
a:[ a:[
'pal_luozhaoyan',
'pal_xia', 'pal_xia',
'hs_yashaji', 'hs_yashaji',
'hs_pengpeng', 'hs_pengpeng',

View File

@ -40,11 +40,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
pal_jiangcheng:['male','qun',4,['yanzhan','fenshi']], pal_jiangcheng:['male','qun',4,['yanzhan','fenshi']],
pal_yuejinzhao:['male','wei',4,['ywuhun','yingfeng']], pal_yuejinzhao:['male','wei',4,['ywuhun','yingfeng']],
pal_yueqi:['female','wei',4,[]], // pal_yueqi:['female','wei',4,[]],
pal_mingxiu:['female','qun',4,[]], // pal_mingxiu:['female','qun',4,[]],
pal_xianqing:['male','qun',4,[]], // pal_xianqing:['male','qun',4,[]],
pal_luozhaoyan:['female','qun',4,[]], pal_luozhaoyan:['female','shu',4,['fenglue','tanhua']],
pal_jushifang:['male','qun',4,[]], // pal_jushifang:['male','shu',3,['lingjia','jishou','yanshi']],
}, },
characterIntro:{ characterIntro:{
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。', 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。',
@ -84,6 +84,200 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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。', 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。',
}, },
skill:{ skill:{
lingjia:{
enable:'phaseUse',
filterCard:function(card){
return get.type(card)!='basic';
},
usable:1,
filter:function(event,player){
for(var i in lib.card){
if(lib.card[i].type=='jiguan'){
return player.hasCard(function(card){
return get.type(card)!='basic';
},'he');
}
}
return false;
},
selectCard:1,
check:function(card){
return 8-get.value(card);
},
content:function(){
var list=get.typeCard('jiguan').randomGets(2);
for(var i=0;i<list.length;i++){
list[i]=game.createCard(list[i]);
}
player.gain(list,'draw');
},
ai:{
result:{
player:1
},
order:9
}
},
lingjia_old:{
trigger:{player:'loseEnd'},
frequent:true,
filter:function(event,player){
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].original=='e'){
for(var i in lib.card){
if(lib.card[i].type=='jiguan'){
if(!player.storage.lingjia||!player.storage.lingjia.contains(i)){
return true;
}
}
}
return false;
}
}
return false;
},
init:function(player){
player.storage.lingjia3=0;
},
content:function(){
'step 0'
var num=0;
for(var i=0;i<trigger.cards.length;i++){
if(trigger.cards[i].original=='e') num++;
}
if(!player.storage.lingjia){
player.storage.lingjia=[];
}
var list=[];
for(var i in lib.card){
if(lib.card[i].type=='jiguan'){
if(!player.storage.lingjia.contains(i)){
list.push(i);
}
}
}
if(list.length){
if(player.storage.lingjia2){
for(var i=0;i<list.length;i++){
list[i]=['机关','',list[i]];
}
var num=Math.min(list.length,player.storage.lingjia2);
player.chooseButton(true,num,['灵甲:选择'+get.cnNumber(num)+'张机关牌',[list,'vcard']]).ai=function(button){
if(button.link[2]=='jiguanyaoshu') return 2;
if(button.link[2]=='jiguanren'&&_status.event.getRand()<0.5) return 1.5;
return 1;
};
}
else{
var name=list.randomGet();
player.gain(game.createCard(name),'draw');
player.storage.lingjia.push(name);
event.finish();
}
}
'step 1'
if(result.bool&&result.links&&result.links.length){
var list=[];
for(var i=0;i<result.links.length;i++){
list.push(game.createCard(result.links[i][2]));
player.storage.lingjia.push(result.links[i][2]);
}
player.gain(list,'draw');
}
},
group:['lingjia_count1','lingjia_count2'],
subSkill:{
count1:{
trigger:{global:'phaseAfter'},
forced:true,
popup:false,
silent:true,
content:function(){
delete player.storage.lingjia;
}
},
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:{
noe:true,
effect:{
target:function(card,player,target,current){
if(get.type(card)=='equip') return [1,3];
}
}
}
},
yanshi:{
trigger:{player:'phaseAfter'},
forced:true,
skillAnimation:true,
filter:function(event,player){
return !player.storage.lingjia2&&player.storage.lingjia3>=3;
},
content:function(){
'step 0'
player.awakenSkill('yanshi')
player.storage.lingjia2=1;
player.gainMaxHp();
'step 1'
player.recover();
'step 2'
player.draw(2);
}
},
jishou:{
trigger:{player:'phaseAfter'},
forced:true,
skillAnimation:true,
filter:function(event,player){
return !player.storage.lingjia2&&player.storage.lingjia3>=3;
},
content:function(){
'step 0'
player.awakenSkill('jishou');
player.storage.lingjia2=1;
player.gainMaxHp();
'step 1'
player.recover();
'step 2'
player.draw(2);
}
},
tanhua:{
trigger:{player:'recoverBefore'},
forced:true,
filter:function(event,player){
return player.hp>0&&event.num>0;
},
content:function(){
trigger.untrigger();
trigger.finish();
player.draw(2*trigger.num);
},
group:'tanhua_remove',
subSkill:{
remove:{
trigger:{player:'dying'},
priority:10,
forced:true,
content:function(){
player.recover();
player.removeSkill('tanhua');
}
}
}
},
yingfeng:{ yingfeng:{
trigger:{player:'useCardAfter'}, trigger:{player:'useCardAfter'},
filter:function(event,player){ filter:function(event,player){
@ -106,11 +300,31 @@ game.import('character',function(lib,game,ui,get,ai,_status){
ywuhun:{ ywuhun:{
trigger:{player:'phaseBefore'}, trigger:{player:'phaseBefore'},
forced:true, forced:true,
alter:true,
filter:function(event){ filter:function(event){
return event.parent.name!='ywuhun'; return event.parent.name!='ywuhun';
}, },
intro:{ intro:{
content:'回合结束后,场上及牌堆中的牌将恢复到回合前的状态' content:function(storage,player){
var str='回合结束后,场上及牌堆中的牌将恢复到回合前的状态';
var list=[];
for(var i in player.disabledSkills){
if(player.disabledSkills[i].contains('ywuhun')){
list.push(i)
}
}
list.remove('ywuhun');
if(list.length){
str+='<br><br>失效技能:';
for(var i=0;i<list.length;i++){
if(lib.translate[list[i]+'_info']){
str+=get.translation(list[i])+'、';
}
}
str=str.slice(0,str.length-1);
}
return str;
}
}, },
video:function(player,data){ video:function(player,data){
for(var i in data){ for(var i in data){
@ -172,8 +386,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
} }
'step 1' 'step 1'
player.markSkill('ywuhun'); player.markSkill('ywuhun');
if(get.is.altered('ywuhun')){
player.disableSkill('ywuhun',player.getSkills(true,false));
}
player.phase(); player.phase();
'step 2' 'step 2'
player.enableSkill('ywuhun');
game.delay(0.5); game.delay(0.5);
'step 3' 'step 3'
game.animate.window(1); game.animate.window(1);
@ -264,7 +482,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
ui.updatehl(); ui.updatehl();
} }
}, },
cuikong:{ fenglue:{
trigger:{player:'phaseUseBefore'}, trigger:{player:'phaseUseBefore'},
direct:true, direct:true,
filter:function(event,player){ filter:function(event,player){
@ -283,7 +501,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
content:function(){ content:function(){
'step 0' 'step 0'
var hs=player.getCards('h'); var hs=player.getCards('h');
player.chooseTarget(get.prompt('cuikong'),function(card,player,target){ player.chooseTarget(get.prompt('fenglue'),function(card,player,target){
if(player==target) return false; if(player==target) return false;
for(var i=0;i<hs.length;i++){ for(var i=0;i<hs.length;i++){
if(get.info(hs[i]).multitarget) continue; if(get.info(hs[i]).multitarget) continue;
@ -344,9 +562,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
} }
'step 2' 'step 2'
if(result.bool){ if(result.bool){
player.logSkill('cuikong',event.target); player.logSkill('fenglue',event.target);
player.addTempSkill('cuikong_draw','phaseUseCancelled'); player.addTempSkill('fenglue_draw','phaseUseCancelled');
player.storage.cuikong_draw=event.target; player.storage.fenglue_draw=event.target;
trigger.untrigger(); trigger.untrigger();
trigger.finish(); trigger.finish();
event.cards=result.cards.slice(0); event.cards=result.cards.slice(0);
@ -357,7 +575,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
} }
'step 3' 'step 3'
if(event.cards.length){ if(event.cards.length){
player.useCard(event.cards.shift(),event.target); if(event.target.isIn()){
player.useCard(event.cards.shift(),event.target);
}
else{
event.cards.shift().discard();
}
event.redo(); event.redo();
} }
}, },
@ -367,7 +590,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
forced:true, forced:true,
popup:false, popup:false,
filter:function(event,player){ filter:function(event,player){
return event.player==player.storage.cuikong_draw; return event.player==player.storage.fenglue_draw;
}, },
onremove:true, onremove:true,
content:function(){ content:function(){
@ -3185,14 +3408,21 @@ 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',
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”',
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”',
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',
feichen:'飞尘', feichen:'飞尘',
feichen_info:'', feichen_info:'',
tanhua:'昙华',
tanhua_info:'锁定技,你回复体力的效果改为摸两张牌;当你进入濒死状态时,你回复一点体力并失去此技能',
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',
cuikong:'摧空', fenglue:'风掠',
cuikong_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',