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@ -1680,6 +1680,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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selectCard:2,
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position:'h',
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viewAs:{name:'sha'},
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complexCard:true,
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filter:function(event,player){
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return player.countCards('h')>=2;
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},
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@ -2018,7 +2019,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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if(eff>=0) return 0;
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return state*get.attitude(_status.event.player,source);
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}
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else{
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else if(target){
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var triggerevent=_status.event.getTrigger();
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if(triggerevent&&triggerevent.parent&&
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triggerevent.parent.postAi&&
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@ -2040,6 +2041,21 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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if(Math.abs(get.attitude(_status.event.player,target))<3) return 0;
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return -get.effect(target,card,source,_status.event.player)*state;
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}
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else{
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var triggerevent=_status.event.getTrigger();
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if(triggerevent&&triggerevent.parent&&
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triggerevent.parent.postAi&&
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triggerevent.player.isUnknown(_status.event.player)){
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return 0;
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}
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var info=get.info(card);
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if(info.ai&&info.ai.wuxie){
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var aiii=info.ai.wuxie(target,card,source,_status.event.player,state);
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if(typeof aiii=='number') return aiii;
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}
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if(Math.abs(get.attitude(_status.event.player,source))<3) return 0;
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return -get.attitude(_status.event.player,source)
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}
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},
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source:target,
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source2:targets,
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@ -355,7 +355,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger:{player:'phaseDiscardEnd'},
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direct:true,
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filter:function(event,player){
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return event.cards&&event.cards.length>1
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var cards=[];
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player.getHistory('lose',function(evt){
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if(evt.type=='discard'&&evt.getParent('phaseDiscard')==event) cards.addArray(evt.cards2);
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});
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return cards.length>1;
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},
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content:function(){
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"step 0"
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@ -743,7 +747,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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filterCard:lib.filter.cardDiscardable,
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discard:false,
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lose:false,
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delay:0,
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delay:false,
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selectCard:[1,Infinity],
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prompt:'弃置一枚“忍”,然后弃置任意张牌并摸等量的牌。若弃置了所有的手牌,则可以多摸一张牌。',
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check:function(card){
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@ -793,7 +797,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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audio:true,
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trigger:{player:'useCard'},
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filter:function(event,player){
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return (get.type(event.card,'trick')=='trick'&&event.card.isCard);
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return (get.type(event.card,'trick')=='trick'&&event.card.isCard&&player.hasMark('renjie'));
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},
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init:function(player){
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player.storage.jilue_jizhi=0;
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@ -1902,7 +1902,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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usable:1,
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filter:function(event,player){
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if(event.cards.length.length==1&&event.cards[0]==event.card){
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if(event.card.isCard){
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return !player.hasSkill('jielue2')&&get.type(event.card)=='basic'&&!event.card.storage.jielue;
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}
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return false;
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@ -2287,7 +2287,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger:{target:'useCardToBegin'},
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forced:true,
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filter:function(event,player){
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return get.type(event.card,'trick')=='trick'&&event.player==player&&event.cards[0]&&event.cards[0]==event.card;
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return player==event.player&&get.type(event.card,'trick')=='trick'&&event.card.isCard;
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},
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content:function(){
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'step 0'
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@ -5222,7 +5222,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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usable:3,
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filter:function(event,player){
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if(_status.currentPhase!=player) return false;
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return (get.type(event.card)=='trick'&&event.cards[0]&&event.cards[0]==event.card);
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return (get.type(event.card)=='trick'&&event.card.isCard);
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},
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content:function(){
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player.draw();
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@ -5265,7 +5265,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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frequent:true,
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filter:function(event,player){
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if(_status.currentPhase!=player) return false;
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return (get.type(event.card)=='trick'&&event.cards[0]&&event.cards[0]==event.card);
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return (get.type(event.card)=='trick'&&event.card.isCard);
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},
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content:function(){
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player.draw();
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@ -6204,7 +6204,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger:{player:'useCard'},
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direct:true,
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filter:function(event){
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return get.type(event.card,'trick')=='trick'&&event.cards[0]&&event.cards[0]==event.card;
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return get.type(event.card,'trick')=='trick'&&event.card.isCard;
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},
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content:function(){
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"step 0"
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@ -275,7 +275,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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filterTarget:function(card,player,target){
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return target.countDiscardableCards(player,'ej')>0;
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},
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delay:0,
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delay:false,
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audio:'drlt_zhengrong',
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content:lib.skill.qingce.contentx,
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ai:{
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@ -3240,7 +3240,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return {
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filterCard:function(){return false},
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selectCard:-1,
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viewAs:{name:'shunshou'},
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viewAs:{name:'shunshou',cards:links},
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cards:links,
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onuse:function(result,player){
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result.cards=lib.skill[result.skill].cards;
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@ -3258,7 +3258,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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},
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prompt:function(links,player){
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return '选择急袭的目标';
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return '请选择【顺手牵羊】的目标';
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}
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},
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ai:{
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@ -6406,9 +6406,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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evt=event.getParent();
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}
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var player=evt[event.name=='gain'?'source':'player'];
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if(!player||_status.currentPhase==player||player.isDead()) return false;
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if(!player||player.isDead()) return false;
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if(evt[event.name=='gain'?'bySelf':'notBySelf']!=true) return false;
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if(evt.name=='lose') return evt.hs.length>0;
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if(event.name=='lose') return event.hs.length>0;
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return event.relatedLose&&event.relatedLose.hs&&event.relatedLose.hs.length>0;
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},
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check:function(event,player){
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@ -7066,7 +7066,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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guidao_info:'一名角色的判定牌生效前,你可以打出一张黑色牌替换之。',
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huangtian_info:'主公技,其他群势力角色的出牌阶段限一次,其可以交给你一张【闪】或【闪电】。',
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guhuo_info:'每名角色的回合限一次,你可以扣置一张手牌当一张基本牌或普通锦囊牌使用或打出。其他角色依次选择是否质疑。一旦有其他角色质疑则翻开此牌:若为假则此牌作废,若为真,则质疑角色获得技能“缠怨”(锁定技,你不能质疑于吉,只要你的体力值为1,你失去你的武将技能)',
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fenji_info:'每当一名角色的手牌于回合外被其他角色弃置或获得时,你可以失去1点体力,然后令该角色摸两张牌。',
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fenji_info:'当一名角色的手牌被其他角色弃置或获得后,你可以失去1点体力,然后令该角色摸两张牌。',
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gzduanliang:'断粮',
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gzduanliang_info:'你可以将一张黑色基本牌或黑色装备牌当【兵粮寸断】使用;你可以对距离为2的角色使用【兵粮寸断】',
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@ -1946,7 +1946,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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var cards=get.cards(2);
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event.cards=cards;
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game.log(player,'观看了牌堆顶的'+get.cnNumber(cards.length)+'张牌');
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player.chooseControl('ok').set('dialog',['卜卦',cards]);
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player.chooseControl('ok').set('dialog',['推演',cards]);
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'step 1'
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while(cards.length){
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ui.cardPile.insertBefore(cards.pop(),ui.cardPile.firstChild);
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@ -4130,7 +4130,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return event.player.hasMark('zongkui_mark');
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},
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content:function(){
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trigger.getParent().excluded.add(player);
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trigger.targets.remove(player);
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game.delay();
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trigger.player.removeMark('zongkui_mark');
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}
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@ -4782,7 +4782,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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discard:false,
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lose:true,
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delay:0,
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delay:false,
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content:function(){
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'step 0'
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player.showCards(get.translation(player)+'对'+get.translation(target)+'发动了【连计】',cards);
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@ -4997,7 +4997,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return card.name=='sha'||get.type(card)=='equip';
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});
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},
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delay:0,
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delay:false,
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usable:1,
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content:function(){
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'step 0'
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@ -6240,7 +6240,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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forced:true,
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popup:false,
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filter:function(event,player){
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return event.card==player.storage.fuman3&&player.storage.fuman2.isIn();
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return event.cards.contains(player.storage.fuman3)&&player.storage.fuman2.isIn();
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},
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mark:true,
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intro:{
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@ -7613,7 +7613,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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filterCard:{color:'black'},
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mark:true,
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discard:false,
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delay:0,
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delay:false,
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check:function(card){
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if(_status.event.player.hp==1) return 8-get.value(card);
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return 6-get.value(card);
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@ -2809,7 +2809,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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});
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},
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direct:true,
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delay:0,
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delay:false,
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filterCard:true,
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discard:false,
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lose:false,
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@ -3135,9 +3135,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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filter:function(event,player){
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if(!player.countCards('h')) return false;
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if(player.getStat('skill').zhongjian&&!player.hasSkill('zhongjian2')) return false;
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return game.hasPlayer(function(current){
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return current!=player&¤t.countCards('h')>current.hp;
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});
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return true;
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},
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filterCard:true,
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check:function(){
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@ -3146,7 +3144,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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discard:false,
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lose:false,
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filterTarget:function(card,player,target){
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return target!=player;
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return target!=player&&target.countCards('h')>0;
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},
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content:function(){
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'step 0'
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@ -3459,7 +3457,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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content:function(){
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if(player.storage.xinsidi4.isAlive()&&!player.getHistory('useCard',function(evt){
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return evt.card.name=='sha';
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})){
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}).length&&player.storage.xinsidi4.canUse({name:'sha',isCard:true},player,false)){
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player.storage.xinsidi4.logSkill('xinsidi',player);
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player.storage.xinsidi4.useCard({name:'sha',isCard:true},player);
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}
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@ -4007,7 +4005,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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filterCard:true,
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discard:false,
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lose:false,
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delay:0,
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delay:false,
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content:function(){
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'step 0'
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player.showCards(cards);
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@ -5149,7 +5147,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return target==_status.event.dying;
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},
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direct:true,
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delay:0,
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delay:false,
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selectTarget:-1,
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content:function(){
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"step 0"
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@ -5298,14 +5296,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger:{global:'phaseJudgeBegin'},
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direct:true,
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filter:function(event,player){
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return event.player!=player&&event.player.countCards('j')>0&&player.inRange(event.player)<=1;
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return event.player!=player&&event.player.countCards('j')>0&&player.inRange(event.player);
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},
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content:function(){
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'step 0'
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var att=get.attitude(player,trigger.player);
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var nh=trigger.player.countCards('h');
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var eff=get.effect(trigger.player,{name:'sha'},player,player);
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if(!player.canUse({name:'sha'},trigger.player)) eff=0;
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var eff=get.effect(trigger.player,{name:'sha',isCard:true},player,player);
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if(!player.canUse({name:'sha',isCard:true},trigger.player)) eff=0;
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player.discardPlayerCard(get.prompt('yonglve',trigger.player),trigger.player,'j').set('ai',function(button){
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var name=button.link.viewAs||button.link.name;
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var att=_status.event.att;
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@ -5781,7 +5779,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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audio:2,
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enable:'phaseUse',
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usable:1,
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delay:0,
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delay:false,
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filter:function(event,player){
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return player.countCards('h',{color:'red'})&&player.countCards('h',{color:'black'});
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},
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@ -8238,7 +8236,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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filterCard:function(){return false},
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selectCard:-1,
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card:links[0],
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delay:0,
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delay:false,
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content:lib.skill.paiyi.contentx,
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ai:{
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order:10,
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@ -10527,7 +10525,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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forceaudio:true,
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direct:true,
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prompt:'弃置一名有【逆】的角色的两张【逆】,然后视为对包含其在内的角色使用【杀】。',
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delay:0,
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delay:false,
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log:false,
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precontent:function(){
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"step 0"
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BIN
font/yuanli.ttf
BIN
font/yuanli.ttf
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@ -1,5 +1,5 @@
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window.noname_asset_list=[
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'1.9.98.1',
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'1.9.98.2.3',
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'audio/background/aozhan_chaoming.mp3',
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'audio/background/aozhan_online.mp3',
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'audio/background/aozhan_rewrite.mp3',
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@ -2334,6 +2334,10 @@ window.noname_asset_list=[
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'audio/skill/xiangle_ol_liushan2.mp3',
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'audio/skill/zongkui_tw_beimihu1.mp3',
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'audio/skill/zongkui_tw_beimihu2.mp3',
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'audio/skill/reyingzi_re_sunce1.mp3',
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'audio/skill/reyingzi_re_sunce2.mp3',
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'audio/skill/yinghun_re_sunce1.mp3',
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'audio/skill/yinghun_re_sunce2.mp3',
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'font/huangcao.ttf',
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'font/shousha.ttf',
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12
game/game.js
12
game/game.js
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@ -31907,11 +31907,9 @@
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if(method=='raw') return equipValue;
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return equipValue-value;
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}
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if(!card.ai.result.target) card.ai.result.target=(function(name){
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return (function(player,target){
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return get.equipResult(player,target,name);
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});
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}(i));
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if(!card.ai.result.keepAI) card.ai.result.target=function(player,target,card){
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return get.equipResult(player,target,card.name);
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};
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}
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else if(card.type=='delay'){
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if(card.enable==undefined) card.enable=true;
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|
@ -39056,12 +39054,12 @@
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}
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else{
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if(updates[i].indexOf('image/character')==0){
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if(updates[i].indexOf('jun_')!=16&&!skipcharacter.contains(updates[i].slice(16,updates[i].lastIndexOf('.')))){
|
||||
if(updates[i].indexOf('jun_')!=16&&updates[i].indexOf('gz_')!=16&&!skipcharacter.contains(updates[i].slice(16,updates[i].lastIndexOf('.')))){
|
||||
updates.splice(i--,1);
|
||||
}
|
||||
}
|
||||
else if(updates[i].indexOf('image/card')==0){
|
||||
if(!skipcard.contains(updates[i].slice(11,updates[i].lastIndexOf('.')))){
|
||||
if(updates[i].indexOf('qiaosi_card')!=11&&!skipcard.contains(updates[i].slice(11,updates[i].lastIndexOf('.')))){
|
||||
updates.splice(i--,1);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -117,7 +117,7 @@ window.noname_package={
|
|||
xiaozhuan:'小篆',
|
||||
xinwei:'新魏',
|
||||
huangcao:'黄草',
|
||||
yuanli:'隶书',
|
||||
yuanli:'楷体',
|
||||
xingkai:'行楷',
|
||||
shousha:'手杀',
|
||||
},
|
||||
|
|
|
@ -1,50 +1,49 @@
|
|||
window.noname_update={
|
||||
version:'1.9.98.2',
|
||||
update:'1.9.98.1',
|
||||
version:'1.9.98.2.3',
|
||||
update:'1.9.98.2.2',
|
||||
changeLog:[
|
||||
'3v3v2模式',
|
||||
'逐鹿中原卡牌包',
|
||||
'bug修复',
|
||||
],
|
||||
files:[
|
||||
'card/extra.js',
|
||||
'card/huanlekapai.js',
|
||||
//'card/extra.js',
|
||||
//'card/huanlekapai.js',
|
||||
//'card/sp.js',
|
||||
'card/standard.js',
|
||||
//'card/swd.js',
|
||||
//'card/mtg.js',
|
||||
'card/guozhan.js',
|
||||
//'card/guozhan.js',
|
||||
//'card/gwent.js',
|
||||
'card/zhulu.js',
|
||||
'character/diy.js',
|
||||
//'card/zhulu.js',
|
||||
//'character/diy.js',
|
||||
'character/extra.js',
|
||||
//'character/hearth.js',
|
||||
'character/hearth.js',
|
||||
//'character/gujian.js',
|
||||
//'character/gwent.js',
|
||||
'character/mobile.js',
|
||||
'character/gwent.js',
|
||||
//'character/mobile.js',
|
||||
//'character/mtg.js',
|
||||
'character/old.js',
|
||||
'character/refresh.js',
|
||||
//'character/old.js',
|
||||
//'character/refresh.js',
|
||||
'character/shenhua.js',
|
||||
'character/sp.js',
|
||||
'character/tw.js',
|
||||
'character/standard.js',
|
||||
//'character/tw.js',
|
||||
//'character/standard.js',
|
||||
//'character/swd.js',
|
||||
//'character/xianjian.js',
|
||||
'character/xinghuoliaoyuan.js',
|
||||
//'character/xinghuoliaoyuan.js',
|
||||
'character/yijiang.js',
|
||||
//'character/yxs.js',
|
||||
//'extension/boss/extension.js',
|
||||
'layout/default/layout.css',
|
||||
'mode/identity.js',
|
||||
//'layout/default/layout.css',
|
||||
//'mode/identity.js',
|
||||
//'mode/doudizhu.js',
|
||||
'mode/guozhan.js',
|
||||
//'mode/guozhan.js',
|
||||
//'mode/chess.js',
|
||||
//'mode/tafang.js',
|
||||
//'mode/single.js',
|
||||
//'mode/stone.js',
|
||||
'mode/brawl.js',
|
||||
//'mode/brawl.js',
|
||||
//'mode/versus.js',
|
||||
'mode/boss.js',
|
||||
//'mode/boss.js',
|
||||
'game/game.js',
|
||||
//'game/NoSleep.js',
|
||||
//'game/config.js',
|
||||
|
|
Loading…
Reference in New Issue