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@ -810,14 +810,14 @@ card.standard={
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if(target.hasSkillTag('notrick')) return 0;
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if(target.hasSkillTag('notrick')) return 0;
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if(event.player==target){
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if(event.player==target){
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if(player.hasSkill('naman')) return -1;
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if(player.hasSkill('naman')) return -1;
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if(ai.get.attitude(target,player)<0){
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if(ai.get.attitude(target,player)<0||event.player.hp<=1){
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return ai.get.unuseful2(card)
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return ai.get.unuseful2(card)
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}
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}
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return -1;
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return -1;
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}
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}
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else{
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else{
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if(target.hasSkill('naman')) return -1;
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if(target.hasSkill('naman')) return -1;
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if(ai.get.attitude(player,target)<0){
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if(ai.get.attitude(player,target)<0||event.player.hp<=1){
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return ai.get.unuseful2(card)
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return ai.get.unuseful2(card)
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}
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}
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return -1;
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return -1;
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@ -584,7 +584,7 @@ character.hearth={
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}
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}
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var skill=list.randomGet();
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var skill=list.randomGet();
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var name='yushou_'+skill;
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var name='yushou_'+skill;
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player.addTempSkill(name,{player:'phaseBegin'});
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player.addSkill(name);
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player.markSkillCharacter(name,'stone_'+skill,lib.translate[name],lib.translate[name+'_info']);
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player.markSkillCharacter(name,'stone_'+skill,lib.translate[name],lib.translate[name+'_info']);
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},
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},
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ai:{
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ai:{
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@ -592,6 +592,23 @@ character.hearth={
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result:{
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result:{
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player:1
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player:1
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}
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}
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},
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group:'yushou_lose'
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},
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yushou_lose:{
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trigger:{player:'phaseBegin'},
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forced:true,
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popup:false,
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silent:true,
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content:function(){
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var list=['yushou_misha','yushou_huofu','yushou_leiouke'];
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var skills=player.get('s');
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for(var i=0;i<list.length;i++){
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if(!skills.contains(list[i])) list.splice(i--,1);
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}
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if(list.length){
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player.removeSkill(list.randomGet());
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}
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}
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}
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},
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},
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yushou_misha:{
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yushou_misha:{
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@ -604,6 +621,8 @@ character.hearth={
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content:function(){
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content:function(){
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if(trigger.num>=1){
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if(trigger.num>=1){
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trigger.num--;
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trigger.num--;
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// player.removeSkill('yushou_misha');
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// player.draw();
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}
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}
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},
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},
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ai:{
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ai:{
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@ -5850,7 +5869,7 @@ character.hearth={
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xingluo:'星落',
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xingluo:'星落',
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xingluo_info:'准备阶段,你可以令任意名手牌数多于你的角色各弃置一张手牌,然后你可以从弃置的牌中选择一张加入手牌',
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xingluo_info:'准备阶段,你可以令任意名手牌数多于你的角色各弃置一张手牌,然后你可以从弃置的牌中选择一张加入手牌',
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yushou:'御兽',
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yushou:'御兽',
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yushou_info:'出牌阶段,你可以弃置一张牌并召唤一个随机的野兽宠物,效果持续到你的下一回合开始',
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yushou_info:'出牌阶段,你可以弃置一张牌并召唤一个随机的野兽宠物,回合开始阶段,你随机失去一个宠物',
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yushou_misha:'米莎',
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yushou_misha:'米莎',
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yushou_misha_info:'你每回合受到的首次伤害-1',
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yushou_misha_info:'你每回合受到的首次伤害-1',
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yushou_huofu:'霍弗',
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yushou_huofu:'霍弗',
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@ -381,6 +381,8 @@ window.characterRank={
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're_ganning',
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're_ganning',
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'caiwenji',
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'caiwenji',
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're_xushu',
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're_xushu',
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're_simayi',
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'hs_lrexxar',
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],
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],
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b:[
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b:[
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'diy_liufu',
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'diy_liufu',
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@ -423,10 +425,6 @@ window.characterRank={
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'hs_huzhixiannv',
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'hs_huzhixiannv',
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'sp_sunshangxiang',
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'sp_sunshangxiang',
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'jiangqing',
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'jiangqing',
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'hs_lrexxar',
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'diy_huangzhong',
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'diy_weiyan',
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're_simayi',
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'shen_simayi',
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'shen_simayi',
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'swd_hanluo',
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'swd_hanluo',
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'swd_zhanggao',
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'swd_zhanggao',
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@ -7090,7 +7090,7 @@ character.sp={
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yjixi_info:'觉醒技,结束阶段,若你连续三回合没有失去过体力,则你增加1点体力上限并回复1点体力,然后选择一项:获得技能“妄尊”或摸两张牌并获得当前主公的主公技',
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yjixi_info:'觉醒技,结束阶段,若你连续三回合没有失去过体力,则你增加1点体力上限并回复1点体力,然后选择一项:获得技能“妄尊”或摸两张牌并获得当前主公的主公技',
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xinyongsi:'庸肆',
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xinyongsi:'庸肆',
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xinyongsi1:'庸肆',
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xinyongsi1:'庸肆',
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xinyongsi2:'觊玺',
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xinyongsi2:'庸肆',
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xinyongsi_info:'锁定技,摸牌阶段,你令额定摸牌数为X(X为势力数);弃牌阶段开始时,你选择一项:1.弃置一张牌;2.失去1点体力',
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xinyongsi_info:'锁定技,摸牌阶段,你令额定摸牌数为X(X为势力数);弃牌阶段开始时,你选择一项:1.弃置一张牌;2.失去1点体力',
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xiehui:'黠慧',
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xiehui:'黠慧',
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xiehui2:'黠慧',
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xiehui2:'黠慧',
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@ -771,6 +771,7 @@ character.xianjian={
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trigger:{player:'phaseEnd'},
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trigger:{player:'phaseEnd'},
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direct:true,
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direct:true,
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filter:function(event,player){
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filter:function(event,player){
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if(!player.num('h',{color:'black'})) return false;
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if(player.storage.leiyu){
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if(player.storage.leiyu){
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for(var i=0;i<player.storage.leiyu.length;i++){
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for(var i=0;i<player.storage.leiyu.length;i++){
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if(player.storage.leiyu[i].isAlive()) return true;
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if(player.storage.leiyu[i].isAlive()) return true;
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@ -2509,7 +2510,7 @@ character.xianjian={
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feizhua:'飞爪',
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feizhua:'飞爪',
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feizhua_info:'当你使用一张杀时,你可以将与目标相邻的角色追加为额外目标',
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feizhua_info:'当你使用一张杀时,你可以将与目标相邻的角色追加为额外目标',
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leiyu:'雷狱',
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leiyu:'雷狱',
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leiyu_info:'结束阶段,你可以弃置一张黑色牌,视为对本回合内所有成为过你的卡牌目标的角色使用一张惊雷闪',
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leiyu_info:'结束阶段,你可以弃置一张黑色手牌,视为对本回合内所有成为过你的卡牌目标的角色使用一张惊雷闪',
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lingxue:'灵血',
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lingxue:'灵血',
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lingxue_info:'锁定技,每当你回复一点体力,你获得一点护甲',
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lingxue_info:'锁定技,每当你回复一点体力,你获得一点护甲',
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zhaoyao:'招摇',
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zhaoyao:'招摇',
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@ -12870,6 +12870,7 @@
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}
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}
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},
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},
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removeSkill:function(skill){
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removeSkill:function(skill){
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if(!skill) return;
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if(Array.isArray(skill)){
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if(Array.isArray(skill)){
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for(var i=0;i<skill.length;i++){
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for(var i=0;i<skill.length;i++){
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this.removeSkill(skill[i]);
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this.removeSkill(skill[i]);
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@ -27,6 +27,9 @@
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#window:not(.nopointer) .dialog.fullheight .buttons .button.character:not(.squarebutton):not(.selectable){
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#window:not(.nopointer) .dialog.fullheight .buttons .button.character:not(.squarebutton):not(.selectable){
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cursor: default;
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cursor: default;
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}
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}
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#window:not(.nopointer) .obstacle.glow{
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cursor: pointer;
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}
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#chess-container{
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#chess-container{
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width:100%;
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width:100%;
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height :calc(100% - 120px);
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height :calc(100% - 120px);
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@ -85,8 +85,9 @@ mode.chess={
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friend:lib.config.continue_name_chess.friend,
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friend:lib.config.continue_name_chess.friend,
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enemy:lib.config.continue_name_chess.enemy,
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enemy:lib.config.continue_name_chess.enemy,
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}
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}
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_status.color=lib.config.continue_name_versus_three.color;
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_status.color=lib.config.continue_name_chess.color;
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game.saveConfig('continue_name_chess');
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game.saveConfig('continue_name_chess');
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game.delay(0.5);
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}
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}
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else{
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else{
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game.chooseCharacterDouble(function(i){
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game.chooseCharacterDouble(function(i){
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if(_status.mode=='three'){
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if(_status.mode=='three'){
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_status.mylist=result.friend;
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_status.mylist=result.friend;
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_status.enemylist=result.enemy;
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_status.enemylist=result.enemy;
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_status.friendBackup=_status.mylist.slice(0);
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_status.enemyBackup=_status.enemylist.slice(0);
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}
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}
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var mylistmap,enemylistmap;
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var mylistmap,enemylistmap;
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if(event.video){
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if(event.video){
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