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2396a67e23
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a9c083cecf
27
card/sp.js
27
card/sp.js
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@ -7,6 +7,18 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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jinchan:{
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jinchan:{
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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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notarget:true,
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content:function(){
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var evt=event.getParent(3)._trigger;
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if(evt.jinchan){
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var type=get.type(evt.card,'trick');
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if(type=='basic'||type=='trick'){
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evt.untrigger();
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evt.finish();
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}
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}
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player.draw(2);
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},
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ai:{
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ai:{
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useful:function(){
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useful:function(){
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var player=_status.event.player;
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var player=_status.event.player;
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@ -20,6 +32,9 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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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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result:{
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player:1
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},
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value:5
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value:5
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}
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}
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},
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},
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@ -533,14 +548,12 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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},
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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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player.showHandcards(get.translation(player)+'发动了【金蝉脱壳】');
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player.chooseToUse({name:'jinchan'},'是否对'+get.translation(trigger.card)+'使用【金蝉脱壳】?').set('ai1',function(card){
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return _status.event.bool;
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}).set('bool',-ai.get.effect(player,trigger.card,trigger.player,player));
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trigger.jinchan=true;
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'step 1'
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'step 1'
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var type=get.type(trigger.card,'trick');
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delete trigger.jinchan;
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if(type=='basic'||type=='trick'){
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trigger.untrigger();
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trigger.finish();
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}
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player.draw(2);
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}
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}
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},
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},
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_jinchan2:{
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_jinchan2:{
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@ -49,7 +49,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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hs_kcthun:['male','qun',4,['luanji','xianji']],
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hs_kcthun:['male','qun',4,['luanji','xianji']],
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hs_anomalus:['male','wei',4,['mobao']],
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hs_anomalus:['male','wei',4,['mobao']],
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hs_blingtron:['male','shu',3,['zengli','xiubu']],
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hs_blingtron:['male','shu',3,['zengli','xiubu']],
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hs_yogg:['male','wu',3,['kuangluan','qianhou']],
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hs_yogg:['male','wu',4,['qianhou']],
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hs_xialikeer:['female','shu',3,['duxin']],
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hs_xialikeer:['female','shu',3,['duxin']],
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hs_pyros:['female','shu',2,['pyuhuo']],
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hs_pyros:['female','shu',2,['pyuhuo']],
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hs_kalimosi:['male','wu',4,['kqizhou']],
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hs_kalimosi:['male','wu',4,['kqizhou']],
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@ -77,7 +77,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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hs_fandral:['male','shu',4,['nuyan','chouhuo']],
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hs_fandral:['male','shu',4,['nuyan','chouhuo']],
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hs_hallazeal:['male','wei',4,['shengteng','yuansu']],
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hs_hallazeal:['male','wei',4,['shengteng','yuansu']],
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hs_enzoth:['male','qun',3,['mengye']],
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hs_enzoth:['male','qun',4,['mengye']],
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hs_walian:['male','shu',4,['wzhanyi']],
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hs_walian:['male','shu',4,['wzhanyi']],
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// hs_pengpeng:['male','qun',4,['zhadan']],
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// hs_pengpeng:['male','qun',4,['zhadan']],
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// hs_yashaji:['male','wei',3,[]],
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// hs_yashaji:['male','wei',3,[]],
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@ -297,33 +297,41 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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mengye:{
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mengye:{
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trigger:{player:'phaseEnd'},
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trigger:{player:'phaseEnd'},
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forced: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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var enemies=player.getEnemies();
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return game.hasPlayer(function(current){
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for(var i=0;i<enemies.length;i++){
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return current!=player&¤t.countCards('h');
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if(enemies[i].countCards('h')) return true;
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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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content:function(){
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content:function(){
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var enemies=player.getEnemies();
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'step 0'
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for(var i=0;i<enemies.length;i++){
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player.chooseTarget(get.prompt('mengye'),function(card,player,target){
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if(!enemies[i].countCards('h')){
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return target.countCards('h')>0;
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enemies.splice(i--,1);
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}).ai=function(target){
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if(target.hasSkillTag('nodu')) return ai.get.attitude(player,target)*1.5;
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if(target.hasCard(function(card){
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return card.name!='du';
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})){
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return -ai.get.attitude(player,target);
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}
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}
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return -ai.get.attitude(player,target)/5;
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}
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}
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if(enemies.length){
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'step 1'
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var target=enemies.randomGet();
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if(result.bool){
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player.line(target,'green');
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var target=result.targets[0];
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var card=target.getCards('h').randomGet();
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player.logSkill('mengye',target);
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var card=target.getCards('h',function(card){
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return card.name!='du';
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}).randomGet();
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if(card){
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if(card){
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card.init([card.suit,card.number,'du']);
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card.init([card.suit,card.number,'du']);
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game.log(target,'将一张手牌转化为',{name:'du'});
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}
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}
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target.changeHujia();
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game.log(target,'将一张手牌转化为',{name:'du'});
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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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threaten:1.1
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threaten:1.5
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}
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}
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},
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},
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mengye_old:{
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mengye_old:{
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@ -698,6 +706,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger:{player:'phaseBegin'},
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trigger:{player:'phaseBegin'},
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forced:true,
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forced:true,
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content:function(){
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content:function(){
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'step 0'
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var list=[];
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var list=[];
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for(var i=0;i<lib.inpile.length;i++){
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for(var i=0;i<lib.inpile.length;i++){
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if(lib.filter.filterCard({name:lib.inpile[i]},player)){
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if(lib.filter.filterCard({name:lib.inpile[i]},player)){
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@ -722,10 +731,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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});
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});
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if(targets.length){
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if(targets.length){
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targets.sort(lib.sort.seat);
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targets.sort(lib.sort.seat);
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if(info.selectTarget==-1){
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if(info.selectTarget!=-1){
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player.useCard(card,targets,'noai');
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}
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else{
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var num=info.selectTarget;
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var num=info.selectTarget;
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if(Array.isArray(num)){
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if(Array.isArray(num)){
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if(targets.length<num[0]) continue;
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if(targets.length<num[0]) continue;
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@ -734,11 +740,31 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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else{
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else{
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if(targets.length<num) continue;
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if(targets.length<num) continue;
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}
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}
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player.useCard(card,targets.randomGets(num),'noai');
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targets=targets.randomGets(num);
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}
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}
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player.useCard(card,targets,'noai');
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if(targets.length==1&&targets[0]!=player){
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event.cardname=card.name;
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}
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break;
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break;
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}
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}
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}
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}
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'step 1'
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if(player.countCards('h')&&event.cardname){
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player.chooseCard('是否将一张手牌转化为'+get.translation(event.cardname)+'?','h').ai=function(card){
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return ai.get.value({name:event.cardname})-ai.get.value(card);
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}
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}
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else{
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event.finish();
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}
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'step 2'
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if(result.bool){
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var card=result.cards[0];
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card.init([card.suit,card.number,event.cardname]);
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player.$draw(game.createCard({name:event.cardname,suit:' ',number:' '}));
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game.log(player,'将一张手牌转化为',{name:event.cardname});
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}
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}
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}
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},
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},
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longyi:{
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longyi:{
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@ -6532,7 +6558,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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pyuhuo:'浴火',
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pyuhuo:'浴火',
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pyuhuo_info:'锁定技,在你首次进入濒死状态时,你弃置所有牌、重置武将牌、将体力和体力上限变为4并摸4张牌;在你第二次进入濒死状态时,你弃置所有牌、重置武将牌、将体力和体力上限变为6并摸6张牌',
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pyuhuo_info:'锁定技,在你首次进入濒死状态时,你弃置所有牌、重置武将牌、将体力和体力上限变为4并摸4张牌;在你第二次进入濒死状态时,你弃置所有牌、重置武将牌、将体力和体力上限变为6并摸6张牌',
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mengye:'梦魇',
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mengye:'梦魇',
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mengye_info:'锁定技,结束阶段,你将一名随机敌人的一张随机手牌转化为毒',
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mengye_info:'结束阶段,你可以选择一名有手牌的角色将其一张随机的非毒手牌转化为毒,然后令其获得一点护甲',
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mengye_old:'梦魇',
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mengye_old:'梦魇',
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mengye_old2:'梦魇',
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mengye_old2:'梦魇',
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mengye_old_info:'回合结束后,你可以翻面并指定一名的非主公角色,由你控制其进行一个额外的回合。在此回合中,你的本体不参与游戏',
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mengye_old_info:'回合结束后,你可以翻面并指定一名的非主公角色,由你控制其进行一个额外的回合。在此回合中,你的本体不参与游戏',
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@ -6809,7 +6835,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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aoshu_info:'出牌阶段限一次,你可以将一张黑桃牌当作无中生有使用',
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aoshu_info:'出牌阶段限一次,你可以将一张黑桃牌当作无中生有使用',
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qianhou:'千喉',
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qianhou:'千喉',
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qianhou_info:'锁定技,准备阶段,你视为使用一张随机锦囊(随机指定目标)',
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qianhou_info:'锁定技,准备阶段,你视为使用一张随机普通锦囊牌(随机指定目标);若目标只有1人且不是你,你可以将一张手牌转化为此锦囊',
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fengxing:'风行',
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fengxing:'风行',
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fengxing_info:'每当你于回合外首次失去牌,你可以弃置一张牌并摸两张牌',
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fengxing_info:'每当你于回合外首次失去牌,你可以弃置一张牌并摸两张牌',
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xinci:'心刺',
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xinci:'心刺',
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@ -23444,7 +23444,7 @@
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else if(suit=='red'){
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else if(suit=='red'){
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suit=Math.random()<0.5?'diamond':'heart';
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suit=Math.random()<0.5?'diamond':'heart';
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}
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}
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if(typeof number!='number'){
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if(typeof number!='number'&&typeof number!='string'){
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number=Math.ceil(Math.random()*13);
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number=Math.ceil(Math.random()*13);
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}
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}
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var card;
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var card;
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@ -12,7 +12,7 @@ window.noname_update={
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// 'game/pressure.js',
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// 'game/pressure.js',
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'game/asset.js',
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'game/asset.js',
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// 'card/*',
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// 'card/*',
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// 'card/sp.js',
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'card/sp.js',
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// 'card/yunchou.js',
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// 'card/yunchou.js',
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// 'character/*',
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// 'character/*',
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'character/hearth.js',
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'character/hearth.js',
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