12 boss
This commit is contained in:
parent
02b03b1ca5
commit
aa7438c60d
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@ -425,6 +425,8 @@ character.diy={
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if(event.nature=='thunder') return true;
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if(event.nature=='thunder') return true;
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},
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},
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forced:true,
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forced:true,
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popup:false,
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priority:1,
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content:function(){
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content:function(){
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player.draw();
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player.draw();
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},
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},
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@ -592,8 +592,16 @@ character.woods={
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filter:function(event,player){
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filter:function(event,player){
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return !player.storage.luanwu;
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return !player.storage.luanwu;
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},
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},
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init:function(player){
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player.storage.luanwu=false;
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},
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mark:true,
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intro:{
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content:'limited'
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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.unmarkSkill('luanwu')
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player.storage.luanwu=true;
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player.storage.luanwu=true;
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event.current=player.next;
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event.current=player.next;
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"step 1"
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"step 1"
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@ -610,7 +618,7 @@ character.woods={
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if(result.bool==false) event.current.loseHp();
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if(result.bool==false) event.current.loseHp();
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if(event.current.next!=player){
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if(event.current.next!=player){
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event.current=event.current.next;
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event.current=event.current.next;
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game.delay();
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game.delay(0.5);
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event.goto(1);
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event.goto(1);
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}
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}
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},
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},
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@ -2722,6 +2722,7 @@ character.yijiang={
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player.storage.xiansi=[];
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player.storage.xiansi=[];
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},
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},
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unique:true,
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unique:true,
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forceunique:true,
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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.chooseTarget('是否发动陷嗣?',[1,2],function(card,player,target){
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player.chooseTarget('是否发动陷嗣?',[1,2],function(card,player,target){
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17
game/game.js
17
game/game.js
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@ -1279,6 +1279,7 @@ window.play={};
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useSkill:function(){
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useSkill:function(){
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"step 0"
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"step 0"
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var info=get.info(event.skill);
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var info=get.info(event.skill);
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event._skill=event.skill;
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if(lib.config.background_speak&&!lib.skill.global.contains(event.skill)){
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if(lib.config.background_speak&&!lib.skill.global.contains(event.skill)){
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if(info.audio){
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if(info.audio){
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game.playAudio('skill',event.skill,Math.ceil(info.audio*Math.random()));
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game.playAudio('skill',event.skill,Math.ceil(info.audio*Math.random()));
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@ -1346,8 +1347,14 @@ window.play={};
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"step 1"
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"step 1"
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if(!event.skill){
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if(!event.skill){
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console.log('error: no skill',get.translation(event.player),event.player.get('s'));
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console.log('error: no skill',get.translation(event.player),event.player.get('s'));
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event.finish();
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if(event._skill){
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return;
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event.skill=event._skill;
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console.log(event._skill);
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}
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else{
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event.finish();
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return;
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}
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}
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}
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var info=get.info(event.skill);
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var info=get.info(event.skill);
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if(targets[num]&&targets[num].isDead()||
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if(targets[num]&&targets[num].isDead()||
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@ -3823,7 +3830,11 @@ window.play={};
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return ui.autoreplace&&ui.autoreplace.classList.contains('on')&&
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return ui.autoreplace&&ui.autoreplace.classList.contains('on')&&
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this.side==game.me.side;
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this.side==game.me.side;
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}
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}
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else if(lib.config.mode=='chess'||lib.config.mode=='boss'){
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else if(lib.config.mode=='chess'){
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return this.side==game.me.side;
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}
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else if(lib.config.mode=='boss'){
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if(this.gonemad) return false;
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return this.side==game.me.side;
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return this.side==game.me.side;
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}
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}
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return false;
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return false;
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366
mode/boss.js
366
mode/boss.js
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@ -9,6 +9,25 @@ mode.boss={
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if(this==game.boss||game.players.length==1){
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if(this==game.boss||game.players.length==1){
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game.checkResult();
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game.checkResult();
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}
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}
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},
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goMad:function(){
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this.mark('乱',{
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name:'混乱',
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content:'已进入混乱状态'
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});
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this.gonemad=true;
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if(this==game.me){
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if(this.next.side==this.side){
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game.modeSwapPlayer(this.next);
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}
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else if(this.previous.side==this.side){
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game.modeSwapPlayer(this.previous);
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}
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else{
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this.die();
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}
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}
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game.log(get.translation(this)+'进入混乱状态');
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}
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}
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}
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}
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},
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},
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@ -98,6 +117,10 @@ mode.boss={
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}
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}
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}
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}
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}
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}
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if(!event.current){
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event.current=bosslist.childNodes[1];
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event.current.classList.add('highlight');
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}
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ui.create.div(bosslist);
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ui.create.div(bosslist);
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lib.translate.boss_pangtong='涅槃凤雏';
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lib.translate.boss_pangtong='涅槃凤雏';
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ui.create.arena();
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ui.create.arena();
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@ -136,9 +159,6 @@ mode.boss={
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setTimeout(function(){
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setTimeout(function(){
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ui.control.classList.remove('bosslist');
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ui.control.classList.remove('bosslist');
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},500);
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},500);
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if(!event.current){
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event.current=event.bosslist.childNodes[1];
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}
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var rect=event.current.getBoundingClientRect();
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var rect=event.current.getBoundingClientRect();
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var boss=ui.create.player().init(event.current.name);
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var boss=ui.create.player().init(event.current.name);
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game.boss=boss;
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game.boss=boss;
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@ -463,6 +483,9 @@ mode.boss={
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},
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},
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},
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},
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boss:{
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boss:{
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boss_zhangjiao:{
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loopType:2,
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},
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boss_caiwenji:{
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boss_caiwenji:{
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loopType:2,
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loopType:2,
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chongzheng:3
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chongzheng:3
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@ -476,6 +499,15 @@ mode.boss={
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boss_lvbu1:{
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boss_lvbu1:{
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loopType:2
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loopType:2
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},
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},
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boss_zuoci:{
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chongzheng:3,
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},
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boss_diaochan:{
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chongzheng:3,
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},
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boss_huatuo:{
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chongzheng:3,
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},
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global:{
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global:{
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loopType:1,
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loopType:1,
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chongzheng:6
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chongzheng:6
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@ -492,21 +524,266 @@ mode.boss={
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boss_lvbu1:['male','qun',8,['mashu','wushuang','boss_baonu'],['fullskin','boss'],'wei'],
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boss_lvbu1:['male','qun',8,['mashu','wushuang','boss_baonu'],['fullskin','boss'],'wei'],
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boss_lvbu2:['male','qun',4,['mashu','wushuang','swd_xiuluo','shenwei','shenji'],['fullskin','hiddenboss'],'qun'],
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boss_lvbu2:['male','qun',4,['mashu','wushuang','swd_xiuluo','shenwei','shenji'],['fullskin','hiddenboss'],'qun'],
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boss_caiwenji:['female','qun',4,['tinqin','beige','boss_hujia','boss_guihan'],['fullskin','boss'],'wei'],
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boss_caiwenji:['female','qun',4,['tinqin','beige','boss_hujia','boss_guihan'],['fullskin','boss'],'wei'],
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boss_zhangjiao:['male','qun',8,[],['fullskin','boss'],'shu'],
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boss_zhangjiao:['male','qun',8,['diyleiji','guidao','tiangong','jidian'],['fullskin','boss'],'shu'],
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boss_zuoci:['male','qun',8,[],['fullskin','boss'],'shu'],
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boss_zuoci:['male','qun',0,['huanhua'],['fullskin','boss'],'shu'],
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// boss_yuji:['male','qun',8,[],['fullskin','boss'],'nei'],
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// boss_yuji:['male','qun',8,[],['fullskin','boss'],'nei'],
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boss_diaochan:['male','qun',8,[],['fullskin','boss'],'qun'],
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boss_diaochan:['female','qun',4,['fengwu','yunshen','lianji','boss_wange','yuehun'],['fullskin','boss'],'qun'],
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boss_huatuo:['male','qun',8,[],['fullskin','boss'],'wu'],
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boss_huatuo:['male','qun',6,['chulao','mazui','boss_shengshou','guizhen'],['fullskin','boss'],'wu'],
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boss_dongzhuo:['male','qun',8,[],['fullskin','boss'],'shu'],
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boss_dongzhuo:['male','qun',20,['jiuchi','boss_qiangzheng','boss_baolin'],['fullskin','boss'],'shu'],
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// boss_shuijing:['male','qun',8,[],['fullskin','boss'],'wei'],
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// boss_shuijing:['male','qun',8,[],['fullskin','boss'],'wei'],
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},
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},
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skill:{
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skill:{
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boss_baolin:{
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inherit:'juece',
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},
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boss_qiangzheng:{
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trigger:{player:'phaseEnd'},
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forced:true,
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filter:function(event,player){
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for(var i=0;i<game.players.length;i++){
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if(game.players[i]!=player&&game.players[i].num('h')) return true;
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}
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return false;
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},
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content:function(){
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"step 0"
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var players=get.players(player);
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players.remove(player);
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event.players=players;
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"step 1"
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if(event.players.length){
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var current=event.players.shift();
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var hs=current.get('h')
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if(hs.length){
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player.gain(hs.randomGet());
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current.$give(1,player);
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}
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event.redo();
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}
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}
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},
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guizhen:{
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trigger:{player:'loseEnd'},
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frequent:true,
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filter:function(event,player){
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if(player.num('h')) return false;
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for(var i=0;i<event.cards.length;i++){
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if(event.cards[i].original=='h') return true;
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}
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return false;
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},
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content:function(){
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"step 0"
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var players=get.players(player);
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players.remove(player);
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event.players=players;
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"step 1"
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if(event.players.length){
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var current=event.players.shift();
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var hs=current.get('h');
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if(hs.length){
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current.lose(hs)._triggered=null;
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current.$throw(hs);
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}
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else{
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current.loseHp();
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}
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game.delay(0.5);
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event.redo();
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}
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},
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},
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boss_konghun:{
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trigger:{player:'phaseEnd'},
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direct:true,
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filter:function(){
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return game.players.length>=3;
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},
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content:function(){
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"step 0"
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player.chooseTarget(function(card,player,target){
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return target!=player;
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}).ai=function(){
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return 1;
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}
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"step 1"
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if(result.bool){
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player.logSkill('boss_konghun',result.targets);
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result.targets[0].goMad();
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}
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},
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group:'boss_konghun2'
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},
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boss_konghun2:{
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trigger:{player:'phaseBegin'},
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forced:true,
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popup:false,
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content:function(){
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var players=game.players.concat(game.dead);
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for(var i=0;i<players.length;i++){
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if(players[i].gonemad){
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delete players[i].gonemad;
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players[i].unmark('乱');
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game.log(get.translation(players[i])+'解除混乱状态');
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}
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}
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}
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},
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yuehun:{
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unique:true,
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trigger:{player:'phaseEnd'},
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frequent:true,
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content:function(){
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player.recover();
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player.draw(2);
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}
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},
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boss_wange:{
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inherit:'guiji'
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},
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fengwu:{
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unique:true,
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enable:'phaseUse',
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usable:1,
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content:function(){
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"step 0"
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event.current=player.next;
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"step 1"
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event.current.chooseToUse({name:'sha'},function(card,player,target){
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if(player==target) return false;
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if(get.distance(player,target)<=1) return true;
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for(var i=0;i<game.players.length;i++){
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if(game.players[i]==player) continue;
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if(get.distance(player,game.players[i])<get.distance(player,target)) return false;
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}
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return true;
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})
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"step 2"
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if(result.bool==false) event.current.loseHp();
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if(event.current.next!=player){
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event.current=event.current.next;
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game.delay(0.5);
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event.goto(1);
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}
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},
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ai:{
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order:1,
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result:{
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player:function(player){
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if(player.num('h','shan')) return 1;
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var num=0;
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].canUse('sha',player)&&game.players[i].num('h')>1){
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num--;
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}
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else{
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num++;
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}
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}
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return num;
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}
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}
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}
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},
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huanhua:{
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trigger:{global:'gameDrawAfter'},
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forced:true,
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unique:true,
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content:function(){
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for(var i=0;i<game.players.length;i++){
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if(game.players[i]==player) continue;
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player.maxHp+=game.players[i].maxHp;
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var skills=lib.character[game.players[i].name][3];
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for(var j=0;j<skills.length;j++){
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if(!lib.skill[skills[j]].forceunique){
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player.addSkill(skills[j]);
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}
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}
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}
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player.hp=player.maxHp;
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player.update();
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},
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||||||
|
group:['huanhua2','huanhua3','huanhua4'],
|
||||||
|
ai:{
|
||||||
|
threaten:0.8,
|
||||||
|
effect:{
|
||||||
|
target:function(card){
|
||||||
|
if(card.name=='bingliang') return 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
huanhua2:{
|
||||||
|
trigger:{player:'phaseDrawBefore'},
|
||||||
|
priority:10,
|
||||||
|
forced:true,
|
||||||
|
popup:false,
|
||||||
|
check:function(){
|
||||||
|
return false;
|
||||||
|
},
|
||||||
|
content:function(){
|
||||||
|
trigger.untrigger();
|
||||||
|
trigger.finish();
|
||||||
|
}
|
||||||
|
},
|
||||||
|
huanhua3:{
|
||||||
|
trigger:{global:'drawAfter'},
|
||||||
|
forced:true,
|
||||||
|
filter:function(event,player){
|
||||||
|
if(event.parent.name!='phaseDraw') return false;
|
||||||
|
return event.player!=player;
|
||||||
|
},
|
||||||
|
content:function(){
|
||||||
|
player.draw(trigger.num);
|
||||||
|
}
|
||||||
|
},
|
||||||
|
huanhua4:{
|
||||||
|
trigger:{global:'discardAfter'},
|
||||||
|
forced:true,
|
||||||
|
filter:function(event,player){
|
||||||
|
if(event.parent.parent.name!='phaseDiscard') return false;
|
||||||
|
return event.player!=player;
|
||||||
|
},
|
||||||
|
content:function(){
|
||||||
|
player.chooseToDiscard(trigger.cards.length,true);
|
||||||
|
}
|
||||||
|
},
|
||||||
|
jidian:{
|
||||||
|
trigger:{source:'damageAfter'},
|
||||||
|
direct:true,
|
||||||
|
unique:true,
|
||||||
|
content:function(){
|
||||||
|
"step 0"
|
||||||
|
player.chooseTarget('是否发动【亟电】?',function(card,player,target){
|
||||||
|
return get.distance(trigger.player,target)<=1&&trigger.player!=target;
|
||||||
|
}).ai=function(target){
|
||||||
|
return ai.get.damageEffect(target,player,player,'thunder')+0.1;
|
||||||
|
}
|
||||||
|
"step 1"
|
||||||
|
if(result.bool){
|
||||||
|
event.target=result.targets[0];
|
||||||
|
event.target.judge(function(card){
|
||||||
|
return get.color(card)=='red'?0:-1;
|
||||||
|
})
|
||||||
|
player.logSkill('jidian',event.target,false);
|
||||||
|
trigger.player.line(event.target,'thunder');
|
||||||
|
}
|
||||||
|
else{
|
||||||
|
event.finish();
|
||||||
|
}
|
||||||
|
"step 2"
|
||||||
|
if(result.color=='red'){
|
||||||
|
event.target.damage('thunder');
|
||||||
|
}
|
||||||
|
}
|
||||||
|
},
|
||||||
tinqin:{
|
tinqin:{
|
||||||
inherit:'manjuan'
|
inherit:'manjuan'
|
||||||
},
|
},
|
||||||
boss_hujia:{
|
boss_hujia:{
|
||||||
trigger:{player:'phaseEnd'},
|
trigger:{player:'phaseEnd'},
|
||||||
direct:true,
|
direct:true,
|
||||||
|
unique:true,
|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
if(player.hp==player.maxHp) return false;
|
if(player.hp==player.maxHp) return false;
|
||||||
if(!player.num('he')) return false;
|
if(!player.num('he')) return false;
|
||||||
|
@ -519,7 +796,7 @@ mode.boss={
|
||||||
},
|
},
|
||||||
content:function(){
|
content:function(){
|
||||||
"step 0"
|
"step 0"
|
||||||
var next=player.chooseCardTarget({
|
player.chooseCardTarget({
|
||||||
position:'he',
|
position:'he',
|
||||||
filterTarget:function(card,player,target){
|
filterTarget:function(card,player,target){
|
||||||
return player!=target&&!target.storage.boss_hujia;
|
return player!=target&&!target.storage.boss_hujia;
|
||||||
|
@ -529,7 +806,8 @@ mode.boss={
|
||||||
return ai.get.unuseful(card)+9;
|
return ai.get.unuseful(card)+9;
|
||||||
},
|
},
|
||||||
ai2:function(target){
|
ai2:function(target){
|
||||||
return Math.random();
|
if(target.disabledSkills.boss_hujia) return 0.5;
|
||||||
|
return 1;
|
||||||
},
|
},
|
||||||
prompt:'是否发动【胡笳】?'
|
prompt:'是否发动【胡笳】?'
|
||||||
});
|
});
|
||||||
|
@ -573,6 +851,7 @@ mode.boss={
|
||||||
huoshen:{
|
huoshen:{
|
||||||
trigger:{player:'damageBefore'},
|
trigger:{player:'damageBefore'},
|
||||||
forced:true,
|
forced:true,
|
||||||
|
unique:true,
|
||||||
filter:function(event){
|
filter:function(event){
|
||||||
return event.nature=='fire';
|
return event.nature=='fire';
|
||||||
},
|
},
|
||||||
|
@ -583,7 +862,7 @@ mode.boss={
|
||||||
},
|
},
|
||||||
ai:{
|
ai:{
|
||||||
effect:{
|
effect:{
|
||||||
target:function(card,player,target){
|
target:function(card){
|
||||||
if(get.tag(card,'fireDamage')){
|
if(get.tag(card,'fireDamage')){
|
||||||
return [0,2];
|
return [0,2];
|
||||||
}
|
}
|
||||||
|
@ -594,6 +873,7 @@ mode.boss={
|
||||||
boss_xianyin:{
|
boss_xianyin:{
|
||||||
trigger:{player:'loseEnd'},
|
trigger:{player:'loseEnd'},
|
||||||
frequent:true,
|
frequent:true,
|
||||||
|
unique:true,
|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
return _status.currentPhase!=player;
|
return _status.currentPhase!=player;
|
||||||
},
|
},
|
||||||
|
@ -620,7 +900,7 @@ mode.boss={
|
||||||
},
|
},
|
||||||
ai:{
|
ai:{
|
||||||
effect:{
|
effect:{
|
||||||
target:function(card,player,target){
|
target:function(card){
|
||||||
if(get.tag(card,'loseCard')){
|
if(get.tag(card,'loseCard')){
|
||||||
return [0.5,1];
|
return [0.5,1];
|
||||||
}
|
}
|
||||||
|
@ -628,9 +908,28 @@ mode.boss={
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
boss_shengshou:{
|
||||||
|
trigger:{player:'useCard'},
|
||||||
|
frequent:true,
|
||||||
|
unique:true,
|
||||||
|
filter:function(event,player){
|
||||||
|
return player.hp<player.maxHp;
|
||||||
|
},
|
||||||
|
content:function(){
|
||||||
|
"step 0"
|
||||||
|
player.judge(function(card){
|
||||||
|
return get.color(card)=='red'?1:0;
|
||||||
|
});
|
||||||
|
"step 1"
|
||||||
|
if(result.bool){
|
||||||
|
player.recover();
|
||||||
|
}
|
||||||
|
},
|
||||||
|
},
|
||||||
boss_honglian:{
|
boss_honglian:{
|
||||||
trigger:{player:'phaseEnd'},
|
trigger:{player:'phaseEnd'},
|
||||||
forced:true,
|
forced:true,
|
||||||
|
unique:true,
|
||||||
content:function(){
|
content:function(){
|
||||||
"step 0"
|
"step 0"
|
||||||
event.players=get.players(player);
|
event.players=get.players(player);
|
||||||
|
@ -647,6 +946,7 @@ mode.boss={
|
||||||
boss_yuhuo:{
|
boss_yuhuo:{
|
||||||
trigger:{player:'niepanAfter'},
|
trigger:{player:'niepanAfter'},
|
||||||
forced:true,
|
forced:true,
|
||||||
|
unique:true,
|
||||||
content:function(){
|
content:function(){
|
||||||
player.addSkill('shenwei');
|
player.addSkill('shenwei');
|
||||||
player.addSkill('zhuyu');
|
player.addSkill('zhuyu');
|
||||||
|
@ -659,6 +959,7 @@ mode.boss={
|
||||||
boss_jizhi:{
|
boss_jizhi:{
|
||||||
trigger:{player:'useCard'},
|
trigger:{player:'useCard'},
|
||||||
frequent:true,
|
frequent:true,
|
||||||
|
unique:true,
|
||||||
filter:function(event){
|
filter:function(event){
|
||||||
var type=get.type(event.card,'trick');
|
var type=get.type(event.card,'trick');
|
||||||
return (type=='trick'||type=='equip')&&event.cards[0]&&event.cards[0]==event.card;
|
return (type=='trick'||type=='equip')&&event.cards[0]&&event.cards[0]==event.card;
|
||||||
|
@ -678,6 +979,7 @@ mode.boss={
|
||||||
boss_gongshen:{
|
boss_gongshen:{
|
||||||
trigger:{global:'gameDrawAfter'},
|
trigger:{global:'gameDrawAfter'},
|
||||||
forced:true,
|
forced:true,
|
||||||
|
unique:true,
|
||||||
content:function(){
|
content:function(){
|
||||||
for(var i=0;i<game.players.length;i++){
|
for(var i=0;i<game.players.length;i++){
|
||||||
if(game.players[i]!=player){
|
if(game.players[i]!=player){
|
||||||
|
@ -700,7 +1002,7 @@ mode.boss={
|
||||||
trigger:{player:'phaseEnd'},
|
trigger:{player:'phaseEnd'},
|
||||||
forced:true,
|
forced:true,
|
||||||
unique:true,
|
unique:true,
|
||||||
filter:function(event,player){
|
filter:function(){
|
||||||
for(var i=0;i<game.players.length;i++){
|
for(var i=0;i<game.players.length;i++){
|
||||||
if(game.players[i].isTurnedOver()){
|
if(game.players[i].isTurnedOver()){
|
||||||
return true;
|
return true;
|
||||||
|
@ -739,7 +1041,6 @@ mode.boss={
|
||||||
}).ai=function(target){
|
}).ai=function(target){
|
||||||
if(target.isTurnedOver()) return -1;
|
if(target.isTurnedOver()) return -1;
|
||||||
return 1;
|
return 1;
|
||||||
return ai.get.damageEffect(target,player,player,'thunder');
|
|
||||||
}
|
}
|
||||||
"step 1"
|
"step 1"
|
||||||
if(result.bool){
|
if(result.bool){
|
||||||
|
@ -854,7 +1155,7 @@ mode.boss={
|
||||||
},
|
},
|
||||||
ai:{
|
ai:{
|
||||||
effect:{
|
effect:{
|
||||||
target:function(card,player,target){
|
target:function(card,player){
|
||||||
if(get.tag(card,'damage')||get.tag(card,'loseHp')){
|
if(get.tag(card,'damage')||get.tag(card,'loseHp')){
|
||||||
if(player.hp==5){
|
if(player.hp==5){
|
||||||
if(game.players.length<4) return [0,5];
|
if(game.players.length<4) return [0,5];
|
||||||
|
@ -897,6 +1198,28 @@ mode.boss={
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
translate:{
|
translate:{
|
||||||
|
boss_qiangzheng:'强征',
|
||||||
|
boss_qiangzheng_info:'锁定技,回合结束阶段,你获得每个敌方角色的一张手牌',
|
||||||
|
boss_baolin:'暴凌',
|
||||||
|
guizhen:'归真',
|
||||||
|
guizhen_info:'每当你失去最后一张手牌,你可以所有敌人失去全部手牌(不触发技能)',
|
||||||
|
boss_shengshou:'圣手',
|
||||||
|
boss_shengshou_info:'每当你使用一张牌,你可以进行一次判定,若为红色,你回复一点体力',
|
||||||
|
|
||||||
|
boss_konghun:'控心',
|
||||||
|
boss_konghun_info:'回合结束阶段,你可以指定一名敌人令其进入混乱状态(不受对方控制,并将队友视为敌人)直到下一回合开始',
|
||||||
|
yuehun:'月魂',
|
||||||
|
yuehun_info:'回合开始阶段,你可以回复一点体力并摸两张牌',
|
||||||
|
fengwu:'风舞',
|
||||||
|
fengwu_info:'出牌阶段限一次,可令除你外的所有角色依次对与其距离最近的另一名角色使用一张【杀】,无法如此做者失去1点体力。',
|
||||||
|
boss_wange:'笙歌',
|
||||||
|
|
||||||
|
huanhua:'幻化',
|
||||||
|
huanhua_info:'锁定技,游戏开始时,你获得其他角色的所有技能,体力上限变为其他角色之和;你没有摸牌阶段,其他角色于摸牌摸牌,或于弃牌阶段弃牌时,你摸或弃等量的牌',
|
||||||
|
|
||||||
|
jidian:'亟电',
|
||||||
|
jidian_info:'每当你造成一次伤害,可以指定距离受伤害角色1以内的一名其他角色进行判定,若结果为红色,该角色受到一点雷电伤害',
|
||||||
|
|
||||||
tinqin:'听琴',
|
tinqin:'听琴',
|
||||||
boss_guihan:'归汉',
|
boss_guihan:'归汉',
|
||||||
boss_guihan_info:'觉醒技,当所有敌人失去技能后,你摸两张牌并将体力回复至体力上限,然后令所有敌人将体力上限减至1',
|
boss_guihan_info:'觉醒技,当所有敌人失去技能后,你摸两张牌并将体力回复至体力上限,然后令所有敌人将体力上限减至1',
|
||||||
|
@ -931,10 +1254,12 @@ mode.boss={
|
||||||
shangshix2:'伤逝',
|
shangshix2:'伤逝',
|
||||||
shangshix_info:'锁定技,你的手牌数至少为4,回合结束阶段,若你的体力值大于1,你令场上所有角色流失一点体力',
|
shangshix_info:'锁定技,你的手牌数至少为4,回合结束阶段,若你的体力值大于1,你令场上所有角色流失一点体力',
|
||||||
|
|
||||||
|
boss_baonu:'暴怒',
|
||||||
|
boss_baonu_info:'锁定技,当你的体力值降至4或更低时,你变身为暴怒战神,并立即开始你的回合',
|
||||||
shenwei:'神威',
|
shenwei:'神威',
|
||||||
shenwei_info:'锁定技,摸牌阶段,你额外摸X张牌,你的手牌上限+X,X为敌方存活角色个数且至少为2',
|
shenwei_info:'锁定技,摸牌阶段,你额外摸X张牌,你的手牌上限+X,X为敌方存活角色个数且至少为2',
|
||||||
shenji:'神戟',
|
shenji:'神戟',
|
||||||
shenji:'你使用的杀或决斗可指定至多3名角色为目标',
|
shenji_info:'你使用的杀或决斗可指定至多3名角色为目标',
|
||||||
|
|
||||||
zhu:'神',
|
zhu:'神',
|
||||||
cai:'盟',
|
cai:'盟',
|
||||||
|
@ -961,7 +1286,14 @@ mode.boss={
|
||||||
ai:{
|
ai:{
|
||||||
get:{
|
get:{
|
||||||
attitude:function(from,to){
|
attitude:function(from,to){
|
||||||
return 6*(from.side===to.side?1:-1);
|
var t=(from.side===to.side?1:-1);
|
||||||
|
if(from.gonemad){
|
||||||
|
t=-t;
|
||||||
|
}
|
||||||
|
else if(to.gonemad){
|
||||||
|
t=0;
|
||||||
|
}
|
||||||
|
return 6*t;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
|
Loading…
Reference in New Issue