v1.9.95.7
This commit is contained in:
parent
7b5817e464
commit
b013ba3dc5
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@ -840,7 +840,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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'step 2'
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if(result.bool){
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player.chooseUseTarget(cards[0],event.hidden?'选择此牌的目标':null);
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player.chooseUseTarget(true,cards[0],event.hidden?'选择此牌的目标':null);
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}
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else{
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var evt=_status.event.getParent('phaseUse');
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@ -1393,10 +1393,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(targets.length==1) event.goto(4);
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else{
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player.chooseTarget('请选择受到2点伤害的角色',true,function(card,player,target){
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return targets.contains(target)
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return _status.event.targets.contains(target)
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}).set('ai',function(target){
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return 1;
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}).set('forceDie',true);
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}).set('forceDie',true).set('targets',targets);
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}
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"step 3"
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if(event.num<targets.length){
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@ -100,7 +100,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return _status.event.player.hasUseTarget(button.link[2]);
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});
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'step 1'
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player.chooseUseTarget(result.links[0][2]);
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player.chooseUseTarget(true,result.links[0][2]);
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},
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ai:{
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order:5,
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@ -137,7 +137,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return _status.event.player.hasUseTarget(button.link[2]);
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});
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'step 1'
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player.chooseUseTarget(result.links[0][2]);
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player.chooseUseTarget(true,result.links[0][2]);
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},
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ai:{
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order:5,
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@ -163,7 +163,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return _status.event.player.hasUseTarget(button.link[2]);
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});
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'step 1'
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player.chooseUseTarget(result.links[0][2]);
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player.chooseUseTarget(true,result.links[0][2]);
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},
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ai:{
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order:5,
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@ -198,7 +198,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return _status.event.player.hasUseTarget(button.link[2]);
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});
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'step 1'
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player.chooseUseTarget(result.links[0][2]);
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player.chooseUseTarget(true,result.links[0][2]);
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},
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ai:{
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order:5,
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@ -1333,7 +1333,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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'step 2'
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if(result.bool){
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player.chooseUseTarget(result.links[0][2]);
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player.chooseUseTarget(true,result.links[0][2]);
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}
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},
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ai:{
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@ -273,7 +273,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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game.delayx(1.5);
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'step 2'
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if(event.touse.length){
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player.chooseUseTarget(event.touse.shift(),null,false);
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player.chooseUseTarget(true,event.touse.shift(),null,false);
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event.redo();
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}
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'step 3'
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@ -378,12 +378,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(result.bool){
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player.logSkill('gwhuanshuang');
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event.cardname=result.links[0][2];
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player.chooseUseTarget(event.cardname);
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player.chooseUseTarget(true,event.cardname);
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player.addTempSkill('gwhuanshuang_disable');
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}
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'step 2'
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if(event.cardname&&player.hasUseTarget(event.cardname)){
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player.chooseUseTarget(event.cardname);
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player.chooseUseTarget(true,event.cardname);
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}
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},
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ai:{
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@ -4389,7 +4389,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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'step 2'
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if(event.list.length){
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player.chooseUseTarget(event.list.shift());
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player.chooseUseTarget(true,event.list.shift());
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event.redo();
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}
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},
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@ -110,6 +110,19 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return current.sex=='male';
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}));
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},
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ai:{
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order:10,
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result:{
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player:function(player){
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if(player.hp!=game.countPlayer(function(current){
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return current.sex=='male';
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})) return 0;
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return game.hasPlayer(function(current){
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return get.attitude(player,current)>4&¤t.countCards('h','tao')
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})?1:0;
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},
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},
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},
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},
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rexushen2:{
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charlotte:true,
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@ -1134,7 +1147,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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retuntian_info:'当你于回合外失去牌时,你可以进行一次判定。若判定结果为♥,你获得此判定牌。否则你将此牌置于你的武将牌上,称之为【田】。锁定技,你计算与其他角色的距离时-X(X为你武将牌上【田】的数目)',
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retiaoxin_info:'出牌阶段限一次,你可以指定一名有牌的其他角色,该角色需对你使用一张【杀】,否则你弃置其一张牌。',
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rebeige_info:'当有角色受到【杀】造成的伤害后,你可以弃一张牌,并令其进行一次判定,若判定结果为:♥该角色回复X点体力(X为伤害点数);♦︎该角色摸三张牌;♣伤害来源弃两张牌;♠伤害来源将其武将牌翻面',
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meiyong:'妹勇',
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meiyong:'姝勇',
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meiyong_info:'当你使用或打出【杀】时,你可以获得一名其他角色的一张牌,然后其摸一张牌。',
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rexushen:'许身',
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rexushen_info:'限定技,出牌阶段,你可以失去X点体力(X为场上男性角色的数量)。若你以此法进入了濒死状态,则当你因一名角色而脱离此濒死状态后,你可以令其获得技能〖武圣〗和〖当先〗。',
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@ -205,7 +205,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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'step 1'
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if(result.bool){
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trigger.cancel();
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player.chooseUseTarget(trigger.card);
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player.chooseUseTarget(true,trigger.card);
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}
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}
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},
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@ -2198,7 +2198,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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},
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reqianxun2:{
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trigger:{global:'phaseAfter'},
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trigger:{global:'phaseEnd'},
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forced:true,
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audio:false,
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content:function(){
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@ -299,7 +299,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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"drlt_zhenggu2":{
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audio:2,
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trigger:{
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player:"phaseAfter",
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player:"phaseEnd",
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},
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forced:true,
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popup:false,
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@ -1434,7 +1434,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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'step 1'
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if(!result.bool) event.finish();
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else{
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player.addTempSkill('nzry_lijun2');
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player.addTempSkill('nzry_lijun2','phaseUseEnd');
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var zhu=result.targets[0];
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player.logSkill('nzry_lijun1',zhu);
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var list=[];
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@ -2599,7 +2599,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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},
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fangquan2:{
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trigger:{player:'phaseAfter'},
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trigger:{player:'phaseEnd'},
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forced:true,
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popup:false,
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audio:false,
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@ -3506,7 +3506,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger:{global:'gameStart',player:['enterGame','damageBefore']},
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forced:true,
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popup:false,
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priority:10,
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//priority:10,
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filter:function(event,player){
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return !player.storage.huasheninited;
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},
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@ -3516,9 +3516,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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huashen2:{
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audio:2,
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trigger:{player:['phaseBeginStart','phaseAfter','huashenStart']},
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trigger:{player:['phaseBegin','phaseEnd','huashenStart']},
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filter:function(event,player,name){
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if(name=='phaseBeginStart'&&game.phaseNumber==1) return false;
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if(name=='phaseBegin'&&game.phaseNumber==1) return false;
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return true;
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},
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//priority:50,
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@ -4638,6 +4638,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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bazhen:{
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audio:2,
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equipSkill:true,
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inherit:'bagua_skill',
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filter:function(event,player){
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if(!lib.skill.bagua_skill.filter(event,player)) return false;
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@ -3113,7 +3113,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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},
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discard2:{
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trigger:{global:'phaseAfter'},
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trigger:{global:'phaseEnd'},
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audio:"zishu",
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forced:true,
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filter:function(event,player){
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@ -7466,7 +7466,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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intro:{
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content:'cards'
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},
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trigger:{global:'phaseAfter'},
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trigger:{global:'phaseEnd'},
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forced:true,
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content:function(){
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player.gain(player.storage.zhenwei2,'gain2');
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@ -9586,7 +9586,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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unique:true,
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juexingji:true,
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audio:2,
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derivation:'tiaoxin',
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derivation:'retiaoxin',
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trigger:{player:'dying'},
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//priority:10,
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forced:true,
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@ -9601,7 +9601,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player.recover(2-player.hp);
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}
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"step 2"
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player.addSkill('tiaoxin');
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player.addSkill('retiaoxin');
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player.storage.kunfen=true;
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player.awakenSkill('fengliang');
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},
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@ -10145,7 +10145,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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},
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zhoufu3:{
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trigger:{global:'phaseJieshuBegin'},
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trigger:{global:'phaseEnd'},
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silent:true,
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content:function(){
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if(player.storage.zhoufu3.isIn()){
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@ -10742,7 +10742,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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qiluan2:{
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audio:2,
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trigger:{global:'phaseAfter'},
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trigger:{global:'phaseEnd'},
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frequent:true,
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filter:function(event,player){
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return player.storage.qiluan?true:false;
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@ -12050,12 +12050,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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content:function(){
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"step 0"
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if(player.storage.bifa[1].isAlive()&&player.countCards('h')){
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player.chooseCard(get.translation(player.storage.bifa[1])+
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'的笔伐牌为'+get.translation(player.storage.bifa[0]),function(card){
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player.chooseCard(get.translation(player.storage.bifa[1])+'的笔伐牌为:',function(card){
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return get.type(card,'trick')==_status.event.type;
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}).set('ai',function(card){
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return 8-get.value(card);
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}).set('type',get.type(player.storage.bifa[0],'trick'));
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}).set('type',get.type(player.storage.bifa[0],'trick')).set('promptx',[[player.storage.bifa[0]],'请交给其一张与此牌类别相同的手牌,否则失去1点体力' ]);
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}
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else{
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event.directfalse=true;
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@ -12063,8 +12062,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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"step 1"
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if(result.bool&&!event.directfalse){
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player.storage.bifa[1].gain(result.cards,player);
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player.$give(result.cards,player.storage.bifa[1]);
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player.gain(player.storage.bifa[0],'draw2','log','fromStorage');
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player.$giveAuto(result.cards,player.storage.bifa[1]);
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player.gain(player.storage.bifa[0],'draw','log','fromStorage');
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}
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else{
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game.cardsDiscard(player.storage.bifa[0]);
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@ -12115,10 +12114,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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result:{
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target:function(player,target){
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if(target.countCards('h')<target.hp){
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if(target.countCards('h')<=2) return 1;
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return 1;
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}
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else if(target.countCards('h')>target.hp){
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if(target.countCards('h')<=3) return -1;
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return -1;
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}
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}
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}
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@ -12130,13 +12129,13 @@ 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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unique:true,
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derivation:['tiaoxin','new_repaoxiao','xinshensu'],
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derivation:['retiaoxin','new_repaoxiao','xinshensu'],
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content:function(){
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player.removeAdditionalSkill('baobian');
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var list=[];
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if(player.hp<=3){
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if(trigger.num!=undefined&&trigger.num<0) player.logSkill('baobian');
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list.push('tiaoxin');
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if(trigger.num!=undefined&&trigger.num<0&&player.hp-trigger.num>1) player.logSkill('baobian');
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list.push('retiaoxin');
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}
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if(player.hp<=2){
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list.push('new_repaoxiao');
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@ -258,7 +258,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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"step 2"
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if(result.bool){
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player.chooseUseTarget(game.createCard(result.links[0][2]));
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player.chooseUseTarget(true,game.createCard(result.links[0][2]));
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}
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event.num--;
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if(event.num>0){
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@ -952,8 +952,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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target.chooseToUse({
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prompt:'是否使用'+get.translation(card)+'?',
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filterCard:function(cardx,player,target){
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return cardx==card;
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return cardx==_status.event.cardx;
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},
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cardx:card,
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});
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}
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},
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@ -1019,8 +1020,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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event.card=result[0];
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if(event.card&&get.owner(event.card)==player&&(event.ablers.length>1||event.ablers[0]!=player)){
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player.chooseTarget('是否将'+get.translation(event.card)+'交给其他角色?',function(card,player,target){
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return event.ablers.contains(target)&&target!=player;
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}).ai=function(){
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return _status.event.ablers.contains(target)&&target!=player;
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}).set('ablers',event.ablers).ai=function(){
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return false;
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};
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}
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@ -1049,10 +1050,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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content:function (){
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'step 0'
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player.chooseTarget(get.prompt2('xinfu_lingren'),function(card,player,target){
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return trigger.targets.contains(target);
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return _status.event.targets.contains(target);
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}).set('ai',function(target){
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return 2-get.attitude(_status.event.player,target);
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});
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}).set('targets',trigger.targets);
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'step 1'
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if(result.bool){
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player.logSkill('xinfu_lingren',result.targets);
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@ -1174,18 +1175,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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"lingren_xingshang":{
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audio:1,
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unique:true,
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gainable:true,
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trigger:{global:'die'},
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//priority:5,
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filter:function(event){
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return event.player.countCards('he')>0;
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},
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content:function(){
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"step 0"
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event.togain=trigger.player.getCards('he');
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player.gain(event.togain,trigger.player,'giveAuto');
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},
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inherit:'rexingshang',
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},
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"xinfu_fujian":{
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audio:2,
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@ -1762,10 +1752,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(targets.length==1) event.goto(4);
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else{
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player.chooseTarget('请选择受到2点伤害的角色',true,function(card,player,target){
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return targets.contains(target)
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return _status.event.targets.contains(target)
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}).set('ai',function(target){
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return 1;
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});
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}).set('targets',targets).set('forceDie',true);
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}
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"step 3"
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if(event.num<targets.length){
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||||
|
@ -1779,7 +1769,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
"step 4"
|
||||
player.chooseControl("2点","3点").set('prompt','请选择伤害点数').set('ai',function(){
|
||||
return "3点";
|
||||
});
|
||||
}).set('forceDie',true);
|
||||
"step 5"
|
||||
targets[0].damage('fire',result.control=="2点"?2:3,'nocard');
|
||||
},
|
||||
|
@ -2717,7 +2707,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
player.storage.xinfu_qiai=true;
|
||||
event.current=player.next;
|
||||
"step 1"
|
||||
event.current.chooseCard('交给'+get.translation(player)+'一张牌','he',true).set('ai',function(card){
|
||||
if(!event.current.countCards('he')) event.goto(3);
|
||||
else event.current.chooseCard('交给'+get.translation(player)+'一张牌','he',true).set('ai',function(card){
|
||||
var evt=_status.event.getParent();
|
||||
if(get.attitude(_status.event.player,evt.player)>2){
|
||||
if(card.name=='jiu') return 120;
|
||||
|
@ -2729,6 +2720,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
if(result.bool&&result.cards&&result.cards.length){
|
||||
player.gain(result.cards,event.current,'giveAuto');
|
||||
}
|
||||
"step 3"
|
||||
event.current=event.current.next;
|
||||
if(event.current!=player) event.goto(1);
|
||||
},
|
||||
|
@ -3815,7 +3807,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
if(player.hasJudge('lebu')) return false;
|
||||
return player.countCards('he',{suit:'diamond'})>0;
|
||||
},
|
||||
prepare:"throw",
|
||||
viewAs:{name:'lebu'},
|
||||
//prepare:"throw",
|
||||
position:"he",
|
||||
filterCard:{
|
||||
suit:"diamond",
|
||||
|
@ -3842,11 +3835,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
if(card.name=='tao') return 10;
|
||||
return 9-get.value(card);
|
||||
},
|
||||
content:function (){
|
||||
var next=player.useCard({name:'lebu'},target,cards);
|
||||
next.animate=false;
|
||||
next.audio=false;
|
||||
player.recover();
|
||||
onuse:function (links,player){
|
||||
var next=game.createEvent('limu_recover',false,_status.event.getParent());
|
||||
next.player=player;
|
||||
next.setContent(function(){player.recover()});
|
||||
},
|
||||
ai:{
|
||||
result:{
|
||||
|
@ -4280,7 +4272,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
prompt+='移动到另一名角色的装备区中';
|
||||
var next=player.chooseTarget(2,function(card,player,target){
|
||||
if(ui.selected.targets.length){
|
||||
if(!event.ingame){
|
||||
if(!_status.event.ingame){
|
||||
return target.isEmpty(2)?true:false;
|
||||
}
|
||||
var from=ui.selected.targets[0];
|
||||
|
@ -4301,6 +4293,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
return target.countCards('e')>0;
|
||||
}
|
||||
});
|
||||
next.set('ingame',event.ingame)
|
||||
next.set('ai',function(target){
|
||||
var player=_status.event.player;
|
||||
var att=get.attitude(player,target);
|
||||
|
@ -4912,12 +4905,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
enable:"phaseUse",
|
||||
usable:1,
|
||||
audio:2,
|
||||
filter:function(){
|
||||
return ui.cardPile.hasChildNodes();
|
||||
},
|
||||
//filter:function(){
|
||||
//return ui.cardPile.hasChildNodes();
|
||||
//},
|
||||
content:function (){
|
||||
'step 0'
|
||||
event.card=ui.cardPile.lastChild;
|
||||
//event.card=ui.cardPile.lastChild;
|
||||
event.card=get.bottomCards()[0];
|
||||
var content=['牌堆底的一张牌',[event.card]];
|
||||
game.log(player,'观看了牌堆底的一张牌');
|
||||
player.chooseControl('ok').set('dialog',content);
|
||||
|
@ -4939,8 +4933,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
event.target=result.targets[0];
|
||||
player.line(event.target,'green');
|
||||
player.give(event.card,event.target);
|
||||
game.updateRoundNumber();
|
||||
}
|
||||
else ui.cardPile.appendChild(event.card);
|
||||
game.updateRoundNumber();
|
||||
},
|
||||
ai:{
|
||||
order:7.2,
|
||||
|
@ -4987,8 +4982,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
suits.add(get.suit(cards[i]));
|
||||
}
|
||||
trigger.source.chooseCard('he','交给'+get.translation(player)+'一张满足条件的牌,否则防止此伤害。',function(card){
|
||||
return !suits.contains(get.suit(card));
|
||||
}).ai=function(card){
|
||||
return !_status.event.suits.contains(get.suit(card));
|
||||
}).set('suits',suits).ai=function(card){
|
||||
var player=_status.event.player;
|
||||
var target=_status.event.getParent('xinfu_daigong').player;
|
||||
if(get.damageEffect(target,player,player)>0) return 6.5-get.value(card);
|
||||
|
@ -5618,7 +5613,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
"xinfu_lianpian_info":"出牌阶段限三次。当你对一名角色连续使用牌时,你可以摸一张牌,然后可以将一张牌交给该角色。",
|
||||
|
||||
"xinfu_lingren":"凌人",
|
||||
"xinfu_lingren_info":"每回合限一次。当你于出牌阶段使用带有“伤害”这一标签的基本牌或普通锦囊牌指定目标后,你可以猜测其中的一个目标的手牌中是否有基本牌,锦囊牌或装备牌。若你猜中的项目数:≥1,此牌对该角色的伤害+1;≥2,你摸两张牌;≥3,你获得技能〖奸雄〗(新界)和〖行殇〗直到下回合开始。",
|
||||
"xinfu_lingren_info":"每回合限一次。当你于出牌阶段使用带有“伤害”这一标签的基本牌或普通锦囊牌指定目标后,你可以猜测其中的一个目标的手牌中是否有基本牌,锦囊牌或装备牌。若你猜中的项目数:≥1,此牌对该角色的伤害+1;≥2,你摸两张牌;≥3,你获得技能〖奸雄〗和〖行殇〗直到下回合开始。",
|
||||
"lingren_adddamage":"凌人",
|
||||
"lingren_adddamage_info":"",
|
||||
"lingren_jianxiong":"奸雄",
|
||||
|
|
|
@ -658,7 +658,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
},
|
||||
xindangxian:{
|
||||
trigger:{player:'phaseZhunbeiBegin'},
|
||||
trigger:{player:'phaseBegin'},
|
||||
forced:true,
|
||||
audio:'dangxian',
|
||||
audioname:['guansuo'],
|
||||
|
@ -1499,6 +1499,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
fenli:{
|
||||
audio:2,
|
||||
group:['fenli_draw','fenli_use','fenli_discard'],
|
||||
subfrequent:['discard'],
|
||||
subSkill:{
|
||||
draw:{
|
||||
audio:'fenli',
|
||||
|
@ -1539,6 +1540,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
audio:'fenli',
|
||||
trigger:{player:'phaseDiscardBefore'},
|
||||
prompt:'是否发动【奋励】跳过弃牌阶段?',
|
||||
frequent:true,
|
||||
filter:function(event,player){
|
||||
return player.isMaxEquip()&&player.countCards('e');
|
||||
},
|
||||
|
@ -1556,7 +1558,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
group:['pingkou_init','pingkou_count'],
|
||||
subSkill:{
|
||||
init:{
|
||||
trigger:{player:'phaseZhunbeiBegin'},
|
||||
trigger:{player:'phaseBefore'},
|
||||
silent:true,
|
||||
content:function(){
|
||||
player.storage.pingkou=0;
|
||||
|
@ -1564,10 +1566,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
count:{
|
||||
trigger:{player:[
|
||||
'phaseZhunbeiCancelled','phaseZhunbeiSkipped',
|
||||
'phaseJudgeCancelled','phaseJudgeSkipped',
|
||||
'phaseDrawCancelled','phaseDrawSkipped',
|
||||
'phaseUseCancelled','phaseUseSkipped',
|
||||
'phaseDiscardCancelled','phaseDiscardSkipped'
|
||||
'phaseDiscardCancelled','phaseDiscardSkipped',
|
||||
'phaseJieshuCancelled','phaseJieshuCancelled'
|
||||
]},
|
||||
silent:true,
|
||||
content:function(){
|
||||
|
@ -1576,7 +1580,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
}
|
||||
},
|
||||
trigger:{player:'phaseJieshuBegin'},
|
||||
trigger:{player:'phaseEnd'},
|
||||
direct:true,
|
||||
filter:function(event,player){
|
||||
return player.storage.pingkou>0;
|
||||
|
@ -4502,6 +4506,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
else{
|
||||
target.addSkill('duliang2');
|
||||
target.storage.duliang2++;
|
||||
event.finish();
|
||||
}
|
||||
'step 3'
|
||||
|
@ -4519,15 +4524,20 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
},
|
||||
duliang2:{
|
||||
trigger:{player:'phaseDrawBegin'},
|
||||
trigger:{player:'phaseDrawBefore'},
|
||||
forced:true,
|
||||
mark:true,
|
||||
audio:false,
|
||||
onremove:true,
|
||||
charlotte:true,
|
||||
init:function(player,skill){
|
||||
if(!player.storage[skill]) player.storage[skill]=0;
|
||||
},
|
||||
intro:{
|
||||
content:'下个摸牌阶段额外摸一张牌'
|
||||
content:'下个摸牌阶段额外摸#张牌'
|
||||
},
|
||||
content:function(){
|
||||
trigger.num++;
|
||||
trigger.num+=player.storage.duliang2;
|
||||
player.removeSkill('duliang2');
|
||||
}
|
||||
},
|
||||
|
@ -5551,7 +5561,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
},
|
||||
dangxian:{
|
||||
trigger:{player:'phaseZhunbeiBegin'},
|
||||
trigger:{player:'phaseBegin'},
|
||||
forced:true,
|
||||
audio:2,
|
||||
audioname:['guansuo'],
|
||||
|
@ -6846,6 +6856,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
player.$give(cards.length,target);
|
||||
target.gain(cards,player);
|
||||
target.addTempSkill('mingjian2',{player:'phaseAfter'});
|
||||
target.storage.mingjian2++;
|
||||
},
|
||||
ai:{
|
||||
order:1,
|
||||
|
@ -6862,16 +6873,21 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
},
|
||||
mingjian2:{
|
||||
charlotte:true,
|
||||
mark:true,
|
||||
intro:{
|
||||
content:'手牌上限+1,出杀次数+1'
|
||||
content:'手牌上限+#,出杀次数+#'
|
||||
},
|
||||
init:function(player,skill){
|
||||
if(!player.storage[skill]) player.storage[skill]=0;
|
||||
},
|
||||
onremove:true,
|
||||
mod:{
|
||||
maxHandcard:function(player,num){
|
||||
return num+1;
|
||||
return num+player.storage.mingjian2;
|
||||
},
|
||||
cardUsable:function(card,player,num){
|
||||
if(card.name=='sha') return num+1;
|
||||
if(card.name=='sha') return num+player.storage.mingjian2;
|
||||
}
|
||||
},
|
||||
},
|
||||
|
@ -7047,7 +7063,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
},
|
||||
xinpojun2:{
|
||||
trigger:{global:'phaseJieshuBegin'},
|
||||
trigger:{global:'phaseEnd'},
|
||||
forced:true,
|
||||
audio:false,
|
||||
mark:true,
|
||||
|
@ -8279,7 +8295,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
audio:2,
|
||||
global:'qieting2',
|
||||
globalSilent:true,
|
||||
trigger:{global:'phaseJieshuBegin'},
|
||||
trigger:{global:'phaseEnd'},
|
||||
filter:function(event,player){
|
||||
return event.player!=player&&!event.player.tempSkills.qieting3&&event.player.isAlive();
|
||||
},
|
||||
|
|
Loading…
Reference in New Issue