This commit is contained in:
parent
555c33c7cb
commit
b0eb4eaf23
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@ -217,7 +217,7 @@ card.sp={
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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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var next=player.chooseToUse(get.prompt('yinyueqiang'),{name:'sha'});
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var next=player.chooseToUse(get.prompt('yinyueqiang'),{name:'sha'}).aidelay=true;
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next.logSkill='yinyueqiang';
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next.logSkill='yinyueqiang';
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next.noButton=true;
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next.noButton=true;
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'step 1'
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'step 1'
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@ -992,10 +992,15 @@ card.standard={
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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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targets[0].chooseToUse('对'+get.translation(targets[1])+'使用一张杀,或令'+get.translation(player)+'获得你的武器牌',
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if(!targets[0].hasSha()){
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{name:'sha'},targets[1],-1).set('targetRequired',true);
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event.directfalse=true;
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}
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else{
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targets[0].chooseToUse('对'+get.translation(targets[1])+'使用一张杀,或令'+get.translation(player)+'获得你的武器牌',
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{name:'sha'},targets[1],-1).set('targetRequired',true);
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}
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"step 1"
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"step 1"
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if(result.bool==false){
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if(event.directfalse||result.bool==false){
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player.gain(targets[0].get('e',{subtype:'equip1'}),targets[0]);
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player.gain(targets[0].get('e',{subtype:'equip1'}),targets[0]);
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targets[0].$give(targets[0].get('e',{subtype:'equip1'}),player);
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targets[0].$give(targets[0].get('e',{subtype:'equip1'}),player);
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}
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}
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@ -4631,16 +4631,15 @@ character.hearth={
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derivation:'hs_ysera',
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derivation:'hs_ysera',
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filterTarget:true,
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filterTarget:true,
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content:function(){
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content:function(){
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target.damage(2);
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target.damage();
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player.loseHp();
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},
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},
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ai:{
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ai:{
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order:5,
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order:5,
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result:{
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result:{
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target:-2
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target:-1
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},
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},
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tag:{
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tag:{
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damage:2
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damage:1
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},
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},
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useful:5,
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useful:5,
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value:10,
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value:10,
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@ -4741,7 +4740,7 @@ character.hearth={
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return target.hp<target.maxHp;
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return target.hp<target.maxHp;
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},
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},
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content:function(){
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content:function(){
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target.recover(2);
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target.recover();
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},
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},
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ai:{
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ai:{
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order:6,
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order:6,
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@ -4749,12 +4748,7 @@ character.hearth={
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useful:[7,4],
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useful:[7,4],
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result:{
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result:{
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target:function(player,target){
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target:function(player,target){
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var eff=ai.get.recoverEffect(target,player,target);
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return ai.get.recoverEffect(target,player,target);
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if(eff<=0) return 0;
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var num=target.maxHp-target.hp;
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if(num<1) return 0;
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if(target.hp==1) return num+0.5;
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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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}
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}
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@ -5034,9 +5028,9 @@ character.hearth={
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hsmengjing:'梦境',
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hsmengjing:'梦境',
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hsmengjing_card_config:'梦境',
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hsmengjing_card_config:'梦境',
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hsmengjing_feicuiyoulong:'翡翠幼龙',
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hsmengjing_feicuiyoulong:'翡翠幼龙',
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hsmengjing_feicuiyoulong_info:'出牌阶段对任意一名角色使用,对目标造成2点伤害,然后流失一点体力',
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hsmengjing_feicuiyoulong_info:'出牌阶段对任意一名角色使用,对目标造成一点伤害',
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hsmengjing_huanxiaojiemei:'欢笑姐妹',
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hsmengjing_huanxiaojiemei:'欢笑姐妹',
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hsmengjing_huanxiaojiemei_info:'出牌阶段对一名已受伤角色使用,令目标恢复两点体力',
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hsmengjing_huanxiaojiemei_info:'出牌阶段对一名已受伤角色使用,令目标恢复一点体力',
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hsmengjing_suxing:'苏醒',
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hsmengjing_suxing:'苏醒',
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hsmengjing_suxing_info:'令所有其他角色流失一点体力并随机弃置两张牌',
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hsmengjing_suxing_info:'令所有其他角色流失一点体力并随机弃置两张牌',
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hsmengjing_mengye:'梦魇',
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hsmengjing_mengye:'梦魇',
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@ -136,6 +136,7 @@ window.characterRank={
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],
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],
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am:[
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am:[
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'guohuanghou',
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'guohuanghou',
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'swd_duanmeng',
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'sunziliufang',
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'sunziliufang',
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'hs_blingtron',
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'hs_blingtron',
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'hs_kcthun',
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'hs_kcthun',
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@ -220,7 +221,6 @@ window.characterRank={
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'sunru',
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'sunru',
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'yxs_zhangsanfeng',
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'yxs_zhangsanfeng',
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'yxs_nandinggeer',
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'yxs_nandinggeer',
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'swd_duanmeng',
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],
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],
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bp:[
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bp:[
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'dongbai',
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'dongbai',
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@ -1242,8 +1242,7 @@ character.refresh={
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direct:true,
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direct:true,
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filter:function(event,player){
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filter:function(event,player){
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return event.player.isAlive()&&event.player.getStat('damage')&&
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return event.player.isAlive()&&event.player.getStat('damage')&&
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lib.filter.targetEnabled({name:'sha'},player,event.player)&&
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lib.filter.targetEnabled({name:'sha'},player,event.player)&&player.hasSha();
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!lib.filter.autoRespondSha.call({player:player});
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},
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},
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content:function(){
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content:function(){
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player.chooseToUse({name:'sha'},'诛害:是否对'+get.translation(trigger.player)+'使用一张杀?',
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player.chooseToUse({name:'sha'},'诛害:是否对'+get.translation(trigger.player)+'使用一张杀?',
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@ -1541,7 +1541,7 @@ character.shenhua={
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filter:function(event,player){
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filter:function(event,player){
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return (event.card&&event.card.name=='sha'&&
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return (event.card&&event.card.name=='sha'&&
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event.player.classList.contains('dead')==false&&
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event.player.classList.contains('dead')==false&&
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event.player.num('h')&&player.num('h'));
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event.player.num('h')&&player.num('h'))&&event.player!=player;
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},
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},
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check:function(event,player){
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check:function(event,player){
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return ai.get.attitude(player,event.player)<0&&player.num('h')>1;
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return ai.get.attitude(player,event.player)<0&&player.num('h')>1;
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@ -322,7 +322,7 @@ character.sp={
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return 6-ai.get.value(card);
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return 6-ai.get.value(card);
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}
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}
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else if(type=='equip'){
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else if(type=='equip'){
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if(!lib.filter.autoRespondSha.call({player:player})){
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if(player.hasSha()){
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for(var i=0;i<game.players.length;i++){
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for(var i=0;i<game.players.length;i++){
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if(player.canUse('sha',game.players[i])&&
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if(player.canUse('sha',game.players[i])&&
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ai.get.attitude(player,game.players[i])<0&&
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ai.get.attitude(player,game.players[i])<0&&
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@ -975,7 +975,7 @@ character.standard={
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skillTagFilter:function(player){
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skillTagFilter:function(player){
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if(!player.num('h','shan')) return false;
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if(!player.num('h','shan')) return false;
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},
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},
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order:4,
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order:3.1,
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useful:-1,
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useful:-1,
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value:-1
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value:-1
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}
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}
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@ -153,12 +153,18 @@ character.swd={
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},
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},
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precontent:function(){
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precontent:function(){
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player.link();
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player.link();
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// player.getStat().card.sha--;
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},
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},
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filterCard:function(){return false},
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filterCard:function(){return false},
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selectCard:-1,
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selectCard:-1,
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prompt:'横置武将牌,视为使用一张无视距离的杀',
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prompt:'横置武将牌,视为使用一张无视距离的杀',
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ai:{
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ai:{
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skillTagFilter:function(player){
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order:function(){
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// if(_status.event.player.num('h',{type:'equip'})) return 9;
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return 3.15;
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},
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skillTagFilter:function(player,tag,arg){
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if(arg!='use') return false;
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if(player.isLinked()) return false;
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if(player.isLinked()) return false;
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},
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},
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respondSha:true,
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respondSha:true,
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@ -197,11 +203,55 @@ character.swd={
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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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damage:{
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trigger:{player:'damageEnd'},
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filter:function(event,player){
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return event.source&&event.source.isAlive()&&player.isLinked()&&
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lib.filter.targetEnabled({name:'sha'},player,event.source);
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},
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check:function(event,player){
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return ai.get.effect(event.source,{name:'sha'},player,player)>0;
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},
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logTarget:'source',
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content:function(){
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'step 0'
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player.link();
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'step 1'
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player.useCard({name:'sha'},trigger.source);
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}
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},
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use:{
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trigger:{player:'loseEnd'},
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direct:true,
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filter:function(event,player){
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return _status.currentPhase!=player&&player.isLinked()&&event.cards&&event.cards.length;
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},
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content:function(){
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'step 0'
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player.chooseTarget(get.prompt('xuanying'),function(card,player,target){
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return lib.filter.targetEnabled({name:'sha'},player,target);
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}).set('ai',function(target){
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return ai.get.effect(target,{name:'sha'},_status.event.player);
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});
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'step 1'
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if(result.bool){
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player.logSkill('xuanying');
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if(!event.isMine()) game.delay(0.5);
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player.link();
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player.useCard({name:'sha'},result.targets,false);
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}
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},
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}
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},
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},
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group:['xuanying_sha','xuanying_shan']
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group:['xuanying_sha','xuanying_use'],
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ai:{
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threaten:function(player,target){
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if(target.isLinked()) return 0.7;
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return 1.4;
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}
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}
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},
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},
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wendao:{
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wendao:{
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audio:2,
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trigger:{player:['useCardAfter','respondAfter',]},
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trigger:{player:['useCardAfter','respondAfter',]},
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check:function(event,player){
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check:function(event,player){
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return ai.get.attitude(player,_status.currentPhase)<=0;
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return ai.get.attitude(player,_status.currentPhase)<=0;
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@ -313,13 +363,16 @@ character.swd={
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if(!player.hasFriend()) return 0;
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if(!player.hasFriend()) return 0;
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var enemies=player.getEnemies();
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var enemies=player.getEnemies();
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if(enemies.length+1==game.players.length) return 0;
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if(enemies.length+1==game.players.length) return 0;
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if('h',player.num(function(card){
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var num=player.num('h',function(card){
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return card.name=='sha'||get.color(card)=='red';
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return card.name=='sha'||get.color(card)=='red';
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})<3) return 0;
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});
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if(num<2) return 0;
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for(var i=0;i<enemies.length;i++){
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for(var i=0;i<enemies.length;i++){
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if(player.canUse('sha',enemies[i])&&
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if(player.canUse('sha',enemies[i])&&
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ai.get.effect(enemies[i],{name:'sha'},player,player)>0&&
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ai.get.effect(enemies[i],{name:'sha'},player,player)>0&&
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enemies[i].hp<=2&&!enemies[i].get('e','2')) return 1;
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!enemies[i].get('e','2')&&num>enemies[i].hp&&enemies[i].hp<=2){
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return 1;
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}
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}
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}
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return 0;
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return 0;
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}
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}
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@ -666,6 +719,7 @@ character.swd={
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prompt:'将一张红色牌当杀使用',
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prompt:'将一张红色牌当杀使用',
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check:function(card){return 5-ai.get.value(card)},
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check:function(card){return 5-ai.get.value(card)},
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ai:{
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ai:{
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order:3.1,
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skillTagFilter:function(player){
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skillTagFilter:function(player){
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if(!player.num('he',{color:'red'})) return false;
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if(!player.num('he',{color:'red'})) return false;
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},
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},
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@ -3773,7 +3827,7 @@ character.swd={
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trigger:{global:'phaseBegin'},
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trigger:{global:'phaseBegin'},
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direct:true,
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direct:true,
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filter:function(event,player){
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filter:function(event,player){
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return lib.filter.targetEnabled({name:'sha'},player,event.player)&&!lib.filter.autoRespondSha.call({player:player});
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return lib.filter.targetEnabled({name:'sha'},player,event.player)&&player.hasSha();
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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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@ -8314,7 +8368,7 @@ character.swd={
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swd_xiyan:'犀衍',
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swd_xiyan:'犀衍',
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xuanying:'旋影',
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xuanying:'旋影',
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xuanying_info:'出牌阶段,你可以横置你的武将牌视为使用一张无视距离的杀;你可以竖置你的武将牌视为使用一张闪',
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xuanying_info:'你可以横置你的武将牌,视为使用一张无视距离的杀;每当你于回合外失去牌,你可以竖置你的武将牌,视为使用一张无视距离的杀',
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wendao:'问道',
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wendao:'问道',
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wendao_info:'每当你于回合外使用或打出一张牌,你可以令当前回合角色弃置一张与之花色相同的牌,否则你获得其一张牌',
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wendao_info:'每当你于回合外使用或打出一张牌,你可以令当前回合角色弃置一张与之花色相同的牌,否则你获得其一张牌',
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lingfeng:'凌锋',
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lingfeng:'凌锋',
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@ -3184,6 +3184,7 @@ character.yijiang={
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popup:false,
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popup:false,
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silent:true,
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silent:true,
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content:function(){
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content:function(){
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if(!player.storage.huomo) player.storage.huomo={};
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switch(trigger.card.name){
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switch(trigger.card.name){
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case 'sha':player.storage.huomo.sha=true;break;
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case 'sha':player.storage.huomo.sha=true;break;
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case 'tao':player.storage.huomo.tao=true;break;
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case 'tao':player.storage.huomo.tao=true;break;
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@ -3192,6 +3193,145 @@ character.yijiang={
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}
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}
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},
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},
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huomo_sha:{
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huomo_sha:{
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enable:'chooseToUse',
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viewAs:{name:'sha'},
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viewAsFilter:function(player){
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if(!player.storage.huomo) player.storage.huomo={};
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if(player.storage.huomo.sha) return false;
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var hs=player.get('he',{color:'black'});
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for(var i=0;i<hs.length;i++){
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if(get.type(hs[i])!='basic'){
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return true;
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}
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}
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return false;
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},
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precontent:function(){
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'step 0'
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var card=event.result.cards[0];
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event.card=card;
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player.$throw(card,1000);
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game.log(player,'将',card,'置于牌堆顶');
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event.result.cards.length=0;
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player.lose(card);
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||||||
|
'step 1'
|
||||||
|
game.delay();
|
||||||
|
'step 2'
|
||||||
|
ui.cardPile.insertBefore(event.card,ui.cardPile.firstChild);
|
||||||
|
},
|
||||||
|
filterCard:function(card){
|
||||||
|
return get.type(card)!='basic'&&get.color(card)=='black';
|
||||||
|
},
|
||||||
|
ai:{
|
||||||
|
skillTagFilter:function(player,tag,arg){
|
||||||
|
if(arg!='use') return false;
|
||||||
|
if(!player.storage.huomo) player.storage.huomo={};
|
||||||
|
if(player.storage.huomo.sha) return false;
|
||||||
|
var hs=player.get('he',{color:'black'});
|
||||||
|
for(var i=0;i<hs.length;i++){
|
||||||
|
if(get.type(hs[i])!='basic'){
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
},
|
||||||
|
order:2.9,
|
||||||
|
respondSha:true,
|
||||||
|
},
|
||||||
|
},
|
||||||
|
huomo_tao:{
|
||||||
|
enable:'chooseToUse',
|
||||||
|
viewAs:{name:'tao'},
|
||||||
|
viewAsFilter:function(player){
|
||||||
|
if(!player.storage.huomo) player.storage.huomo={};
|
||||||
|
if(player.storage.huomo.tao) return false;
|
||||||
|
var hs=player.get('he',{color:'black'});
|
||||||
|
for(var i=0;i<hs.length;i++){
|
||||||
|
if(get.type(hs[i])!='basic'){
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
},
|
||||||
|
precontent:function(){
|
||||||
|
'step 0'
|
||||||
|
var card=event.result.cards[0];
|
||||||
|
event.card=card;
|
||||||
|
player.$throw(card,1000);
|
||||||
|
game.log(player,'将',card,'置于牌堆顶');
|
||||||
|
event.result.cards.length=0;
|
||||||
|
player.lose(card);
|
||||||
|
'step 1'
|
||||||
|
game.delay();
|
||||||
|
'step 2'
|
||||||
|
ui.cardPile.insertBefore(event.card,ui.cardPile.firstChild);
|
||||||
|
},
|
||||||
|
filterCard:function(card){
|
||||||
|
return get.type(card)!='basic'&&get.color(card)=='black';
|
||||||
|
},
|
||||||
|
ai:{
|
||||||
|
order:4,
|
||||||
|
skillTagFilter:function(player){
|
||||||
|
if(!player.storage.huomo) player.storage.huomo={};
|
||||||
|
if(player.storage.huomo.tao) return false;
|
||||||
|
var hs=player.get('he',{color:'black'});
|
||||||
|
for(var i=0;i<hs.length;i++){
|
||||||
|
if(get.type(hs[i])!='basic'){
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
},
|
||||||
|
save:true,
|
||||||
|
},
|
||||||
|
},
|
||||||
|
huomo_jiu:{
|
||||||
|
enable:'chooseToUse',
|
||||||
|
viewAs:{name:'jiu'},
|
||||||
|
viewAsFilter:function(player){
|
||||||
|
if(!player.storage.huomo) player.storage.huomo={};
|
||||||
|
if(player.storage.huomo.jiu) return false;
|
||||||
|
var hs=player.get('he',{color:'black'});
|
||||||
|
for(var i=0;i<hs.length;i++){
|
||||||
|
if(get.type(hs[i])!='basic'){
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
},
|
||||||
|
precontent:function(){
|
||||||
|
'step 0'
|
||||||
|
var card=event.result.cards[0];
|
||||||
|
event.card=card;
|
||||||
|
player.$throw(card,1000);
|
||||||
|
game.log(player,'将',card,'置于牌堆顶');
|
||||||
|
event.result.cards.length=0;
|
||||||
|
player.lose(card);
|
||||||
|
'step 1'
|
||||||
|
game.delay();
|
||||||
|
'step 2'
|
||||||
|
ui.cardPile.insertBefore(event.card,ui.cardPile.firstChild);
|
||||||
|
},
|
||||||
|
filterCard:function(card){
|
||||||
|
return get.type(card)!='basic'&&get.color(card)=='black';
|
||||||
|
},
|
||||||
|
ai:{
|
||||||
|
skillTagFilter:function(player){
|
||||||
|
if(!player.storage.huomo) player.storage.huomo={};
|
||||||
|
if(player.storage.huomo.jiu) return false;
|
||||||
|
if(player.hp>0) return false;
|
||||||
|
var hs=player.get('he',{color:'black'});
|
||||||
|
for(var i=0;i<hs.length;i++){
|
||||||
|
if(get.type(hs[i])!='basic'){
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
},
|
||||||
|
save:true,
|
||||||
|
},
|
||||||
|
},
|
||||||
|
huomo_sha_old:{
|
||||||
enable:'phaseUse',
|
enable:'phaseUse',
|
||||||
discard:false,
|
discard:false,
|
||||||
prepare:'throw',
|
prepare:'throw',
|
||||||
|
@ -3237,7 +3377,7 @@ character.yijiang={
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
huomo_tao:{
|
huomo_tao_old:{
|
||||||
enable:'chooseToUse',
|
enable:'chooseToUse',
|
||||||
discard:false,
|
discard:false,
|
||||||
prepare:'throw',
|
prepare:'throw',
|
||||||
|
@ -3301,7 +3441,7 @@ character.yijiang={
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
huomo_jiu:{
|
huomo_jiu_old:{
|
||||||
enable:'chooseToUse',
|
enable:'chooseToUse',
|
||||||
discard:false,
|
discard:false,
|
||||||
prepare:'throw',
|
prepare:'throw',
|
||||||
|
@ -7518,7 +7658,7 @@ character.yijiang={
|
||||||
huomo_shan:'墨闪',
|
huomo_shan:'墨闪',
|
||||||
huomo_tao:'墨桃',
|
huomo_tao:'墨桃',
|
||||||
huomo_jiu:'墨酒',
|
huomo_jiu:'墨酒',
|
||||||
huomo_info:'在出牌或濒死阶段,每当你需要使用一张本回合内未使用过的基本牌时,你可以将一张黑色非基本牌置于牌堆顶,然后视为你使用了此基本牌',
|
huomo_info:'每当你需要使用一张本回合内未使用过的基本牌时,你可以将一张黑色非基本牌置于牌堆顶,然后视为你使用了此基本牌',
|
||||||
zuoding:'佐定',
|
zuoding:'佐定',
|
||||||
zuoding_info:'每当一名其他角色于其出牌阶段内使用♠牌指定目标后,若此阶段没有角色受到过伤害,则你可以令其中一名目标角色摸一张牌',
|
zuoding_info:'每当一名其他角色于其出牌阶段内使用♠牌指定目标后,若此阶段没有角色受到过伤害,则你可以令其中一名目标角色摸一张牌',
|
||||||
taoxi:'讨袭',
|
taoxi:'讨袭',
|
||||||
|
|
|
@ -182,8 +182,7 @@ character.yxs={
|
||||||
taiji:{
|
taiji:{
|
||||||
trigger:{player:'respond'},
|
trigger:{player:'respond'},
|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
if(lib.filter.autoRespondSha.call({player:player})) return false;
|
return event.card.name=='shan'&&player.hasSha();
|
||||||
return event.card.name=='shan';
|
|
||||||
},
|
},
|
||||||
direct:true,
|
direct:true,
|
||||||
content:function(){
|
content:function(){
|
||||||
|
@ -2661,7 +2660,7 @@ character.yxs={
|
||||||
zyhufu:'胡服',
|
zyhufu:'胡服',
|
||||||
zyhufu_info:'锁定技,当你的装备区内没有防具牌时,你摸牌阶段额外摸一张牌;当你装备区内有防具牌时,你的手牌上限+5',
|
zyhufu_info:'锁定技,当你的装备区内没有防具牌时,你摸牌阶段额外摸一张牌;当你装备区内有防具牌时,你的手牌上限+5',
|
||||||
hanbei:'捍北',
|
hanbei:'捍北',
|
||||||
hanbei_info:'你的装备区有马时,你的杀不可闪避',
|
hanbei_info:'锁定技,你的装备区有马时,你的杀不可闪避',
|
||||||
kuangchan:'狂禅',
|
kuangchan:'狂禅',
|
||||||
kuangchan_info:'锁定技,你做主公时,不增加体力上限',
|
kuangchan_info:'锁定技,你做主公时,不增加体力上限',
|
||||||
dili:'底力',
|
dili:'底力',
|
||||||
|
|
53
game/game.js
53
game/game.js
|
@ -4961,6 +4961,29 @@
|
||||||
window.lib=lib;
|
window.lib=lib;
|
||||||
window._status=_status;
|
window._status=_status;
|
||||||
},
|
},
|
||||||
|
e:function(){
|
||||||
|
var cards=[],target;
|
||||||
|
for(var i=0;i<arguments.length;i++){
|
||||||
|
if(get.itemtype(arguments[i])=='player'){
|
||||||
|
target=arguments[i];
|
||||||
|
}
|
||||||
|
else{
|
||||||
|
cards.push(game.createCard(arguments[i]));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
target=target||game.me;
|
||||||
|
for(var i=0;i<cards.length;i++){
|
||||||
|
var str=get.subtype(cards[i])[5];
|
||||||
|
if(!str) continue;
|
||||||
|
var card=target.get('e',str);
|
||||||
|
if(card){
|
||||||
|
console.log(card);
|
||||||
|
ui.discardPile.appendChild(card);
|
||||||
|
target.clearEquipTrigger(card);
|
||||||
|
}
|
||||||
|
target.$equip(cards[i]);
|
||||||
|
}
|
||||||
|
},
|
||||||
m:function(){
|
m:function(){
|
||||||
if(lib.config.game!='sgs'){
|
if(lib.config.game!='sgs'){
|
||||||
game.saveConfig('game','sgs');
|
game.saveConfig('game','sgs');
|
||||||
|
@ -6171,6 +6194,9 @@
|
||||||
else{
|
else{
|
||||||
ui.click.cancel();
|
ui.click.cancel();
|
||||||
}
|
}
|
||||||
|
if(event.aidelay&&event.result&&event.result.bool){
|
||||||
|
game.delayx();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
"step 2"
|
"step 2"
|
||||||
if(event.result){
|
if(event.result){
|
||||||
|
@ -6188,7 +6214,7 @@
|
||||||
else if(info&&info.precontent){
|
else if(info&&info.precontent){
|
||||||
var next=game.createEvent('pre_'+event.result.skill);
|
var next=game.createEvent('pre_'+event.result.skill);
|
||||||
next.setContent(info.precontent);
|
next.setContent(info.precontent);
|
||||||
next.set('argresult',event.result);
|
next.set('result',event.result);
|
||||||
next.set('player',player);
|
next.set('player',player);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -11891,14 +11917,19 @@
|
||||||
}
|
}
|
||||||
return false;
|
return false;
|
||||||
},
|
},
|
||||||
hasSkillTag:function(tag,hidden){
|
hasSkillTag:function(tag,hidden,arg){
|
||||||
var skills=game.expandSkills(this.get('s',hidden));
|
var skills=game.expandSkills(this.get('s',hidden));
|
||||||
for(var i=0;i<skills.length;i++){
|
for(var i=0;i<skills.length;i++){
|
||||||
var info=lib.skill[skills[i]];
|
var info=lib.skill[skills[i]];
|
||||||
if(info&&info.ai){
|
if(info&&info.ai){
|
||||||
if(info.ai.skillTagFilter&&
|
if(info.ai.skillTagFilter&&
|
||||||
info.ai.skillTagFilter(this,tag)===false) continue;
|
info.ai.skillTagFilter(this,tag,arg)===false) continue;
|
||||||
if(info.ai[tag]) return true;
|
if(typeof info.ai[tag]=='string'){
|
||||||
|
if(info.ai[tag]==arg) return true;
|
||||||
|
}
|
||||||
|
else if(info.ai[tag]){
|
||||||
|
return true;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
return false;
|
return false;
|
||||||
|
@ -11960,6 +11991,18 @@
|
||||||
}
|
}
|
||||||
return false;
|
return false;
|
||||||
},
|
},
|
||||||
|
hasSha:function(respond){
|
||||||
|
if(this.num('h','sha')) return true;
|
||||||
|
if(this.num('h','hufu')) return true;
|
||||||
|
if(this.hasSkillTag('respondSha',true,respond?'respond':'use')) return true;
|
||||||
|
return false;
|
||||||
|
},
|
||||||
|
hasShan:function(){
|
||||||
|
if(this.num('h','shan')) return true;
|
||||||
|
if(this.num('h','hufu')) return true;
|
||||||
|
if(this.hasSkillTag('respondShan',true)) return true;
|
||||||
|
return false;
|
||||||
|
},
|
||||||
getJudge:function(name){
|
getJudge:function(name){
|
||||||
var judges=this.node.judges.childNodes;
|
var judges=this.node.judges.childNodes;
|
||||||
for(var i=0;i<judges.length;i++){
|
for(var i=0;i<judges.length;i++){
|
||||||
|
@ -14389,7 +14432,7 @@
|
||||||
autoRespondSha:function(){
|
autoRespondSha:function(){
|
||||||
if(this.player.num('h','sha')) return false;
|
if(this.player.num('h','sha')) return false;
|
||||||
if(this.player.num('h','hufu')) return false;
|
if(this.player.num('h','hufu')) return false;
|
||||||
if(this.player.hasSkillTag('respondSha',true)) return false;
|
if(this.player.hasSkillTag('respondSha',true,'respond')) return false;
|
||||||
return true;
|
return true;
|
||||||
},
|
},
|
||||||
autoRespondShan:function(){
|
autoRespondShan:function(){
|
||||||
|
|
Loading…
Reference in New Issue