AI、技能调整
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@ -392,7 +392,7 @@ character.extra={
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}
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}
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}
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}
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if(!hasfriend) return;
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if(!hasfriend) return;
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if(player.hp>2&&ai.get.attitude(player,target<=0)) return [0,2];
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if(player.hp>2&&ai.get.attitude(player,target)<=0) return [0,2];
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return [1,0,0,-player.hp];
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return [1,0,0,-player.hp];
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}
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}
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}
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}
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@ -751,7 +751,7 @@ character.extra={
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if(lib.config.mode=='identity'){
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if(lib.config.mode=='identity'){
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if(game.players[i].ai.shown<=0.2) return 0;
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if(game.players[i].ai.shown<=0.2) return 0;
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}
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}
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else if(lib.config.mode='guozhan'){
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else if(lib.config.mode=='guozhan'){
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if(game.players[i].identity=='unknown') return 0;
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if(game.players[i].identity=='unknown') return 0;
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}
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}
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}
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}
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@ -519,7 +519,7 @@ character.gujian={
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"step 2"
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"step 2"
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if(player.isTurnedOver()) player.turnOver();
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if(player.isTurnedOver()) player.turnOver();
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"step 3"
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"step 3"
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player.draw(event.num);
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player.draw(3);
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"step 4"
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"step 4"
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player.recover(1-player.hp);
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player.recover(1-player.hp);
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player.removeSkill('fanshi');
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player.removeSkill('fanshi');
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@ -1016,7 +1016,7 @@ character.gujian={
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fanshi_info:'锁定技,若你于回合内造成过伤害,你于弃牌阶段结束时流失一点体力并摸一张牌',
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fanshi_info:'锁定技,若你于回合内造成过伤害,你于弃牌阶段结束时流失一点体力并摸一张牌',
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shahun:'煞魂',
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shahun:'煞魂',
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shahun2:'煞魂',
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shahun2:'煞魂',
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shahun_info:'限定技,濒死阶段,你可以重置武将牌,弃置所有牌并摸等量的牌(至少三张),然后将体力回复至1;若如此做,你失去技能【反噬】,并获得技能【绝境】,然后于三回合后立即死亡',
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shahun_info:'限定技,濒死阶段,你可以重置武将牌,弃置所有牌并摸三张牌,然后将体力回复至1;若如此做,你失去技能【反噬】,获得技能【绝境】,并于三回合后立即死亡',
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xiuhua:'袖花',
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xiuhua:'袖花',
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xiuhua_info:'每当你使用杀击中目标,你可以将其拉至你的旁边',
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xiuhua_info:'每当你使用杀击中目标,你可以将其拉至你的旁边',
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@ -147,7 +147,11 @@ character.hearth={
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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【震击】?').ai=function(target){
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player.chooseTarget('是否发动【震击】?').ai=function(target){
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return ai.get.damageEffect(target,player,player,'thunder')-(target.num('he')?1:0);
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var eff=ai.get.damageEffect(target,player,player,'thunder');
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if(eff>0){
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return eff+(target.num('he')?1:0);
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}
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return 0;
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};
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};
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"step 1"
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"step 1"
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if(result.bool){
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if(result.bool){
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@ -135,8 +135,27 @@ character.mountain={
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"step 0"
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"step 0"
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player.chooseToDiscard(true);
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player.chooseToDiscard(true);
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"step 1"
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"step 1"
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player.storage.fangquan.phase();
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var target=player.storage.fangquan;
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target.marks.fangquan=target.markCharacter(player,{
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name:'放权',
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content:'进行一个额外的回合'
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});
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target.phase();
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target.addSkill('fangquan3');
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player.removeSkill('fangquan2');
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player.removeSkill('fangquan2');
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delete player.storage.fangquan;
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}
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},
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fangquan3:{
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trigger:{player:'phaseAfter'},
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forced:true,
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popup:false,
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content:function(){
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if(player.marks.fangquan){
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player.marks.fangquan.delete();
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delete player.marks.fangquan;
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}
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player.removeSkill('fangquan3');
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}
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}
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},
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},
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ruoyu:{
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ruoyu:{
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@ -1214,7 +1214,7 @@ character.sp={
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target.addSkill('yongjue');
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target.addSkill('yongjue');
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target.marks.yongjue=target.markCharacter(player,{
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target.marks.yongjue=target.markCharacter(player,{
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name:'存嗣',
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name:'存嗣',
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content:'已获得技能【勇决】'
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content:'$<div><div class="skill">【勇决】</div><div>每当其他角色于回合内使用一张杀,若目标不是你,你可以获得之(每回合最多能以此法获得一张杀)</div></div>'
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})
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})
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"step 1"
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"step 1"
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player.turnOver();
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player.turnOver();
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@ -2799,7 +2799,6 @@ character.sp={
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shoucheng_info:'每当一名其他角色在其回合外失去最后的手牌时,你可令该角色摸一张牌。',
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shoucheng_info:'每当一名其他角色在其回合外失去最后的手牌时,你可令该角色摸一张牌。',
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shengxi_info:'若你于出牌阶段未造成伤害,你可在弃牌阶段开始时摸两张牌。',
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shengxi_info:'若你于出牌阶段未造成伤害,你可在弃牌阶段开始时摸两张牌。',
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hengzheng_info:'摸牌阶段开始时,若你的体力值为1或你没有手牌,你可以放弃摸牌,获得每名其他角色区域里的一张牌。',
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hengzheng_info:'摸牌阶段开始时,若你的体力值为1或你没有手牌,你可以放弃摸牌,获得每名其他角色区域里的一张牌。',
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yongjue_info:'每当其他角色于回合内使用一张杀,若目标不是你,你可以获得之(每回合最多能以此法获得一张杀)',
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cunsi_info:'限定技,出牌阶段,你可以将所有手牌交给一名男性角色,令该角色获得技能【勇决】,然后翻面',
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cunsi_info:'限定技,出牌阶段,你可以将所有手牌交给一名男性角色,令该角色获得技能【勇决】,然后翻面',
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guixiu_info:'每当你成为杀的目标,若你的手牌数小于体力值,可以摸一张牌',
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guixiu_info:'每当你成为杀的目标,若你的手牌数小于体力值,可以摸一张牌',
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fenming_info:'结束阶段开始时,若你处于连环状态,你可以弃置处于连环状态的每名角色的一张牌。',
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fenming_info:'结束阶段开始时,若你处于连环状态,你可以弃置处于连环状态的每名角色的一张牌。',
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@ -1327,7 +1327,7 @@ character.standard={
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return -3;
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return -3;
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}
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}
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else{
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else{
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return ai.get.effect(ui.selected.targets[0],{name:'juedou'},target,target);
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return ai.get.effect(target,{name:'juedou'},ui.selected.targets[0],target);
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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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@ -6109,7 +6109,10 @@ character.swd={
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lanzhi:{
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lanzhi:{
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trigger:{source:'damageBefore'},
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trigger:{source:'damageBefore'},
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filter:function(event,player){
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filter:function(event,player){
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return player.skills.contains('lanzhi2')==false;
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return player.skills.contains('lanzhi2')==false&&event.player!=player;
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},
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prompt:function(event){
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return '是否对'+get.translation(event.player)+'发动【兰芷】?';
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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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if(event.source==player){
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if(event.source==player){
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@ -7667,7 +7670,7 @@ character.swd={
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xiaozhan:'消战',
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xiaozhan:'消战',
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xiaozhan_info:'其他角色使用杀时,若你不是杀的目标,可以弃置一张杀取消之',
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xiaozhan_info:'其他角色使用杀时,若你不是杀的目标,可以弃置一张杀取消之',
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xielei:'挟雷',
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xielei:'挟雷',
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xielei_info:'每当你使用或打出一张杀,弃置一张牌并对目标以外的一名角色造成一点雷电伤害',
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xielei_info:'每当你使用或打出一张杀,可以弃置一张牌并对目标以外的一名角色造成一点雷电伤害',
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dangping:'荡平',
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dangping:'荡平',
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dangping_info:'每当你造成一次伤害,可以弃置一张手牌对其距离1以内的另一名角色造成一点伤害',
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dangping_info:'每当你造成一次伤害,可以弃置一张手牌对其距离1以内的另一名角色造成一点伤害',
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guisi:'归思',
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guisi:'归思',
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@ -359,12 +359,15 @@ character.xianjian={
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player.$throw(result.links);
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player.$throw(result.links);
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ui.discardPile.appendChild(result.links[0]);
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ui.discardPile.appendChild(result.links[0]);
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trigger.player.recover();
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trigger.player.recover();
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trigger.player.draw();
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if(player!=trigger.player){
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if(player!=trigger.player){
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player.draw();
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game.asyncDraw([trigger.player,player]);
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}
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}
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player.logSkill('shuiyun5',trigger.player,'thunder');
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player.logSkill('shuiyun5',trigger.player,'thunder');
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}
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}
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"step 2"
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if(trigger.player!=player){
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game.delay();
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}
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},
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},
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ai:{
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ai:{
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expose:0.3
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expose:0.3
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@ -459,6 +462,10 @@ character.xianjian={
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target.gain(cards);
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target.gain(cards);
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target.addSkill('changnian2');
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target.addSkill('changnian2');
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player.logSkill('changnian',target);
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player.logSkill('changnian',target);
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target.marks.changnian=target.markCharacter(player,{
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name:'长念',
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content:'$<div><div class="skill">【追思】</div><div>锁定技,回合结束阶段,你摸一张牌</div></div>'
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});
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}
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}
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},
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},
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ai:{
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ai:{
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@ -1344,12 +1351,12 @@ character.xianjian={
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shuiyun2:'水蕴',
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shuiyun2:'水蕴',
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shuiyun5:'水蕴',
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shuiyun5:'水蕴',
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shuiyun3:'水蕴',
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shuiyun3:'水蕴',
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shuiyun_info:'回合结束阶段,你可以将一张与武将牌上的牌类别均不相同的手牌置于武将牌上称为“蕴”;任意一名进入濒死状态时,你可以弃置一张“蕴”令其回复1点体力,然后与其各摸1张牌',
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shuiyun_info:'回合结束阶段,你可以将一张与武将牌上的牌类别均不相同的手牌置于武将牌上称为“蕴”;任意一名角色进入濒死状态时,你可以弃置一张“蕴”令其回复1点体力,若该角色不是你,你与其各摸1张牌',
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wangyou:'忘忧',
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wangyou:'忘忧',
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wangyou_info:'其他角色的回合结束阶段,你可以弃置一张牌,令此回合内受过伤害的所有角色各摸一张牌',
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wangyou_info:'其他角色的回合结束阶段,你可以弃置一张牌,令此回合内受过伤害的所有角色各摸一张牌',
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changnian:'长念',
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changnian:'长念',
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changnian2:'长念',
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changnian2:'追思',
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changnian_info:'你死亡时,可以将所有牌交给一名其他角色,令其于每个回合结束阶段摸一张牌;若你有至少1张“蕴”,该角色增加1点体力上限回复X点体力,X为“蕴”的个数',
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changnian_info:'你死亡时,可以将所有牌交给一名其他角色,令其获得技能【追思】;若你有至少1张“蕴”,该角色增加1点体力上限回复X点体力,X为“蕴”的个数',
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sajin:'洒金',
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sajin:'洒金',
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sajin_info:'出牌阶段,你可以弃置一张手牌并指定任意名角色进行判定,若判定花色与你弃置的牌相同,该角色回复一点体力',
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sajin_info:'出牌阶段,你可以弃置一张手牌并指定任意名角色进行判定,若判定花色与你弃置的牌相同,该角色回复一点体力',
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jubao:'聚宝',
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jubao:'聚宝',
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18
game/game.js
18
game/game.js
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frameId:0,
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frameId:0,
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},
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},
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help:{
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help:{
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'关于':'无名杀 1.2.3<div class="dashedline"></div><ul><li>1L 先谢神上<li>图片等素材来自网(shén)络(shā)<li>bug反馈/建议欢迎来百度无名杀吧',
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'选项帮助':'<ul><li>控制台命令:开启后可用浏览器控制台控制游戏<li>自动确认:开启后当候选目标仅有1个时点击目标无需再点击确定<li>悬停时间:弹出角色/卡牌介绍所需的等待时间<li>'+
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'选项帮助':'<ul><li>控制台命令:开启后可用浏览器控制台控制游戏<li>自动确认:开启后当候选目标仅有1个时点击目标无需再点击确定<li>悬停时间:弹出角色/卡牌介绍所需的等待时间<li>'+
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'触屏模式:可消除iOS等设备上300ms的点击延迟,但开启后无法使用鼠标<li>滚轮控制手牌:开启后滚轮可控制手牌的左右滚动,建议Mac等具备横向滚动功能的设备关闭此选项'+
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'触屏模式:可消除iOS等设备上300ms的点击延迟,但开启后无法使用鼠标<li>滚轮控制手牌:开启后滚轮可控制手牌的左右滚动,建议Mac等具备横向滚动功能的设备关闭此选项'+
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'<li>隐藏非全身皮肤:在新版布局中,若角色没有全身皮肤将被隐藏<li>游戏玩法:为游戏增加不同玩法,开启后可在帮助中查看介绍'+
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'<li>隐藏非全身皮肤:在新版布局中,若角色没有全身皮肤将被隐藏<li>游戏玩法:为游戏增加不同玩法,开启后可在帮助中查看介绍'+
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},
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},
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useCard:function(){
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useCard:function(){
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"step 0"
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"step 0"
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if(!card){
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console.log('err: no card',get.translation(event.player));
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event.finish();
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return;
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}
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player.lose(cards);
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player.lose(cards);
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var cardaudio=true;
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var cardaudio=true;
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if(event.skill){
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if(event.skill){
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@ -6741,7 +6745,7 @@
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if(thisiscard){
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if(thisiscard){
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groupSort=function(name){
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groupSort=function(name){
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if(lib.card[name[2]].type=='basic') return 0;
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if(lib.card[name[2]].type=='basic') return 0;
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if(lib.card[name[2]].type=='stone') return 0.5;
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if(lib.card[name[2]].type=='stonecard') return 0.5;
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if(lib.card[name[2]].type=='stonecharacter') return 1;
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if(lib.card[name[2]].type=='stonecharacter') return 1;
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if(lib.card[name[2]].type=='chess') return 1.5;
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if(lib.card[name[2]].type=='chess') return 1.5;
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if(lib.card[name[2]].type=='trick') return 2;
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if(lib.card[name[2]].type=='trick') return 2;
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if(sort=='type_sort'){
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if(sort=='type_sort'){
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func=function(card){
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func=function(card){
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if(get.type(card)=='basic') return 2;
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if(get.type(card)=='basic') return 2;
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if(get.type(card)=='stone') return -0.5;
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if(get.type(card)=='stonecard') return -0.5;
|
||||||
if(get.type(card)=='stonecharacter') return 1;
|
if(get.type(card)=='stonecharacter') return 1;
|
||||||
if(get.type(card)=='chess') return 1.5;
|
if(get.type(card)=='chess') return 1.5;
|
||||||
if(get.type(card)=='trick') return -1;
|
if(get.type(card)=='trick') return -1;
|
||||||
|
@ -10603,7 +10607,8 @@
|
||||||
uiintro.add('<div><div class="skill">【'+translation+'】</div><div>'+'已禁用'+'</div></div>');
|
uiintro.add('<div><div class="skill">【'+translation+'】</div><div>'+'已禁用'+'</div></div>');
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if(!simple){
|
// if(!simple)
|
||||||
|
if(false){
|
||||||
var storage=node.storage;
|
var storage=node.storage;
|
||||||
for(i in storage){
|
for(i in storage){
|
||||||
if(get.info(i)&&get.info(i).intro){
|
if(get.info(i)&&get.info(i).intro){
|
||||||
|
@ -10685,7 +10690,10 @@
|
||||||
else{
|
else{
|
||||||
var stint=get.storageintro(info.content,player.storage[node.skill],player,uiintro);
|
var stint=get.storageintro(info.content,player.storage[node.skill],player,uiintro);
|
||||||
if(stint){
|
if(stint){
|
||||||
if(stint.length<=10){
|
if(stint[0]=='$'){
|
||||||
|
uiintro.add('<div class="caption">'+stint.slice(1)+'</div>');
|
||||||
|
}
|
||||||
|
else if(stint.length<=10){
|
||||||
uiintro.add('<div class="text center">'+stint+'</div>');
|
uiintro.add('<div class="text center">'+stint+'</div>');
|
||||||
}
|
}
|
||||||
else{
|
else{
|
||||||
|
|
|
@ -1766,7 +1766,7 @@ mode.chess={
|
||||||
chess_taishici:['male','wu',4,['guanchuan','pojun']],
|
chess_taishici:['male','wu',4,['guanchuan','pojun']],
|
||||||
//
|
//
|
||||||
// chess_lvbu:['male','qun',3,['']],
|
// chess_lvbu:['male','qun',3,['']],
|
||||||
chess_sunshangxiang:['female','wu',3,['lingdong','lianshe']],
|
chess_sunshangxiang:['female','wu',3,['lingdong','lianshe','gongji']],
|
||||||
chess_diaochan:['female','qun',3,['xingzhui','pianyi']],
|
chess_diaochan:['female','qun',3,['xingzhui','pianyi']],
|
||||||
chess_huatuo:['male','qun',3,['zhenjiu','mazui']],
|
chess_huatuo:['male','qun',3,['zhenjiu','mazui']],
|
||||||
// chess_zhangjiao:['male','qun',3,['']],
|
// chess_zhangjiao:['male','qun',3,['']],
|
||||||
|
|
|
@ -513,7 +513,7 @@ mode.stone={
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
zhaohunfan:{
|
zhaohunfan:{
|
||||||
type:'stone',
|
type:'stonecard',
|
||||||
fullskin:true,
|
fullskin:true,
|
||||||
enable:true,
|
enable:true,
|
||||||
stoneact:2,
|
stoneact:2,
|
||||||
|
@ -546,7 +546,7 @@ mode.stone={
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
jintiao:{
|
jintiao:{
|
||||||
type:'stone',
|
type:'stonecard',
|
||||||
enable:true,
|
enable:true,
|
||||||
stoneact:2,
|
stoneact:2,
|
||||||
fullskin:true,
|
fullskin:true,
|
||||||
|
@ -572,7 +572,7 @@ mode.stone={
|
||||||
},
|
},
|
||||||
liumangxingzhen:{
|
liumangxingzhen:{
|
||||||
fullskin:true,
|
fullskin:true,
|
||||||
type:'stone',
|
type:'stonecard',
|
||||||
enable:true,
|
enable:true,
|
||||||
filterTarget:function(card,player,target){
|
filterTarget:function(card,player,target){
|
||||||
return target.isMin();
|
return target.isMin();
|
||||||
|
@ -597,7 +597,7 @@ mode.stone={
|
||||||
},
|
},
|
||||||
shengerpingdeng:{
|
shengerpingdeng:{
|
||||||
fullskin:true,
|
fullskin:true,
|
||||||
type:'stone',
|
type:'stonecard',
|
||||||
enable:true,
|
enable:true,
|
||||||
stoneact:2,
|
stoneact:2,
|
||||||
filterTarget:function(card,player,target){
|
filterTarget:function(card,player,target){
|
||||||
|
@ -620,7 +620,7 @@ mode.stone={
|
||||||
},
|
},
|
||||||
emofengdi:{
|
emofengdi:{
|
||||||
fullskin:true,
|
fullskin:true,
|
||||||
type:'stone',
|
type:'stonecard',
|
||||||
enable:function(event,player){
|
enable:function(event,player){
|
||||||
if(player.isMin()) return false;
|
if(player.isMin()) return false;
|
||||||
return player.canAddFellow();
|
return player.canAddFellow();
|
||||||
|
@ -644,7 +644,7 @@ mode.stone={
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
konghunshi:{
|
konghunshi:{
|
||||||
type:'stone',
|
type:'stonecard',
|
||||||
fullskin:true,
|
fullskin:true,
|
||||||
enable:function(event,player){
|
enable:function(event,player){
|
||||||
if(player.isMin()) return false;
|
if(player.isMin()) return false;
|
||||||
|
@ -671,7 +671,7 @@ mode.stone={
|
||||||
},
|
},
|
||||||
mindieyi:{
|
mindieyi:{
|
||||||
fullskin:true,
|
fullskin:true,
|
||||||
type:'stone',
|
type:'stonecard',
|
||||||
enable:true,
|
enable:true,
|
||||||
stoneact:3,
|
stoneact:3,
|
||||||
filterTarget:function(card,player,target){
|
filterTarget:function(card,player,target){
|
||||||
|
@ -692,7 +692,7 @@ mode.stone={
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
miefafu:{
|
miefafu:{
|
||||||
type:'stone',
|
type:'stonecard',
|
||||||
enable:true,
|
enable:true,
|
||||||
stoneact:2,
|
stoneact:2,
|
||||||
fullskin:true,
|
fullskin:true,
|
||||||
|
@ -714,9 +714,9 @@ mode.stone={
|
||||||
},
|
},
|
||||||
dianhaishenzhu:{
|
dianhaishenzhu:{
|
||||||
fullskin:true,
|
fullskin:true,
|
||||||
type:'stone',
|
type:'stonecard',
|
||||||
enable:true,
|
enable:true,
|
||||||
stoneact:3,
|
stoneact:1,
|
||||||
filterTarget:function(card,player,target){
|
filterTarget:function(card,player,target){
|
||||||
return target.isMin()&&target.side==player.side&&!target.skills.contains('chaofeng');
|
return target.isMin()&&target.side==player.side&&!target.skills.contains('chaofeng');
|
||||||
},
|
},
|
||||||
|
@ -738,7 +738,7 @@ mode.stone={
|
||||||
},
|
},
|
||||||
yesushengxue:{
|
yesushengxue:{
|
||||||
fullskin:true,
|
fullskin:true,
|
||||||
type:'stone',
|
type:'stonecard',
|
||||||
enable:true,
|
enable:true,
|
||||||
stoneact:4,
|
stoneact:4,
|
||||||
filterTarget:function(card,player,target){
|
filterTarget:function(card,player,target){
|
||||||
|
@ -760,7 +760,7 @@ mode.stone={
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
sanghunzhao:{
|
sanghunzhao:{
|
||||||
type:'stone',
|
type:'stonecard',
|
||||||
fullskin:true,
|
fullskin:true,
|
||||||
enable:true,
|
enable:true,
|
||||||
stoneact:3,
|
stoneact:3,
|
||||||
|
@ -785,7 +785,7 @@ mode.stone={
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
fengraozhijiao:{
|
fengraozhijiao:{
|
||||||
type:'stone',
|
type:'stonecard',
|
||||||
fullskin:true,
|
fullskin:true,
|
||||||
enable:true,
|
enable:true,
|
||||||
stoneact:1,
|
stoneact:1,
|
||||||
|
@ -1433,6 +1433,8 @@ mode.stone={
|
||||||
zhaohunfan_info:'令双方各一名随从立即死亡',
|
zhaohunfan_info:'令双方各一名随从立即死亡',
|
||||||
fengraozhijiao:'丰饶之角',
|
fengraozhijiao:'丰饶之角',
|
||||||
fengraozhijiao_info:'令一名随从回复一点体力',
|
fengraozhijiao_info:'令一名随从回复一点体力',
|
||||||
|
|
||||||
|
stonecard:'法术'
|
||||||
},
|
},
|
||||||
ai:{
|
ai:{
|
||||||
get:{
|
get:{
|
||||||
|
@ -1455,7 +1457,7 @@ mode.stone={
|
||||||
'<li>牌堆中随机加入总量1/3的随从牌,使用之可召唤一个随从,随从出场时背面朝上。每一方在场的随从数不能超过4<li>随从于摸牌阶段摸牌基数为1,随从的随从牌均视为闪,装备牌均视为杀<li>'+
|
'<li>牌堆中随机加入总量1/3的随从牌,使用之可召唤一个随从,随从出场时背面朝上。每一方在场的随从数不能超过4<li>随从于摸牌阶段摸牌基数为1,随从的随从牌均视为闪,装备牌均视为杀<li>'+
|
||||||
'随从与其他所有角色相互距离基数为1<li>'+
|
'随从与其他所有角色相互距离基数为1<li>'+
|
||||||
'主将杀死对方随从后获得一个额外的行动值并摸两张牌,杀死己方随从无惩罚,随从杀死随从无效果'+
|
'主将杀死对方随从后获得一个额外的行动值并摸两张牌,杀死己方随从无惩罚,随从杀死随从无效果'+
|
||||||
'<li>牌堆中随机加入总量1/6的炉石牌,效果主要与随从有关,炉石牌根据强度不同可能会消耗额外的行动值'+
|
'<li>牌堆中随机加入总量1/6的法术牌,效果主要与随从有关,法术牌根据强度不同可能会消耗额外的行动值'+
|
||||||
'<li>主将可重铸装备牌和随从牌,但回合内总的重铸次数不能超过3,随从不能重铸任何牌(包括铁索等默认可以重铸的牌)'+
|
'<li>主将可重铸装备牌和随从牌,但回合内总的重铸次数不能超过3,随从不能重铸任何牌(包括铁索等默认可以重铸的牌)'+
|
||||||
'<li>嘲讽:若一方阵营中有嘲讽角色,则同阵营的无嘲讽角色不以能成为杀或决斗的目标'+
|
'<li>嘲讽:若一方阵营中有嘲讽角色,则同阵营的无嘲讽角色不以能成为杀或决斗的目标'+
|
||||||
'<li>行动顺序为先主将后随从。主将或随从死亡后立即移出游戏,主将死亡后替补登场,替补登场时摸2+X张牌,X为对方存活的随从数,无替补时游戏结束'
|
'<li>行动顺序为先主将后随从。主将或随从死亡后立即移出游戏,主将死亡后替补登场,替补登场时摸2+X张牌,X为对方存活的随从数,无替补时游戏结束'
|
||||||
|
|
Loading…
Reference in New Issue