This commit is contained in:
libccy 2017-04-23 14:40:20 +08:00
parent dce90c2c62
commit b402b71383
5 changed files with 54 additions and 32 deletions

View File

@ -481,7 +481,14 @@ game.import('card',function(lib,game,ui,get,ai,_status){
}
"step 3"
ui.clear();
var cards=get.cards(game.countPlayer());
var num;
if(event.getParent().stocktargets){
num=event.getParent().stocktargets.length;
}
else{
num=game.countPlayer();
}
var cards=get.cards(num);
var dialog=ui.create.dialog('五谷丰登',cards,true);
_status.dieClose.push(dialog);
dialog.videoId=lib.status.videoId++;
@ -1881,7 +1888,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
fangtian_info:'你使用的【杀】若是你最后的手牌,你可以额外选择至多两个目标。',
qilin_skill_info:'每当你使用【杀】对目标角色造成伤害时,你可以弃置其装备区里的一张坐骑牌。',
qilin_info:'每当你使用【杀】对目标角色造成伤害时,你可以弃置其装备区里的一张坐骑牌。',
wugu_info:'出牌阶段,对所有角色使用。(选择目标后)你从牌堆顶亮出等同于角色数量的牌,每名目标角色获得这些牌中(剩余的)的任意一张。',
wugu_info:'出牌阶段,对所有角色使用。(选择目标后)你从牌堆顶亮出等同于目标数量的牌,每名目标角色获得这些牌中(剩余的)的任意一张。',
taoyuan_info:'出牌阶段对所有角色使用。每名目标角色回复1点体力。',
nanman_info:'出牌阶段对所有其他角色使用。每名目标角色需打出一张【杀】否则受到1点伤害。',
wanjian_info:'出牌阶段对所有其他角色使用。每名目标角色需打出一张【闪】否则受到1点伤害。',

View File

@ -5277,12 +5277,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
},
huanjue:{
trigger:{player:'useCard',target:'useCard'},
trigger:{global:'useCard'},
usable:1,
filter:function(event,player){
if(event.targets.length!=1) return false;
var target=event.targets[0];
if(event.player==target) return false;
if(player!=event.player&&player!=target) return false;
for(var i=0;i<lib.inpile.length;i++){
var info=lib.card[lib.inpile[i]];
if(info.multitarget) continue;
@ -5336,22 +5337,16 @@ game.import('character',function(lib,game,ui,get,ai,_status){
list.push(list1.randomRemove());
}
}
player.chooseButton('选择一张牌代替'+get.translation(trigger.card),true,[[list,'vcard']]).ai=function(button){
player.chooseButton(true,['幻觉',[list,'vcard']]).ai=function(button){
var card={suit:trigger.card.suit,number:trigger.card.number,name:button.link[2]};
return ai.get.effect(trigger.targets[0],card,trigger.player,player);
};
'step 1'
if(result.bool){
var card=game.createCard({suit:trigger.card.suit,number:trigger.card.number,name:result.links[0][2]});
player.$throw(card);
if(player==trigger.player){
player.line(trigger.targets[0],'green');
}
else{
player.line(trigger.player,'green');
}
event.card=card;
game.log(player,'将',trigger.card,'变为',card);
game.delay();
if(!event.isMine()) game.delay();
trigger.untrigger();
trigger.card=card;
trigger.cards=[card];
@ -5359,12 +5354,29 @@ game.import('character',function(lib,game,ui,get,ai,_status){
else{
event.finish();
}
'step 2'
'step 2'
player.$throw(event.card,null,null,true);
if(player==trigger.player){
player.line(trigger.targets[0],'green');
}
else{
player.line(trigger.player,'green');
}
game.delay(0.5);
'step 3'
trigger.trigger('useCard');
},
ai:{
expose:0.2,
threaten:0.7
threaten:function(player,target){
if(target.storage.counttrigger&&target.storage.counttrigger.huanjue) return 1.8;
return 0.6;
},
effect:{
target:function(player,target){
if(player!=target&&_status.currentPhase==target) return 0;
}
}
}
},
bingjia:{
@ -7578,7 +7590,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
hongxi_info:'锁定技,每当有一名角色死亡,你将体力回复至体力上限',
jihuo:'激活',
jihuo_info:'在你的回合结束后,你可以弃置一张手牌并进行一个额外的回合',
jianren:'刃',
jianren:'',
jianren_info:'出牌阶段限一次,你可以弃置装备区内的武器牌,对所有其他角色造成一点伤害',
mengun:'闷棍',
mengun2:'闷棍',

View File

@ -160,6 +160,7 @@ window.noname_character_rank={
'hs_jaina',
're_lidian',
'hs_kalimosi',
'hs_zhihuanhua',
],
am:[
'huangfusong',
@ -423,6 +424,7 @@ window.noname_character_rank={
'guanyinping',
],
b:[
'hs_shirencao',
'sp_daqiao',
'hs_jiawodun',
'yxs_weizhongxian',

View File

@ -14341,6 +14341,7 @@
this.logAi(next.targets,next.card);
}
}
next.stocktargets=next.targets.slice(0);
next.setContent('useCard');
return next;
},
@ -16785,7 +16786,7 @@
node2.listenTransition(onEnd02);
},200);
},
$throw:function(card,time,init){
$throw:function(card,time,init,nosource){
if(typeof card=='number'){
var tmp=card;
card=[];
@ -16798,8 +16799,8 @@
}
if(init!==false){
if(init!=='nobroadcast'){
game.broadcast(function(player,card,time,init){
player.$throw(card,time,init);
game.broadcast(function(player,card,time,init,nosource){
player.$throw(card,time,init,nosource);
},this,card,time,init);
}
if(get.itemtype(card)!='cards'){
@ -16810,7 +16811,7 @@
return;
}
}
game.addVideo('throw',this,[get.cardsInfo(card),time]);
game.addVideo('throw',this,[get.cardsInfo(card),time,nosource]);
}
if(game.chess){
this.chessFocus();
@ -16818,14 +16819,14 @@
if(get.itemtype(card)=='cards'){
var node;
for(var i=0;i<card.length;i++){
node=this.$throw(card[i],time,false);
node=this.$throw(card[i],time,false,nosource);
}
return node;
}
else{
var node;
if(card==undefined||card.length==0) return;
node=this.$throwordered(card.copy('thrown'));
node=this.$throwordered(card.copy('thrown'),nosource);
if(time!=undefined){
node.fixed=true;
setTimeout(function(){node.delete()},time);
@ -21839,7 +21840,7 @@
},
throw:function(player,info){
if(player&&info){
player.$throw(get.infoCards(info[0]),info[1]);
player.$throw(get.infoCards(info[0]),info[1],null,info[2]);
}
else{
console.log(player);

View File

@ -1,26 +1,26 @@
window.noname_update={
version:'1.9.26',
update:'1.9.25',
// update:'1.9.25',
changeLog:[
'bug修复'
],
files:[
'game/game.js',
// 'game/game.js',
// 'game/package.js',
'game/config.js',
// 'game/config.js',
// 'game/source.js',
// 'game/pressure.js',
'game/asset.js',
// 'game/asset.js',
// 'card/*',
'card/sp.js',
// 'card/sp.js',
// 'card/yunchou.js',
'character/*',
'mode/boss.js',
// 'character/*',
// 'mode/boss.js',
// 'mode/versus.js',
'mode/guozhan.js',
// 'mode/guozhan.js',
// 'mode/identity.js',
// 'mode/chess.js',
'mode/tafang.js',
// 'mode/tafang.js',
// 'mode/guozhan.js',
// 'mode/stone.js',
// 'theme/music/style.css',
@ -28,7 +28,7 @@ window.noname_update={
// 'theme/simple/style.css',
// 'layout/default/layout.css',
// 'layout/default/phone.css',
'layout/default/menu.css',
// 'layout/default/menu.css',
// 'theme/style/cardback/*',
// 'layout/long/layout.css',
// 'layout/long2/layout.css',