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b402b71383
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@ -481,7 +481,14 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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}
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}
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"step 3"
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"step 3"
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ui.clear();
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ui.clear();
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var cards=get.cards(game.countPlayer());
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var num;
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if(event.getParent().stocktargets){
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num=event.getParent().stocktargets.length;
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}
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else{
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num=game.countPlayer();
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}
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var cards=get.cards(num);
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var dialog=ui.create.dialog('五谷丰登',cards,true);
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var dialog=ui.create.dialog('五谷丰登',cards,true);
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_status.dieClose.push(dialog);
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_status.dieClose.push(dialog);
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dialog.videoId=lib.status.videoId++;
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dialog.videoId=lib.status.videoId++;
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@ -1881,7 +1888,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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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。',
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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。',
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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。',
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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。',
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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。',
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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。',
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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。',
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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。',
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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。',
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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。',
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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。',
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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。',
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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。',
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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。',
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@ -5277,12 +5277,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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}
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},
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},
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huanjue:{
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huanjue:{
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trigger:{player:'useCard',target:'useCard'},
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trigger:{global:'useCard'},
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usable:1,
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usable:1,
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filter:function(event,player){
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filter:function(event,player){
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if(event.targets.length!=1) return false;
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if(event.targets.length!=1) return false;
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var target=event.targets[0];
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var target=event.targets[0];
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if(event.player==target) return false;
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if(event.player==target) return false;
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if(player!=event.player&&player!=target) return false;
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for(var i=0;i<lib.inpile.length;i++){
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for(var i=0;i<lib.inpile.length;i++){
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var info=lib.card[lib.inpile[i]];
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var info=lib.card[lib.inpile[i]];
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if(info.multitarget) continue;
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if(info.multitarget) continue;
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@ -5336,22 +5337,16 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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list.push(list1.randomRemove());
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list.push(list1.randomRemove());
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}
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}
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}
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}
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player.chooseButton('选择一张牌代替'+get.translation(trigger.card),true,[[list,'vcard']]).ai=function(button){
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player.chooseButton(true,['幻觉',[list,'vcard']]).ai=function(button){
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var card={suit:trigger.card.suit,number:trigger.card.number,name:button.link[2]};
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var card={suit:trigger.card.suit,number:trigger.card.number,name:button.link[2]};
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return ai.get.effect(trigger.targets[0],card,trigger.player,player);
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return ai.get.effect(trigger.targets[0],card,trigger.player,player);
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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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var card=game.createCard({suit:trigger.card.suit,number:trigger.card.number,name:result.links[0][2]});
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var card=game.createCard({suit:trigger.card.suit,number:trigger.card.number,name:result.links[0][2]});
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player.$throw(card);
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event.card=card;
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if(player==trigger.player){
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player.line(trigger.targets[0],'green');
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}
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else{
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player.line(trigger.player,'green');
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}
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game.log(player,'将',trigger.card,'变为',card);
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game.log(player,'将',trigger.card,'变为',card);
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game.delay();
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if(!event.isMine()) game.delay();
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trigger.untrigger();
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trigger.untrigger();
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trigger.card=card;
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trigger.card=card;
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trigger.cards=[card];
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trigger.cards=[card];
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@ -5359,12 +5354,29 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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else{
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else{
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event.finish();
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event.finish();
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}
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}
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'step 2'
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'step 2'
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player.$throw(event.card,null,null,true);
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if(player==trigger.player){
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player.line(trigger.targets[0],'green');
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}
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else{
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player.line(trigger.player,'green');
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}
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game.delay(0.5);
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'step 3'
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trigger.trigger('useCard');
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trigger.trigger('useCard');
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},
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},
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ai:{
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ai:{
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expose:0.2,
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expose:0.2,
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threaten:0.7
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threaten:function(player,target){
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if(target.storage.counttrigger&&target.storage.counttrigger.huanjue) return 1.8;
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return 0.6;
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},
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effect:{
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target:function(player,target){
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if(player!=target&&_status.currentPhase==target) return 0;
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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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bingjia:{
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bingjia:{
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@ -7578,7 +7590,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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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',
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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',
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jihuo:'激活',
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jihuo:'激活',
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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',
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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',
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jianren:'剑刃',
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jianren:'刃舞',
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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',
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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',
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mengun:'闷棍',
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mengun:'闷棍',
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mengun2:'闷棍',
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mengun2:'闷棍',
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@ -160,6 +160,7 @@ window.noname_character_rank={
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'hs_jaina',
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'hs_jaina',
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're_lidian',
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're_lidian',
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'hs_kalimosi',
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'hs_kalimosi',
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'hs_zhihuanhua',
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],
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],
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am:[
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am:[
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'huangfusong',
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'huangfusong',
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@ -423,6 +424,7 @@ window.noname_character_rank={
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'guanyinping',
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'guanyinping',
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],
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],
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b:[
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b:[
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'hs_shirencao',
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'sp_daqiao',
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'sp_daqiao',
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'hs_jiawodun',
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'hs_jiawodun',
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'yxs_weizhongxian',
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'yxs_weizhongxian',
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15
game/game.js
15
game/game.js
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@ -14341,6 +14341,7 @@
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this.logAi(next.targets,next.card);
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this.logAi(next.targets,next.card);
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}
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}
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}
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}
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next.stocktargets=next.targets.slice(0);
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next.setContent('useCard');
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next.setContent('useCard');
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return next;
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return next;
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},
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},
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node2.listenTransition(onEnd02);
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node2.listenTransition(onEnd02);
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},200);
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},200);
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},
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},
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$throw:function(card,time,init){
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$throw:function(card,time,init,nosource){
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if(typeof card=='number'){
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if(typeof card=='number'){
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var tmp=card;
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var tmp=card;
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card=[];
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card=[];
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@ -16798,8 +16799,8 @@
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}
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}
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if(init!==false){
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if(init!==false){
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if(init!=='nobroadcast'){
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if(init!=='nobroadcast'){
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game.broadcast(function(player,card,time,init){
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game.broadcast(function(player,card,time,init,nosource){
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player.$throw(card,time,init);
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player.$throw(card,time,init,nosource);
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},this,card,time,init);
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},this,card,time,init);
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}
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}
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if(get.itemtype(card)!='cards'){
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if(get.itemtype(card)!='cards'){
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@ -16810,7 +16811,7 @@
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return;
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return;
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}
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}
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}
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}
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game.addVideo('throw',this,[get.cardsInfo(card),time]);
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game.addVideo('throw',this,[get.cardsInfo(card),time,nosource]);
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}
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}
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if(game.chess){
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if(game.chess){
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this.chessFocus();
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this.chessFocus();
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@ -16818,14 +16819,14 @@
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if(get.itemtype(card)=='cards'){
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if(get.itemtype(card)=='cards'){
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var node;
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var node;
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for(var i=0;i<card.length;i++){
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for(var i=0;i<card.length;i++){
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node=this.$throw(card[i],time,false);
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node=this.$throw(card[i],time,false,nosource);
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}
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}
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return node;
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return node;
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}
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}
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else{
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else{
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var node;
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var node;
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if(card==undefined||card.length==0) return;
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if(card==undefined||card.length==0) return;
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node=this.$throwordered(card.copy('thrown'));
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node=this.$throwordered(card.copy('thrown'),nosource);
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if(time!=undefined){
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if(time!=undefined){
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node.fixed=true;
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node.fixed=true;
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setTimeout(function(){node.delete()},time);
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setTimeout(function(){node.delete()},time);
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@ -21839,7 +21840,7 @@
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},
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},
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throw:function(player,info){
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throw:function(player,info){
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if(player&&info){
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if(player&&info){
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player.$throw(get.infoCards(info[0]),info[1]);
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player.$throw(get.infoCards(info[0]),info[1],null,info[2]);
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}
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}
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else{
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else{
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console.log(player);
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console.log(player);
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@ -1,26 +1,26 @@
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window.noname_update={
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window.noname_update={
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version:'1.9.26',
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version:'1.9.26',
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update:'1.9.25',
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// update:'1.9.25',
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changeLog:[
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changeLog:[
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'bug修复'
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'bug修复'
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],
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],
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files:[
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files:[
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'game/game.js',
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// 'game/game.js',
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// 'game/package.js',
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// 'game/package.js',
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'game/config.js',
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// 'game/config.js',
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// 'game/source.js',
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// 'game/source.js',
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// 'game/pressure.js',
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// 'game/pressure.js',
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'game/asset.js',
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// 'game/asset.js',
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// 'card/*',
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// 'card/*',
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'card/sp.js',
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// 'card/sp.js',
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// 'card/yunchou.js',
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// 'card/yunchou.js',
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'character/*',
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// 'character/*',
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'mode/boss.js',
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// 'mode/boss.js',
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// 'mode/versus.js',
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// 'mode/versus.js',
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'mode/guozhan.js',
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// 'mode/guozhan.js',
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// 'mode/identity.js',
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// 'mode/identity.js',
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// 'mode/chess.js',
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// 'mode/chess.js',
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'mode/tafang.js',
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// 'mode/tafang.js',
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// 'mode/guozhan.js',
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// 'mode/guozhan.js',
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// 'mode/stone.js',
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// 'mode/stone.js',
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// 'theme/music/style.css',
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// 'theme/music/style.css',
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// 'theme/simple/style.css',
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// 'theme/simple/style.css',
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// 'layout/default/layout.css',
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// 'layout/default/layout.css',
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// 'layout/default/phone.css',
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// 'layout/default/phone.css',
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'layout/default/menu.css',
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// 'layout/default/menu.css',
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// 'theme/style/cardback/*',
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// 'theme/style/cardback/*',
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// 'layout/long/layout.css',
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// 'layout/long/layout.css',
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// 'layout/long2/layout.css',
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// 'layout/long2/layout.css',
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