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" "step 3"
ui.clear(); 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); var dialog=ui.create.dialog('五谷丰登',cards,true);
_status.dieClose.push(dialog); _status.dieClose.push(dialog);
dialog.videoId=lib.status.videoId++; 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。', 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_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。', 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。', 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。', 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。', 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:{ huanjue:{
trigger:{player:'useCard',target:'useCard'}, trigger:{global:'useCard'},
usable:1, usable:1,
filter:function(event,player){ filter:function(event,player){
if(event.targets.length!=1) return false; if(event.targets.length!=1) return false;
var target=event.targets[0]; var target=event.targets[0];
if(event.player==target) return false; if(event.player==target) return false;
if(player!=event.player&&player!=target) return false;
for(var i=0;i<lib.inpile.length;i++){ for(var i=0;i<lib.inpile.length;i++){
var info=lib.card[lib.inpile[i]]; var info=lib.card[lib.inpile[i]];
if(info.multitarget) continue; if(info.multitarget) continue;
@ -5336,22 +5337,16 @@ game.import('character',function(lib,game,ui,get,ai,_status){
list.push(list1.randomRemove()); 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]}; 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); return ai.get.effect(trigger.targets[0],card,trigger.player,player);
}; };
'step 1' 'step 1'
if(result.bool){ if(result.bool){
var card=game.createCard({suit:trigger.card.suit,number:trigger.card.number,name:result.links[0][2]}); var card=game.createCard({suit:trigger.card.suit,number:trigger.card.number,name:result.links[0][2]});
player.$throw(card); event.card=card;
if(player==trigger.player){
player.line(trigger.targets[0],'green');
}
else{
player.line(trigger.player,'green');
}
game.log(player,'将',trigger.card,'变为',card); game.log(player,'将',trigger.card,'变为',card);
game.delay(); if(!event.isMine()) game.delay();
trigger.untrigger(); trigger.untrigger();
trigger.card=card; trigger.card=card;
trigger.cards=[card]; trigger.cards=[card];
@ -5359,12 +5354,29 @@ game.import('character',function(lib,game,ui,get,ai,_status){
else{ else{
event.finish(); event.finish();
} }
'step 2' 'step 2'
player.$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'); trigger.trigger('useCard');
}, },
ai:{ ai:{
expose:0.2, 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:{ 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', 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:'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', 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', 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', mengun:'闷棍',
mengun2:'闷棍', mengun2:'闷棍',

View File

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

View File

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

View File

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