v1.9.96.9
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@ -333,7 +333,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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];
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event.controls=controls;
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var next=player.chooseControl();
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next.set('prompt','要对'+get.translation(card)+'做什么呢?');
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next.set('prompt','要对'+get.translation(event.card)+'做什么呢?');
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next.set('choiceList',controls);
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next.ai=function(){return 2};
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'step 4'
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@ -2068,26 +2068,26 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player.chooseTarget('是否发动【摧克】来对一名角色造成一点伤害?').ai=function(target){
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return -get.attitude(player,target);
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};
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}else if(player.storage.nzry_junlve%2==0){
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}
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else{
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player.chooseTarget('是否发动【摧克】来横置一名角色并弃置其区域内的一张牌?').ai=function(target){
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return -get.attitude(player,target);
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};
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}else{
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event.finish();
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};
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}
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'step 1'
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if(result.bool){
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player.line(result.targets);
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player.logSkill('nzry_cuike');
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if(player.storage.nzry_junlve%2==1){
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result.targets[0].damage();
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}else{
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}
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else{
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result.targets[0].link(true);
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player.discardPlayerCard(result.targets[0],1,'hej');
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};
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};
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'step 2'
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if(player.storage.nzry_junlve>7){
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if(player.storage.nzry_junlve&&player.storage.nzry_junlve>7){
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player.chooseBool().set('ai',function(){
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return true;
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}).set('prompt','是否弃置所有“军略”标记并对所有其他角色造成一点伤害?');
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@ -2099,28 +2099,24 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger:{
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source:"damageBegin1",
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},
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usable:1,
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direct:true,
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popup:false,
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content:function (){
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'step 0'
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event.num=player.getDamagedHp();
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if(event.num>0) player.chooseBool(get.prompt2('spjiedao',trigger.player)).ai=function(){
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filter:function(event,player){
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return player.isDamaged()&&!player.getHistory('sourceDamage').length;
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},
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logTarget:'player',
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check:function(trigger,player){
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if(get.attitude(player,trigger.player)>=-1) return false;
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return !trigger.player.getEquip('baiyin')&&!trigger.player.getEquip('rewrite_baiyin');
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};
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'step 1'
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if(result.bool){
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player.logSkill('spjiedao',trigger.player);
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trigger.num+=num;
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var next=game.createEvent('spjiedao_after',null,trigger.getParent());
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next.player=player;
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next.target=trigger.player;
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next.num=num;
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next.setContent(function(){
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if(target.isAlive()) player.chooseToDiscard(num,true);
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});
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}
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},
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content:function (){
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var num=player.getDamagedHp();
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trigger.num+=num;
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var next=game.createEvent('spjiedao_after',null,trigger.getParent());
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next.player=player;
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next.target=trigger.player;
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next.num=num;
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next.setContent(function(){
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if(target.isAlive()) player.chooseToDiscard(num,true);
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});
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},
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},
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biaozhao:{
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@ -323,6 +323,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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xinfu_sidaox:{
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audio:'xinfu_sidao',
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filterCard:function(card){
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return get.itemtype(card)=='card';
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},
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position:"h",
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viewAs:{
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name:"shunshou",
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@ -9,7 +9,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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yijiang_2011:['caozhi','re_yujin','zhangchunhua','xin_fazheng','xin_masu','xin_xushu','xusheng','lingtong','wuguotai','chengong','gaoshun'],
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yijiang_2012:['wangyi','xunyou','zhonghui','madai','liaohua','guanzhang','bulianshi','handang','chengpu','liubiao','old_huaxiong'],
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yijiang_2013:['manchong','guohuai','caochong','guanping','liufeng','jianyong','yufan','panzhangmazhong','zhuran','xin_liru','fuhuanghou'],
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yijiang_2014:['hanhaoshihuan','chenqun','caozhen','zhangsong','wuyi','zhoucang','zhuhuan','guyong','sunluban','yj_jushou','caifuren'],
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yijiang_2014:['hanhaoshihuan','chenqun','caozhen','zhangsong','wuyi','zhoucang','zhuhuan','guyong','s unluban','yj_jushou','caifuren'],
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yijiang_2015:['caoxiu','caorui','zhongyao','xiahoushi','liuchen','zhangyi','zhuzhi','quancong','sunxiu','gongsunyuan','guotufengji'],
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yijiang_2016:['guohuanghou','sunziliufang','huanghao','liyan','sundeng','cenhun','zhangrang','liuyu'],
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yijiang_2017:['xinxianying','jikang','wuxian','qinmi','xuezong','xushi','caiyong','caojie',],
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@ -6569,7 +6569,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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game.log(player,'将',card,'置于牌堆顶');
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event.result.card={name:event.result.card.name,nature:event.result.card.nature};
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event.result.cards=[];
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player.lose(card);
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player.lose(card,ui.special);
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'step 1'
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game.delay();
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'step 2'
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@ -11268,7 +11268,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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zili_info:'觉醒技,准备阶段开始时,若“权”的数量不小于3,你减1点体力上限,然后选择一项:1、回复1点体力;2、摸两张牌。然后你获得技能“排异”。',
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quanji_info:'当你受到1点伤害后,你可以摸一张牌,然后将一张手牌置于武将牌上,称为“权”;你的手牌上限+X(X为“权”的数量)。',
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xianzhou_info:'限定技。出牌阶段,你可以将装备区内的所有牌交给一名其他角色,然后该角色选择一项:令你回复X点体力;或对其攻击范围内的X名角色各造成1点伤害(X为你以此法交给该角色的牌的数量)。',
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qieting_info:'其他角色的结束阶段,若其未于此回合内使用过指定其他角色为目标的牌,你可以选择一项:将其装备区里的一张牌移动至你装备区里的相应位置(可替换原装备);或摸一张牌。',
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qieting_info:'其他角色的结束阶段,若其未于此回合内使用过指定其他角色为目标的牌,你可以选择一项:将其装备区里的一张牌移动至你装备区里的相应位置;或摸一张牌。',
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zhuikong_info:'其他角色的准备阶段,若你已受伤,你可以与该角色拼点。若你赢,该角色本回合使用的牌不能指定除该角色外的角色为目标。若你没赢,其本回合至你的距离视为1。',
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oldzhuikong_info:'其他角色的准备阶段,若你已受伤,你可以与该角色拼点。若你赢,该角色跳过本回合的出牌阶段。若你没赢,其本回合至你的距离视为1。',
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qiuyuan_info:'当你成为【杀】的目标时,你可以令一名其他角色选择一项:①、交给你一张【闪】;②、成为此【杀】的额外目标。',
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