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bb02b1072b
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@ -2935,22 +2935,26 @@ 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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tspowei:{
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tspowei:{
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audio:2,
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audio:3,
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dutySkill:true,
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dutySkill:true,
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forced:true,
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locked:true,
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trigger:{global:'damageEnd'},
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logTarget:'player',
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filter:function(event,player){
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return event.player&&event.player.isIn()&&event.player.hasMark('dulie');
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},
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content:function(){
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trigger.player.removeMark('dulie',trigger.player.countMark('dulie'));
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},
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derivation:'shenzhu',
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derivation:'shenzhu',
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group:['tspowei_init','tspowei_move','tspowei_achieve','tspowei_fail','tspowei_use'],
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group:['tspowei_init','tspowei_move','tspowei_achieve','tspowei_fail','tspowei_use','tspowei_remove'],
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subSkill:{
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subSkill:{
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remove:{
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audio:'tspowei3',
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trigger:{global:'damageEnd'},
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filter:function(event,player){
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return event.player&&event.player.isIn()&&event.player.hasMark('dulie');
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},
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forced:true,
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logTarget:'player',
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content:function(){
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trigger.player.removeMark('dulie',trigger.player.countMark('dulie'));
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},
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},
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use:{
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use:{
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audio:'tspowei',
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audio:'tspowei3',
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trigger:{global:'phaseBegin'},
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trigger:{global:'phaseBegin'},
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direct:true,
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direct:true,
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filter:function(event,player){
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filter:function(event,player){
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@ -3004,7 +3008,7 @@ 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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init:{
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init:{
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audio:'tspowei',
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audio:'tspowei3',
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trigger:{
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trigger:{
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global:'phaseBefore',
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global:'phaseBefore',
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player:'enterGame',
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player:'enterGame',
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@ -3022,7 +3026,7 @@ 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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move:{
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move:{
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audio:'tspowei',
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audio:'tspowei3',
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trigger:{player:'phaseBegin'},
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trigger:{player:'phaseBegin'},
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forced:true,
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forced:true,
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filter:function(event,player){
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filter:function(event,player){
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@ -3078,6 +3082,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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tspowei1:{audio:true},
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tspowei1:{audio:true},
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tspowei2:{audio:true},
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tspowei2:{audio:true},
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tspowei3:{audio:true},
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shenzhu:{
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shenzhu:{
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audio:2,
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audio:2,
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trigger:{player:'useCardAfter'},
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trigger:{player:'useCardAfter'},
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@ -577,7 +577,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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var next=game.createEvent('mbdanggu_clique');
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var next=game.createEvent('mbdanggu_clique');
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next.player=player;
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next.player=player;
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next.setContent(lib.skill.mbdanggu.contentx);
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next.setContent(lib.skill.mbdanggu.contentx);
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player.draw(2);
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player.draw();
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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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@ -1628,7 +1628,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return event.name=='respond'?0.5:false;
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return event.name=='respond'?0.5:false;
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},
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},
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filter:function(event,player){
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filter:function(event,player){
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return ['shan','wuxie'].contains(event.card.name)&&evt.skill=='scsmiaoyu'&&event.cards&&event.cards.length==2&&_status.currentPhase&&_status.currentPhase!=player&&_status.currentPhase.countDiscardableCards(player,'he');
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return ['shan','wuxie'].contains(event.card.name)&&event.skill=='scsmiaoyu'&&event.cards&&event.cards.length==2&&_status.currentPhase&&_status.currentPhase!=player&&_status.currentPhase.countDiscardableCards(player,'he');
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},
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},
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forced:true,
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forced:true,
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popup:false,
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popup:false,
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@ -13775,7 +13775,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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mbzhenfu_info:'结束阶段,若你本回合因弃置失去过牌,你可以令一名其他角色获得1点护甲。',
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mbzhenfu_info:'结束阶段,若你本回合因弃置失去过牌,你可以令一名其他角色获得1点护甲。',
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shichangshi:'十常侍',
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shichangshi:'十常侍',
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mbdanggu:'党锢',
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mbdanggu:'党锢',
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mbdanggu_info:'锁定技。①游戏开始时,你获得十张“常侍”牌,然后你进行一次结党。②当你修整结束后,你进行一次结党并摸两张牌。③若你有亮出的“常侍”牌,你视为拥有这些牌的技能。',
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mbdanggu_info:'锁定技。①游戏开始时,你获得十张“常侍”牌,然后你进行一次结党。②当你修整结束后,你进行一次结党并摸一张牌。③若你有亮出的“常侍”牌,你视为拥有这些牌的技能。',
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mbdanggu_faq:'关于结党',
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mbdanggu_faq:'关于结党',
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mbdanggu_faq_info:'<br>系统随机选择一张未亮出过的“常侍”牌,然后选择四张未亮出过的“常侍”牌(若剩余“常侍”牌中有「高望」,则必定出现)。你观看前者,然后从后者中选择一名与前者互相认可的“常侍”牌(不认可的“常侍”牌为不可选状态),你选择这两张牌。然后若此时不为双将模式,你将这两张武将牌作为你的武将牌(不移除原有技能);否则你获得这两张武将牌上的技能。',
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mbdanggu_faq_info:'<br>系统随机选择一张未亮出过的“常侍”牌,然后选择四张未亮出过的“常侍”牌(若剩余“常侍”牌中有「高望」,则必定出现)。你观看前者,然后从后者中选择一名与前者互相认可的“常侍”牌(不认可的“常侍”牌为不可选状态),你选择这两张牌。然后若此时不为双将模式,你将这两张武将牌作为你的武将牌(不移除原有技能);否则你获得这两张武将牌上的技能。',
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mbmowang:'殁亡',
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mbmowang:'殁亡',
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@ -1083,65 +1083,72 @@ 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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spxizhan:{
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spxizhan:{
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trigger:{global:'phaseBegin'},
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audio:4,
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forced:true,
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group:'spxizhan_effect',
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locked:false,
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locked:true,
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logTarget:'player',
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filter:function(event,player){
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return player!=event.player;
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},
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content:function(){
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'step 0'
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player.chooseToDiscard('he','嬉战:弃置一张牌或失去1点体力','根据弃置的牌对'+get.translation(trigger.player)+'视为使用如下牌:<br>♠,其使用【酒】;♥,你使用【无中生有】<br>♣,对其使用【铁索连环】;♦:对其使用火【杀】').set('ai',function(card){
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var player=_status.event.player,target=_status.event.getTrigger().player;
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var suit=get.suit(card,player),list;
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switch(suit){
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case 'spade':list=[{name:'jiu'},target,target];break;
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case 'heart':list=[{name:'wuzhong'},player,player];break;
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case 'club':list=[{name:'tiesuo'},player,target];break;
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case 'diamond':list=[{name:'sha',nature:'fire'},player,target];break;
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}
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list[0].isCard=true;
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var eff=0;
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if(list[1].canUse(list[0],list[2],false)) eff=get.effect(list[2],list[0],list[1],player);
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if(eff>=0||suit=='club') eff=Math.max(eff,5);
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return eff*1.5-get.value(card);
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});
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'step 1'
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if(result.bool){
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player.addTempSkill('spxizhan_spfangzong');
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var target=trigger.player,card=result.cards[0],suit=get.suit(card,player);
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if((!target||!target.isIn())&&suit!='heart') return;
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switch(suit){
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case 'spade':
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target.chooseUseTarget('jiu',true);
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break;
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case 'heart':
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player.chooseUseTarget('wuzhong',true);
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break;
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case 'club':
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if(player.canUse('tiesuo',target)) player.useCard({
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name:'tiesuo',
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isCard:true,
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},target);
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break;
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case 'diamond':
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if(player.canUse({
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name:'sha',
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isCard:true,
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nature:'fire',
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},target,false)) player.useCard({
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name:'sha',
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isCard:true,
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nature:'fire',
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},target,false);
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break;
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}
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}
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else player.loseHp();
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},
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subSkill:{
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subSkill:{
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spfangzong:{charlotte:true},
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spfangzong:{charlotte:true},
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effect:{
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trigger:{global:'phaseBegin'},
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filter:function(event,player){
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return player!=event.player;
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},
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forced:true,
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logTarget:'player',
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content:function(){
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'step 0'
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player.chooseToDiscard('he','嬉战:弃置一张牌或失去1点体力','根据弃置的牌对'+get.translation(trigger.player)+'视为使用如下牌:<br>♠,其使用【酒】;♥,你使用【无中生有】<br>♣,对其使用【铁索连环】;♦:对其使用火【杀】').set('ai',function(card){
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var player=_status.event.player,target=_status.event.getTrigger().player;
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var suit=get.suit(card,player),list;
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switch(suit){
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case 'spade':list=[{name:'jiu'},target,target];break;
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case 'heart':list=[{name:'wuzhong'},player,player];break;
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case 'club':list=[{name:'tiesuo'},player,target];break;
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case 'diamond':list=[{name:'sha',nature:'fire'},player,target];break;
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}
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list[0].isCard=true;
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var eff=0;
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if(list[1].canUse(list[0],list[2],false)) eff=get.effect(list[2],list[0],list[1],player);
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if(eff>=0||suit=='club') eff=Math.max(eff,5);
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return eff*1.5-get.value(card);
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});
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'step 1'
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if(result.bool){
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player.addTempSkill('spxizhan_spfangzong');
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var target=trigger.player,card=result.cards[0],suit=get.suit(card,player);
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if(!lib.suit.contains(suit)||(!target||!target.isIn())&&suit!='heart') return;
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game.broadcastAll(function(suit){
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if(lib.config.background_speak) game.playAudio('skill','spfangzong'+(4-lib.suit.indexOf(suit)));
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},suit);
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switch(suit){
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case 'spade':
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target.chooseUseTarget('jiu',true);
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break;
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case 'heart':
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player.chooseUseTarget('wuzhong',true);
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break;
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case 'club':
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if(player.canUse('tiesuo',target)) player.useCard({
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name:'tiesuo',
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isCard:true,
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},target);
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break;
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case 'diamond':
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if(player.canUse({
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name:'sha',
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isCard:true,
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nature:'fire',
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},target,false)) player.useCard({
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name:'sha',
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isCard:true,
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nature:'fire',
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},target,false);
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break;
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}
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}
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else player.loseHp();
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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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//高览
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//高览
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@ -1906,28 +1913,31 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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//周处
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//周处
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rechuhai:{
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rechuhai:{
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audio:'chuhai',
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audio:'chuhai',
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inherit:'chuhai',
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dutySkill:true,
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dutySkill:true,
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locked:true,
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locked:true,
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group:['rechuhai_add','rechuhai_achieve','rechuhai_fail'],
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group:['rechuhai_add','rechuhai_achieve','rechuhai_fail','rechuhai_chuhai'],
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derivation:'zhangming',
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derivation:'zhangming',
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prompt:'与一名其他角色进行拼点',
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subSkill:{
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subSkill:{
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chuhai:{
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audio:['chuhai',2],
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inherit:'chuhai',
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prompt:'与一名其他角色进行拼点',
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},
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add:{
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add:{
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trigger:{player:'compare'},
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trigger:{player:'compare'},
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forced:true,
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forced:true,
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popup:false,
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popup:false,
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filter:function(event,player){
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filter:function(event,player){
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return event.getParent().name=='rechuhai'&&event.num1<13&&player.countCards('e')<4;
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return event.getParent().name=='rechuhai_chuhai'&&event.num1<13&&player.countCards('e')<4;
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},
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},
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content:function(){
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content:function(){
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var num=4-player.countCards('e');
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var num=4-player.countCards('e');
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game.log(player,'的拼点牌点数+',num);
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game.log(player,'的拼点牌点数+',num);
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trigger.num1=Math.min(13,trigger.num1+num);
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trigger.num1=Math.min(13,trigger.num1+num);
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}
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},
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},
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},
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achieve:{
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achieve:{
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audio:'rechuhai',
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audio:['chuhai',2],
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trigger:{player:'equipAfter'},
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trigger:{player:'equipAfter'},
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forced:true,
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forced:true,
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skillAnimation:true,
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skillAnimation:true,
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@ -1944,10 +1954,11 @@ 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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fail:{
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fail:{
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audio:'chuhai3',
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trigger:{player:'chooseToCompareAfter'},
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trigger:{player:'chooseToCompareAfter'},
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forced:true,
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forced:true,
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filter:function(event,player){
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filter:function(event,player){
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return event.getParent().name=='rechuhai'&&event.num1<7&&!event.result.bool;
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return event.getParent().name=='rechuhai_chuhai'&&event.num1<7&&!event.result.bool;
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},
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},
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content:function(){
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content:function(){
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player.awakenSkill('rechuhai');
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player.awakenSkill('rechuhai');
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@ -1956,6 +1967,7 @@ 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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},
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},
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chuhai3:{audio:true},
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zhangming:{
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zhangming:{
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audio:2,
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audio:2,
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trigger:{player:'useCard'},
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trigger:{player:'useCard'},
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@ -2040,7 +2052,7 @@ 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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chuhai:{
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chuhai:{
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audio:2,
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audio:3,
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enable:'phaseUse',
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enable:'phaseUse',
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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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@ -2476,8 +2488,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger:{player:'useCardAfter'},
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trigger:{player:'useCardAfter'},
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dutySkill:true,
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dutySkill:true,
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forced:true,
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forced:true,
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skillAnimation:true,
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direct:true,
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animationColor:'water',
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|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
if(!player.storage.xingqi||!player.storage.xingqi.length) return false;
|
if(!player.storage.xingqi||!player.storage.xingqi.length) return false;
|
||||||
var map={basic:0,trick:0,equip:0};
|
var map={basic:0,trick:0,equip:0};
|
||||||
|
@ -2492,6 +2503,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
},
|
},
|
||||||
content:function(){
|
content:function(){
|
||||||
'step 0'
|
'step 0'
|
||||||
|
player.logSkill('twmibei_achieve');
|
||||||
game.log(player,'成功完成使命');
|
game.log(player,'成功完成使命');
|
||||||
player.awakenSkill('mibei');
|
player.awakenSkill('mibei');
|
||||||
var list=['basic','equip','trick'],cards=[];
|
var list=['basic','equip','trick'],cards=[];
|
||||||
|
@ -2509,6 +2521,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
derivation:'xinmouli',
|
derivation:'xinmouli',
|
||||||
subSkill:{
|
subSkill:{
|
||||||
silent:{
|
silent:{
|
||||||
|
charlotte:true,
|
||||||
trigger:{player:'phaseZhunbeiBegin'},
|
trigger:{player:'phaseZhunbeiBegin'},
|
||||||
silent:true,
|
silent:true,
|
||||||
lastDo:true,
|
lastDo:true,
|
||||||
|
@ -2518,15 +2531,15 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
content:function(){
|
content:function(){
|
||||||
player.addTempSkill('mibei_mark');
|
player.addTempSkill('mibei_mark');
|
||||||
},
|
},
|
||||||
charlotte:true,
|
|
||||||
},
|
},
|
||||||
mark:{},
|
mark:{charlotte:true},
|
||||||
fail:{
|
fail:{
|
||||||
|
audio:'mibei2',
|
||||||
trigger:{player:'phaseJieshuBegin'},
|
trigger:{player:'phaseJieshuBegin'},
|
||||||
forced:true,
|
|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
return !player.getStorage('xingqi').length&&player.hasSkill('mibei_mark');
|
return !player.getStorage('xingqi').length&&player.hasSkill('mibei_mark');
|
||||||
},
|
},
|
||||||
|
forced:true,
|
||||||
content:function(){
|
content:function(){
|
||||||
game.log(player,'使命失败');
|
game.log(player,'使命失败');
|
||||||
player.awakenSkill('mibei');
|
player.awakenSkill('mibei');
|
||||||
|
@ -2535,6 +2548,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
|
mibei1:{audio:true},
|
||||||
|
mibei2:{audio:true},
|
||||||
xinmouli:{
|
xinmouli:{
|
||||||
audio:'mouli',
|
audio:'mouli',
|
||||||
enable:'phaseUse',
|
enable:'phaseUse',
|
||||||
|
@ -2909,20 +2924,25 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
qingyu:{
|
qingyu:{
|
||||||
audio:3,
|
audio:3,
|
||||||
dutySkill:true,
|
dutySkill:true,
|
||||||
trigger:{player:'damageBegin2'},
|
locked:true,
|
||||||
forced:true,
|
group:['qingyu_achieve','qingyu_fail','qingyu_defend'],
|
||||||
filter:function(event,player){
|
|
||||||
return player.countCards('he',function(card){
|
|
||||||
return lib.filter.cardDiscardable(card,player,'qingyu');
|
|
||||||
})>1;
|
|
||||||
},
|
|
||||||
content:function(){
|
|
||||||
trigger.cancel();
|
|
||||||
player.chooseToDiscard(2,'he',true);
|
|
||||||
},
|
|
||||||
group:['qingyu_achieve','qingyu_fail'],
|
|
||||||
subSkill:{
|
subSkill:{
|
||||||
|
defend:{
|
||||||
|
audio:'qingyu1',
|
||||||
|
trigger:{player:'damageBegin2'},
|
||||||
|
filter:function(event,player){
|
||||||
|
return player.countCards('he',function(card){
|
||||||
|
return lib.filter.cardDiscardable(card,player,'qingyu_defend');
|
||||||
|
})>1;
|
||||||
|
},
|
||||||
|
forced:true,
|
||||||
|
content:function(){
|
||||||
|
trigger.cancel();
|
||||||
|
player.chooseToDiscard(2,'he',true);
|
||||||
|
},
|
||||||
|
},
|
||||||
achieve:{
|
achieve:{
|
||||||
|
audio:'qingyu3',
|
||||||
trigger:{player:'phaseZhunbeiBegin'},
|
trigger:{player:'phaseZhunbeiBegin'},
|
||||||
forced:true,
|
forced:true,
|
||||||
skillAnimation:true,
|
skillAnimation:true,
|
||||||
|
@ -2937,6 +2957,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
fail:{
|
fail:{
|
||||||
|
audio:'qingyu2',
|
||||||
trigger:{player:'dying'},
|
trigger:{player:'dying'},
|
||||||
forced:true,
|
forced:true,
|
||||||
content:function(){
|
content:function(){
|
||||||
|
@ -2948,6 +2969,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
},
|
},
|
||||||
derivation:'xuancun',
|
derivation:'xuancun',
|
||||||
},
|
},
|
||||||
|
qingyu1:{audio:true},
|
||||||
|
qingyu2:{audio:true},
|
||||||
|
qingyu3:{audio:true},
|
||||||
xuancun:{
|
xuancun:{
|
||||||
audio:2,
|
audio:2,
|
||||||
trigger:{global:'phaseEnd'},
|
trigger:{global:'phaseEnd'},
|
||||||
|
@ -6502,9 +6526,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
spxiangzhen:'象阵',
|
spxiangzhen:'象阵',
|
||||||
spxiangzhen_info:'锁定技。①【南蛮入侵】对你无效。②当有角色使用的【南蛮入侵】结算结束后,若有角色因此牌受到过伤害,则你和使用者各摸一张牌。',
|
spxiangzhen_info:'锁定技。①【南蛮入侵】对你无效。②当有角色使用的【南蛮入侵】结算结束后,若有角色因此牌受到过伤害,则你和使用者各摸一张牌。',
|
||||||
spfangzong:'芳踪',
|
spfangzong:'芳踪',
|
||||||
spfangzong_info:'锁定技。若你于当前回合内未发动过〖嬉战〗选择过选项二,则:①你不能于回合内使用具有伤害标签的牌指定攻击范围内的角色为目标。②攻击范围内包含你的角色不能使用具有伤害标签的牌指定你为目标。③结束阶段,你将手牌摸至X张(X为场上存活人数且至多为8)',
|
spfangzong_info:'锁定技。①你不能于回合内使用具有伤害标签的牌指定攻击范围内的角色为目标。②攻击范围内包含你的角色不能使用具有伤害标签的牌指定你为目标。③结束阶段,你将手牌摸至X张(X为场上存活人数且至多为8)',
|
||||||
spxizhan:'嬉战',
|
spxizhan:'嬉战',
|
||||||
spxizhan_info:'其他角色的回合开始时,你须选择一项:①失去1点体力。②弃置一张牌。然后若此牌的花色为:♠,其视为使用一张【酒】;♥,你视为使用一张【无中生有】;♣,你视为对其使用【铁索连环】;♦:你视为对其使用火【杀】(无距离限制)。',
|
spxizhan_info:'其他角色的回合开始时,你须选择一项:①失去1点体力。②弃置一张牌并令〖芳踪〗于本回合失效,然后若此牌的花色为:♠,其视为使用一张【酒】;♥,你视为使用一张【无中生有】;♣,你视为对其使用【铁索连环】;♦:你视为对其使用火【杀】(无距离限制)。',
|
||||||
sp_cuiyan:'手杀崔琰',
|
sp_cuiyan:'手杀崔琰',
|
||||||
spyajun:'雅俊',
|
spyajun:'雅俊',
|
||||||
spyajun_info:'①摸牌阶段,你令额定摸牌数+1。②出牌阶段开始时,你可以用一张本回合获得的牌与其他角色拼点。若你赢,则你可将其中一张拼点牌置于牌堆顶。若你没赢,你本回合的手牌上限-1。',
|
spyajun_info:'①摸牌阶段,你令额定摸牌数+1。②出牌阶段开始时,你可以用一张本回合获得的牌与其他角色拼点。若你赢,则你可将其中一张拼点牌置于牌堆顶。若你没赢,你本回合的手牌上限-1。',
|
||||||
|
|
|
@ -2409,7 +2409,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
intro:{content:'已使用牌名:$'},
|
intro:{content:'已使用牌名:$'},
|
||||||
subSkill:{
|
subSkill:{
|
||||||
achieve:{
|
achieve:{
|
||||||
audio:'mibei',
|
audio:'mibei1',
|
||||||
skillAnimation:true,
|
skillAnimation:true,
|
||||||
animationColor:'water',
|
animationColor:'water',
|
||||||
},
|
},
|
||||||
|
@ -2427,7 +2427,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
fail:{
|
fail:{
|
||||||
audio:'mibei',
|
audio:'mibei2',
|
||||||
trigger:{player:'phaseUseEnd'},
|
trigger:{player:'phaseUseEnd'},
|
||||||
forced:true,
|
forced:true,
|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
|
@ -11190,7 +11190,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
direct:true,
|
direct:true,
|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
return player.getHistory('lose',function(evt){
|
return player.getHistory('lose',function(evt){
|
||||||
return evt.getParent(2).name=='twgezhi'&&evt.getParent('phaseUse')==event;
|
return evt.getParent(3).name=='twgezhi'&&evt.getParent('phaseUse')==event;
|
||||||
}).length>1;
|
}).length>1;
|
||||||
},
|
},
|
||||||
content:function(){
|
content:function(){
|
||||||
|
|
|
@ -1613,9 +1613,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
},
|
},
|
||||||
content:function(){
|
content:function(){
|
||||||
var target=trigger.player;
|
var target=trigger.player;
|
||||||
target.addTempSkill('yifa2');
|
target.addTempSkill('yifa2',{player:'phaseEnd'});
|
||||||
target.addMark('yifa2',1,false);
|
target.addMark('yifa2',1,false);
|
||||||
},
|
},
|
||||||
|
ai:{threaten:0.8},
|
||||||
},
|
},
|
||||||
yifa2:{
|
yifa2:{
|
||||||
charlotte:true,
|
charlotte:true,
|
||||||
|
@ -3719,7 +3720,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
bolan_info:'①出牌阶段开始时,你可从三个描述中带有“出牌阶段限一次”的技能中选择一个,令当前回合角色获得直至此阶段结束。②其他角色出牌阶段限一次,其可以失去1点体力,令你发动一次〖博览①〗。',
|
bolan_info:'①出牌阶段开始时,你可从三个描述中带有“出牌阶段限一次”的技能中选择一个,令当前回合角色获得直至此阶段结束。②其他角色出牌阶段限一次,其可以失去1点体力,令你发动一次〖博览①〗。',
|
||||||
yifa:'仪法',
|
yifa:'仪法',
|
||||||
yifa2:'仪法',
|
yifa2:'仪法',
|
||||||
yifa_info:'锁定技,其他角色使用【杀】或黑色普通锦囊牌指定你为目标后,其手牌上限-1直到回合结束。',
|
yifa_info:'锁定技,其他角色使用【杀】或黑色普通锦囊牌指定你为目标后,其手牌上限-1直到其回合结束。',
|
||||||
ol_huaxin:'OL华歆',
|
ol_huaxin:'OL华歆',
|
||||||
caozhao:'草诏',
|
caozhao:'草诏',
|
||||||
caozhao_backup:'草诏',
|
caozhao_backup:'草诏',
|
||||||
|
|
Loading…
Reference in New Issue