jsrg_xushao
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@ -17863,6 +17863,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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saya_nodis:'破围',
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saya_nodis:'破围',
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//〖破围〗不会因为〖铁骑〗无效
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//〖破围〗不会因为〖铁骑〗无效
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inari_baiwei:'摆尾',
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inari_baiwei:'摆尾',
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inari_baiwei_draw:'摆尾',
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inari_baiwei_info:'你可以将一张♦牌当做任意基本牌使用或打出。此牌结算完成后,你摸一张牌。',
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inari_baiwei_info:'你可以将一张♦牌当做任意基本牌使用或打出。此牌结算完成后,你摸一张牌。',
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//你不能以此法使用【毒】
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//你不能以此法使用【毒】
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inari_baiwei_backup:'摆尾',
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inari_baiwei_backup:'摆尾',
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@ -21,7 +21,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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jsrg_hejin:['male','qun',4,['jsrgzhaobing','jsrgzhuhuan','jsrgyanhuo']],
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jsrg_hejin:['male','qun',4,['jsrgzhaobing','jsrgzhuhuan','jsrgyanhuo']],
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jsrg_sunjian:['male','qun',4,['jsrgpingtao','jsrgjuelie']],
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jsrg_sunjian:['male','qun',4,['jsrgpingtao','jsrgjuelie']],
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jsrg_huangfusong:['male','qun',4,['jsrgguanhuo','jsrgjuxia']],
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jsrg_huangfusong:['male','qun',4,['jsrgguanhuo','jsrgjuxia']],
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jsrg_xushao:['male','qun',3,['jsrgyingmen','jsrgpingjian'],['unseen']],
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jsrg_xushao:['male','qun',3,['sbyingmen','sbpingjian']],
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jsrg_dongbai:['female','qun',3,['jsrgshichong','jsrglianzhu']],
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jsrg_dongbai:['female','qun',3,['jsrgshichong','jsrglianzhu']],
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jsrg_qiaoxuan:['male','qun',3,['jsrgjuezhi','jsrgjizhao']],
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jsrg_qiaoxuan:['male','qun',3,['jsrgjuezhi','jsrgjizhao']],
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jsrg_yangbiao:['male','qun','3/4',['jsrgzhaohan','jsrgrangjie','jsrgyizheng']],
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jsrg_yangbiao:['male','qun','3/4',['jsrgzhaohan','jsrgrangjie','jsrgyizheng']],
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@ -149,8 +149,202 @@ 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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characterFilter:{
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jsrg_xushao:function(mode){
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return mode!='guozhan';
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},
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},
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skill:{
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skill:{
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//江山如故·起
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//江山如故·起
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sbyingmen:{
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forbid:['guozhan'],
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trigger:{
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global:'phaseBefore',
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player:'enterGame',
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},
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forced:true,
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filter:function(event,player){
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return event.name!='phase'||game.phaseNumber==0;
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},
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content:function(){
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if(!_status.characterlist) lib.skill.pingjian.initList();
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var characters=_status.characterlist.randomRemove(4);
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lib.skill.sbyingmen.addVisitors(characters,player);
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game.delayx();
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},
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group:'sbyingmen_reload',
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subSkill:{
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reload:{
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trigger:{player:'phaseBegin'},
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forced:true,
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locked:false,
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filter:function(event,player){
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return player.getStorage('sbyingmen').length<4;
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},
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content:function(){
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if(!_status.characterlist) lib.skill.pingjian.initList();
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var characters=_status.characterlist.randomRemove(4-player.getStorage('sbyingmen').length);
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lib.skill.sbyingmen.addVisitors(characters,player);
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game.delayx();
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},
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},
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},
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getSkills:function(characters,player){
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var skills=[];
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for(var name of characters){
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if(Array.isArray(lib.character[name])){
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for(var skill of lib.character[name][3]){
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var list=get.skillCategoriesOf(skill,player);
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list.remove('锁定技');
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if(list.length>0) continue;
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var info=get.info(skill);
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if(info&&(!info.unique||info.gainable)) skills.add(skill);
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}
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}
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}
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return skills;
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},
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addVisitors:function(characters,player){
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player.addSkillBlocker('sbyingmen');
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game.log(player,'将','#y'+get.translation(characters),'加入了','#g“访客”')
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lib.skill.rehuashen.drawCharacter(player,characters);
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player.markAuto('sbyingmen',characters)
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var storage=player.getStorage('sbyingmen');
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var skills=lib.skill.sbyingmen.getSkills(storage,player);
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player.addInvisibleSkill(skills);
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},
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removeVisitors:function(characters,player){
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var skills=lib.skill.sbyingmen.getSkills(characters,player);
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var characters2=player.getStorage('sbyingmen').slice(0);
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characters2.removeArray(characters);
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skills.removeArray(lib.skill.sbyingmen.getSkills(characters2,player));
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player.unmarkAuto('sbyingmen',characters);
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_status.characterlist.addArray(characters);
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player.removeInvisibleSkill(skills);
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},
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onremove:function(player,skill){
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lib.skill.sbyingmen.removeVisitors(player.getSkills('sbyingmen'),player);
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player.removeSkillBlocker('sbyingmen');
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},
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skillBlocker:function(skill,player){
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if(!player.invisibleSkills.contains(skill)||skill=='sbpingjian'||skill=='sbpingjian') return false;
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return !player.hasSkill('sbpingjian');
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},
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marktext:'客',
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intro:{
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name:'访客',
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mark:function(dialog,storage,player){
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if(!storage||!storage.length) return '当前没有“访客”';
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dialog.addSmall([storage,'character']);
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var skills=lib.skill.sbyingmen.getSkills(storage,player);
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if(skills.length) dialog.addText('<li>当前可用技能:'+get.translation(skills),false);
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},
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},
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},
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sbpingjian:{
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trigger:{player:['useSkillAfter','logSkill']},
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forced:true,
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filter:function(event,player){
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var skill=event.sourceSkill||event.skill;
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return player.invisibleSkills.contains(skill)&&lib.skill.sbyingmen.getSkills(player.getStorage('sbyingmen'),player).contains(skill);
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},
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content:function(){
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'step 0'
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var visitors=player.getStorage('sbyingmen').slice(0);
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var drawers=visitors.filter(function(name){
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return Array.isArray(lib.character[name])&&lib.character[name][3].contains(trigger.sourceSkill);
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});
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event.drawers=drawers;
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if(visitors.length==1) event._result={bool:true,links:visitors};
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else{
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var dialog=['评鉴:请选择移去一张“访客”'];
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if(drawers.length) dialog.push('<div class="text center">如果移去'+get.translation(drawers)+',则你摸一张牌</div>');
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dialog.push([visitors,'character']);
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player.chooseButton(dialog,true);
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}
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'step 1'
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if(result.bool){
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lib.skill.sbyingmen.removeVisitors(result.links,player);
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game.log(player,'移去了','#y'+get.translation(result.links[0]));
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if(event.drawers.contains(result.links[0])) player.draw();
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}
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},
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group:'sbpingjian_trigger',
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subSkill:{
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trigger:{
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trigger:{player:'triggerInvisible'},
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forced:true,
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forceDie:true,
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popup:false,
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priority:10,
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filter:function(event,player){
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if(event.revealed) return false;
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var skills=lib.skill.sbyingmen.getSkills(player.getStorage('sbyingmen'),player);
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game.expandSkills(skills);
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return skills.contains(event.skill);
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},
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content:function(){
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"step 0"
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if(get.info(trigger.skill).silent){
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event.finish();
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}
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else{
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var info=get.info(trigger.skill);
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var event=trigger,trigger=event._trigger;
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var str;
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var check=info.check;
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if(info.prompt) str=info.prompt;
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else{
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if(typeof info.logTarget=='string'){
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str=get.prompt(event.skill,trigger[info.logTarget],player);
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}
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else if(typeof info.logTarget=='function'){
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var logTarget=info.logTarget(trigger,player);
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if(get.itemtype(logTarget).indexOf('player')==0) str=get.prompt(event.skill,logTarget,player);
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}
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else{
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str=get.prompt(event.skill,null,player);
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}
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}
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if(typeof str=='function'){str=str(trigger,player)}
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var next=player.chooseBool('评鉴:'+str);
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next.set('yes',!info.check||info.check(trigger,player));
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next.set('hsskill',event.skill);
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next.set('forceDie',true);
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next.set('ai',function(){
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return _status.event.yes;
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});
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if(typeof info.prompt2=='function'){
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next.set('prompt2',info.prompt2(trigger,player));
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}
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else if(typeof info.prompt2=='string'){
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next.set('prompt2',info.prompt2);
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}
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else if(info.prompt2!=false){
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if(lib.dynamicTranslate[event.skill]) next.set('prompt2',lib.dynamicTranslate[event.skill](player,event.skill));
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else if(lib.translate[event.skill+'_info']) next.set('prompt2',lib.translate[event.skill+'_info']);
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}
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if(trigger.skillwarn){
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if(next.prompt2){
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next.set('prompt2','<span class="thundertext">'+trigger.skillwarn+'。</span>'+next.prompt2);
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}
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else{
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next.set('prompt2',trigger.skillwarn);
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}
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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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trigger.revealed=true;
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}
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else{
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trigger.untrigger();
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trigger.cancelled=true;
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}
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}
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},
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},
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},
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jsrgchaozheng:{
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jsrgchaozheng:{
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audio:2,
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audio:2,
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trigger:{player:'phaseZhunbeiBegin'},
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trigger:{player:'phaseZhunbeiBegin'},
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@ -8286,6 +8480,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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jsrgxundao_info:'当你的判定牌生效前,你可以令至多两名角色依次弃置一张牌,然后你选择一张以此法弃置且位于弃牌堆中的牌代替此判定牌。',
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jsrgxundao_info:'当你的判定牌生效前,你可以令至多两名角色依次弃置一张牌,然后你选择一张以此法弃置且位于弃牌堆中的牌代替此判定牌。',
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jsrglinghua:'灵化',
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jsrglinghua:'灵化',
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jsrglinghua_info:'①准备阶段,你可以进行目标角色为你的【闪电】的特殊的使用流程。若你未因此受到伤害,你可以令一名角色回复1点体力。②结束阶段,你可以进行目标角色为你且判定效果反转的【闪电】的特殊的使用流程。若你未因此受到伤害,你可以对一名角色造成1点雷电伤害。',
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jsrglinghua_info:'①准备阶段,你可以进行目标角色为你的【闪电】的特殊的使用流程。若你未因此受到伤害,你可以令一名角色回复1点体力。②结束阶段,你可以进行目标角色为你且判定效果反转的【闪电】的特殊的使用流程。若你未因此受到伤害,你可以对一名角色造成1点雷电伤害。',
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sbyingmen:'盈门',
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sbyingmen_info:'锁定技。①游戏开始时,你将武将牌堆中随机四张武将牌置于你的武将牌上,称为“访客”。②回合开始时,若你的“访客”数小于4,你随机从武将牌堆中将“访客”补至四张。',
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sbpingjian:'评鉴',
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sbpingjian_info:'你可以于满足你“访客”上的一个无技能标签或仅有锁定技标签的技能条件的时机发动此技能,然后你选择移去一张“访客”。若移去的是本次发动技能的“访客”,你摸一张牌。',
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offline_star:'桌游志·SP',
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offline_star:'桌游志·SP',
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offline_sticker:'桌游志·贴纸',
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offline_sticker:'桌游志·贴纸',
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75
game/game.js
75
game/game.js
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@ -12058,7 +12058,9 @@
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if(!fullskills.contains(event.skill)){
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if(!fullskills.contains(event.skill)){
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var info=get.info(event.skill);
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var info=get.info(event.skill);
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var hidden=player.hiddenSkills.slice(0);
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var hidden=player.hiddenSkills.slice(0);
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var invisible=player.invisibleSkills.slice(0);
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game.expandSkills(hidden);
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game.expandSkills(hidden);
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game.expandSkills(invisible);
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if(hidden.contains(event.skill)){
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if(hidden.contains(event.skill)){
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if(!info.silent&&player.hasSkillTag('nomingzhi',false,null,true)){
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if(!info.silent&&player.hasSkillTag('nomingzhi',false,null,true)){
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event.finish();
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event.finish();
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@ -12070,6 +12072,14 @@
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event.skillHidden=true;
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event.skillHidden=true;
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}
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}
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}
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}
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else if(invisible.contains(event.skill)){
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if(!info.direct){
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event.trigger('triggerInvisible');
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}
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else{
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event.skillHidden=true;
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}
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}
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else{
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else{
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var keep=false;
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var keep=false;
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for(var i in player.additionalSkills){
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for(var i in player.additionalSkills){
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@ -15799,7 +15809,7 @@
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player.markSkill(roundname);
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player.markSkill(roundname);
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}
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}
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var name=event.skill;
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var name=event.skill;
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var players=player.getSkills(null,false,false);
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var players=player.getSkills(false,false,false);
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var equips=player.getSkills('e');
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var equips=player.getSkills('e');
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var global=lib.skill.global.slice(0);
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var global=lib.skill.global.slice(0);
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var logInfo={
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var logInfo={
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@ -15808,14 +15818,14 @@
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event:_status.event,
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event:_status.event,
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};
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};
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if(info.sourceSkill){
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if(info.sourceSkill){
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logInfo.sourceSkill=name;
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logInfo.sourceSkill=info.sourceSkill;
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if(global.contains(name)){
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if(global.contains(info.sourceSkill)){
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logInfo.type='global';
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logInfo.type='global';
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}
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}
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else if(players.contains(name)){
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else if(players.contains(info.sourceSkill)){
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logInfo.type='player';
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logInfo.type='player';
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}
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}
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else if(equips.contains(name)){
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else if(equips.contains(info.sourceSkill)){
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logInfo.type='equip';
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logInfo.type='equip';
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}
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}
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}
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}
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@ -19540,6 +19550,7 @@
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skills.add(i);
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skills.add(i);
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}
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}
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if(arg2) skills.addArray(this.hiddenSkills);
|
if(arg2) skills.addArray(this.hiddenSkills);
|
||||||
|
if(arg2===false||arg2=='invisible') skills.addArray(this.invisibleSkills);
|
||||||
if(arg3!==false) skills.addArray(es);
|
if(arg3!==false) skills.addArray(es);
|
||||||
for(var i in this.forbiddenSkills){
|
for(var i in this.forbiddenSkills){
|
||||||
skills.remove(i);
|
skills.remove(i);
|
||||||
|
@ -22294,7 +22305,7 @@
|
||||||
}
|
}
|
||||||
if(info){
|
if(info){
|
||||||
var player=this;
|
var player=this;
|
||||||
var players=player.getSkills(null,false,false);
|
var players=player.getSkills(false,false,false);
|
||||||
var equips=player.getSkills('e');
|
var equips=player.getSkills('e');
|
||||||
var global=lib.skill.global.slice(0);
|
var global=lib.skill.global.slice(0);
|
||||||
var logInfo={
|
var logInfo={
|
||||||
|
@ -22303,14 +22314,14 @@
|
||||||
event:_status.event,
|
event:_status.event,
|
||||||
};
|
};
|
||||||
if(info.sourceSkill){
|
if(info.sourceSkill){
|
||||||
logInfo.sourceSkill=name;
|
logInfo.sourceSkill=info.sourceSkill;
|
||||||
if(global.contains(name)){
|
if(global.contains(info.sourceSkill)){
|
||||||
logInfo.type='global';
|
logInfo.type='global';
|
||||||
}
|
}
|
||||||
else if(players.contains(name)){
|
else if(players.contains(info.sourceSkill)){
|
||||||
logInfo.type='player';
|
logInfo.type='player';
|
||||||
}
|
}
|
||||||
else if(equips.contains(name)){
|
else if(equips.contains(info.sourceSkill)){
|
||||||
logInfo.type='equip';
|
logInfo.type='equip';
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -23011,6 +23022,41 @@
|
||||||
this.popup(skill);
|
this.popup(skill);
|
||||||
game.log(this,'获得了技能','#g【'+get.translation(skill)+'】');
|
game.log(this,'获得了技能','#g【'+get.translation(skill)+'】');
|
||||||
},
|
},
|
||||||
|
addInvisibleSkill:function(skill){
|
||||||
|
if(Array.isArray(skill)){
|
||||||
|
for(var i=0;i<skill.length;i++){
|
||||||
|
this.addInvisibleSkill(skill[i]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else{
|
||||||
|
if(this.invisibleSkills.contains(skill)) return;
|
||||||
|
var info=lib.skill[skill];
|
||||||
|
if(!info) return;
|
||||||
|
this.invisibleSkills.add(skill);
|
||||||
|
this.addSkillTrigger(skill);
|
||||||
|
if(this.awakenedSkills.contains(skill)){
|
||||||
|
this.awakenSkill(skill);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
removeInvisibleSkill:function(skill){
|
||||||
|
if(!skill) return;
|
||||||
|
if(Array.isArray(skill)){
|
||||||
|
for(var i=0;i<skill.length;i++){
|
||||||
|
this.removeSkill(skill[i]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else{
|
||||||
|
var info=lib.skill[skill];
|
||||||
|
if(info&&info.fixed&&arguments[1]!==true) return skill;
|
||||||
|
game.broadcastAll(function(player,skill){
|
||||||
|
player.invisibleSkills.remove(skill);
|
||||||
|
},this,skill);
|
||||||
|
if(!player.hasSkill(skill,true)) player.removeSkill(skill);
|
||||||
|
}
|
||||||
|
return skill;
|
||||||
|
},
|
||||||
addSkill:function(skill,checkConflict,nobroadcast,addToSkills){
|
addSkill:function(skill,checkConflict,nobroadcast,addToSkills){
|
||||||
if(Array.isArray(skill)){
|
if(Array.isArray(skill)){
|
||||||
for(var i=0;i<skill.length;i++){
|
for(var i=0;i<skill.length;i++){
|
||||||
|
@ -23328,6 +23374,7 @@
|
||||||
game.broadcastAll(function(player,skill){
|
game.broadcastAll(function(player,skill){
|
||||||
player.skills.remove(skill);
|
player.skills.remove(skill);
|
||||||
player.hiddenSkills.remove(skill);
|
player.hiddenSkills.remove(skill);
|
||||||
|
player.invisibleSkills.remove(skill);
|
||||||
delete player.tempSkills[skill];
|
delete player.tempSkills[skill];
|
||||||
for(var i in player.additionalSkills){
|
for(var i in player.additionalSkills){
|
||||||
player.additionalSkills[i].remove(skill);
|
player.additionalSkills[i].remove(skill);
|
||||||
|
@ -27416,7 +27463,7 @@
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
var fullskills=game.expandSkills(player.getSkills().concat(lib.skill.global));
|
var fullskills=game.expandSkills(player.getSkills(false).concat(lib.skill.global));
|
||||||
var info=get.info(skill);
|
var info=get.info(skill);
|
||||||
if((info.noHidden||get.mode()!='guozhan')&&!fullskills.contains(skill)){
|
if((info.noHidden||get.mode()!='guozhan')&&!fullskills.contains(skill)){
|
||||||
return false;
|
return false;
|
||||||
|
@ -35184,7 +35231,7 @@
|
||||||
skills2=player.getSkills(false,true,false);
|
skills2=player.getSkills(false,true,false);
|
||||||
}
|
}
|
||||||
else{
|
else{
|
||||||
skills2=player.getSkills(true,true,false);
|
skills2=player.getSkills('invisible',true,false);
|
||||||
}
|
}
|
||||||
skills2=game.filterSkills(skills2.concat(lib.skill.global),player,player.getSkills('e').concat(lib.skill.global));
|
skills2=game.filterSkills(skills2.concat(lib.skill.global),player,player.getSkills('e').concat(lib.skill.global));
|
||||||
event._skillChoice=[];
|
event._skillChoice=[];
|
||||||
|
@ -35197,7 +35244,7 @@
|
||||||
else if(info.enable=='phaseUse') enable=(event.type=='phase');
|
else if(info.enable=='phaseUse') enable=(event.type=='phase');
|
||||||
else if(typeof info.enable=='string') enable=(info.enable==event.name);
|
else if(typeof info.enable=='string') enable=(info.enable==event.name);
|
||||||
if(enable){
|
if(enable){
|
||||||
if(!game.expandSkills(player.getSkills().concat(lib.skill.global)).contains(skills2[i])&&(info.noHidden||get.mode()!='guozhan'||player.hasSkillTag('nomingzhi',false,null,true))) enable=false;
|
if(!game.expandSkills(player.getSkills(false).concat(lib.skill.global)).contains(skills2[i])&&(info.noHidden||get.mode()!='guozhan'||player.hasSkillTag('nomingzhi',false,null,true))) enable=false;
|
||||||
if(info.filter&&!info.filter(event,player)) enable=false;
|
if(info.filter&&!info.filter(event,player)) enable=false;
|
||||||
if(info.viewAs&&typeof info.viewAs!='function'&&event.filterCard&&!event.filterCard(info.viewAs,player,event)) enable=false;
|
if(info.viewAs&&typeof info.viewAs!='function'&&event.filterCard&&!event.filterCard(info.viewAs,player,event)) enable=false;
|
||||||
if(info.viewAs&&typeof info.viewAs!='function'&&info.viewAsFilter&&info.viewAsFilter(player)==false) enable=false;
|
if(info.viewAs&&typeof info.viewAs!='function'&&info.viewAsFilter&&info.viewAsFilter(player)==false) enable=false;
|
||||||
|
@ -47254,6 +47301,7 @@
|
||||||
node.phaseNumber=0;
|
node.phaseNumber=0;
|
||||||
node.skipList=[];
|
node.skipList=[];
|
||||||
node.skills=[];
|
node.skills=[];
|
||||||
|
node.invisibleSkills=[];
|
||||||
node.initedSkills=[];
|
node.initedSkills=[];
|
||||||
node.additionalSkills={};
|
node.additionalSkills={};
|
||||||
node.disabledSkills={};
|
node.disabledSkills={};
|
||||||
|
@ -52741,6 +52789,7 @@
|
||||||
skills[i]={
|
skills[i]={
|
||||||
skills:lib.playerOL[i].skills,
|
skills:lib.playerOL[i].skills,
|
||||||
hiddenSkills:lib.playerOL[i].hiddenSkills,
|
hiddenSkills:lib.playerOL[i].hiddenSkills,
|
||||||
|
invisibleSkills:lib.playerOL[i].invisibleSkills,
|
||||||
additionalSkills:lib.playerOL[i].additionalSkills,
|
additionalSkills:lib.playerOL[i].additionalSkills,
|
||||||
disabledSkills:lib.playerOL[i].disabledSkills,
|
disabledSkills:lib.playerOL[i].disabledSkills,
|
||||||
tempSkills:lib.playerOL[i].tempSkills,
|
tempSkills:lib.playerOL[i].tempSkills,
|
||||||
|
|
Loading…
Reference in New Issue