Bug+调整
DIY武将调整 木马AI 出桃AI 秘计修改 UI小改进 修复酒池不能自救的Bug 雄异的AI问题 木马可显示信息 绝策Bug
This commit is contained in:
parent
838b0bedc0
commit
c1f026180a
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@ -6,7 +6,7 @@
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"eqnull": true,
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"newcap": false,
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"browser": true,
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"unused": true,
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/*"unused": true,*/
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"loopfunc": true,
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"noyield": true,
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"devel": true,
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@ -1,3 +1,4 @@
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'use strict';
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card.refresh={
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card:{
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muniu:{
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@ -65,6 +66,7 @@ card.refresh={
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respondSha:true,
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respondShan:true,
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order:1,
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expose:0.1,
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result:{
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player:1
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}
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@ -1,3 +1,4 @@
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'use strict';
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card.standard={
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card:{
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damage:{
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@ -230,6 +231,11 @@ card.standard={
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return 0;
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}
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}
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if(lib.config.mode=='identity'&&player.identity=='zhu'&&target.identity=='nei'){
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if(tri&&tri.name=='dying'&&tri.source&&tri.source.identity=='zhong'){
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return 0;
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}
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}
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if(lib.config.mode=='stone'&&target.isMin()&&
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player!=target&&tri&&tri.name=='dying'&&player.side==target.side&&
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tri.source!=target.getEnemy()){
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@ -22,6 +22,9 @@ character.fire={
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return get.color(card)=='red';
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},
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viewAs:{name:'huogong',nature:'fire'},
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viewAsFilter:function(player){
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if(!player.num('h',{color:'red'})) return false;
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},
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prompt:'将一张红色牌当火攻使用',
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check:function(card){
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var player=_status.currentPhase;
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@ -747,7 +747,7 @@ character.mountain={
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event.finish();
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return;
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}
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player.chooseCardButton(event.cards,'选择令目标收回的牌');
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player.chooseCardButton(event.cards,'固政:选择令'+get.translation(trigger.player)+'收回的牌');
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"step 2"
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if(result.bool){
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player.logSkill('guzheng',trigger.player);
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@ -95,7 +95,8 @@ character.refresh={
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},
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content:function(){
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"step 0"
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player.chooseCard('鬼才:请选择代替判定的牌','he').ai=function(card){
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player.chooseCard(get.translation(trigger.player)+'的'+(trigger.judgestr||'')+'判定为'+
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get.translation(trigger.player.judging)+',是否发动【鬼才】?','he').ai=function(card){
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var trigger=_status.event.parent._trigger;
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var player=_status.event.player;
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var result=trigger.judge(card)-trigger.judge(trigger.player.judging);
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@ -146,7 +147,7 @@ character.refresh={
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return;
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}
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event.num--;
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player.choosePlayerCard(trigger.source,ai.get.buttonValue,'he');
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player.choosePlayerCard('是否对'+get.translation(trigger.source)+'发动【反馈】?',trigger.source,ai.get.buttonValue,'he');
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"step 2"
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if(result.bool){
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player.logSkill('refankui',trigger.source);
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@ -653,9 +654,9 @@ character.refresh={
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effect:function(card,player,target){
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if(get.tag(card,'damage')){
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if(player.skills.contains('jueqing')) return [1,-2];
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if(player.hp>=4) return [1,get.tag(card,damage)*2];
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if(target.hp==3) return [1,get.tag(card,damage)*1.5];
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if(target.hp==2) return [1,get.tag(card,damage)*0.5];
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if(player.hp>=4) return [1,get.tag(card,'damage')*2];
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if(target.hp==3) return [1,get.tag(card,'damage')*1.5];
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if(target.hp==2) return [1,get.tag(card,'damage')*0.5];
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}
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}
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},
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@ -1,3 +1,4 @@
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'use strict';
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character.sp={
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character:{
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yangxiu:['male','wei',3,['jilei','danlao'],['fullskin']],
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@ -1170,7 +1171,7 @@ character.sp={
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if(event.card.name!='sha') return false;
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if(event.player==player) return false;
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if(event.targets.contains(player)) return false;
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if(player.tempSkills['yongjue2']) return false;
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if(player.tempSkills.yongjue2) return false;
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if(event.cards){
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for(var i=0;i<event.cards.length;i++){
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if(get.position(event.cards[i])=='d') return true;
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@ -1566,7 +1567,7 @@ character.sp={
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if(lib.config.mode=='identity'){
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if(game.players[i].ai.shown<=0) return -10;
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}
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else if(lib.config.mode='guozhan'){
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else if(lib.config.mode=='guozhan'){
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if(game.players[i].identity=='unknown') return -10;
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}
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}
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@ -1818,7 +1819,7 @@ character.sp={
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save:true,
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result:{
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player:function(player){
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if(player.tempSkills['aocai4']) return 0;
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if(player.tempSkills.aocai4) return 0;
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if(_status.dying) return ai.get.attitude(player,_status.dying);
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return 1;
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}
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@ -1941,7 +1942,8 @@ character.sp={
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if(player==_status.currentPhase) return false;
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if(event.cards){
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for(var i=0;i<event.cards.length;i++){
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if(get.color(event.cards[i])=='red') return true;
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if(get.color(event.cards[i])=='red'&&
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event.cards[i].original!='j') return true;
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}
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}
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return false;
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@ -117,7 +117,7 @@ character.standard={
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},
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content:function(){
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"step 0"
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player.choosePlayerCard(trigger.source,ai.get.buttonValue,'he');
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player.choosePlayerCard('是否对'+get.translation(trigger.source)+'发动【反馈】?',trigger.source,ai.get.buttonValue,'he');
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"step 1"
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if(result.bool){
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player.logSkill('fankui',trigger.source);
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@ -145,7 +145,8 @@ character.standard={
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},
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content:function(){
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"step 0"
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player.chooseCard('鬼才:请选择代替判定的牌').ai=function(card){
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player.chooseCard(get.translation(trigger.player)+'的'+(trigger.judgestr||'')+'判定为'+
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get.translation(trigger.player.judging)+',是否发动【鬼才】?').ai=function(card){
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var trigger=_status.event.parent._trigger;
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var player=_status.event.player;
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var result=trigger.judge(card)-trigger.judge(trigger.player.judging);
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@ -717,7 +718,7 @@ character.standard={
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else{
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top.unshift(cards.shift());
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}
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};
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}
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}
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var bottom;
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if(!stopped){
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@ -1193,7 +1194,7 @@ character.standard={
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target.recover();
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},
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ai:{
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order:7.5,
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order:5.5,
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result:{
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player:function(player){
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if(player.hp<player.maxHp) return 4;
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@ -1246,6 +1247,9 @@ character.standard={
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prompt:'将一张红色牌当桃使用',
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check:function(card){return 15-ai.get.value(card)},
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ai:{
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skillTagFilter:function(player){
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return player.num('he',{color:'red'})>0;
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},
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threaten:1.5,
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save:true,
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}
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@ -166,6 +166,7 @@ character.swd={
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return -1;
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}
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}
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break;
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}
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case 'guozhan':{
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if(player.identity=='unknown') return 0;
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@ -1663,7 +1664,7 @@ character.swd={
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order:12,
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result:{
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player:function(player){
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if(player.tempSkills['jilve3']) return 0;
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if(player.tempSkills.jilve3) return 0;
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if(_status.dying) return ai.get.attitude(player,_status.dying);
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return 1;
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}
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@ -2917,7 +2918,8 @@ character.swd={
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},
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content:function(){
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"step 0"
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player.chooseCard('请选择替换判定的牌','he').ai=function(card){
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player.chooseCard(get.translation(trigger.player)+'的'+(trigger.judgestr||'')+'判定为'+
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get.translation(trigger.player.judging)+',是否发动【天道】?','he').ai=function(card){
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var trigger=_status.event.parent._trigger;
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var player=_status.event.player;
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var result=trigger.judge(card)-trigger.judge(trigger.player.judging);
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@ -3317,8 +3319,10 @@ character.swd={
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group:['kunlunjing1','kunlunjing2'],
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intro:{
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content:function(storage,player){
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return player.storage.kunlunjing3;
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if(true){
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return player.storage.kunlunjing3;
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}
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var table,str,st,tr,td;
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for(var i=0;i<storage.length;i++){
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if(game.players.contains(storage[i].player)){
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st=storage[i];
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}
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},
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kunlunjing1:{
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trigger:{player:['damageAfter','phaseBefore']},
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trigger:{player:['phaseBefore']},
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filter:function(event,player){
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if(player.storage.kunlunjing2) return false;
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if(player.storage.kunlunjing) return true;
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if(event.name=='phase'&&player.hp<3) return false;
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var storage=event.player.storage.kunlunjing;
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var num=0;
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for(i=0;i<storage.length;i++){
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for(var i=0;i<storage.length;i++){
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if(game.players.contains(storage[i].player)){
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var att=ai.get.attitude(player,storage[i].player);
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var num2=storage[i].value-storage[i].player.num('he')+storage[i].player.num('j');
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},
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content:function(){
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"step 0"
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game.delay(0.5);
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"step 1"
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event.player.storage.kunlunjing2=true;
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ui.arena.classList.add('zoomout3');
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ui.arena.delete();
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ui.arena.hide();
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game.delay(0,500);
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"step 1"
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"step 2"
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var storage=event.player.storage.kunlunjing;
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var player,frag;
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var i,j;
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@ -3443,7 +3449,7 @@ character.swd={
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ui.arena.classList.remove('zoomout3');
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ui.arena.classList.add('zoomin3');
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ui.window.appendChild(ui.arena);
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"step 2"
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"step 3"
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ui.arena.show();
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ui.arena.classList.remove('zoomin3');
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event.player.storage.kunlunjing3='已发动';
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@ -3748,7 +3754,7 @@ character.swd={
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player.storage.liaoyuan=event.num;
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}
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},
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group:'liaoyuan2'
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group:['liaoyuan2','liaoyuan3']
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},
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liaoyuan2:{
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trigger:{source:'damageBegin'},
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@ -3759,7 +3765,16 @@ character.swd={
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},
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content:function(){
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trigger.num+=player.storage.liaoyuan;
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player.storage.liaoyuan>0;
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player.storage.liaoyuan=0;
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}
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},
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liaoyuan3:{
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trigger:{player:'shaEnd'},
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forced:true,
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popup:false,
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silent:true,
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content:function(){
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player.storage.liaoyuan=0;
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}
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},
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dunxing:{
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@ -4339,7 +4354,7 @@ character.swd={
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trigger:{player:'phaseAfter'},
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frequent:true,
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filter:function(event,player){
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return get.cardCount(true,player)>=3;;
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return get.cardCount(true,player)>=3;
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},
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content:function(){
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player.phase();
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@ -5749,8 +5764,14 @@ character.swd={
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trigger:{source:'damageEnd'},
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priority:1,
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forced:true,
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filter:function(event,player){
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return player.hp<player.maxHp;
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},
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content:function(){
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"step 0"
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player.recover();
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event.finish();
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"step 1"
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if(player.hp<player.maxHp){
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player.chooseControl('draw_card','recover_hp',function(event,target){
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if(player.num('h')>=player.hp) return 'recover_hp';
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@ -5761,7 +5782,7 @@ character.swd={
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player.draw();
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event.finish();
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}
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"step 1"
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"step 2"
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if(result.control=='draw_card'){
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player.draw();
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}
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@ -5985,21 +6006,15 @@ character.swd={
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for(var i=0;i<game.players.length;i++){
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list=list.concat(game.players[i].get('j'));
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}
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var dialog=ui.create.dialog('天轮:替换'+get.translation(trigger.player.judging)+
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'('+get.translation(get.suit(trigger.player.judging))+get.translation(get.number(trigger.player.judging))+')',list);
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var dialog=ui.create.dialog(get.translation(trigger.player)+'的'+(trigger.judgestr||'')+'判定为'+get.translation(trigger.player.judging)+
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',是否发动【天轮】?',list);
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player.chooseButton(dialog,function(button){
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var card=button.link;
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var trigger=_status.event.parent._trigger;
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var player=_status.event.player;
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var result=trigger.judge(card)-trigger.judge(trigger.player.judging);
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var attitude=ai.get.attitude(player,trigger.player);
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if(attitude==0||result==0) return 1;
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if(attitude>0){
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return result+1;
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}
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else{
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return -result+1;
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}
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return result*attitude;
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});
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"step 1"
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if(result.bool){
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@ -6009,10 +6024,8 @@ character.swd={
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}
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"step 2"
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if(event.card){
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player.logSkill('tianlun');
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if(trigger.player.judging.clone) trigger.player.judging.clone.moveTo(player).delete();
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else player.$draw();
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player.gain(trigger.player.judging);
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player.logSkill('tianlun',trigger.player);
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ui.discardPile.appendChild(trigger.player.judging);
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trigger.player.judging=event.card;
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trigger.position.appendChild(event.card);
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game.log(get.translation(trigger.player)+'的判定牌改为'+get.translation(event.card));
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@ -7637,7 +7650,7 @@ character.swd={
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daofa:'道法',
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daofa_info:'每当有一名其他角色造成伤害,你可以令其弃置一张牌',
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xiaomoyu:'魔愈',
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xiaomoyu_info:'锁定技,每当你造成一次伤害,你摸一张牌或回复一点体力',
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xiaomoyu_info:'锁定技,每当你造成一次伤害,你回复一点体力',
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yihua:'移花',
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yihua_info:'每当你成为其他角色的某张卡牌的惟一目标时,你可以弃置两张手牌,将使用者与目标对调',
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youyin:'游吟',
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@ -7860,7 +7873,7 @@ character.swd={
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shengshou_info:'你可以将一张黑色手牌当作草药使用',
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susheng_info:'在任意一名角色即将死亡时,你可以弃置一张手牌防止其死亡,并将其体力回复至1',
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zhanlu_info:'出牌阶段,你可以弃置一张黑桃牌令至多3名角色各回复一点体力',
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kunlunjing_info:'回合开始前或当你受到一次伤害后,你可以令场上所有牌还原到你上一回合结束后的位置;若在回合开始前发动,你流失一点体力',
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kunlunjing_info:'回合开始前,你可以令场上所有牌还原到你上一回合结束时的位置,然后流失一点体力',
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swd_xiuluo_info:'回合开始阶段,你可以弃一张手牌来弃置你判断区里的一张延时类锦囊(必须花色相同)',
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xianyin_info:'出牌阶段,你可以令所有判定区内有牌的角色弃置判定区内的牌,然后交给你一张手牌',
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qiaoxie_info:'每当你装备一张牌,可摸一张牌,每当你失去一张装备牌(不含替换),你可以弃置其他角色的一张牌',
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@ -7882,7 +7895,7 @@ character.swd={
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miles_xueyi_info:'锁定技,你防止即将受到的伤害,然后流失一点体力',
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duanyi_info:'出牌阶段限一次,你可以弃置两张杀,对一名角色造成一点伤害,然后其翻面并摸X张牌,X为其已损失的体力值',
|
||||
guxing_info:'出牌阶段,你可以将最后至多X张手牌当杀使用,此杀无视距离且可以指定至多3个目标,每造成一次伤害,你摸一张牌,X为你已损失的体力值且至少为1。',
|
||||
tianlun_info:'任意一名角色的判定生效前,你可以弃置一张场上角色的判定牌替换之',
|
||||
tianlun_info:'任意一名角色的判定生效前,你可以弃置一张场上角色的判定牌代替之',
|
||||
longyin_info:'出牌阶段,你可以弃置任意张颜色相同且点数不同的牌,并获得逆时针座位距离与卡牌点数相同的角色区域内的一张牌。每阶段限一次',
|
||||
lanzhi_info:'每当你即将造成伤害,可以防止此伤害,然后摸两张牌。每回合限发动一次。',
|
||||
tianhuo_info:'出牌阶段,你可以令所有角色弃置其判定区域内的牌,并受到没有来源的等量火焰伤害,每阶段限一次',
|
||||
|
|
|
@ -338,7 +338,8 @@ character.wind={
|
|||
direct:true,
|
||||
content:function(){
|
||||
"step 0"
|
||||
player.chooseCard('请选择替换判定的牌','he',function(card){
|
||||
player.chooseCard(get.translation(trigger.player)+'的'+(trigger.judgestr||'')+'判定为'+
|
||||
get.translation(trigger.player.judging)+',是否发动【鬼道】?','he',function(card){
|
||||
return get.color(card)=='black';
|
||||
}).ai=function(card){
|
||||
var trigger=_status.event.parent._trigger;
|
||||
|
|
|
@ -513,10 +513,20 @@ character.woods={
|
|||
return get.suit(card)=='spade';
|
||||
},
|
||||
viewAs:{name:'jiu'},
|
||||
viewAsFilter:function(player){
|
||||
if(!player.num('h',{suit:'spade'})) return false;
|
||||
},
|
||||
prompt:'将一张黑桃手牌当酒使用',
|
||||
check:function(card){
|
||||
if(_status.event.type=='dying') return 1;
|
||||
return 4-ai.get.value(card);
|
||||
},
|
||||
ai:{
|
||||
skillTagFilter:function(player){
|
||||
return player.num('h',{suit:'spade'})>0;
|
||||
},
|
||||
threaten:1.5,
|
||||
save:true,
|
||||
}
|
||||
},
|
||||
roulin:{
|
||||
|
|
|
@ -1,3 +1,4 @@
|
|||
'use strict';
|
||||
character.xianjian={
|
||||
character:{
|
||||
pal_lixiaoyao:['male','qun',4,['xiaoyao','yujian'],['fullskin']],
|
||||
|
@ -526,7 +527,7 @@ character.xianjian={
|
|||
}
|
||||
return false;
|
||||
},
|
||||
direct:true,
|
||||
frequent:true,
|
||||
content:function(){
|
||||
"step 0"
|
||||
if(trigger.delay==false) game.delay();
|
||||
|
@ -538,16 +539,10 @@ character.xianjian={
|
|||
}
|
||||
}
|
||||
if(cards.length){
|
||||
player.chooseCardButton('聚宝:获得其中的一张非基本牌牌',cards);
|
||||
|
||||
}
|
||||
"step 2"
|
||||
if(result.bool){
|
||||
var cards=result.links;
|
||||
player.logSkill('jubao');
|
||||
player.gain(cards);
|
||||
player.$gain2(cards);
|
||||
game.log(get.translation(player)+'获得了'+get.translation(cards));
|
||||
var card=cards.randomGet();
|
||||
player.gain(card);
|
||||
player.$gain2(card);
|
||||
game.log(get.translation(player)+'获得了'+get.translation(card));
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
|
@ -864,7 +859,8 @@ character.xianjian={
|
|||
}
|
||||
},
|
||||
order:10,
|
||||
threaten:1.2
|
||||
threaten:1.2,
|
||||
exoise:0.2
|
||||
},
|
||||
mod:{
|
||||
targetInRange:function(card,player,target){
|
||||
|
@ -1142,6 +1138,7 @@ character.xianjian={
|
|||
trigger:{player:['phaseBegin','dieBegin']},
|
||||
forced:true,
|
||||
popup:false,
|
||||
silent:true,
|
||||
content:function(){
|
||||
"step 0"
|
||||
event.players=game.players.slice(0);
|
||||
|
@ -1369,7 +1366,7 @@ character.xianjian={
|
|||
sajin:'洒金',
|
||||
sajin_info:'出牌阶段,你可以弃置一张手牌并指定任意名角色进行判定,若判定花色与你弃置的牌相同,该角色回复一点体力',
|
||||
jubao:'聚宝',
|
||||
jubao_info:'当其他角色于你的回合外弃置非基本牌时,你可以获得其中的一张',
|
||||
jubao_info:'当其他角色于你的回合外弃置非基本牌时,你可以随机获得其中的一张',
|
||||
guiyuan:'归元',
|
||||
guiyuan_info:'出牌阶段限一次,你可以弃置一张杀并回复一点体力',
|
||||
shuangren:'双刃',
|
||||
|
|
|
@ -1,3 +1,4 @@
|
|||
'use strict';
|
||||
character.yijiang={
|
||||
character:{
|
||||
yujin:['male','wei',4,['yizhong'],['fullskin']],
|
||||
|
@ -303,7 +304,7 @@ character.yijiang={
|
|||
event.current.chooseToDiscard({subtype:'equip1'},'he','弃置一张武器牌或让'+
|
||||
get.translation(target)+'摸一张牌').ai=function(card){
|
||||
if(ai.get.attitude(event.current,target)<0) return 7-ai.get.value(card);
|
||||
return -1.
|
||||
return -1;
|
||||
};
|
||||
}
|
||||
}
|
||||
|
@ -692,7 +693,7 @@ character.yijiang={
|
|||
return player.num('h')>0;
|
||||
},
|
||||
filterTarget:function(card,player,target){
|
||||
return target.hp<target.maxHp&&!target.tempSkills['dingpin2'];
|
||||
return target.hp<target.maxHp&&!target.tempSkills.dingpin2;
|
||||
},
|
||||
filterCard:true,
|
||||
check:function(card){
|
||||
|
@ -1009,7 +1010,7 @@ character.yijiang={
|
|||
globalSilent:true,
|
||||
trigger:{global:'phaseEnd'},
|
||||
filter:function(event,player){
|
||||
return event.player!=player&&!event.player.tempSkills['qieting3'];
|
||||
return event.player!=player&&!event.player.tempSkills.qieting3;
|
||||
},
|
||||
frequent:true,
|
||||
content:function(){
|
||||
|
@ -1493,22 +1494,24 @@ character.yijiang={
|
|||
event.num=player.maxHp-player.hp;
|
||||
player.draw(event.num);
|
||||
"step 1"
|
||||
var check=player.num('h')-event.num;
|
||||
player.chooseCardTarget({
|
||||
selectCard:event.num,
|
||||
filterTarget:function(card,player,target){
|
||||
return player!=target;
|
||||
},
|
||||
ai1:function(card){
|
||||
if(check<1) return 0;
|
||||
if(player.hp>1&&check<2) return 0;
|
||||
return ai.get.unuseful(card)+9;
|
||||
},
|
||||
ai2:function(target){
|
||||
return ai.get.attitude(player,target);
|
||||
return ai.get.attitude(player,target)-2;
|
||||
},
|
||||
prompt:'将'+event.num+'张手牌交给一名其他角色',
|
||||
forced:true
|
||||
});
|
||||
"step 2"
|
||||
if(result){
|
||||
if(result.bool){
|
||||
result.targets[0].gain(result.cards);
|
||||
event.player.$give(result.cards.length,result.targets[0]);
|
||||
}
|
||||
|
@ -1598,7 +1601,6 @@ character.yijiang={
|
|||
}
|
||||
},
|
||||
xinwuyan:{
|
||||
check:function(){return false},
|
||||
trigger:{target:'useCardToBefore',player:'useCardToBefore'},
|
||||
forced:true,
|
||||
priority:15,
|
||||
|
@ -1771,6 +1773,7 @@ character.yijiang={
|
|||
trigger:{source:'damageBefore'},
|
||||
forced:true,
|
||||
priority:10,
|
||||
check:function(){return false;},
|
||||
content:function(){
|
||||
trigger.untrigger();
|
||||
trigger.finish();
|
||||
|
@ -3300,7 +3303,7 @@ character.yijiang={
|
|||
anxu_info:'出牌阶段,你可以选择两名手牌数不相等的其他角色,令其中手牌少的角色获得手牌多的角色的一张手牌并展示之',
|
||||
zongxuan_info:'每当你的牌被弃置,你可以将其按任意顺序置于牌堆顶',
|
||||
zhiyan_info:'回合结束阶段,你可以令一名角色摸一张并展示之,若是装备牌,其立即装备之并回复一点体力',
|
||||
miji_info:'回合结束阶段,若你已受伤,可以摸X张牌,然后将等量的牌交给一名其他角色',
|
||||
miji_info:'回合结束阶段,若你已受伤,可以摸X张牌,然后可以将等量的牌交给一名其他角色,X为你已损失的体力值',
|
||||
zhenlie_info:'每当你成为其他角色的卡牌的目标时,你可以流失一点体力取消之,然后弃置对方一张牌',
|
||||
chengxiang_info:'每当你受到一次伤害后,你可以亮出牌堆顶的四张牌。然后获得其中任意数量点数之和小于13的牌,将其余的牌置入弃牌堆。',
|
||||
renxin_info:'每当体力值为1的一名其他角色受到伤害时,你可以将武将牌翻面并弃置一张装备牌,然后防止此伤害。',
|
||||
|
|
30
game/game.js
30
game/game.js
|
@ -1595,9 +1595,12 @@
|
|||
else if(cards[i].parentNode.classList.contains('judges')){
|
||||
cards[i].original='j';
|
||||
}
|
||||
else{
|
||||
else if(cards[i].parentNode.id=='handcards1'||cards[i].parentNode.id=='handcards2'){
|
||||
cards[i].original='h';
|
||||
}
|
||||
else{
|
||||
cards[i].original=null;
|
||||
}
|
||||
}
|
||||
if(event.position){
|
||||
cards[i].goto(event.position);
|
||||
|
@ -1888,8 +1891,9 @@
|
|||
ui.restart=ui.create.control('restart',game.reload);
|
||||
}
|
||||
}
|
||||
if(player==game.me&&ui.auto){
|
||||
ui.auto.hide();
|
||||
if(player==game.me){
|
||||
if(ui.auto) ui.auto.hide();
|
||||
if(ui.wuxie) ui.wuxie.hide();
|
||||
}
|
||||
player.$die(source);
|
||||
},
|
||||
|
@ -3418,6 +3422,7 @@
|
|||
game.dead.remove(this);
|
||||
if(this==game.me){
|
||||
if(ui.auto) ui.auto.show();
|
||||
if(ui.wuxie) ui.wuxie.show();
|
||||
if(ui.revive){
|
||||
ui.revive.close();
|
||||
delete ui.revive;
|
||||
|
@ -5578,6 +5583,7 @@
|
|||
}
|
||||
|
||||
if(ui.auto) ui.auto.hide();
|
||||
if(ui.wuxie) ui.wuxie.hide();
|
||||
if(ui.revive){
|
||||
ui.revive.close();
|
||||
delete ui.revive;
|
||||
|
@ -6070,6 +6076,7 @@
|
|||
}
|
||||
if(game.me.isAlive()){
|
||||
if(ui.auto) ui.auto.show();
|
||||
if(ui.wuxie) ui.wuxie.show();
|
||||
if(ui.revive){
|
||||
ui.revive.close();
|
||||
delete ui.revive;
|
||||
|
@ -6097,6 +6104,7 @@
|
|||
|
||||
if(game.me.isAlive()){
|
||||
if(ui.auto) ui.auto.show();
|
||||
if(ui.wuxie) ui.wuxie.show();
|
||||
if(ui.revive){
|
||||
ui.revive.close();
|
||||
delete ui.revive;
|
||||
|
@ -6443,6 +6451,7 @@
|
|||
if(player==game.me){
|
||||
ui.me.hide();
|
||||
ui.auto.hide();
|
||||
ui.wuxie.hide();
|
||||
}
|
||||
setTimeout(function(){
|
||||
player.removeAttribute('style');
|
||||
|
@ -9306,6 +9315,7 @@
|
|||
if(this.classList.contains('dead')) return;
|
||||
if(_status.over) return;
|
||||
if(ui.auto) ui.auto.show();
|
||||
if(ui.wuxie) ui.wuxie.show();
|
||||
game.swapPlayer(this);
|
||||
},
|
||||
mousewheel:function(evt){
|
||||
|
@ -10774,7 +10784,19 @@
|
|||
else{
|
||||
uiintro.add(get.translation(node));
|
||||
}
|
||||
if(lib.translate[name+'_info']){
|
||||
if(node.name=='muniu'&&get.position(node)=='e'){
|
||||
var num=0;
|
||||
if(node.cards){
|
||||
num=node.cards.length;
|
||||
}
|
||||
if(get.owner(node)==game.me&&num){
|
||||
uiintro.add(node.cards,true,num>4);
|
||||
}
|
||||
else{
|
||||
uiintro.add('<div class="text center">'+'共有'+get.cnNumber(num)+'张牌'+'</div>');
|
||||
}
|
||||
}
|
||||
else if(lib.translate[name+'_info']){
|
||||
uiintro.add('<div class="text">'+lib.translate[name+'_info']+'</div>');
|
||||
}
|
||||
uiintro.add(ui.create.div('.placeholder.slim'));
|
||||
|
|
Loading…
Reference in New Issue