This commit is contained in:
parent
2ee07bcedc
commit
cd779f2d80
224
card/gujian.js
224
card/gujian.js
|
@ -330,7 +330,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
|
||||||
content:function(){
|
content:function(){
|
||||||
target.$gain2(cards);
|
target.$gain2(cards);
|
||||||
target.storage.yuanbaorou=card;
|
target.storage.yuanbaorou=card;
|
||||||
target.storage.yuanbaorou_markcount=3;
|
target.storage.yuanbaorou_markcount=4;
|
||||||
target.addSkill('yuanbaorou');
|
target.addSkill('yuanbaorou');
|
||||||
},
|
},
|
||||||
ai:{
|
ai:{
|
||||||
|
@ -393,15 +393,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
|
||||||
unique:true,
|
unique:true,
|
||||||
skills:['yuheng_skill'],
|
skills:['yuheng_skill'],
|
||||||
ai:{
|
ai:{
|
||||||
equipValue:function(card,player){
|
equipValue:6
|
||||||
if(player.hp>=4) return 5;
|
|
||||||
if(player.hp>=3) return 4;
|
|
||||||
if(player.hp>=2) return 2;
|
|
||||||
return 1;
|
|
||||||
},
|
|
||||||
basic:{
|
|
||||||
equipValue:4
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
yuheng_plus:{
|
yuheng_plus:{
|
||||||
|
@ -415,15 +407,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
|
||||||
cardimage:'yuheng',
|
cardimage:'yuheng',
|
||||||
skills:['yuheng_plus_skill'],
|
skills:['yuheng_plus_skill'],
|
||||||
ai:{
|
ai:{
|
||||||
equipValue:function(card,player){
|
equipValue:7
|
||||||
if(player.hp>=4) return 7;
|
|
||||||
if(player.hp>=3) return 6;
|
|
||||||
if(player.hp>=2) return 2.5;
|
|
||||||
return 1;
|
|
||||||
},
|
|
||||||
basic:{
|
|
||||||
equipValue:5
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
yuheng_pro:{
|
yuheng_pro:{
|
||||||
|
@ -437,16 +421,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
|
||||||
cardimage:'yuheng',
|
cardimage:'yuheng',
|
||||||
skills:['yuheng_pro_skill'],
|
skills:['yuheng_pro_skill'],
|
||||||
ai:{
|
ai:{
|
||||||
equipValue:function(card,player){
|
equipValue:8
|
||||||
if(player.hp>=4) return 7.5;
|
|
||||||
if(player.hp>=3) return 6;
|
|
||||||
if(player.hp>=2) return 2.5;
|
|
||||||
return 1;
|
|
||||||
},
|
|
||||||
|
|
||||||
basic:{
|
|
||||||
equipValue:7
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
shujinsan:{
|
shujinsan:{
|
||||||
|
@ -1335,26 +1310,32 @@ game.import('card',function(lib,game,ui,get,ai,_status){
|
||||||
yuheng_skill:{
|
yuheng_skill:{
|
||||||
enable:'phaseUse',
|
enable:'phaseUse',
|
||||||
usable:1,
|
usable:1,
|
||||||
filterTarget:function(card,player,target){
|
filterCard:{suit:'spade'},
|
||||||
return target!=player&&target.countCards('h')>0;
|
check:function(card){
|
||||||
},
|
return 8-get.value(card);
|
||||||
|
},
|
||||||
|
filter:function(event,player){
|
||||||
|
var enemies=player.getEnemies();
|
||||||
|
for(var i=0;i<enemies.length;i++){
|
||||||
|
if(enemies[i].countCards('h',{suit:'spade'})) return true;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
},
|
||||||
content:function(){
|
content:function(){
|
||||||
'step 0'
|
var enemies=player.getEnemies();
|
||||||
player.loseHp();
|
var list=[];
|
||||||
|
for(var i=0;i<enemies.length;i++){
|
||||||
|
var hs=enemies[i].getCards('h',{suit:'spade'});
|
||||||
|
if(hs.length){
|
||||||
|
list.push([enemies[i],hs]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if(list.length){
|
||||||
|
var current=list.randomGet();
|
||||||
|
player.line(current[0]);
|
||||||
|
current[0].give(current[1].randomGet(),player,true);
|
||||||
|
}
|
||||||
'step 1'
|
'step 1'
|
||||||
var hs=target.getCards('h');
|
|
||||||
if(hs.length){
|
|
||||||
var card=hs.randomGet();
|
|
||||||
player.gain(card,target);
|
|
||||||
target.$give(card,player);
|
|
||||||
if(get.suit(card)=='spade'){
|
|
||||||
event.bool=true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
'step 2'
|
|
||||||
if(event.bool){
|
|
||||||
target.loseHp();
|
|
||||||
}
|
|
||||||
var card=player.getEquip('yuheng');
|
var card=player.getEquip('yuheng');
|
||||||
if(card){
|
if(card){
|
||||||
if(typeof card.storage.yuheng!='number'){
|
if(typeof card.storage.yuheng!='number'){
|
||||||
|
@ -1370,48 +1351,44 @@ game.import('card',function(lib,game,ui,get,ai,_status){
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
ai:{
|
ai:{
|
||||||
order:6,
|
order:9,
|
||||||
result:{
|
result:{
|
||||||
target:function(player,target){
|
player:1
|
||||||
if(get.attitude(player,target)>=0) return 0;
|
|
||||||
var nh=target.countCards('h');
|
|
||||||
var num=-1/Math.sqrt(1+nh);
|
|
||||||
if(player.hp>=4) return num;
|
|
||||||
if(player.hp>=3&&nh<=2) return num;
|
|
||||||
if(player.hp>=2&&target.hp==1&&nh<=2) return num;
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
yuheng_plus_temp:{},
|
yuheng_plus_temp:{},
|
||||||
yuheng_plus_skill:{
|
yuheng_plus_skill:{
|
||||||
enable:'phaseUse',
|
enable:'phaseUse',
|
||||||
usable:1,
|
usable:1,
|
||||||
|
filterCard:{color:'black'},
|
||||||
|
check:function(card){
|
||||||
|
return 8-get.value(card);
|
||||||
|
},
|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
return !player.hasSkill('yuheng_plus_temp');
|
// if(player.hasSkill('yuheng_plus_temp')) return false;
|
||||||
},
|
var enemies=player.getEnemies();
|
||||||
filterTarget:function(card,player,target){
|
for(var i=0;i<enemies.length;i++){
|
||||||
return target!=player&&target.countCards('h')>0;
|
if(enemies[i].countCards('h',{suit:'spade'})) return true;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
},
|
},
|
||||||
content:function(){
|
content:function(){
|
||||||
'step 0'
|
var enemies=player.getEnemies();
|
||||||
player.loseHp();
|
var list=[];
|
||||||
|
for(var i=0;i<enemies.length;i++){
|
||||||
|
var hs=enemies[i].getCards('h',{suit:'spade'});
|
||||||
|
if(hs.length){
|
||||||
|
list.push([enemies[i],hs]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if(list.length){
|
||||||
|
var current=list.randomGet();
|
||||||
|
player.line(current[0]);
|
||||||
|
current[0].give(current[1].randomGet(),player,true);
|
||||||
|
}
|
||||||
'step 1'
|
'step 1'
|
||||||
var hs=target.getCards('h');
|
var card=player.getEquip('yuheng_plus');
|
||||||
if(hs.length){
|
|
||||||
var card=hs.randomGet();
|
|
||||||
player.gain(card,target);
|
|
||||||
target.$give(card,player);
|
|
||||||
if(get.color(card)=='black'){
|
|
||||||
event.bool=true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
'step 2'
|
|
||||||
if(event.bool){
|
|
||||||
target.loseHp();
|
|
||||||
}
|
|
||||||
var card=player.getEquip('yuheng_plus');
|
|
||||||
if(card){
|
if(card){
|
||||||
if(typeof card.storage.yuheng!='number'){
|
if(typeof card.storage.yuheng!='number'){
|
||||||
card.storage.yuheng=1;
|
card.storage.yuheng=1;
|
||||||
|
@ -1425,55 +1402,58 @@ game.import('card',function(lib,game,ui,get,ai,_status){
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
ai:{
|
ai:{
|
||||||
order:6,
|
order:9,
|
||||||
result:{
|
result:{
|
||||||
target:function(player,target){
|
player:1
|
||||||
if(get.attitude(player,target)>=0) return 0;
|
|
||||||
var nh=target.countCards('h');
|
|
||||||
var num=-1/Math.sqrt(1+nh);
|
|
||||||
if(player.hp>=4) return num;
|
|
||||||
if(player.hp>=3&&nh<=2) return num;
|
|
||||||
if(player.hp>=2&&target.hp==1&&nh<=2) return num;
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
yuheng_pro_skill:{
|
yuheng_pro_skill:{
|
||||||
enable:'phaseUse',
|
enable:'phaseUse',
|
||||||
filterTarget:function(card,player,target){
|
filterCard:{color:'black'},
|
||||||
return target!=player&&target.countCards('h')>0;
|
check:function(card){
|
||||||
},
|
return 8-get.value(card);
|
||||||
|
},
|
||||||
|
filter:function(event,player){
|
||||||
|
var enemies=player.getEnemies();
|
||||||
|
for(var i=0;i<enemies.length;i++){
|
||||||
|
if(enemies[i].countCards('h',{suit:'spade'})) return true;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
},
|
||||||
content:function(){
|
content:function(){
|
||||||
'step 0'
|
var enemies=player.getEnemies();
|
||||||
player.loseHp();
|
var list=[];
|
||||||
|
for(var i=0;i<enemies.length;i++){
|
||||||
|
var hs=enemies[i].getCards('h',{suit:'spade'});
|
||||||
|
if(hs.length){
|
||||||
|
list.push([enemies[i],hs]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if(list.length){
|
||||||
|
var current=list.randomGet();
|
||||||
|
player.line(current[0]);
|
||||||
|
current[0].give(current[1].randomGet(),player,true);
|
||||||
|
}
|
||||||
'step 1'
|
'step 1'
|
||||||
var hs=target.getCards('h');
|
var card=player.getEquip('yuheng');
|
||||||
if(hs.length){
|
if(card){
|
||||||
var card=hs.randomGet();
|
if(typeof card.storage.yuheng!='number'){
|
||||||
player.gain(card,target);
|
card.storage.yuheng=1;
|
||||||
target.$give(card,player);
|
}
|
||||||
if(get.color(card)=='black'){
|
else{
|
||||||
event.bool=true;
|
card.storage.yuheng++;
|
||||||
|
}
|
||||||
|
if(card.storage.yuheng>=3){
|
||||||
|
card.init([card.suit,card.number,'yuheng_plus',card.nature]);
|
||||||
|
player.addTempSkill('yuheng_plus_temp');
|
||||||
}
|
}
|
||||||
}
|
|
||||||
'step 2'
|
|
||||||
if(event.bool){
|
|
||||||
target.loseHp();
|
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
ai:{
|
ai:{
|
||||||
order:6,
|
order:9,
|
||||||
result:{
|
result:{
|
||||||
target:function(player,target){
|
player:1
|
||||||
if(get.attitude(player,target)>=0) return 0;
|
|
||||||
var nh=target.countCards('h');
|
|
||||||
var num=-1/Math.sqrt(1+nh);
|
|
||||||
if(player.hp>=4) return num;
|
|
||||||
if(player.hp>=3&&nh<=2) return num;
|
|
||||||
if(player.hp>=2&&target.hp==1&&nh<=2) return num;
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
@ -1562,12 +1542,12 @@ game.import('card',function(lib,game,ui,get,ai,_status){
|
||||||
yuheng_skill:'玉衡',
|
yuheng_skill:'玉衡',
|
||||||
yuheng_plus_skill:'玉衡',
|
yuheng_plus_skill:'玉衡',
|
||||||
yuheng_pro_skill:'玉衡',
|
yuheng_pro_skill:'玉衡',
|
||||||
yuheng_info:'出牌阶段限一次,你可以失去一点体力,然后获得一名其他角色的一张手牌并展示,若为黑桃牌,该角色也失去一点体力(此牌在本局游戏中第三次和第七次发动效果后,分别自动获得一次强化)',
|
yuheng_info:'出牌阶段限一次,若敌方角色有黑桃手牌,你可以弃置一张黑桃手牌,然后获得一名随机敌方角色的一张随机黑桃手牌(此牌在本局游戏中第三次和第七次发动效果后,分别自动获得一次强化)',
|
||||||
yuheng_plus_info:'由普通玉衡强化得到,将玉衡技能描述中的“黑桃牌”改为“黑色牌”',
|
yuheng_plus_info:'由普通玉衡强化得到,将玉衡技能描述中的“弃置一张黑桃手牌”改为“弃置一张黑色手牌”',
|
||||||
yuheng_pro_info:'由普通玉衡二次强化得到,将玉横技能描述中的“黑桃牌”改为“黑色牌”,并去掉使用次数限制',
|
yuheng_pro_info:'由普通玉衡二次强化得到,将玉横技能描述中的“弃置一张黑桃手牌”改为“弃置一张黑色手牌”,并去掉使用次数限制',
|
||||||
yuheng_skill_info:'出牌阶段限一次,你可以失去一点体力,然后获得一名其他角色的手牌并展示,若为黑桃牌,该角色也失去一点体力',
|
yuheng_skill_info:'出牌阶段限一次,若敌方角色有黑桃手牌,你可以弃置一张黑桃手牌,然后获得一名随机敌方角色的一张随机黑桃手牌',
|
||||||
yuheng_plus_skill_info:'出牌阶段限一次,你可以失去一点体力,然后获得一名其他角色的手牌并展示,若为黑色牌,该角色也失去一点体力',
|
yuheng_plus_skill_info:'出牌阶段限一次,若敌方角色有黑桃手牌,你可以弃置一张黑色手牌,然后获得一名随机敌方角色的一张随机黑桃手牌',
|
||||||
yuheng_pro_skill_info:'出牌阶段,你可以失去一点体力,然后获得一名其他角色的手牌并展示,若为黑色牌,该角色也失去一点体力',
|
yuheng_pro_skill_info:'出牌阶段限,若敌方角色有黑桃手牌,你可以弃置一张黑色手牌,然后获得一名随机敌方角色的一张随机黑桃手牌',
|
||||||
shujinsan:'舒筋散',
|
shujinsan:'舒筋散',
|
||||||
shujinsan_info:'出牌阶段对任意角色使用,目标可弃置任意张牌,并摸等量的牌',
|
shujinsan_info:'出牌阶段对任意角色使用,目标可弃置任意张牌,并摸等量的牌',
|
||||||
mutoumianju:'木头面具',
|
mutoumianju:'木头面具',
|
||||||
|
@ -1597,7 +1577,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
|
||||||
luyugeng:'鲈鱼羹',
|
luyugeng:'鲈鱼羹',
|
||||||
luyugeng_info:'准备阶段,你对一名体力值全场最高的随机敌人造成一点雷属性伤害,持续两回合',
|
luyugeng_info:'准备阶段,你对一名体力值全场最高的随机敌人造成一点雷属性伤害,持续两回合',
|
||||||
yuanbaorou:'元宝肉',
|
yuanbaorou:'元宝肉',
|
||||||
yuanbaorou_info:'你在出牌阶段可以额外使用一张杀,持续三回合',
|
yuanbaorou_info:'你在出牌阶段可以额外使用一张杀,持续四回合',
|
||||||
molicha:'茉莉茶',
|
molicha:'茉莉茶',
|
||||||
molicha_info:'你不能成为其他角色的黑色牌的目标,持续四回合',
|
molicha_info:'你不能成为其他角色的黑色牌的目标,持续四回合',
|
||||||
mapodoufu:'麻婆豆腐',
|
mapodoufu:'麻婆豆腐',
|
||||||
|
|
32
card/swd.js
32
card/swd.js
|
@ -254,20 +254,34 @@ game.import('card',function(lib,game,ui,get,ai,_status){
|
||||||
fullskin:true,
|
fullskin:true,
|
||||||
type:'trick',
|
type:'trick',
|
||||||
nodelay:true,
|
nodelay:true,
|
||||||
chongzhu:true,
|
// chongzhu:true,
|
||||||
global:'g_shencaojie',
|
global:'g_shencaojie',
|
||||||
content:function(){
|
content:function(){
|
||||||
event.getParent('g_shencaojie')._trigger.num++;
|
var evt=event.getParent('g_shencaojie')._trigger;
|
||||||
|
if(evt){
|
||||||
|
if(evt.player==player){
|
||||||
|
evt.num--;
|
||||||
|
}
|
||||||
|
else{
|
||||||
|
evt.num++;
|
||||||
|
}
|
||||||
|
}
|
||||||
},
|
},
|
||||||
ai:{
|
ai:{
|
||||||
order:1,
|
order:1,
|
||||||
useful:1,
|
useful:5,
|
||||||
value:5,
|
value:6,
|
||||||
result:{
|
result:{
|
||||||
target:function(player,target){
|
target:function(player,target){
|
||||||
if(get.attitude(player,target)>0) return 0;
|
if(target==player){
|
||||||
if(get.damageEffect(target,player,target)>=0) return 0;
|
if(get.damageEffect(target,player,target)>=0) return 0;
|
||||||
return -1;
|
return 1;
|
||||||
|
}
|
||||||
|
else{
|
||||||
|
if(get.attitude(player,target)>0) return 0;
|
||||||
|
if(get.damageEffect(target,player,target)>=0) return 0;
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
|
@ -2308,7 +2322,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
g_shencaojie:{
|
g_shencaojie:{
|
||||||
trigger:{source:'damageBegin'},
|
trigger:{source:'damageBegin',player:'damageBegin'},
|
||||||
direct:true,
|
direct:true,
|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
if(get.type(event.card)!='trick') return false;
|
if(get.type(event.card)!='trick') return false;
|
||||||
|
@ -4855,7 +4869,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
|
||||||
// pantao:'蟠桃',
|
// pantao:'蟠桃',
|
||||||
// pantao_info:'出牌阶段对自己使用,或对濒死角色使用,目标回复两点体力并获得一点护甲',
|
// pantao_info:'出牌阶段对自己使用,或对濒死角色使用,目标回复两点体力并获得一点护甲',
|
||||||
shencaojie:'神草结',
|
shencaojie:'神草结',
|
||||||
shencaojie_info:'你的锦囊牌即将造成伤害时对目标使用,令此伤害+1',
|
shencaojie_info:'你的锦囊牌即将造成伤害时对目标使用,令此伤害+1;你即将受到锦囊牌伤害时对自己使用,令此伤害-1',
|
||||||
yuruyi:'玉如意',
|
yuruyi:'玉如意',
|
||||||
yuruyi_ab:'如意',
|
yuruyi_ab:'如意',
|
||||||
yuruyi_info:'你有更高的机率摸到好牌',
|
yuruyi_info:'你有更高的机率摸到好牌',
|
||||||
|
|
|
@ -607,61 +607,72 @@ game.import('card',function(lib,game,ui,get,ai,_status){
|
||||||
filterTarget:function(card,player,target){
|
filterTarget:function(card,player,target){
|
||||||
return target.countCards('h')>0;
|
return target.countCards('h')>0;
|
||||||
},
|
},
|
||||||
selectTarget:2,
|
|
||||||
multitarget:true,
|
|
||||||
singleCard:true,
|
|
||||||
targetprompt:['被拿牌','得牌'],
|
|
||||||
content:function(){
|
content:function(){
|
||||||
"step 0"
|
'step 0'
|
||||||
target.addTempSkill('toulianghuanzhu2');
|
var hs=player.getCards('h');
|
||||||
var hs=target.getCards('h');
|
if(hs.length){
|
||||||
event.num=Math.min(2,hs.length);
|
var minval=get.value(hs[0]);
|
||||||
if(event.num){
|
var colors=[get.color(hs[0])];
|
||||||
var gived=hs.randomGets(event.num);
|
for(var i=1;i<hs.length;i++){
|
||||||
event.addedTarget.gain(gived,target);
|
var val=get.value(hs[i]);
|
||||||
target.$giveAuto(gived,event.addedTarget);
|
if(val<minval){
|
||||||
game.delay();
|
minval=val;
|
||||||
}
|
colors=[get.color(hs[i])];
|
||||||
else{
|
}
|
||||||
event.finish();
|
else if(val==minval){
|
||||||
}
|
colors.add(get.color(hs[i]));
|
||||||
"step 1"
|
}
|
||||||
if(event.addedTarget.countCards('h')){
|
|
||||||
if(_status.auto&&event.addedTarget==game.me){
|
|
||||||
game.delay();
|
|
||||||
}
|
}
|
||||||
event.addedTarget.chooseCard(true,event.num,'选择'+get.cnNumber(event.num)+'张手牌还给'+get.translation(target)).ai=get.disvalue;
|
player.chooseCardButton('偷梁换柱',target.getCards('h')).ai=function(button){
|
||||||
|
var val=get.value(button.link)-minval;
|
||||||
|
if(val>=0){
|
||||||
|
if(colors.contains(get.color(button.link))){
|
||||||
|
val+=3;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return val;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else{
|
||||||
|
player.viewHandcards(target);
|
||||||
|
event.finish();
|
||||||
|
}
|
||||||
|
'step 1'
|
||||||
|
if(result.bool){
|
||||||
|
event.card=result.links[[0]];
|
||||||
|
player.chooseCard('h',true,'用一张手牌替换'+get.translation(event.card)).ai=function(card){
|
||||||
|
return -get.value(card);
|
||||||
|
};
|
||||||
}
|
}
|
||||||
else{
|
else{
|
||||||
event.finish();
|
event.finish();
|
||||||
}
|
}
|
||||||
"step 2"
|
'step 2'
|
||||||
target.gain(result.cards,event.addedTarget);
|
if(result.bool){
|
||||||
event.addedTarget.$give(event.num,target);
|
player.gain(event.card,target);
|
||||||
|
target.gain(result.cards,player);
|
||||||
|
player.$giveAuto(result.cards,target);
|
||||||
|
target.$giveAuto(event.card,player);
|
||||||
|
game.log(player,'与',target,'交换了一张手牌');
|
||||||
|
if(get.color(event.card)==get.color(result.cards[0])){
|
||||||
|
player.draw();
|
||||||
|
}
|
||||||
|
}
|
||||||
},
|
},
|
||||||
ai:{
|
ai:{
|
||||||
order:6.5,
|
order:8,
|
||||||
tag:{
|
tag:{
|
||||||
loseCard:1,
|
loseCard:1,
|
||||||
multitarget:1,
|
|
||||||
multineg:1,
|
|
||||||
norepeat:1,
|
norepeat:1,
|
||||||
},
|
},
|
||||||
result:{
|
result:{
|
||||||
target:function(player,target){
|
target:function(player,target){
|
||||||
if(ui.selected.targets.length){
|
if(player.countCards('h')<=1) return 0;
|
||||||
if(target==player&&target.countCards('h')<=1) return 0;
|
return -1;
|
||||||
return 0.5;
|
|
||||||
}
|
|
||||||
if(target.hasSkill('toulianghuanzhu2')) return 0;
|
|
||||||
return -0.5;
|
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
wuxie:function(){
|
useful:[4,1],
|
||||||
return 0;
|
value:[6,1]
|
||||||
},
|
|
||||||
useful:[3,1],
|
|
||||||
value:[4,1]
|
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
hufu:{
|
hufu:{
|
||||||
|
@ -942,7 +953,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
|
||||||
geanguanhuo:'隔岸观火',
|
geanguanhuo:'隔岸观火',
|
||||||
geanguanhuo_info:'出牌阶段对一名其他角色使用,令目标与一名你指定的另一名角色拼点,赢的角色获得对方的一张牌;若点数相同,目标可弃置你一张牌(存活角色不超过2时可重铸)',
|
geanguanhuo_info:'出牌阶段对一名其他角色使用,令目标与一名你指定的另一名角色拼点,赢的角色获得对方的一张牌;若点数相同,目标可弃置你一张牌(存活角色不超过2时可重铸)',
|
||||||
toulianghuanzhu:'偷梁换柱',
|
toulianghuanzhu:'偷梁换柱',
|
||||||
toulianghuanzhu_info:'出牌阶段对一名有手牌的角色使用,选择另一名有手牌的角色获得目标两张手牌(不足则全拿),然后还给其等量手牌',
|
toulianghuanzhu_info:'出牌阶段对一名其他角色使用,你观看其手牌,然后可以用一张手牌替牌其中的一张;若两张牌颜色相同,你摸一张牌',
|
||||||
toulianghuanzhu_bg:'柱',
|
toulianghuanzhu_bg:'柱',
|
||||||
fudichouxin:'釜底抽薪',
|
fudichouxin:'釜底抽薪',
|
||||||
fudichouxin_info:'与一名角色进行拼点,若成功则获得双方拼点牌',
|
fudichouxin_info:'与一名角色进行拼点,若成功则获得双方拼点牌',
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
window.noname_update={
|
window.noname_update={
|
||||||
version:'1.9.41',
|
version:'1.9.41.1',
|
||||||
// update:'1.9.38.1',
|
update:'1.9.41',
|
||||||
changeLog:[
|
changeLog:[
|
||||||
'bug修复'
|
'bug修复'
|
||||||
],
|
],
|
||||||
|
@ -12,7 +12,9 @@ window.noname_update={
|
||||||
// 'game/pressure.js',
|
// 'game/pressure.js',
|
||||||
// 'game/asset.js',
|
// 'game/asset.js',
|
||||||
// 'card/*',
|
// 'card/*',
|
||||||
// 'card/standard.js',
|
'card/swd.js',
|
||||||
|
'card/gujian.js',
|
||||||
|
'card/yunchou.js',
|
||||||
// 'card/gwent.js',
|
// 'card/gwent.js',
|
||||||
// 'card/guozhan.js',
|
// 'card/guozhan.js',
|
||||||
// 'character/*',
|
// 'character/*',
|
||||||
|
|
Loading…
Reference in New Issue