This commit is contained in:
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2ee07bcedc
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200
card/gujian.js
200
card/gujian.js
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@ -330,7 +330,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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content:function(){
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target.$gain2(cards);
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target.storage.yuanbaorou=card;
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target.storage.yuanbaorou_markcount=3;
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target.storage.yuanbaorou_markcount=4;
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target.addSkill('yuanbaorou');
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},
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ai:{
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@ -393,15 +393,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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unique:true,
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skills:['yuheng_skill'],
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ai:{
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equipValue:function(card,player){
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if(player.hp>=4) return 5;
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if(player.hp>=3) return 4;
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if(player.hp>=2) return 2;
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return 1;
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},
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basic:{
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equipValue:4
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}
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equipValue:6
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}
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},
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yuheng_plus:{
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@ -415,15 +407,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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cardimage:'yuheng',
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skills:['yuheng_plus_skill'],
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ai:{
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equipValue:function(card,player){
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if(player.hp>=4) return 7;
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if(player.hp>=3) return 6;
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if(player.hp>=2) return 2.5;
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return 1;
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},
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basic:{
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equipValue:5
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}
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equipValue:7
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}
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},
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yuheng_pro:{
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@ -437,16 +421,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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cardimage:'yuheng',
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skills:['yuheng_pro_skill'],
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ai:{
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equipValue:function(card,player){
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if(player.hp>=4) return 7.5;
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if(player.hp>=3) return 6;
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if(player.hp>=2) return 2.5;
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return 1;
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},
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basic:{
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equipValue:7
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}
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equipValue:8
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}
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},
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shujinsan:{
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@ -1335,26 +1310,32 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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yuheng_skill:{
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enable:'phaseUse',
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usable:1,
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filterTarget:function(card,player,target){
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return target!=player&&target.countCards('h')>0;
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filterCard:{suit:'spade'},
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check:function(card){
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return 8-get.value(card);
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},
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filter:function(event,player){
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var enemies=player.getEnemies();
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for(var i=0;i<enemies.length;i++){
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if(enemies[i].countCards('h',{suit:'spade'})) return true;
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}
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return false;
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},
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content:function(){
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'step 0'
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player.loseHp();
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'step 1'
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var hs=target.getCards('h');
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var enemies=player.getEnemies();
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var list=[];
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for(var i=0;i<enemies.length;i++){
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var hs=enemies[i].getCards('h',{suit:'spade'});
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if(hs.length){
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var card=hs.randomGet();
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player.gain(card,target);
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target.$give(card,player);
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if(get.suit(card)=='spade'){
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event.bool=true;
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list.push([enemies[i],hs]);
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}
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}
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'step 2'
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if(event.bool){
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target.loseHp();
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if(list.length){
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var current=list.randomGet();
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player.line(current[0]);
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current[0].give(current[1].randomGet(),player,true);
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}
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'step 1'
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var card=player.getEquip('yuheng');
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if(card){
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if(typeof card.storage.yuheng!='number'){
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@ -1370,17 +1351,9 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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}
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},
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ai:{
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order:6,
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order:9,
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result:{
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target:function(player,target){
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if(get.attitude(player,target)>=0) return 0;
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var nh=target.countCards('h');
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var num=-1/Math.sqrt(1+nh);
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if(player.hp>=4) return num;
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if(player.hp>=3&&nh<=2) return num;
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if(player.hp>=2&&target.hp==1&&nh<=2) return num;
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return 0;
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}
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player:1
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}
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}
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},
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@ -1388,29 +1361,33 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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yuheng_plus_skill:{
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enable:'phaseUse',
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usable:1,
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filter:function(event,player){
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return !player.hasSkill('yuheng_plus_temp');
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filterCard:{color:'black'},
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check:function(card){
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return 8-get.value(card);
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},
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filterTarget:function(card,player,target){
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return target!=player&&target.countCards('h')>0;
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filter:function(event,player){
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// if(player.hasSkill('yuheng_plus_temp')) return false;
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var enemies=player.getEnemies();
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for(var i=0;i<enemies.length;i++){
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if(enemies[i].countCards('h',{suit:'spade'})) return true;
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}
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return false;
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},
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content:function(){
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'step 0'
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player.loseHp();
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'step 1'
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var hs=target.getCards('h');
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var enemies=player.getEnemies();
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var list=[];
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for(var i=0;i<enemies.length;i++){
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var hs=enemies[i].getCards('h',{suit:'spade'});
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if(hs.length){
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var card=hs.randomGet();
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player.gain(card,target);
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target.$give(card,player);
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if(get.color(card)=='black'){
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event.bool=true;
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list.push([enemies[i],hs]);
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}
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}
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'step 2'
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if(event.bool){
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target.loseHp();
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if(list.length){
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var current=list.randomGet();
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player.line(current[0]);
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current[0].give(current[1].randomGet(),player,true);
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}
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'step 1'
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var card=player.getEquip('yuheng_plus');
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if(card){
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if(typeof card.storage.yuheng!='number'){
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@ -1425,55 +1402,58 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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}
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},
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ai:{
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order:6,
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order:9,
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result:{
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target:function(player,target){
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if(get.attitude(player,target)>=0) return 0;
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var nh=target.countCards('h');
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var num=-1/Math.sqrt(1+nh);
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if(player.hp>=4) return num;
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if(player.hp>=3&&nh<=2) return num;
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if(player.hp>=2&&target.hp==1&&nh<=2) return num;
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return 0;
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}
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player:1
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}
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}
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},
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yuheng_pro_skill:{
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enable:'phaseUse',
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filterTarget:function(card,player,target){
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return target!=player&&target.countCards('h')>0;
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filterCard:{color:'black'},
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check:function(card){
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return 8-get.value(card);
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},
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filter:function(event,player){
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var enemies=player.getEnemies();
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for(var i=0;i<enemies.length;i++){
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if(enemies[i].countCards('h',{suit:'spade'})) return true;
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}
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return false;
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},
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content:function(){
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'step 0'
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player.loseHp();
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'step 1'
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var hs=target.getCards('h');
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var enemies=player.getEnemies();
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var list=[];
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for(var i=0;i<enemies.length;i++){
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var hs=enemies[i].getCards('h',{suit:'spade'});
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if(hs.length){
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var card=hs.randomGet();
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player.gain(card,target);
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target.$give(card,player);
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if(get.color(card)=='black'){
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event.bool=true;
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list.push([enemies[i],hs]);
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}
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}
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'step 2'
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if(event.bool){
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target.loseHp();
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if(list.length){
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var current=list.randomGet();
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player.line(current[0]);
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current[0].give(current[1].randomGet(),player,true);
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}
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'step 1'
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var card=player.getEquip('yuheng');
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if(card){
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if(typeof card.storage.yuheng!='number'){
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card.storage.yuheng=1;
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}
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else{
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card.storage.yuheng++;
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}
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if(card.storage.yuheng>=3){
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card.init([card.suit,card.number,'yuheng_plus',card.nature]);
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player.addTempSkill('yuheng_plus_temp');
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}
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}
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},
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ai:{
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order:6,
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order:9,
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result:{
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target:function(player,target){
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if(get.attitude(player,target)>=0) return 0;
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var nh=target.countCards('h');
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var num=-1/Math.sqrt(1+nh);
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if(player.hp>=4) return num;
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if(player.hp>=3&&nh<=2) return num;
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if(player.hp>=2&&target.hp==1&&nh<=2) return num;
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return 0;
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}
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player:1
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}
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}
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},
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@ -1562,12 +1542,12 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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yuheng_skill:'玉衡',
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yuheng_plus_skill:'玉衡',
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yuheng_pro_skill:'玉衡',
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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)',
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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”',
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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',
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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',
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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',
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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',
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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)',
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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”',
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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',
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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',
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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',
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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',
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shujinsan:'舒筋散',
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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',
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mutoumianju:'木头面具',
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luyugeng:'鲈鱼羹',
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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',
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yuanbaorou:'元宝肉',
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yuanbaorou_info:'你在出牌阶段可以额外使用一张杀,持续三回合',
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yuanbaorou_info:'你在出牌阶段可以额外使用一张杀,持续四回合',
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molicha:'茉莉茶',
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molicha_info:'你不能成为其他角色的黑色牌的目标,持续四回合',
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mapodoufu:'麻婆豆腐',
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26
card/swd.js
26
card/swd.js
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@ -254,21 +254,35 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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fullskin:true,
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type:'trick',
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nodelay:true,
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chongzhu:true,
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// chongzhu:true,
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global:'g_shencaojie',
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content:function(){
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event.getParent('g_shencaojie')._trigger.num++;
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var evt=event.getParent('g_shencaojie')._trigger;
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if(evt){
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if(evt.player==player){
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evt.num--;
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}
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else{
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evt.num++;
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}
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}
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},
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ai:{
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order:1,
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useful:1,
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value:5,
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useful:5,
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value:6,
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result:{
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target:function(player,target){
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if(target==player){
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if(get.damageEffect(target,player,target)>=0) return 0;
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return 1;
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}
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else{
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if(get.attitude(player,target)>0) return 0;
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if(get.damageEffect(target,player,target)>=0) return 0;
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return -1;
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}
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}
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},
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}
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},
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@ -2308,7 +2322,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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}
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},
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g_shencaojie:{
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trigger:{source:'damageBegin'},
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trigger:{source:'damageBegin',player:'damageBegin'},
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direct:true,
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filter:function(event,player){
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if(get.type(event.card)!='trick') return false;
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@ -4855,7 +4869,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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// pantao:'蟠桃',
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// 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',
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shencaojie:'神草结',
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shencaojie_info:'你的锦囊牌即将造成伤害时对目标使用,令此伤害+1',
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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',
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yuruyi:'玉如意',
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yuruyi_ab:'如意',
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yuruyi_info:'你有更高的机率摸到好牌',
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@ -607,61 +607,72 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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filterTarget:function(card,player,target){
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return target.countCards('h')>0;
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},
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selectTarget:2,
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multitarget:true,
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singleCard:true,
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targetprompt:['被拿牌','得牌'],
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content:function(){
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"step 0"
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target.addTempSkill('toulianghuanzhu2');
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var hs=target.getCards('h');
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event.num=Math.min(2,hs.length);
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if(event.num){
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var gived=hs.randomGets(event.num);
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event.addedTarget.gain(gived,target);
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target.$giveAuto(gived,event.addedTarget);
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game.delay();
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'step 0'
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var hs=player.getCards('h');
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if(hs.length){
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var minval=get.value(hs[0]);
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var colors=[get.color(hs[0])];
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for(var i=1;i<hs.length;i++){
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var val=get.value(hs[i]);
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if(val<minval){
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minval=val;
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colors=[get.color(hs[i])];
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}
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else if(val==minval){
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colors.add(get.color(hs[i]));
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}
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}
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player.chooseCardButton('偷梁换柱',target.getCards('h')).ai=function(button){
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var val=get.value(button.link)-minval;
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if(val>=0){
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if(colors.contains(get.color(button.link))){
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val+=3;
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}
|
||||
}
|
||||
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{
|
||||
event.finish();
|
||||
}
|
||||
"step 1"
|
||||
if(event.addedTarget.countCards('h')){
|
||||
if(_status.auto&&event.addedTarget==game.me){
|
||||
game.delay();
|
||||
'step 2'
|
||||
if(result.bool){
|
||||
player.gain(event.card,target);
|
||||
target.gain(result.cards,player);
|
||||
player.$giveAuto(result.cards,target);
|
||||
target.$giveAuto(event.card,player);
|
||||
game.log(player,'与',target,'交换了一张手牌');
|
||||
if(get.color(event.card)==get.color(result.cards[0])){
|
||||
player.draw();
|
||||
}
|
||||
event.addedTarget.chooseCard(true,event.num,'选择'+get.cnNumber(event.num)+'张手牌还给'+get.translation(target)).ai=get.disvalue;
|
||||
}
|
||||
else{
|
||||
event.finish();
|
||||
}
|
||||
"step 2"
|
||||
target.gain(result.cards,event.addedTarget);
|
||||
event.addedTarget.$give(event.num,target);
|
||||
},
|
||||
ai:{
|
||||
order:6.5,
|
||||
order:8,
|
||||
tag:{
|
||||
loseCard:1,
|
||||
multitarget:1,
|
||||
multineg:1,
|
||||
norepeat:1,
|
||||
},
|
||||
result:{
|
||||
target:function(player,target){
|
||||
if(ui.selected.targets.length){
|
||||
if(target==player&&target.countCards('h')<=1) return 0;
|
||||
return 0.5;
|
||||
}
|
||||
if(target.hasSkill('toulianghuanzhu2')) return 0;
|
||||
return -0.5;
|
||||
if(player.countCards('h')<=1) return 0;
|
||||
return -1;
|
||||
}
|
||||
},
|
||||
wuxie:function(){
|
||||
return 0;
|
||||
},
|
||||
useful:[3,1],
|
||||
value:[4,1]
|
||||
useful:[4,1],
|
||||
value:[6,1]
|
||||
}
|
||||
},
|
||||
hufu:{
|
||||
|
@ -942,7 +953,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
|
|||
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)',
|
||||
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',
|
||||
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',
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
window.noname_update={
|
||||
version:'1.9.41',
|
||||
// update:'1.9.38.1',
|
||||
version:'1.9.41.1',
|
||||
update:'1.9.41',
|
||||
changeLog:[
|
||||
'bug修复'
|
||||
],
|
||||
|
@ -12,7 +12,9 @@ window.noname_update={
|
|||
// 'game/pressure.js',
|
||||
// 'game/asset.js',
|
||||
// 'card/*',
|
||||
// 'card/standard.js',
|
||||
'card/swd.js',
|
||||
'card/gujian.js',
|
||||
'card/yunchou.js',
|
||||
// 'card/gwent.js',
|
||||
// 'card/guozhan.js',
|
||||
// 'character/*',
|
||||
|
|
Loading…
Reference in New Issue