Nishizono Mio
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70290798f9
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@ -766,6 +766,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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vanish:true,
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silent:true,
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popup:false,
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nopop:true,
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onremove:function(player){
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if(player.node.jiu){
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player.node.jiu.delete();
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@ -1086,7 +1086,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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trigger:{player:'phaseDrawBegin2'},
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forced:true,
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filter:function(event,player){
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return !player.isUnseen();
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return !player.isUnseen()&&!event.numFixed;
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},
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content:function(){
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trigger.num++;
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@ -1066,7 +1066,9 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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},
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result:{
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target:function(player,target){
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if(get.attitude(player,target)<=0) return (target.countCards('he')>0)?-1.5:1.5;
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if(get.attitude(player,target)<=0) return (target.countCards('he',function(card){
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return get.value(card)>0;
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})>0)?-1.5:1.5;
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var js=target.getCards('j');
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if(js.length){
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var jj=js[0].viewAs?{name:js[0].viewAs}:js[0];
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@ -1163,7 +1165,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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}
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var es=target.getCards('e');
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var noe=(es.length==0||target.hasSkillTag('noe'));
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var noe2=(es.length==1&&es[0].name=='baiyin'&&target.isDamaged());
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var noe2=(es.length==1&&es[0].name!='tengjia'&&get.value(es[0])<=0);
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var noh=(nh==0||target.hasSkillTag('noh'));
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if(noh&&(noe||noe2)) return 0;
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if(att<=0&&!target.countCards('he')) return 1.5;
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146
character/diy.js
146
character/diy.js
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@ -47,6 +47,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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key_ao:['female','key',3,['ao_xishi','ao_kuihun','ao_shixin']],
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key_yuzuru:['male','key',5,['yuzuru_wuxin','yuzuru_deyi']],
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sp_key_kanade:['female','key',3,['kanade_mapo','kanade_benzhan']],
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key_mio:['female','key',3,['mio_tuifu','mio_tishen']],
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key_midori:['female','key',3,['midori_nonghuan','midori_tishen']],
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// diy_caocao:['male','wei',4,['xicai','diyjianxiong','hujia']],
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// diy_hanlong:['male','wei',4,['siji','ciqiu']],
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diy_feishi:['male','shu',3,['shuaiyan','moshou']],
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@ -129,7 +131,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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diy:{
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diy_tieba:["diy_wenyang","ns_zuoci","ns_lvzhi","ns_wangyun","ns_nanhua","ns_nanhua_left","ns_nanhua_right","ns_huamulan","ns_huangzu","ns_jinke","ns_yanliang","ns_wenchou","ns_caocao","ns_caocaosp","ns_zhugeliang","ns_wangyue","ns_yuji","ns_xinxianying","ns_guanlu","ns_simazhao","ns_sunjian","ns_duangui","ns_zhangbao","ns_masu","ns_zhangxiu","ns_lvmeng","ns_shenpei","ns_yujisp","ns_yangyi","ns_liuzhang","ns_xinnanhua","ns_zhangwei"],
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diy_default:["diy_feishi","diy_liuyan","diy_yuji","diy_caiwenji","diy_lukang","diy_zhenji","diy_liufu","diy_xizhenxihong","diy_liuzan","diy_zaozhirenjun","diy_yangyi","diy_tianyu"],
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diy_key:["key_lucia","key_kyousuke","key_yuri","key_haruko","key_kagari","key_umi","key_rei","key_komari","key_yukine","key_yusa","key_misa","key_masato","key_iwasawa","key_kengo","key_yoshino","key_yui","key_tsumugi","key_saya","key_harukakanata","key_inari","key_shiina","key_sunohara","key_rin","key_sasami","key_akane","key_doruji","key_yuiko","key_riki","key_hisako","key_hinata","key_noda","key_tomoya","key_nagisa","key_ayato","key_ao","key_yuzuru","sp_key_kanade"],
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diy_key:["key_lucia","key_kyousuke","key_yuri","key_haruko","key_kagari","key_umi","key_rei","key_komari","key_yukine","key_yusa","key_misa","key_masato","key_iwasawa","key_kengo","key_yoshino","key_yui","key_tsumugi","key_saya","key_harukakanata","key_inari","key_shiina","key_sunohara","key_rin","key_sasami","key_akane","key_doruji","key_yuiko","key_riki","key_hisako","key_hinata","key_noda","key_tomoya","key_nagisa","key_ayato","key_ao","key_yuzuru","sp_key_kanade","key_mio","key_midori"],
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diy_yongjian:["ns_chendao","yj_caoang"],
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},
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},
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@ -227,6 +229,132 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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key_iwasawa:['key_hisako'],
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},
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skill:{
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yuzuru_bujin:{
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global:'yuzuru_bujin2',
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trigger:{global:'phaseDrawBegin'},
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forced:true,
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logTarget:'player',
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filter:function(event,player){
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return event.player!=player&&event.player.isFriendOf(player);
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},
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content:function(){trigger.num++},
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},
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yuzuru_bujin2:{
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mod:{
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globalFrom:function(from,to,num){
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return num-game.countPlayer(function(current){
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return current!=from&¤t.isFriendOf(from)&¤t.hasSkill('yuzuru_bujin');
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});
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},
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},
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},
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mio_tuifu:{
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trigger:{global:'damageBegin1'},
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forced:true,
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filter:function(event,player){
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return event.source&&event.source.sex=='male'&&event.player.sex=='male';
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},
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content:function(){
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player.draw();
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},
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},
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mio_tishen:{
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trigger:{player:'phaseZhunbeiBegin'},
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limited:true,
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unique:true,
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skillAnimation:true,
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animationColor:'water',
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filter:function(event,player){
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return player.isDamaged();
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},
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check:function(event,player){
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return player.hp<=1||player.getDamagedHp()>1;
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},
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content:function(){
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player.awakenSkill(event.name);
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var num=player.maxHp-player.hp;
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player.recover(num);
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player.draw(num);
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if(_status.characterlist&&_status.characterlist.contains('key_midori')){
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player.reinit('key_mio','key_midori',false);
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_status.characterlist.remove('key_midori');
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_status.characterlist.add('key_mio');
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}
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},
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},
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midori_nonghuan:{
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enable:'phaseUse',
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filter:function(event,player){
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return (player.getStat('skill').midori_nonghuan||0)<player.hp;
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},
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filterTarget:function(card,player,target){
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var stat=player.getStat('midori_nonghuan');
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return target!=player&&(!stat||!stat.contains(target))&&target.countGainableCards(player,'hej')>0;
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},
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content:function(){
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'step 0'
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var stat=player.getStat();
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if(!stat.midori_nonghuan) stat.midori_nonghuan=[];
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stat.midori_nonghuan.push(target);
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player.gainPlayerCard(target,'hej',true);
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player.draw();
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'step 1'
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if(player.countCards('he')>0) player.chooseCard('he',true,'交给'+get.translation(target)+'一张牌');
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else event.goto(3);
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'step 2'
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target.gain(result.cards,player,'giveAuto');
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'step 3'
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var history=game.getGlobalHistory('cardMove');
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for(var i=0;i<history.length;i++){
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if(history[i].getParent('midori_nonghuan')==event) history.splice(i--,1);
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}
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game.countPlayer2(function(current){
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var history=current.getHistory('lose');
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for(var i=0;i<history.length;i++){
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if(history[i].getParent('midori_nonghuan')==event) history.splice(i--,1);
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}
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var history=current.getHistory('gain');
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for(var i=0;i<history.length;i++){
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if(history[i].getParent('midori_nonghuan')==event) history.splice(i--,1);
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}
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});
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},
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ai:{
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order:9,
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result:{
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player:function(){
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return lib.card.shunshou.ai.result.player.apply(this,arguments);
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},
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target:function(){
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return lib.card.shunshou.ai.result.target.apply(this,arguments);
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},
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},
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},
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},
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midori_tishen:{
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trigger:{player:'phaseZhunbeiBegin'},
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limited:true,
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unique:true,
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skillAnimation:true,
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animationColor:'water',
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filter:function(event,player){
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return player.isDamaged();
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},
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check:function(event,player){
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return player.hp<=1||player.getDamagedHp()>1;
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},
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content:function(){
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player.awakenSkill(event.name);
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var num=player.maxHp-player.hp;
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player.recover(num);
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player.draw(num);
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if(_status.characterlist&&_status.characterlist.contains('key_mio')){
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player.reinit('key_midori','key_mio',false);
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_status.characterlist.remove('key_mio');
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_status.characterlist.add('key_midori');
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}
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},
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},
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kanade_mapo:{
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derivation:'mapodoufu',
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enable:'chooseToUse',
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@ -1293,6 +1421,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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discard:false,
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line:true,
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direct:true,
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clearTime:true,
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delay:false,
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lose:false,
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prepare:function(cards,player,targets){
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@ -8257,6 +8386,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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key_ao:'空门苍',
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key_yuzuru:'音无结弦',
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sp_key_kanade:'SP立华奏',
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key_mio:'西园美鱼',
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key_midori:'西园美鸟',
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lucia_duqu:'毒躯',
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lucia_duqu_info:'锁定技,①当你对其他角色造成伤害或受到其他角色的伤害时,你和对方各获得一张花色点数随机的【毒】。<br>②当你因【毒】失去体力时,你改为回复等量的体力。<br>③当你处于濒死状态时,你可以使用一张【毒】(每回合限一次)。',
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lucia_zhenren:'振刃',
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@ -8329,7 +8460,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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tsumugi_mugyu_info:'当你成为牌的目标后,若你的手牌数小于体力上限,则你可以摸一张牌。',
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tsumugi_huilang:'回廊',
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tsumugi_huilang2:'回廊',
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tsumugi_huilang_info:'回合结束时,不可以将任意张牌扣置于武将牌下(均称为「隐」)。回合开始时,你获得所有「隐」,然后可令等量的角色各摸一张牌。',
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tsumugi_huilang_info:'回合结束时,你可以将任意张牌扣置于武将牌下(均称为「隐」)。回合开始时,你获得所有「隐」,然后可令等量的角色各摸一张牌。',
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//〖回廊〗涉及的所有卡牌移动的结算不会触发〖良姻〗
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haruka_shuangche:'双掣',
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kanata_shuangche:'双掣',
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@ -8443,10 +8574,21 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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yuzuru_kunfen_rewrite_info:'锁定技,结束阶段,你摸两张牌。然后你可以将两张牌交给一名其他角色。',
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yuzuru_quji_rewrite:'去疾·改',
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yuzuru_quji_rewrite_info:'出牌阶段限一次,你可以弃置X张牌并选择至多等量已受伤的其他角色,这些角色各回复1点体力。(X为你已损失的体力值)',
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yuzuru_bujin:'步进',
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yuzuru_bujin_info:'锁定技,己方其他角色计算与其他角色的距离-1且摸牌阶段的额定摸牌数+1。',
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kanade_mapo:'麻婆',
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kanade_mapo_info:'你可以将一张♥牌当做【麻婆豆腐】使用。你使用的【麻婆豆腐】可以多指定一个目标。',
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kanade_benzhan:'奔战',
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kanade_benzhan_info:'当你使用或打出牌响应其他角色,或其他角色使用或打出牌响应你后,若此牌为:基本牌,你可令一名角色弃置两张牌或令一名角色摸两张牌;非基本牌,你可对一名角色造成1点伤害或令一名其他角色回复1点体力。',
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mio_tuifu:'推腐',
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mio_tuifu_info:'锁定技,当一名男性角色对一名男性角色造成伤害后,你摸一张牌。',
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mio_tishen:'替身',
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mio_tishen_info:'限定技,准备阶段,你可以将体力值回复至体力上限并摸等同于回复量的牌,然后将武将牌替换为【西园美鸟】。',
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midori_nonghuan:'弄幻',
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midori_nonghuan_info:'出牌阶段限X次(X为你的体力值),你可以获得一名本阶段内未选择过的其他角色的区域内的一张牌。你摸一张牌,然后将一张牌交给该角色。然后你清除此技能结算过程中所有卡牌移动事件的移动记录。',
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//即技能结算完成后,所有涉及到的牌移动事件不会再被getHistory获取
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midori_tishen:'替身',
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midori_tishen_info:'限定技,准备阶段,你可以将体力值回复至体力上限并摸等同于回复量的牌,然后将武将牌替换为【西园美鱼】。',
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yj_caoang:'SP曹昂',
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@ -16,7 +16,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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character:{
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shen_guanyu:['male','shen',5,['new_wuhun','wushen'],['shu']],
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shen_zhaoyun:['male','shen',2,['xinjuejing','xinlonghun'],['shu']],
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shen_zhaoyun:['male','shen',2,['xinjuejing','relonghun'],['shu']],
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shen_zhugeliang:['male','shen',3,['qixing','kuangfeng','dawu'],['shu']],
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shen_lvmeng:['male','shen',3,['shelie','gongxin'],['wu']],
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shen_zhouyu:['male','shen',4,['yeyan','qinyin'],['wu']],
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@ -1868,6 +1868,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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},
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longhun:{
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audio:4,
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group:['longhun1','longhun2','longhun3','longhun4'],
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ai:{
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skillTagFilter:function(player,tag){
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@ -2005,6 +2006,107 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger.num+=(player.getDamagedHp());
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}
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},
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relonghun:{
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audio:'longhun',
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enable:['chooseToUse','chooseToRespond'],
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prompt:'将♦牌当做杀,♥牌当做桃,♣牌当做闪,♠牌当做无懈可击使用或打出',
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viewAs:function(cards,player){
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var name=false;
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var nature=null;
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switch(get.suit(cards[0],player)){
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case 'club':name='shan';break;
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case 'diamond':name='sha';nature='fire';break;
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case 'spade':name='wuxie';break;
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case 'heart':name='tao';break;
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}
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if(name) return {name:name,nature:nature};
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return null;
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},
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check:function(card){
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if(ui.selected.cards.length) return 0;
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var player=_status.event.player;
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if(_status.event.type=='phase'){
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var max=0;
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var name2;
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var list=['sha','tao'];
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var map={sha:'diamond',tao:'heart'}
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for(var i=0;i<list.length;i++){
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var name=list[i];
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if(player.countCards('he',function(card){
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return (name!='sha'||get.value(card)<5)&&get.suit(card,player)==map[name];
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})>0&&player.getUseValue({name:name,nature:name=='sha'?'fire':null})>0){
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var temp=get.order({name:name,nature:name=='sha'?'fire':null});
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if(temp>max){
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max=temp;
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name2=map[name];
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}
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}
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}
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if(name2==get.suit(card,player)) return (name2=='diamond'?(5-get.value(card)):20-get.value(card));
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return 0;
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}
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return 1;
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},
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selectCard:[1,2],
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complexCard:true,
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position:'he',
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filterCard:function(card,player,event){
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if(ui.selected.cards.length) return get.suit(card,player)==get.suit(ui.selected.cards[0],player);
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event=event||_status.event;
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var filter=event._backup.filterCard;
|
||||
var name=get.suit(card,player);
|
||||
if(name=='club'&&filter({name:'shan',cards:[card]},player,event)) return true;
|
||||
if(name=='diamond'&&filter({name:'sha',cards:[card],nature:'fire'},player,event)) return true;
|
||||
if(name=='spade'&&filter({name:'wuxie',cards:[card]},player,event)) return true;
|
||||
if(name=='heart'&&filter({name:'tao',cards:[card]},player,event)) return true;
|
||||
return false;
|
||||
},
|
||||
filter:function(event,player){
|
||||
var filter=event.filterCard;
|
||||
if(filter({name:'sha',nature:'fire'},player,event)&&player.countCards('he',{suit:'diamond'})) return true;
|
||||
if(filter({name:'shan'},player,event)&&player.countCards('he',{suit:'club'})) return true;
|
||||
if(filter({name:'tao'},player,event)&&player.countCards('he',{suit:'heart'})) return true;
|
||||
if(filter({name:'wuxie'},player,event)&&player.countCards('he',{suit:'spade'})) return true;
|
||||
return false;
|
||||
},
|
||||
ai:{
|
||||
respondSha:true,
|
||||
respondShan:true,
|
||||
save:true,
|
||||
skillTagFilter:function(player,tag){
|
||||
var name;
|
||||
switch(tag){
|
||||
case 'respondSha':name='diamond';break;
|
||||
case 'respondShan':name='club';break;
|
||||
case 'save':name='heart';break;
|
||||
}
|
||||
if(!player.countCards('he',{suit:name})) return false;
|
||||
},
|
||||
order:function(item,player){
|
||||
if(player&&_status.event.type=='phase'){
|
||||
var max=0;
|
||||
var list=['sha','tao'];
|
||||
var map={sha:'diamond',tao:'heart'}
|
||||
for(var i=0;i<list.length;i++){
|
||||
var name=list[i];
|
||||
if(player.countCards('he',function(card){
|
||||
return (name!='sha'||get.value(card)<5)&&get.suit(card,player)==map[name];
|
||||
})>0&&player.getUseValue({name:name,nature:name=='sha'?'fire':null})>0){
|
||||
var temp=get.order({name:name,nature:name=='sha'?'fire':null});
|
||||
if(temp>max) max=temp;
|
||||
}
|
||||
}
|
||||
max/=1.1;
|
||||
return max;
|
||||
}
|
||||
return 2;
|
||||
},
|
||||
},
|
||||
hiddenCard:function(player,name){
|
||||
return name=='wuxie'&&player.countCards('he',{suit:'spade'})>0;
|
||||
},
|
||||
group:['xinlonghun_num','xinlonghun_discard'],
|
||||
},
|
||||
xinlonghun:{
|
||||
group:['xinlonghun1','xinlonghun2','xinlonghun3','xinlonghun4','xinlonghun_num','xinlonghun_discard'],
|
||||
ai:{
|
||||
|
@ -2031,19 +2133,19 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
subSkill:{
|
||||
num:{
|
||||
trigger:{source:['damageBegin','recoverBegin']},
|
||||
trigger:{player:'useCard'},
|
||||
forced:true,
|
||||
popup:false,
|
||||
filter:function(event){
|
||||
var evt=event.getParent();
|
||||
return (evt.skill=='xinlonghun1'||evt.skill=='xinlonghun2')&&evt.cards&&evt.cards.length==2;
|
||||
var evt=event;
|
||||
return (evt.skill=='xinlonghun1'||evt.skill=='xinlonghun2'||(['sha','tao'].contains(evt.card.name)&&evt.skill=='relonghun'))&&evt.cards&&evt.cards.length==2;
|
||||
},
|
||||
content:function(){
|
||||
trigger.num++;
|
||||
trigger.baseDamage++;
|
||||
}
|
||||
},
|
||||
discard:{
|
||||
trigger:{player:['useCard','respond']},
|
||||
trigger:{player:['useCardAfter','respondAfter']},
|
||||
forced:true,
|
||||
popup:false,
|
||||
logTarget:function(){
|
||||
|
@ -2053,7 +2155,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
return event.name=='respond'?0.5:false;
|
||||
},
|
||||
filter:function(evt,player){
|
||||
return (evt.skill=='xinlonghun3'||evt.skill=='xinlonghun4')&&
|
||||
return (evt.skill=='xinlonghun3'||evt.skill=='xinlonghun4'||(['shan','wuxie'].contains(evt.card.name)&&evt.skill=='relonghun'))&&
|
||||
evt.cards&&evt.cards.length==2&&_status.currentPhase&&_status.currentPhase!=player&&_status.currentPhase.countDiscardableCards(player,'he');
|
||||
},
|
||||
content:function(){
|
||||
|
@ -2150,7 +2252,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
},
|
||||
audio:'juejing',
|
||||
trigger:{player:['dyingBegin','dyingAfter']},
|
||||
trigger:{player:['dying','dyingAfter']},
|
||||
forced:true,
|
||||
content:function(){
|
||||
player.draw();
|
||||
|
@ -2998,6 +3100,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
shen_lvbu:'神吕布',
|
||||
xinjuejing:'绝境',
|
||||
xinjuejing_info:'锁定技,你的手牌上限+2;当你进入或脱离濒死状态时,你摸一张牌。',
|
||||
relonghun:'龙魂',
|
||||
relonghun_info:'你可以将同花色的一至两张牌按下列规则使用或打出:红桃当【桃】,方块当火【杀】,梅花当【闪】,黑桃当普【无懈可击】。若你以此法使用了两张红色牌,则此牌回复值或伤害值+1。若你以此法使用了两张黑色牌,则你弃置当前回合角色一张牌。',
|
||||
xinlonghun:'龙魂',
|
||||
xinlonghun1:'龙魂♥︎',
|
||||
xinlonghun2:'龙魂♦︎',
|
||||
|
|
|
@ -6,12 +6,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
connect:true,
|
||||
characterSort:{
|
||||
mobile:{
|
||||
mobile_default:["miheng","taoqian","lingcao","sunru","lifeng","zhuling","liuye","zhaotongzhaoguang","majun","simazhao","wangyuanji","pangdegong","shenpei","hujinding","zhangyì","jiakui","yangbiao","chendeng","dongcheng","yangyi"],
|
||||
mobile_others:["re_jikang","old_bulianshi","old_yuanshu","re_wangyun","re_baosanniang","re_weiwenzhugezhi","re_zhanggong","re_xugong","xin_yuanshao","re_liushan","xin_xiahoudun","re_sp_zhugeliang","re_heqi","re_guanqiujian","re_pangtong","old_liuzan"],
|
||||
mobile_default:["miheng","taoqian","lingcao","sunru","lifeng","zhuling","liuye","zhaotongzhaoguang","majun","simazhao","wangyuanji","pangdegong","shenpei","hujinding","zhangyì","jiakui","yangbiao","chendeng","dongcheng","yangyi","dengzhi"],
|
||||
mobile_others:["re_jikang","old_bulianshi","old_yuanshu","re_wangyun","re_baosanniang","re_weiwenzhugezhi","re_zhanggong","re_xugong","xin_yuanshao","re_liushan","xin_xiahoudun","re_sp_zhugeliang","re_heqi","re_guanqiujian","re_pangtong","old_liuzan","xin_chengpu"],
|
||||
mobile_sunben:["re_sunben"],
|
||||
},
|
||||
},
|
||||
character:{
|
||||
dengzhi:['male','shu',3,['jimeng','shuaiyan']],
|
||||
xin_chengpu:['male','wu',4,['relihuo','chunlao']],
|
||||
yangyi:['male','shu',3,['duoduan','gongsun']],
|
||||
dongcheng:['male','qun',4,['chengzhao']],
|
||||
re_pangtong:['male','shu',3,['xinlianhuan','niepan'],[]],
|
||||
|
@ -55,6 +57,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
re_sunben:['male','wu',4,['jiang','rehunzi','zhiba'],['zhu']],
|
||||
},
|
||||
characterIntro:{
|
||||
dengzhi:'邓芝(178年-251年),字伯苗。义阳郡新野县(今河南新野)人。东汉名将邓禹之后,三国时期蜀汉重臣。邓芝早年曾被预言能位至大将,后被刘备任为郫令,升迁为广汉太守。因任官公廉且有治绩,被征入朝为尚书。刘备逝世后,奉命出使吴国,成功修复两国关系,并深为吴大帝孙权所赏识。建兴六年(228年),丞相诸葛亮策划北伐,命邓芝与大将赵云佯攻郿城,以吸引魏国曹真军主力。建兴十二年(234年),迁前军师、前将军,领兖州刺史,封阳武亭侯,不久督领江州。延熙六年(243年),迁车骑将军,后授假节。又率军平定涪陵叛乱。延熙十四年(251年),邓芝病逝。邓芝性格正直、简单,不刻意修饰情绪。他为将二十多年,赏罚明断,体恤士卒。身上的衣食取自官府,从未经营过私产,妻儿甚至还有忍饥挨饿之时,死时家中也没有多余财物。',
|
||||
yangyi:'杨仪(?-235年),字威公,襄阳(今湖北襄阳)人,三国时期蜀汉官员。最初为荆州刺史傅群的主簿,后投奔关羽,任为功曹。关羽遣其至成都,大受刘备赞赏,擢为尚书。因与尚书令刘巴不和,调为弘农太守。建兴三年(225年)任丞相参军,此后一直跟随诸葛亮战斗。亮卒,他部署安全退军。诸葛亮在生前定蒋琬继己任,杨仪仅拜中军师。建兴十三年(235年),因多出怨言,被削职流放至汉嘉郡。但杨仪仍不自省,又上书诽谤,言辞激烈,最后下狱,自杀身亡。',
|
||||
dongcheng:'董承(?~200年),字号不详,冀州河间人(今河北献县)人。东汉末年外戚大臣,汉灵帝母亲董太后侄子,汉献帝嫔妃董贵人之父。初从西凉军,为董卓女婿牛辅部曲。护卫汉献帝刘协从长安东归洛阳,拜为卫将军,受封列侯。建安四年(199年),拜车骑将军。自称领受汉献帝衣带诏,联合刘备、种辑、吴子兰、王子服、吴硕等人密谋诛杀曹操。五年正月,图谋泄露,董承诸人及董贵人全部遇害。',
|
||||
chendeng:'陈登(163—201),字元龙,下邳淮浦(今江苏涟水西)人。东汉末年将领、官员。沛相陈珪之子。为人爽朗,性格沈静,智谋过人,少年时有扶世济民之志,并且博览群书,学识渊博。二十五岁时,举孝廉,任东阳县长。虽然年轻,但他能够体察民情,抚弱育孤,深得百姓敬重。后来,徐州牧陶谦提拔他为典农校尉,主管一州农业生产。他亲自考察徐州的土壤状况,开发水利,发展农田灌溉,使汉末迭遭破坏的徐州农业得到一定程度的恢复,百姓们安居乐业,“秔稻丰积”。建安初奉使赴许,向曹操献灭吕布之策,被授广陵太守。以灭吕布有功,加伏波将军。又迁东城太守。年三十九卒。其子陈肃,魏文帝时追陈登之功,为郎中。',
|
||||
|
@ -272,6 +275,125 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
characterFilter:{},
|
||||
skill:{
|
||||
jimeng:{
|
||||
audio:2,
|
||||
trigger:{player:'phaseUseBegin'},
|
||||
direct:true,
|
||||
filter:function(event,player){
|
||||
return game.hasPlayer(function(current){
|
||||
return current.countGainableCards(player,'he')>0;
|
||||
})
|
||||
},
|
||||
content:function(){
|
||||
'step 0'
|
||||
player.chooseTarget(get.prompt2('jimeng'),function(card,player,target){
|
||||
return target!=player&&target.countGainableCards(player,'he')>0;
|
||||
}).set('ai',function(target){
|
||||
var player=_status.event.player;
|
||||
if(player.hp>1&&get.attitude(player,target)<2) return 0;
|
||||
return get.effect(target,{name:'shunshou'},player,player);
|
||||
});
|
||||
'step 1'
|
||||
if(result.bool){
|
||||
var target=result.targets[0];
|
||||
event.target=target;
|
||||
player.logSkill('jimeng',target);
|
||||
player.gainPlayerCard(target,'he',true);
|
||||
}
|
||||
else event.finish();
|
||||
'step 2'
|
||||
var hs=player.getCards('he');
|
||||
if(player.hp>0&&hs.length){
|
||||
if(hs.length<=player.hp) event._result={bool:true,cards:hs};
|
||||
else player.chooseCard(player.hp,true,'交给'+get.translation(target)+get.cnNumber(player.hp)+'张牌','he',true);
|
||||
}
|
||||
else event.finish();
|
||||
'step 3'
|
||||
target.gain(result.cards,player,'giveAuto');
|
||||
},
|
||||
},
|
||||
shuaiyan:{
|
||||
audio:2,
|
||||
trigger:{player:'phaseDiscardBegin'},
|
||||
filter:function(event,player){
|
||||
return player.countCards('h')>1;
|
||||
},
|
||||
check:function(event,player){
|
||||
return game.hasPlayer(function(current){
|
||||
return current!=player&¤t.countCards('he')&&lib.skill.shuaiyan.check2(current,player);
|
||||
});
|
||||
},
|
||||
check2:function(target,player){
|
||||
if(get.itemtype(player)!='player') player=_status.event.player;
|
||||
return -get.attitude(player,target)/target.countCards('he');
|
||||
},
|
||||
content:function(){
|
||||
'step 0'
|
||||
player.showHandcards(get.translation(player)+'发动了【率言】');
|
||||
'step 1'
|
||||
var filter=function(card,player,target){
|
||||
return player!=target&&target.countCards('he')>0;
|
||||
};
|
||||
if(game.hasPlayer(function(current){
|
||||
return filter('我约等于白板',player,current);
|
||||
})){
|
||||
player.chooseTarget(true,filter,'选择一名其他角色,令其交给你一张牌').set('ai',lib.skill.shuaiyan.check2);
|
||||
}
|
||||
else event.finish();
|
||||
'step 2'
|
||||
var target=result.targets[0];
|
||||
event.target=target;
|
||||
player.line(target,'green');
|
||||
target.chooseCard('he',true,'交给'+get.translation(player)+'一张牌');
|
||||
'step 3'
|
||||
player.gain(result.cards,target,'giveAuto')
|
||||
},
|
||||
},
|
||||
relihuo:{
|
||||
audio:2,
|
||||
group:['relihuo_baigei','relihuo_damage'],
|
||||
trigger:{player:'useCard1'},
|
||||
filter:function(event,player){
|
||||
if(event.card.name=='sha'&&!event.card.nature) return true;
|
||||
},
|
||||
check:function(event,player){
|
||||
return false;
|
||||
},
|
||||
content:function(){
|
||||
trigger.card.nature='fire';
|
||||
trigger.relihuo=true;
|
||||
},
|
||||
},
|
||||
relihuo_damage:{
|
||||
trigger:{source:'damageBegin1'},
|
||||
forced:true,
|
||||
audio:'relihuo',
|
||||
filter:function(event,player){
|
||||
return event.getParent(2).relihuo==true;
|
||||
},
|
||||
content:function(){
|
||||
trigger.num++;
|
||||
},
|
||||
},
|
||||
relihuo_baigei:{
|
||||
trigger:{player:'useCardAfter'},
|
||||
forced:true,
|
||||
audio:'relihuo',
|
||||
filter:function(event,player){
|
||||
var num=0;
|
||||
player.getHistory('sourceDamage',function(evt){
|
||||
if(evt.card==event.card) num+=evt.num;
|
||||
});
|
||||
return num>1;
|
||||
},
|
||||
content:function(){
|
||||
var num=0;
|
||||
player.getHistory('sourceDamage',function(evt){
|
||||
if(evt.card==trigger.card) num+=evt.num;
|
||||
});
|
||||
player.loseHp(Math.floor(num/2));
|
||||
},
|
||||
},
|
||||
gongsun:{
|
||||
audio:2,
|
||||
trigger:{player:'phaseUseBegin'},
|
||||
|
@ -4222,6 +4344,16 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
gongsun:'共损',
|
||||
gongsun_info:'出牌阶段开始时,你可以弃置两张牌并指定一名其他角色。你选择一个基本牌或普通锦囊牌的牌名。直到你的下回合开始或你死亡,你与其不能使用或打出或弃置此名称的牌。',
|
||||
gongsun_shadow:'共损',
|
||||
xin_chengpu:'手杀程普',
|
||||
relihuo:'疠火',
|
||||
relihuo_damage:'疠火',
|
||||
relihuo_baigei:'疠火',
|
||||
relihuo_info:'当你使用普【杀】时,你可以将此杀改为火属性。若如此做,当你因执行此【杀】的效果而对横置角色造成伤害时,此伤害+1;当你使用的火【杀】结算完成后,你失去X点体力(X为你因此【杀】造成的伤害总点数的一半且向下取整)',
|
||||
dengzhi:'邓芝',
|
||||
jimeng:'急盟',
|
||||
jimeng_info:'出牌阶段开始时,你可以获得一名其他角色的一张牌,然后交给该角色X张牌(X为你当前体力值)。',
|
||||
shuaiyan:'率言',
|
||||
shuaiyan_info:'弃牌阶段开始时,若你的手牌数大于1,则你可以展示所有手牌,然后你令一名其他角色交给你一张牌。',
|
||||
}
|
||||
};
|
||||
});
|
||||
|
|
|
@ -9,11 +9,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
refresh_huo:["ol_sp_zhugeliang","re_xunyu","re_dianwei","re_yanwen","ol_pangtong","ol_yuanshao","re_pangde"],
|
||||
refresh_lin:['re_zhurong','re_menghuo','re_dongzhuo','re_sunjian','re_caopi','re_xuhuang'],
|
||||
refresh_shan:['re_dengai','re_jiangwei','re_caiwenji','ol_liushan','re_zhangzhang','re_zuoci','re_sunce'],
|
||||
refresh_yijiang:['re_xusheng','re_wuguotai','re_gaoshun','re_zhangyi','re_caozhi','re_zhuran','re_wuyi','re_liaohua','re_guohuai','re_zhuran','re_chengpu','re_caozhang','re_quancong','yujin_yujin','re_lingtong'],
|
||||
refresh_yijiang:['re_xusheng','re_wuguotai','re_gaoshun','re_zhangyi','re_caozhi','re_zhuran','re_wuyi','re_liaohua','re_guohuai','re_zhuran','re_chengpu','re_caozhang','re_quancong','yujin_yujin','re_lingtong','re_handang','re_zhonghui'],
|
||||
},
|
||||
},
|
||||
connect:true,
|
||||
character:{
|
||||
re_zhonghui:['male','wei',4,['requanji','zili']],
|
||||
re_handang:['male','wu',4,['regongji','jiefan']],
|
||||
re_lingtong:['male','wu',4,['rexuanfeng']],
|
||||
yujin_yujin:['male','wei',4,['rejieyue']],
|
||||
re_caozhang:['male','wei',4,['new_jiangchi']],
|
||||
|
@ -103,6 +105,129 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
sunben:['zhouyu','taishici','daqiao'],
|
||||
},
|
||||
skill:{
|
||||
regongji:{
|
||||
mod:{
|
||||
attackFrom:function(player){
|
||||
if(player.getEquip(3)||player.getEquip(4)||player.getEquip(6)) return -Infinity
|
||||
},
|
||||
},
|
||||
enable:'phaseUse',
|
||||
usable:1,
|
||||
position:'he',
|
||||
filter:function(event,player){
|
||||
return player.countCards('he',function(card){
|
||||
return lib.skill.regongji.filterCard(card,player);
|
||||
})>0;
|
||||
},
|
||||
filterCard:function(card,player){
|
||||
return get.type(card,player)!='basic';
|
||||
},
|
||||
filterTarget:function(card,player,target){
|
||||
return target!=player&&target.countDiscardableCards(player,'he')>0;
|
||||
},
|
||||
check:function(card){
|
||||
return 4.5-get.value(card);
|
||||
},
|
||||
content:function(){
|
||||
if(target.countDiscardableCards(player,'he')>0) player.discardPlayerCard(target,'he',true);
|
||||
},
|
||||
ai:{
|
||||
order:5,
|
||||
result:{
|
||||
target:function(player,target){
|
||||
var att=get.attitude(player,target);
|
||||
var nh=target.countCards('h');
|
||||
if(att>0){
|
||||
if(target.getEquip('baiyin')&&target.isDamaged()&&
|
||||
get.recoverEffect(target,player,player)>0){
|
||||
if(target.hp==1&&!target.hujia) return 1.6;
|
||||
if(target.hp==2) return 0.01;
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
var es=target.getCards('e');
|
||||
var noe=(es.length==0||target.hasSkillTag('noe'));
|
||||
var noe2=(es.length==1&&es[0].name!='tengjia'&&get.value(es[0])<=0);
|
||||
var noh=(nh==0||target.hasSkillTag('noh'));
|
||||
if(noh&&(noe||noe2)) return 0;
|
||||
if(att<=0&&!target.countCards('he')) return 1.5;
|
||||
return -1.5;
|
||||
},
|
||||
},
|
||||
tag:{
|
||||
loseCard:1,
|
||||
discard:1
|
||||
},
|
||||
},
|
||||
},
|
||||
requanji:{
|
||||
audio:2,
|
||||
trigger:{player:['damageEnd','phaseUseEnd']},
|
||||
frequent:true,
|
||||
locked:false,
|
||||
notemp:true,
|
||||
init:function(player){
|
||||
if(!player.storage.quanji) player.storage.quanji=[];
|
||||
},
|
||||
filter:function(event,player){
|
||||
if(event.name=='phaseUse') return player.countCards('h')>player.hp;
|
||||
return event.num>0;
|
||||
},
|
||||
content:function(){
|
||||
"step 0"
|
||||
event.count=trigger.num||1;
|
||||
"step 1"
|
||||
event.count--;
|
||||
player.draw();
|
||||
"step 2"
|
||||
if(player.countCards('he')){
|
||||
player.chooseCard('将一张手牌置于武将牌上作为“权”',true);
|
||||
}
|
||||
else{
|
||||
event.goto(4);
|
||||
}
|
||||
"step 3"
|
||||
if(result.cards&&result.cards.length){
|
||||
player.lose(result.cards,ui.special,'toStorage');
|
||||
player.storage.quanji=player.storage.quanji.concat(result.cards);
|
||||
player.syncStorage('quanji');
|
||||
player.markSkill('quanji');
|
||||
game.log(player,'将',result.cards,'置于武将牌上作为“权”');
|
||||
}
|
||||
"step 4"
|
||||
if(event.count>0){
|
||||
player.chooseBool(get.prompt2('requanji')).set('frequentSkill','requanji');
|
||||
}
|
||||
else event.finish();
|
||||
"step 5"
|
||||
if(result.bool){
|
||||
player.logSkill('requanji');
|
||||
event.goto(1);
|
||||
}
|
||||
},
|
||||
mod:{
|
||||
maxHandcard:function(player,num){
|
||||
return num+player.storage.quanji.length;
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
maixie:true,
|
||||
maixie_hp:true,
|
||||
threaten:0.8,
|
||||
effect:{
|
||||
target:function(card,player,target){
|
||||
if(get.tag(card,'damage')){
|
||||
if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
|
||||
if(!target.hasFriend()) return;
|
||||
if(target.hp>=4) return [0.5,get.tag(card,'damage')*2];
|
||||
if(!target.hasSkill('paiyi')&&target.hp>1) return [0.5,get.tag(card,'damage')*1.5];
|
||||
if(target.hp==3) return [0.5,get.tag(card,'damage')*1.5];
|
||||
if(target.hp==2) return [1,get.tag(card,'damage')*0.5];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
ollongdan:{
|
||||
audio:'longdan_sha',
|
||||
audioname:['re_zhaoyun','sp_zhaoyun'],
|
||||
|
@ -1965,6 +2090,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
if(targets[0].hasZhuSkill('olzhiba',player)) targets[0].logSkill('olzhiba');
|
||||
},
|
||||
direct:true,
|
||||
clearTime:true,
|
||||
contentBefore:function(){
|
||||
'step 0'
|
||||
var list=[];
|
||||
|
@ -6687,9 +6813,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
oltishen_info:'限定技,准备阶段,你可以将体力回复至上限,然后摸X张牌(X为你回复的体力值)。',
|
||||
ollongdan:'龙胆',
|
||||
ollongdan_info:'你可以将一张【杀】当做【闪】、【闪】当做【杀】、【酒】当做【桃】、【桃】当做【酒】使用或打出。',
|
||||
ollongdan_jiu:'龙胆(酒)',
|
||||
olyajiao:'涯角',
|
||||
olyajiao_info:'当你于回合外因使用或打出而失去手牌后,你可以展示牌堆顶的一张牌。若这两张牌的类别相同,你可以将展示的牌交给一名角色;若类别不同,你可弃置攻击范围内包含你的角色区域里的一张牌。',
|
||||
re_zhonghui:'界钟会',
|
||||
re_handang:'界韩当',
|
||||
requanji:'权计',
|
||||
requanji_info:'出牌阶段结束时,若你的手牌数大于体力值,或当你受到1点伤害后,你可以摸一张牌,然后将一张手牌置于武将牌上,称为“权”;你的手牌上限+X(X为“权”的数量)。',
|
||||
regongji:'弓骑',
|
||||
regongji_info:'出牌阶段限一次,你可以弃置一张非基本牌,然后弃置一名其他角色的一张牌。锁定技,当你的装备区内有坐骑牌时,你的攻击范围无限。',
|
||||
|
||||
refresh_standard:'界限突破·标',
|
||||
refresh_feng:'界限突破·风',
|
||||
|
|
|
@ -659,8 +659,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
'step 0'
|
||||
player.chooseToDisable(true).set('ai',function(event,player,list){
|
||||
if(list.contains('equip2')) return 'equip2';
|
||||
if(list.contains('equip1')&&player.countCards('h',{name:'sha'})>2) return 'equip1';
|
||||
if(list.contains('equip5')&&player.countCards('h',{type:'trick'})>=1) return 'equip5';
|
||||
if(list.contains('equip1')&&(player.countCards('h',function(card){
|
||||
return get.name(card,player)=='sha'&&player.hasUseTarget(card);
|
||||
})-player.getCardUsable('sha'))>1) return 'equip1';
|
||||
if(list.contains('equip5')&&player.countCards('h',function(card){
|
||||
return get.type2(card,player)=='trick'&&player.hasUseTarget(card);
|
||||
})>1) return 'equip5';
|
||||
});
|
||||
'step 1'
|
||||
if(result.control=='equip1'){
|
||||
|
@ -682,8 +686,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
result:{
|
||||
player:function(player){
|
||||
if(!player.isDisabled('equip2')) return 1;
|
||||
if(!player.isDisabled('equip1')&&player.countCards('h',{name:'sha'})>2) return 1;
|
||||
if(!player.isDisabled('equip5')&&player.countCards('h',{type:'trick'})>=1) return 1;
|
||||
if(!player.isDisabled('equip1')&&(player.countCards('h',function(card){
|
||||
return get.name(card,player)=='sha'&&player.hasUseTarget(card);
|
||||
})-player.getCardUsable('sha'))>1) return 1;
|
||||
if(!player.isDisabled('equip5')&&player.countCards('h',function(card){
|
||||
return get.type2(card,player)=='trick'&&player.hasUseTarget(card);
|
||||
})>1) return 1;
|
||||
return -1;
|
||||
},
|
||||
},
|
||||
|
@ -3389,6 +3397,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
return target.hasZhuSkill('zhiba',player)&&player.canCompare(target);
|
||||
},
|
||||
direct:true,
|
||||
clearTime:true,
|
||||
prepare:function(cards,player,targets){
|
||||
targets[0].logSkill('zhiba');
|
||||
},
|
||||
|
@ -4161,7 +4170,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
trigger:{source:'damageSource'},
|
||||
filter:function(event,player){
|
||||
if(event._notrigger.contains(event.player)) return false;
|
||||
return (event.card&&event.card.name=='sha'&&
|
||||
return (event.card&&event.card.name=='sha'&&event.getParent().name=='sha'&&
|
||||
event.player.isAlive()&&
|
||||
player.canCompare(event.player));
|
||||
},
|
||||
|
@ -6643,6 +6652,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
delay:false,
|
||||
line:true,
|
||||
direct:true,
|
||||
clearTime:true,
|
||||
prepare:function(cards,player,targets){
|
||||
targets[0].logSkill('huangtian');
|
||||
},
|
||||
|
|
332
character/sp.js
332
character/sp.js
|
@ -83,7 +83,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
xiahouba:['male','shu',4,['baobian']],
|
||||
yuanshu:['male','qun',4,['yongsi','weidi']],
|
||||
sp_diaochan:['female','qun',3,['lihun','rebiyue']],
|
||||
sp_zhaoyun:['male','qun',3,['longdan','chongzhen']],
|
||||
sp_zhaoyun:['male','qun',3,['ollongdan','chongzhen']],
|
||||
jsp_zhaoyun:['male','qun',3,['chixin','yicong','suiren']],
|
||||
liuxie:['male','qun',3,['tianming','mizhao']],
|
||||
zhugejin:['male','wu',3,['hongyuan','huanshi','mingzhe']],
|
||||
|
@ -102,7 +102,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
zhugedan:['male','wei',4,['gongao','juyi']],
|
||||
sp_jiangwei:['male','wei',4,['kunfen','fengliang']],
|
||||
sp_machao:['male','qun',4,['zhuiji','ol_shichou']],
|
||||
sunhao:['male','wu',5,['canshi','chouhai','guiming'],['zhu']],
|
||||
sunhao:['male','wu',5,['recanshi','rechouhai','guiming'],['zhu']],
|
||||
shixie:['male','qun',3,['biluan','lixia']],
|
||||
mayunlu:['female','shu',4,['fengpo','mashu']],
|
||||
zhanglu:['male','qun',3,['yishe','bushi','midao']],
|
||||
|
@ -144,7 +144,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
|
||||
dongbai:['female','qun',3,['lianzhu','xiehui']],
|
||||
|
||||
zhaoxiang:['female','shu',4,['fanghun','fuhan']],
|
||||
zhaoxiang:['female','shu',4,['refanghun','refuhan']],
|
||||
mazhong:['male','shu',4,['fuman']],
|
||||
dongyun:['male','shu',3,['bingzheng','sheyan']],
|
||||
kanze:['male','wu',3,['xiashu','kuanshi']],
|
||||
|
@ -1766,11 +1766,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
var name=get.type(result.cards[0])=='basic'?'neifa_basic':'neifa_nobasic';
|
||||
player.addTempSkill(name);
|
||||
var num=Math.min(5,player.countCards('h',function(cardx){
|
||||
return !lib.filter.cardEnabled(cardx,player);
|
||||
return (name=='neifa_basic')!=(get.type(cardx,player)=='basic')
|
||||
}));
|
||||
player.addMark(name,num,false);
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
threaten:3,
|
||||
},
|
||||
},
|
||||
neifa_basic:{
|
||||
mark:true,
|
||||
|
@ -1882,6 +1885,17 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
},
|
||||
group:'neifa_use',
|
||||
ai:{
|
||||
reverseOrder:true,
|
||||
skillTagFilter:function(player){
|
||||
if(player.storage.counttrigger&&player.storage.counttrigger.neifa_use>=2) return false;
|
||||
},
|
||||
effect:{
|
||||
target:function(card,player,target){
|
||||
if((!player.storage.counttrigger||!player.storage.counttrigger.neifa_use||player.storage.counttrigger.neifa_use<2)&&player==target&&get.type(card)=='equip') return [1,3];
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
neifa_use:{
|
||||
audio:'neifa',
|
||||
|
@ -3304,7 +3318,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
player.popup(trigger.card.name,trigger.name=='useCard'?'metal':'wood');
|
||||
'step 1'
|
||||
var random=0.5+player.countCards('e')*0.1;
|
||||
if(get.isLuckyStar()) random=1;
|
||||
if(get.isLuckyStar()||event.card.name=='wuxie') random=1;
|
||||
if(random>=Math.random()){
|
||||
player.popup('洗具');
|
||||
}
|
||||
|
@ -7338,6 +7352,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
content:function(){
|
||||
'step 0'
|
||||
if(player.storage.fanghun) player.draw(player.storage.fanghun);
|
||||
player.removeMark('fanghun',player.storage.fanghun);
|
||||
event.num=Math.max(2,player.storage.fanghun2||0);
|
||||
var list;
|
||||
if(_status.characterlist){
|
||||
|
@ -7383,14 +7398,71 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
player.recover();
|
||||
}
|
||||
},
|
||||
refuhan:{
|
||||
audio:'fuhan',
|
||||
trigger:{player:'phaseBegin'},
|
||||
unique:true,
|
||||
limited:true,
|
||||
skillAnimation:true,
|
||||
animationColor:'orange',
|
||||
forceunique:true,
|
||||
filter:function(event,player){
|
||||
return player.countMark('fanghun')>0;
|
||||
},
|
||||
content:function(){
|
||||
'step 0'
|
||||
if(player.storage.fanghun) player.draw(player.storage.fanghun);
|
||||
player.removeMark('fanghun',player.storage.fanghun);
|
||||
var list;
|
||||
if(_status.characterlist){
|
||||
list=[];
|
||||
for(var i=0;i<_status.characterlist.length;i++){
|
||||
var name=_status.characterlist[i];
|
||||
if(lib.character[name][1]=='shu') list.push(name);
|
||||
}
|
||||
}
|
||||
else if(_status.connectMode){
|
||||
list=get.charactersOL(function(i){
|
||||
return lib.character[i][1]!='shu';
|
||||
});
|
||||
}
|
||||
else{
|
||||
list=get.gainableCharacters(function(info){
|
||||
return info[1]=='shu';
|
||||
});
|
||||
}
|
||||
var players=game.players.concat(game.dead);
|
||||
for(var i=0;i<players.length;i++){
|
||||
list.remove(players[i].name);
|
||||
list.remove(players[i].name1);
|
||||
list.remove(players[i].name2);
|
||||
}
|
||||
// var dialog=ui.create.dialog();
|
||||
// dialog.add([list.randomGets(5),'character']);
|
||||
player.chooseButton(true).set('ai',function(button){
|
||||
return get.rank(button.link,true)-lib.character[button.link][2];
|
||||
}).set('createDialog',['获得一张武将牌上的所有技能',[list.randomGets(5),'character']]);
|
||||
player.awakenSkill('refuhan');
|
||||
'step 1'
|
||||
player.addSkill(lib.character[result.links[0]][3]);
|
||||
player.flashAvatar('refuhan',result.links[0]);
|
||||
game.log(player,'获得了','#g'+get.translation(result.links[0]),'的所有技能');
|
||||
},
|
||||
},
|
||||
refanghun:{
|
||||
audio:'fanghun',
|
||||
inherit:'fanghun',
|
||||
trigger:{
|
||||
player:'useCard',
|
||||
target:'useCardToTargeted',
|
||||
},
|
||||
},
|
||||
fanghun:{
|
||||
audio:2,
|
||||
init:function(player){
|
||||
player.storage.fanghun=0;
|
||||
player.storage.fanghun2=0;
|
||||
},
|
||||
marktext:'影',
|
||||
intro:{
|
||||
content:'mark'
|
||||
content:'mark',
|
||||
name:'梅影',
|
||||
},
|
||||
trigger:{
|
||||
source:'damageSource',
|
||||
|
@ -7401,11 +7473,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
return event.card&&event.card.name=='sha';
|
||||
},
|
||||
content:function(){
|
||||
player.storage.fanghun+=trigger.num;
|
||||
player.storage.fanghun2+=trigger.num;
|
||||
player.markSkill('fanghun');
|
||||
player.addMark('fanghun',trigger.num||1);
|
||||
player.addMark('fanghun2',trigger.num||1,false);
|
||||
},
|
||||
group:['fanghun_sha','fanghun_shan','fanghun_draw'],
|
||||
group:['fanghun_sha','fanghun_draw'],
|
||||
subSkill:{
|
||||
draw:{
|
||||
trigger:{player:['useCard','respond']},
|
||||
|
@ -7419,81 +7490,97 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
},
|
||||
sha:{
|
||||
audio:'fanghun',
|
||||
enable:['chooseToUse','chooseToRespond'],
|
||||
filterCard:{name:'shan'},
|
||||
viewAs:{name:'sha'},
|
||||
viewAsFilter:function(player){
|
||||
prompt:'弃置一枚【梅影】标记,将杀当做闪,或将闪当做杀,或将桃当做酒,或将酒当做桃使用或打出',
|
||||
viewAs:function(cards,player){
|
||||
var name=false;
|
||||
switch(get.name(cards[0],player)){
|
||||
case 'sha':name='shan';break;
|
||||
case 'shan':name='sha';break;
|
||||
case 'tao':name='jiu';break;
|
||||
case 'jiu':name='tao';break;
|
||||
}
|
||||
if(name) return {name:name};
|
||||
return null;
|
||||
},
|
||||
check:function(card){
|
||||
var player=_status.event.player;
|
||||
if(_status.event.type=='phase'){
|
||||
var max=0;
|
||||
var name2;
|
||||
var list=['sha','tao','jiu'];
|
||||
var map={sha:'shan',tao:'jiu',jiu:'tao'}
|
||||
for(var i=0;i<list.length;i++){
|
||||
var name=list[i];
|
||||
if(player.countCards('h',map[name])>(name=='jiu'?1:0)&&player.getUseValue({name:name})>0){
|
||||
var temp=get.order({name:name});
|
||||
if(temp>max){
|
||||
max=temp;
|
||||
name2=map[name];
|
||||
}
|
||||
}
|
||||
}
|
||||
if(name2==get.name(card,player)) return 1;
|
||||
return 0;
|
||||
}
|
||||
return 1;
|
||||
},
|
||||
filterCard:function(card,player,event){
|
||||
event=event||_status.event;
|
||||
var filter=event._backup.filterCard;
|
||||
var name=get.name(card,player);
|
||||
if(name=='sha'&&filter({name:'shan',cards:[card]},player,event)) return true;
|
||||
if(name=='shan'&&filter({name:'sha',cards:[card]},player,event)) return true;
|
||||
if(name=='tao'&&filter({name:'jiu',cards:[card]},player,event)) return true;
|
||||
if(name=='jiu'&&filter({name:'tao',cards:[card]},player,event)) return true;
|
||||
return false;
|
||||
},
|
||||
filter:function(event,player){
|
||||
if(!player.storage.fanghun||player.storage.fanghun<0) return false;
|
||||
if(!player.countCards('h','shan')) return false;
|
||||
var filter=event.filterCard;
|
||||
if(filter({name:'sha'},player,event)&&player.countCards('h','shan')) return true;
|
||||
if(filter({name:'shan'},player,event)&&player.countCards('h','sha')) return true;
|
||||
if(filter({name:'tao'},player,event)&&player.countCards('h','jiu')) return true;
|
||||
if(filter({name:'jiu'},player, event)&&player.countCards('h','tao')) return true;
|
||||
return false;
|
||||
},
|
||||
prompt:'将一张闪当杀使用或打出',
|
||||
onrespond:function(){return this.onuse.apply(this,arguments)},
|
||||
onuse:function(result,player){
|
||||
player.storage.fanghun--;
|
||||
if(!player.storage.fanghun||player.storage.fanghun<0){
|
||||
player.storage.fanghun=0;
|
||||
player.unmarkSkill('fanghun');
|
||||
}
|
||||
else{
|
||||
player.updateMarks();
|
||||
}
|
||||
player.removeMark('fanghun',1);
|
||||
},
|
||||
check:function(){return 1},
|
||||
ai:{
|
||||
respondSha:true,
|
||||
skillTagFilter:function(player){
|
||||
if(!player.storage.fanghun||player.storage.fanghun<0) return false;
|
||||
if(!player.countCards('h','shan')) return false;
|
||||
},
|
||||
order:function(){
|
||||
return get.order({name:'sha'})+0.1;
|
||||
},
|
||||
useful:-1,
|
||||
value:-1
|
||||
}
|
||||
},
|
||||
shan:{
|
||||
enable:['chooseToUse','chooseToRespond'],
|
||||
audio:'fanghun',
|
||||
filterCard:{name:'sha'},
|
||||
viewAs:{name:'shan'},
|
||||
prompt:'将一张杀当闪使用或打出',
|
||||
viewAsFilter:function(player){
|
||||
if(!player.storage.fanghun||player.storage.fanghun<0) return false;
|
||||
if(!player.countCards('h','sha')) return false;
|
||||
},
|
||||
onrespond:function(result,player){
|
||||
player.storage.fanghun--;
|
||||
if(!player.storage.fanghun||player.storage.fanghun<0){
|
||||
player.storage.fanghun=0;
|
||||
player.unmarkSkill('fanghun');
|
||||
}
|
||||
else{
|
||||
player.updateMarks();
|
||||
}
|
||||
},
|
||||
onuse:function(result,player){
|
||||
player.storage.fanghun--;
|
||||
if(!player.storage.fanghun||player.storage.fanghun<0){
|
||||
player.storage.fanghun=0;
|
||||
player.unmarkSkill('fanghun');
|
||||
}
|
||||
else{
|
||||
player.updateMarks();
|
||||
}
|
||||
},
|
||||
check:function(){return 1},
|
||||
ai:{
|
||||
respondShan:true,
|
||||
skillTagFilter:function(player){
|
||||
save:true,
|
||||
skillTagFilter:function(player,tag){
|
||||
if(!player.storage.fanghun||player.storage.fanghun<0) return false;
|
||||
if(!player.countCards('h','sha')) return false;
|
||||
var name;
|
||||
switch(tag){
|
||||
case 'respondSha':name='shan';break;
|
||||
case 'respondShan':name='sha';break;
|
||||
case 'save':name='jiu';break;
|
||||
}
|
||||
if(!player.countCards('h',name)) return false;
|
||||
},
|
||||
order:4,
|
||||
useful:-1,
|
||||
value:-1
|
||||
order:function(item,player){
|
||||
if(player&&_status.event.type=='phase'){
|
||||
var max=0;
|
||||
var list=['sha','tao','jiu'];
|
||||
var map={sha:'shan',tao:'jiu',jiu:'tao'}
|
||||
for(var i=0;i<list.length;i++){
|
||||
var name=list[i];
|
||||
if(player.countCards('h',map[name])>(name=='jiu'?1:0)&&player.getUseValue({name:name})>0){
|
||||
var temp=get.order({name:name});
|
||||
if(temp>max) max=temp;
|
||||
}
|
||||
}
|
||||
if(max>0) max+=0.3;
|
||||
return max;
|
||||
}
|
||||
return 4;
|
||||
},
|
||||
},
|
||||
},
|
||||
}
|
||||
},
|
||||
yjixi:{
|
||||
|
@ -11655,6 +11742,77 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
}
|
||||
},
|
||||
recanshi:{
|
||||
audio:2,
|
||||
trigger:{player:'phaseDrawBegin2'},
|
||||
check:function(event,player){
|
||||
if(player.skipList.contains('phaseUse')||!player.countCards('h',function(card){
|
||||
return get.type(card,'trick')=='trick'&&player.hasUseTarget(card);
|
||||
})) return true;
|
||||
var num=game.countPlayer(function(current){
|
||||
if(player.hasZhuSkill('guiming')&¤t.group=='wu') return true;
|
||||
return current.isDamaged();
|
||||
});
|
||||
return num>1;
|
||||
},
|
||||
prompt:function(event,player){
|
||||
var num=game.countPlayer(function(current){
|
||||
if(player.hasZhuSkill('guiming')&¤t.group=='wu'&¤t!=player) return true;
|
||||
return current.isDamaged();
|
||||
});
|
||||
return '残蚀:是否多摸'+get.cnNumber(num)+'张牌?';
|
||||
},
|
||||
filter:function(event,player){
|
||||
return !event.numFixed&&game.hasPlayer(function(current){
|
||||
if(player.hasZhuSkill('guiming')&¤t.group=='wu'&¤t!=player) return true;
|
||||
return current.isDamaged();
|
||||
});
|
||||
},
|
||||
content:function(){
|
||||
var num=game.countPlayer(function(current){
|
||||
if(player.hasZhuSkill('guiming')&¤t.group=='wu'&¤t!=player) return true;
|
||||
return current.isDamaged();
|
||||
});
|
||||
if(num>0){
|
||||
trigger.num+=num;
|
||||
}
|
||||
player.addTempSkill('recanshi2');
|
||||
}
|
||||
},
|
||||
recanshi2:{
|
||||
trigger:{player:'useCard'},
|
||||
forced:true,
|
||||
filter:function(event,player){
|
||||
if(player.countCards('he')==0) return false;
|
||||
var type=get.type(event.card,'trick');
|
||||
return type=='trick';
|
||||
},
|
||||
autodelay:true,
|
||||
content:function(){
|
||||
player.chooseToDiscard(true,'he');
|
||||
}
|
||||
},
|
||||
rechouhai:{
|
||||
audio:2,
|
||||
trigger:{player:'damageBegin3'},
|
||||
forced:true,
|
||||
check:function(){
|
||||
return false;
|
||||
},
|
||||
filter:function(event,player){
|
||||
return event.card.name=='sha'&&player.countCards('h')==0;
|
||||
},
|
||||
content:function(){
|
||||
trigger.num++;
|
||||
},
|
||||
ai:{
|
||||
effect:{
|
||||
target:function(card,player,target,current){
|
||||
if(card.name=='sha'&&target.countCards('h')==0) return [1,-2];
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
kunfen:{
|
||||
audio:2,
|
||||
trigger:{player:'phaseJieshuBegin'},
|
||||
|
@ -14433,7 +14591,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
chongzhen:{
|
||||
group:['chongzhen1','chongzhen2'],
|
||||
ai:{
|
||||
combo:'longdan',
|
||||
combo:'ollongdan',
|
||||
mingzhi:false,
|
||||
effect:{
|
||||
target:function(card,player,target,current){
|
||||
|
@ -14454,8 +14612,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
audio:2,
|
||||
trigger:{player:'useCard'},
|
||||
filter:function(event,player){
|
||||
if(event.skill!='longdan_shan'&&event.skill!='longdan_sha'&&
|
||||
event.skill!='fanghun_shan'&&event.skill!='fanghun_sha') return false;
|
||||
if((event.card.name!='sha'&&event.card.name!='shan')||(event.skill!='longdan_shan'&&event.skill!='longdan_sha'&&
|
||||
event.skill!='fanghun_shan'&&event.skill!='fanghun_sha'&&event.skill!='ollongdan')) return false;
|
||||
var target=lib.skill.chongzhen1.logTarget(event,player);
|
||||
return target&&target.countGainableCards(player,'h')>0;
|
||||
},
|
||||
|
@ -14474,7 +14632,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
trigger:{player:'respond'},
|
||||
filter:function(event,player){
|
||||
if(event.skill!='longdan_shan'&&event.skill!='longdan_sha'&&
|
||||
event.skill!='fanghun_shan'&&event.skill!='fanghun_sha') return false;
|
||||
event.skill!='fanghun_shan'&&event.skill!='fanghun_sha'&&event.skill!='ollongdan') return false;
|
||||
return event.source&&event.source.countGainableCards(player,'h')>0;
|
||||
},
|
||||
logTarget:'source',
|
||||
|
@ -17435,7 +17593,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
xinfenyue:'奋钺',
|
||||
xinfenyue_info:'出牌阶段限X次(X为与你不同阵营的存活角色数),你可以与一名其他角色拼点,若你赢,根据你拼点牌的点数依次执行以下效果:不大于5,你获得其一张牌;不大于9,你获得牌堆里的一张【杀】; 不大于K,视为你对其使用一张雷【杀】。',
|
||||
neifa:'内伐',
|
||||
neifa_info:'出牌阶段开始时,你可以摸两张牌或获得场上的一张牌,然后弃置一张牌。若弃置的牌是基本牌,本回合你不能使用锦囊和装备牌,且【杀】的使用次数+X且目标+1;若弃置的不是基本牌,本回合你不能使用基本牌,且使用普通锦囊牌选择目标时可以增加或减少一个目标,前两次使用装备牌时摸X张牌(X为你发动〖内伐〗弃牌后手牌中不能使用的牌的数量且最多为5)。',
|
||||
neifa_info:'出牌阶段开始时,你可以摸两张牌或获得场上的一张牌,然后弃置一张牌。若弃置的牌是基本牌,本回合你不能使用锦囊和装备牌,且【杀】的使用次数+X且目标+1;若弃置的不是基本牌,本回合你不能使用基本牌,且使用普通锦囊牌选择目标时可以增加或减少一个目标,前两次使用装备牌时摸X张牌(X为你发动〖内伐〗弃牌后手牌中因〖内伐〗而不能使用的牌的数量且最多为5)。',
|
||||
neifa_use:'内伐',
|
||||
hmmanyi:'蛮裔',
|
||||
hmmanyi_info:'锁定技,【南蛮入侵】对你无效。',
|
||||
|
@ -17714,8 +17872,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
duanbing_info:'当你使用【杀】选择目标后,你可以令一名距离为1的其他角色也成为此牌的目标。',
|
||||
fanghun:'芳魂',
|
||||
fanghun_info:'当你使用【杀】造成伤害或受到【杀】的伤害后,你获得X个“梅影”标记(X为伤害点数);你可以移去1个“梅影”标记来发动〖龙胆〗并摸一张牌。',
|
||||
refanghun:'芳魂',
|
||||
refanghun_info:'当你使用【杀】或成为【杀】的目标后,你获得1个“梅影”标记;你可以移去1个“梅影”标记来发动〖龙胆〗并摸一张牌。',
|
||||
fanghun_sha:'龙胆',
|
||||
fuhan:'扶汉',
|
||||
fuhan_info:'限定技,回合开始时,你可以移去所有“梅影”标记并摸等量的牌,随机观看五名未登场的蜀势力角色,将武将牌替换为其中一名角色,并将体力上限数调整为本局游戏中移去“梅影”标记的数量(至少为2,至多为8),然后回复1点体力。',
|
||||
refuhan:'扶汉',
|
||||
refuhan_info:'限定技,回合开始时,你可以移去所有“梅影”标记并摸等量的牌,随机观看五名未登场的蜀势力角色,获得其中一张武将牌上的所有技能。',
|
||||
yjixi:'觊玺',
|
||||
yjixi_info:'觉醒技,结束阶段,若你连续三回合没有因〖庸肆〗而失去过体力,则你增加1点体力上限并回复1点体力,然后选择一项:获得技能〖妄尊〗;摸两张牌并获得当前主公的主公技。',
|
||||
xinyongsi:'庸肆',
|
||||
|
@ -17994,6 +18157,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
zhuiji:'追击',
|
||||
chouhai:'仇海',
|
||||
chouhai_info:'锁定技,当你受到伤害时,若你没有手牌,此伤害+1。',
|
||||
rechouhai:'仇海',
|
||||
rechouhai_info:'锁定技,当你受到渠道为【杀】的伤害时,若你没有手牌,此伤害+1。',
|
||||
guiming:'归命',
|
||||
guiming_info:'主公技,锁定技,你将残蚀描述中的“已受伤角色”改为“已受伤角色或其他吴势力角色”',
|
||||
chixin:'赤心',
|
||||
|
@ -18005,6 +18170,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
canshi:'残蚀',
|
||||
canshi2:'残蚀',
|
||||
canshi_info:'摸牌阶段开始时,你可以改为摸X张牌(X为已受伤的角色数),若如此做,当你于此回合内使用基本牌或锦囊牌时,你弃置一张牌。',
|
||||
recanshi:'残蚀',
|
||||
recanshi2:'残蚀',
|
||||
recanshi_info:'摸牌阶段开始时,你可以多摸X张牌(X为已受伤的角色数),若如此做,当你于此回合内使用锦囊牌时,你弃置一张牌。',
|
||||
zhuiji_info:'锁定技,你与体力值不大于你的角色的距离视为1。',
|
||||
kunfen:'困奋',
|
||||
kunfen_info:'锁定技,结束阶段开始时,你失去1点体力,然后摸两张牌。',
|
||||
|
|
|
@ -37,7 +37,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
handang:['male','wu',4,['gongji','jiefan']],
|
||||
fuhuanghou:['female','qun',3,['qiuyuan','zhuikong']],
|
||||
zhonghui:['male','wei',4,['quanji','zili']],
|
||||
jianyong:['male','shu',3,['qiaoshui','jyzongshi']],
|
||||
jianyong:['male','shu',3,['reqiaoshui','jyzongshi']],
|
||||
madai:['male','shu',4,['mashu','qianxi']],
|
||||
liufeng:['male','shu',4,['xiansi']],
|
||||
manchong:['male','wei',3,['xinjunxing','yuce']],
|
||||
|
@ -51,7 +51,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
zhuhuan:['male','wu',4,['fenli','pingkou']],
|
||||
xiahoushi:['female','shu',3,['qiaoshi','yanyu']],
|
||||
|
||||
panzhangmazhong:['male','wu',4,['duodao','anjian']],
|
||||
panzhangmazhong:['male','wu',4,['reduodao','reanjian']],
|
||||
zhoucang:['male','shu',4,['xinzhongyong']],
|
||||
guanping:['male','shu',4,['longyin']],
|
||||
liaohua:['male','shu',4,['dangxian','fuli']],
|
||||
|
@ -429,7 +429,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
subSkill:{
|
||||
damage:{
|
||||
sub:true,
|
||||
trigger:{global:'damage'},
|
||||
trigger:{global:'damageBegin1'},
|
||||
audio:'benxi',
|
||||
forced:true,
|
||||
filter:function(event,player){
|
||||
|
@ -909,10 +909,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
evt.after.push(next);
|
||||
next.player=player;
|
||||
next.setContent(function(){
|
||||
game.broadcastAll(function(player){
|
||||
player.storage.xintaoluan=[];
|
||||
delete player.storage.xintaoluan2;
|
||||
},player);
|
||||
});
|
||||
}
|
||||
player.storage.xintaoluan.add(result.card.name);
|
||||
|
@ -1006,10 +1004,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
evt.xintaoluan=true;
|
||||
next.player=player;
|
||||
next.setContent(function(){
|
||||
game.broadcastAll(function(player){
|
||||
player.storage.xintaoluan=[];
|
||||
delete player.storage.xintaoluan2;
|
||||
},player);
|
||||
});
|
||||
}
|
||||
player.storage.xintaoluan.add('shan');
|
||||
|
@ -1059,10 +1055,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
evt.after.push(next);
|
||||
next.player=player;
|
||||
next.setContent(function(){
|
||||
game.broadcastAll(function(player){
|
||||
player.storage.xintaoluan=[];
|
||||
delete player.storage.xintaoluan2;
|
||||
},player);
|
||||
});
|
||||
}
|
||||
player.storage.xintaoluan.add('wuxie');
|
||||
|
@ -2893,6 +2887,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
else{
|
||||
event.finish();
|
||||
}
|
||||
delete _status.noclearcountdown;
|
||||
game.stopCountChoose();
|
||||
"step 3"
|
||||
if(event.target.getCards('he').contains(event.card)){
|
||||
event.target.chooseControlList('问卦','将'+get.translation(event.card)+'置于牌堆顶','将'+get.translation(event.card)+'置于牌堆底',event.target==player,function(){
|
||||
|
@ -5131,6 +5127,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
trigger:{player:'phaseJieshuBegin'},
|
||||
direct:true,
|
||||
audio:2,
|
||||
audioname:['xin_chengpu'],
|
||||
filter:function(event,player){
|
||||
return player.countCards('h')>0&&(_status.connectMode||player.countCards('h','sha')>0)&&!player.storage.chunlao.length;
|
||||
},
|
||||
|
@ -5186,6 +5183,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
return target==_status.event.dying;
|
||||
},
|
||||
direct:true,
|
||||
clearTime:true,
|
||||
delay:false,
|
||||
selectTarget:-1,
|
||||
content:function(){
|
||||
|
@ -5193,7 +5191,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
player.chooseCardButton(get.translation('chunlao'),player.storage.chunlao,true);
|
||||
"step 1"
|
||||
if(result.bool){
|
||||
player.logSkill('chunlao');
|
||||
player.logSkill('chunlao',target);
|
||||
player.$throw(result.links);
|
||||
player.storage.chunlao.remove(result.links[0]);
|
||||
game.cardsDiscard(result.links[0]);
|
||||
|
@ -7074,13 +7072,119 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
});
|
||||
'step 1'
|
||||
if(result.bool&&trigger.source.getEquip(1)){
|
||||
player.gain(trigger.source.getEquip(1),trigger.source,'give');
|
||||
player.gain(trigger.source.getEquip(1),trigger.source,'give','bySelf');
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
maixie_defend:true,
|
||||
}
|
||||
},
|
||||
reanjian:{
|
||||
trigger:{player:'useCardToPlayered'},
|
||||
forced:true,
|
||||
audio:'anjian',
|
||||
filter:function(event,player){
|
||||
return event.card.name=='sha'&&!event.target.inRange(player);
|
||||
},
|
||||
logTarget:'target',
|
||||
content:function(){
|
||||
trigger.getParent().reanjian_buffed=true;
|
||||
var map=trigger.customArgs;
|
||||
var id=trigger.target.playerid;
|
||||
if(!map[id]) map[id]={};
|
||||
if(!map[id].extraDamage) map[id].extraDamage=0;
|
||||
map[id].extraDamage++;
|
||||
trigger.target.addTempSkill('reanjian2');
|
||||
trigger.target.addTempSkill('reanjian4');
|
||||
trigger.target.storage.reanjian2.add(trigger.card);
|
||||
},
|
||||
ai:{
|
||||
unequip_ai:true,
|
||||
skillTagFilter:function(player,tag,arg){
|
||||
if(arg&&arg.name=='sha'&&arg.target&&!arg.target.inRange(player)) return true;
|
||||
return false;
|
||||
}
|
||||
},
|
||||
},
|
||||
reanjian2:{
|
||||
firstDo:true,
|
||||
ai:{unequip2:true},
|
||||
init:function(player,skill){
|
||||
if(!player.storage[skill]) player.storage[skill]=[];
|
||||
},
|
||||
onremove:true,
|
||||
trigger:{
|
||||
player:['damage','damageCancelled','damageZero'],
|
||||
target:['shaMiss','useCardToExcluded'],
|
||||
},
|
||||
charlotte:true,
|
||||
filter:function(event,player){
|
||||
return player.storage.reanjian2&&event.card&&player.storage.reanjian2.contains(event.card);
|
||||
},
|
||||
silent:true,
|
||||
forced:true,
|
||||
popup:false,
|
||||
priority:12,
|
||||
content:function(){
|
||||
player.storage.reanjian2.remove(trigger.card);
|
||||
if(!player.storage.reanjian2.length) player.removeSkill('reanjian2');
|
||||
},
|
||||
},
|
||||
reanjian3:{
|
||||
mod:{
|
||||
cardSavable:function(card){
|
||||
if(card.name=='tao') return false;
|
||||
},
|
||||
},
|
||||
},
|
||||
reanjian4:{
|
||||
trigger:{player:'dyingBegin'},
|
||||
forced:true,
|
||||
silent:true,
|
||||
firstDo:true,
|
||||
filter:function(event,player){
|
||||
return event.getParent(2).reanjian_buffed=true;
|
||||
},
|
||||
content:function(){
|
||||
player.addTempSkill('reanjian3',{global:['dyingEnd','phaseEnd']});
|
||||
},
|
||||
},
|
||||
reduodao:{
|
||||
trigger:{target:'useCardToTargeted'},
|
||||
filter:function(event,player){
|
||||
return event.card.name=='sha'&&(get.color(event.card)=='red'?event.player.getEquip(1):player.countCards('he')>0);
|
||||
},
|
||||
direct:true,
|
||||
audio:'duodao',
|
||||
content:function(){
|
||||
'step 0'
|
||||
if(get.color(trigger.card)!='red'){
|
||||
var prompt='弃置一张牌'
|
||||
if(trigger.player.getEquip(1)) prompt+=(',然后获得'+get.translation(trigger.player)+'装备区中的'+get.translation(trigger.player.getEquip(1)));
|
||||
var next=player.chooseToDiscard('he',get.prompt('reduodao',trigger.player),prompt);
|
||||
next.logSkill=['reduodao',trigger.player];
|
||||
next.set('ai',function(card){
|
||||
if(!_status.event.getTrigger().player.getEquip(1)) return 0;
|
||||
if(get.attitude(_status.event.player,_status.event.getTrigger().player)*get.value(_status.event.getTrigger().player.getEquip(1))<=0){
|
||||
return 6-get.value(card);
|
||||
}
|
||||
return 0;
|
||||
});
|
||||
}
|
||||
else{
|
||||
player.chooseBool('是否发动夺刀】,获得'+get.translation(trigger.player)+'装备区的'+get.translation(trigger.player.getEquip(1))+'?').set('ai',function(){
|
||||
var player=_status.event.player;
|
||||
var source=_status.event.getTrigger().player;
|
||||
return get.attitude(player,source)*get.value(source.getEquip(1))<=0;
|
||||
});
|
||||
}
|
||||
'step 1'
|
||||
if(result.bool&&trigger.player.getEquip(1)){
|
||||
if(!result.cards||!result.cards.length) player.logSkill('reduodao',trigger.player);
|
||||
player.gain(trigger.player.getEquip(1),trigger.player,'give','bySelf');
|
||||
}
|
||||
},
|
||||
},
|
||||
anjian:{
|
||||
audio:2,
|
||||
trigger:{source:'damageBegin1'},
|
||||
|
@ -7485,6 +7589,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
skillAnimation:true,
|
||||
animationColor:'wood',
|
||||
audio:2,
|
||||
audioname:['re_handang'],
|
||||
unique:true,
|
||||
limited:true,
|
||||
mark:true,
|
||||
|
@ -7693,6 +7798,48 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
order:7
|
||||
}
|
||||
},
|
||||
reqiaoshui:{
|
||||
audio:'qiaoshui',
|
||||
enable:'phaseUse',
|
||||
filterTarget:function(card,player,target){
|
||||
return player.canCompare(target);
|
||||
},
|
||||
filter:function(event,player){
|
||||
return player.countCards('h')>0;
|
||||
},
|
||||
content:function(){
|
||||
'step 0'
|
||||
player.chooseToCompare(target);
|
||||
'step 1'
|
||||
if(result.bool) player.addTempSkill('qiaoshui3','phaseUseEnd');
|
||||
else{
|
||||
player.addTempSkill('qiaoshui4');
|
||||
event.getParent(3).skipped=true;
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
order:10,
|
||||
result:{
|
||||
target:function (player,target){
|
||||
if(player.hasSkill('qiaoshui3')) return 0;
|
||||
var nd=!player.needsToDiscard();
|
||||
if(player.hasCard(function(card){
|
||||
if(get.position(card)!="h") return false;
|
||||
var val=get.value(card)
|
||||
if(nd&&val<0) return true;
|
||||
if(val<=5){
|
||||
return card.number>=12;
|
||||
}
|
||||
if(val<=6){
|
||||
return card.number>=13;
|
||||
}
|
||||
return false;
|
||||
})) return -1;
|
||||
return 0;
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
qiaoshui:{
|
||||
audio:2,
|
||||
trigger:{player:'phaseUseBegin'},
|
||||
|
@ -7810,6 +7957,20 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
player.logSkill('qiaoshui',event.targets);
|
||||
}
|
||||
},
|
||||
qiaoshui4:{
|
||||
mod:{
|
||||
ignoredHandcard:function(card,player){
|
||||
if(get.type(card,'trick',player)=='trick'){
|
||||
return true;
|
||||
}
|
||||
},
|
||||
cardDiscardable:function(card,player,name){
|
||||
if(name=='phaseDiscard'&&get.type(card,'trick',player)=='trick'){
|
||||
return false;
|
||||
}
|
||||
},
|
||||
},
|
||||
},
|
||||
jyzongshi_old:{
|
||||
audio:2,
|
||||
trigger:{target:'useCardToBegin'},
|
||||
|
@ -8263,7 +8424,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
zili:{
|
||||
skillAnimation:true,
|
||||
animationColor:'thunder',
|
||||
audio:3,
|
||||
audio:2,
|
||||
audioname:['re_zhonghui'],
|
||||
unique:true,
|
||||
juexingji:true,
|
||||
trigger:{player:'phaseZhunbeiBegin'},
|
||||
|
@ -8287,6 +8449,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
enable:'phaseUse',
|
||||
usable:1,
|
||||
audio:2,
|
||||
audioname:['re_zhonghui'],
|
||||
filter:function(event,player){
|
||||
return player.storage.quanji&&player.storage.quanji.length>0;
|
||||
},
|
||||
|
@ -8297,6 +8460,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
backup:function(links,player){
|
||||
return {
|
||||
audio:'paiyi',
|
||||
audioname:['re_zhonghui'],
|
||||
filterTarget:true,
|
||||
filterCard:function(){return false},
|
||||
selectCard:-1,
|
||||
|
@ -8308,7 +8472,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
result:{
|
||||
target:function(player,target){
|
||||
if(player!=target) return 0;
|
||||
if(player.countCards('h')+2<=player.hp+player.storage.quanji.length) return 1;
|
||||
if(!player.hasSkill('requanji')&&player.countCards('h')+2<=player.hp+player.storage.quanji.length) return 1;
|
||||
return 0;
|
||||
}
|
||||
},
|
||||
|
@ -11285,7 +11449,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
benxi:'奔袭',
|
||||
benxi_info:'锁定技,你的回合内,你每使用一次牌后,你的进攻距离+1直到回合结束;你的回合内,若你与所有角色的距离均为1,你无视其他角色的防具,且你使用的【杀】可额外指定一个目标',
|
||||
xinbenxi:'奔袭',
|
||||
xinbenxi_info:'锁定技,当你于回合内使用牌时,你本回合计算与其他角色的距离-1。你的回合内,若你至场上所有其他角色的距离均不大于1,则当你使用【杀】或普通锦囊牌选择唯一目标后,你选择至多两项:1.为此牌多指定一个目标;2.令此牌无视防具;3.令此牌不可被抵消;4.你因此牌造成伤害时摸一张牌。',
|
||||
xinbenxi_info:'锁定技,当你于回合内使用牌时,你本回合计算与其他角色的距离-1。你的回合内,若你至场上所有其他角色的距离均不大于1,则当你使用【杀】或普通锦囊牌选择唯一目标后,你选择至多两项:1.为此牌多指定一个目标;2.令此牌无视防具;3.令此牌不可被抵消;4.此牌造成伤害时摸一张牌。',
|
||||
sidi:'司敌',
|
||||
sidi2:'司敌',
|
||||
sidi3:'司敌',
|
||||
|
@ -11349,6 +11513,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
mingjian_info:'出牌阶段限一次,你可以将所有手牌交给一名其他角色,若如此做,该角色于其下个回合的手牌上限+1,且使用【杀】的次数上限+1',
|
||||
xingshuai:'兴衰',
|
||||
xingshuai_info:'主公技,限定技,当你进入濒死状态时,其他魏势力角色可依次令你回复1点体力,然后这些角色依次受到1点伤害。',
|
||||
reduodao:'夺刀',
|
||||
reduodao_info:'当你成为【杀】的目标后,若此杀:为红色,你可点击确定键。不为红色,你可以弃置一张牌。然后你获得此【杀】使用者装备区里的武器牌。',
|
||||
reanjian:'暗箭',
|
||||
reanjian_info:'锁定技,当你使用【杀】指定目标后,若你不在其攻击范围内,则此杀伤害+1且无视其防具。若其因执行此【杀】的效果受到伤害而进入濒死状态,则其不能使用【桃】直到此濒死事件结算结束。',
|
||||
duodao:'夺刀',
|
||||
duodao_info:'当你受到【杀】造成的伤害后,你可以弃置一张牌,然后获得伤害来源装备区里的武器牌',
|
||||
anjian:'暗箭',
|
||||
|
@ -11417,6 +11585,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
jyzongshi_info:'当你拼点赢时,你可以获得对方此次拼点的牌;当你拼点没赢时,你可以收回你此次拼点的牌。',
|
||||
qiaoshui:'巧说',
|
||||
qiaoshui_info:'出牌阶段开始时,你可与一名其他角色拼点。若你赢,你使用的下一张基本牌或普通锦囊牌可以额外指定任意一名其他角色为目标或减少指定一个目标;若你没赢,你不能使用锦囊牌直到回合结束',
|
||||
reqiaoshui:'巧说',
|
||||
reqiaoshui_info:'出牌阶段,你可与一名其他角色拼点。若你赢,你使用的下一张基本牌或普通锦囊牌可以额外指定任意一名其他角色为目标或减少指定一个目标;若你没赢,你结束出牌阶段且本回合内锦囊牌不计入手牌上限。',
|
||||
junxing:'峻刑',
|
||||
junxing_info:'出牌阶段限一次,你可以弃置至少一张手牌并选择一名其他角色,该角色需弃置一张与你弃置的牌类别均不同的手牌,否则其先将其武将牌翻面再摸X张牌(X为你以此法弃置的手牌数量)。',
|
||||
xinjunxing:'峻刑',
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
window.noname_asset_list=[
|
||||
'v1.9.100',
|
||||
'v1.9.100.1',
|
||||
'audio/background/aozhan_chaoming.mp3',
|
||||
'audio/background/aozhan_online.mp3',
|
||||
'audio/background/aozhan_rewrite.mp3',
|
||||
|
@ -568,6 +568,11 @@ window.noname_asset_list=[
|
|||
'audio/die/yangyi.mp3',
|
||||
'audio/die/yujin_yujin.mp3',
|
||||
'audio/die/ol_weiyan.mp3',
|
||||
'audio/die/dengzhi.mp3',
|
||||
'audio/die/re_handang.mp3',
|
||||
'audio/die/re_zhonghui.mp3',
|
||||
'audio/die/xin_chengpu.mp3',
|
||||
'audio/die/zhengxuan.mp3',
|
||||
|
||||
'audio/skill/anguo1.mp3',
|
||||
'audio/skill/anguo2.mp3',
|
||||
|
@ -2492,6 +2497,24 @@ window.noname_asset_list=[
|
|||
'audio/skill/kuanggu_ol_weiyan2.mp3',
|
||||
'audio/skill/reqimou1.mp3',
|
||||
'audio/skill/reqimou2.mp3',
|
||||
'audio/skill/chunlao_xin_chengpu1.mp3',
|
||||
'audio/skill/chunlao_xin_chengpu2.mp3',
|
||||
'audio/skill/jiefan_re_handang1.mp3',
|
||||
'audio/skill/jiefan_re_handang2.mp3',
|
||||
'audio/skill/jimeng1.mp3',
|
||||
'audio/skill/jimeng2.mp3',
|
||||
'audio/skill/paiyi_re_zhonghui1.mp3',
|
||||
'audio/skill/paiyi_re_zhonghui2.mp3',
|
||||
'audio/skill/regongji1.mp3',
|
||||
'audio/skill/regongji2.mp3',
|
||||
'audio/skill/relihuo1.mp3',
|
||||
'audio/skill/relihuo2.mp3',
|
||||
'audio/skill/requanji1.mp3',
|
||||
'audio/skill/requanji2.mp3',
|
||||
'audio/skill/shuaiyan1.mp3',
|
||||
'audio/skill/shuaiyan2.mp3',
|
||||
'audio/skill/zili_re_zhonghui1.mp3',
|
||||
'audio/skill/zili_re_zhonghui2.mp3',
|
||||
|
||||
'font/huangcao.ttf',
|
||||
'font/shousha.ttf',
|
||||
|
@ -3049,7 +3072,11 @@ window.noname_asset_list=[
|
|||
'image/character/key_yuzuru.jpg',
|
||||
'image/character/old_wangyun.jpg',
|
||||
'image/character/old_zhaoyun.jpg',
|
||||
'image/character/sp_key_kanade.jpg',
|
||||
'image/character/sp_key_kanade.jpg','image/character/key_mio.jpg',
|
||||
'image/character/re_handang.jpg',
|
||||
'image/character/re_zhonghui.jpg',
|
||||
'image/character/xin_chengpu.jpg',
|
||||
'image/character/key_midori.jpg',
|
||||
|
||||
'image/character/baiwuchang.jpg',
|
||||
'image/character/baosanniang.jpg',
|
||||
|
|
61
game/game.js
61
game/game.js
|
@ -10692,7 +10692,10 @@
|
|||
return event.filter2(info2)&&event.filter1(info2)&&info2[1]==info[1]&&info[2]==info2[2]&&(lib.skill.global.contains(info2[0])||info[1].hasSkill(info2[0],true));
|
||||
}
|
||||
'step 1'
|
||||
if(event.list.length){
|
||||
if(trigger.filterStop&&trigger.filterStop()){
|
||||
event.finish();
|
||||
}
|
||||
else if(event.list.length){
|
||||
var info=event.list.shift();
|
||||
game.createTrigger(event.triggername,info[0],info[1],trigger);
|
||||
event.redo();
|
||||
|
@ -10764,7 +10767,10 @@
|
|||
game.createTrigger(event.triggername,info[0],info[1],trigger);
|
||||
}
|
||||
'step 7'
|
||||
event.goto(event.doing.list.length?3:2);
|
||||
if(trigger.filterStop&&trigger.filterStop()){
|
||||
event.finish();
|
||||
}
|
||||
else event.goto(event.doing.list.length?3:2);
|
||||
},
|
||||
createTrigger:function(){
|
||||
"step 0"
|
||||
|
@ -14648,39 +14654,14 @@
|
|||
damage:function(){
|
||||
"step 0"
|
||||
event.forceDie=true;
|
||||
if(event.source&&event.source.isDead()) delete event.source;
|
||||
if(num<=0){
|
||||
event.trigger('damageZero');
|
||||
event.finish();
|
||||
event._triggered=null;
|
||||
}
|
||||
else event.trigger('damageBegin1');
|
||||
event.trigger('damageBegin1');
|
||||
"step 1"
|
||||
if(event.source&&event.source.isDead()) delete event.source;
|
||||
if(num<=0){
|
||||
event.trigger('damageZero');
|
||||
event.finish();
|
||||
event._triggered=null;
|
||||
}
|
||||
else event.trigger('damageBegin2');
|
||||
event.trigger('damageBegin2');
|
||||
"step 2"
|
||||
if(event.source&&event.source.isDead()) delete event.source;
|
||||
if(num<=0){
|
||||
event.trigger('damageZero');
|
||||
event.finish();
|
||||
event._triggered=null;
|
||||
}
|
||||
else event.trigger('damageBegin3');
|
||||
event.trigger('damageBegin3');
|
||||
"step 3"
|
||||
if(event.source&&event.source.isDead()) delete event.source;
|
||||
if(num<=0){
|
||||
event.trigger('damageZero');
|
||||
event.finish();
|
||||
event._triggered=null;
|
||||
}
|
||||
else event.trigger('damageBegin4');
|
||||
event.trigger('damageBegin4');
|
||||
"step 4"
|
||||
if(event.source&&event.source.isDead()) delete event.source;
|
||||
if(num>0&&player.hujia&&!player.hasSkillTag('nohujia')){
|
||||
if(num>=player.hujia){
|
||||
event.hujia=player.hujia;
|
||||
|
@ -14700,7 +14681,6 @@
|
|||
event._triggered=null;
|
||||
}
|
||||
"step 5"
|
||||
if(event.source&&event.source.isDead()) delete event.source;
|
||||
if(lib.config.background_audio){
|
||||
game.playAudio('effect','damage'+(num>1?'2':''));
|
||||
}
|
||||
|
@ -14761,7 +14741,6 @@
|
|||
}
|
||||
}
|
||||
"step 6"
|
||||
if(event.source&&event.source.isDead()) delete event.source;
|
||||
if(player.hp<=0&&player.isAlive()){
|
||||
game.delayx();
|
||||
player.dying(event);
|
||||
|
@ -14807,7 +14786,6 @@
|
|||
}
|
||||
}
|
||||
"step 7"
|
||||
if(event.source&&event.source.isDead()) delete event.source;
|
||||
if(!event.notrigger) event.trigger('damageSource');
|
||||
},
|
||||
recover:function(){
|
||||
|
@ -14907,6 +14885,7 @@
|
|||
event.trigger('dying');
|
||||
game.log(player,'濒死');
|
||||
"step 1"
|
||||
delete event.filterStop;
|
||||
if(player.hp>0){
|
||||
_status.dying.remove(player);
|
||||
game.broadcast(function(list){
|
||||
|
@ -18169,7 +18148,7 @@
|
|||
if(info.onuse){
|
||||
info.onuse(result,this);
|
||||
}
|
||||
if(info.direct){
|
||||
if(info.direct&&!info.clearTime){
|
||||
_status.noclearcountdown=true;
|
||||
}
|
||||
}
|
||||
|
@ -18650,6 +18629,7 @@
|
|||
},
|
||||
damage:function(){
|
||||
var next=game.createEvent('damage');
|
||||
//next.forceDie=true;
|
||||
next.player=this;
|
||||
var nocard,nosource;
|
||||
var event=_status.event;
|
||||
|
@ -18690,6 +18670,14 @@
|
|||
if(next.num==undefined) next.num=1;
|
||||
if(next.nature=='poison') delete next._triggered;
|
||||
next.setContent('damage');
|
||||
next.filterStop=function(){
|
||||
if(this.source&&this.source.isDead()) delete this.source;
|
||||
if(this.num<=0){
|
||||
this.trigger('damageZero');
|
||||
this._triggered=null;
|
||||
return true;
|
||||
}
|
||||
};
|
||||
return next;
|
||||
},
|
||||
recover:function(){
|
||||
|
@ -18891,6 +18879,9 @@
|
|||
next.reason=reason;
|
||||
if(reason&&reason.source) next.source=reason.source;
|
||||
next.setContent('dying');
|
||||
next.filterStop=function(){
|
||||
return this.player.hp>0;
|
||||
};
|
||||
return next;
|
||||
},
|
||||
die:function(reason){
|
||||
|
|
|
@ -1,9 +1,9 @@
|
|||
window.noname_update={
|
||||
version:'1.9.100',
|
||||
update:'1.9.99.3',
|
||||
version:'1.9.100.1',
|
||||
update:'1.9.100',
|
||||
changeLog:[
|
||||
'新界赵云,界张飞,王允',
|
||||
'立华奏,音无结弦',
|
||||
'界钟会,界韩当,界程普,邓芝',
|
||||
'新潘璋马忠,简雍,赵襄,孙皓',
|
||||
'bug修复',
|
||||
],
|
||||
files:[
|
||||
|
@ -13,23 +13,23 @@ window.noname_update={
|
|||
'card/standard.js',
|
||||
//'card/swd.js',
|
||||
//'card/mtg.js',
|
||||
'card/gujian.js',
|
||||
//'card/guozhan.js',
|
||||
//'card/gujian.js',
|
||||
'card/guozhan.js',
|
||||
//'card/gwent.js',
|
||||
//'card/yunchou.js',
|
||||
//'card/zhenfa.js',
|
||||
'card/zhulu.js',
|
||||
//'card/zhulu.js',
|
||||
'character/diy.js',
|
||||
//'character/extra.js',
|
||||
'character/extra.js',
|
||||
//'character/hearth.js',
|
||||
//'character/gujian.js',
|
||||
//'character/gwent.js',
|
||||
//'character/hearth.js',
|
||||
//'character/mobile.js',
|
||||
'character/mobile.js',
|
||||
//'character/mtg.js',
|
||||
'character/old.js',
|
||||
//'character/old.js',
|
||||
'character/refresh.js',
|
||||
//'character/shenhua.js',
|
||||
'character/shenhua.js',
|
||||
'character/sp.js',
|
||||
//'character/tw.js',
|
||||
//'character/standard.js',
|
||||
|
@ -48,8 +48,8 @@ window.noname_update={
|
|||
//'mode/tafang.js',
|
||||
'mode/single.js',
|
||||
//'mode/stone.js',
|
||||
//'mode/brawl.js',
|
||||
//'mode/versus.js',
|
||||
'mode/brawl.js',
|
||||
'mode/versus.js',
|
||||
//'mode/boss.js',
|
||||
'game/game.js',
|
||||
//'game/NoSleep.js',
|
||||
|
|
Binary file not shown.
After Width: | Height: | Size: 171 KiB |
Binary file not shown.
After Width: | Height: | Size: 170 KiB |
Binary file not shown.
After Width: | Height: | Size: 215 KiB |
Binary file not shown.
After Width: | Height: | Size: 201 KiB |
Binary file not shown.
After Width: | Height: | Size: 198 KiB |
|
@ -1871,7 +1871,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
['sunquan','zhangzhang','zhouyu'],
|
||||
['re_yuanshao','guotufengji','yj_jushou']
|
||||
];
|
||||
if(_status.forceKey) list.push(['key_yuri','key_kyousuke','key_umi'])
|
||||
if(_status.forceKey) list.push(['key_yuri','key_yuzuru','sp_key_kanade'])
|
||||
list.randomSort();
|
||||
var list2=[];
|
||||
for(var i=0;i<list.length;i++){
|
||||
|
|
|
@ -931,6 +931,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
choiceList.push('执行该军令');
|
||||
choiceList.push('令'+get.translation(trigger.player)+(trigger.player==trigger.source?'(你)':'')+'回复一点体力');
|
||||
trigger.source.chooseJunlingControl(player,result.junling,result.targets).set('prompt','补益').set('choiceList',choiceList).set('ai',function(){
|
||||
if(get.recoverEffect(trigger.player,player,_status.event.player)>0) return 1;
|
||||
return (get.attitude(trigger.source,trigger.player)<0&&get.junlingEffect(player,result.junling,trigger.source,result.targets,trigger.source)>=-2)?1:0;
|
||||
return 0;
|
||||
});
|
||||
|
@ -1102,11 +1103,11 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
sub:true,
|
||||
equipSkill:true,
|
||||
noHidden:true,
|
||||
trigger:{global:'phaseDrawBegin2'},
|
||||
trigger:{player:'phaseDrawBegin2'},
|
||||
//priority:8,
|
||||
forced:true,
|
||||
filter:function(event,player){
|
||||
if(event.player!=player||event.num<=0||player.isDisabled(5)) return false;
|
||||
if(event.numFixed||player.isDisabled(5)) return false;
|
||||
return !game.hasPlayer(function(current){
|
||||
return current.getEquip('yuxi');
|
||||
})
|
||||
|
@ -1116,13 +1117,13 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
eff2:{
|
||||
sub:true,
|
||||
trigger:{global:'phaseUseBegin'},
|
||||
trigger:{player:'phaseUseBegin'},
|
||||
//priority:8,
|
||||
forced:true,
|
||||
noHidden:true,
|
||||
equipSkill:true,
|
||||
filter:function(event,player){
|
||||
if(event.player!=player||player.isDisabled(5)) return false;
|
||||
if(player.isDisabled(5)) return false;
|
||||
return game.hasPlayer(function(current){
|
||||
return player.canUse('zhibi',current);
|
||||
})&&!game.hasPlayer(function(current){
|
||||
|
@ -1721,10 +1722,9 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
subSkill:{
|
||||
eff:{
|
||||
sub:true,
|
||||
trigger:{global:'phaseDrawBegin2'},
|
||||
trigger:{player:'phaseDrawBegin2'},
|
||||
filter:function(event,player){
|
||||
if(event.player!=player) return false;
|
||||
return event.num>0;
|
||||
return !event.numFixed;
|
||||
},
|
||||
silent:true,
|
||||
content:function(){
|
||||
|
@ -1858,17 +1858,24 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
position:'he',
|
||||
filterCard:true,
|
||||
selectCard:2,
|
||||
complexSelect:true,
|
||||
complexCard:true,
|
||||
check:function(card,player,target){
|
||||
if(get.position(card)=='h') return 8-get.value(card);
|
||||
return 6-get.value(card);
|
||||
check:function(card){
|
||||
var player=_status.event.player;
|
||||
if(player.hasSkill('new_paoxiao',true)||player.getEquip('zhuge')||game.hasPlayer(function(current){
|
||||
return current.hasSkill('new_paoxiao');
|
||||
})) return 0;
|
||||
if(player.countCards('h',function(cardx){
|
||||
return !ui.selected.cards.contains(cardx)&&cardx!=card&&cardx.name=='sha'&&player.hasUseTarget(cardx);
|
||||
})<2) return 0;
|
||||
if(get.position(card)=='h') return 6-get.value(card);
|
||||
return 5-get.value(card);
|
||||
},
|
||||
filterTarget:function(card,player,target){return target!=player&&target.hasSkill('gzxuanhuo')&&target.isFriendOf(player)},
|
||||
discard:false,
|
||||
lose:false,
|
||||
delay:false,
|
||||
content:function(){
|
||||
'step 0'
|
||||
if(player!=game.me&&!player.isOnline()) cards.reverse();
|
||||
target.gain(cards[0],player);
|
||||
player.$giveAuto(cards[0],target);
|
||||
player.discard(cards[1]);
|
||||
|
@ -1881,6 +1888,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
if(!list.length) event.finish();
|
||||
else player.chooseControl(list).set('ai',function(){
|
||||
if(list.contains('new_paoxiao')) return 'new_paoxiao';
|
||||
return list.randomGet();
|
||||
}).set('prompt','选择并获得一项技能直到回合结束');
|
||||
'step 2'
|
||||
|
@ -1891,6 +1899,10 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
forceaudio:true,
|
||||
audio:['xuanhuo',2],
|
||||
ai:{
|
||||
order:8,
|
||||
result:{target:1},
|
||||
},
|
||||
},
|
||||
//used:{},
|
||||
},
|
||||
|
@ -2821,6 +2833,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
player:"phaseDrawBegin2",
|
||||
},
|
||||
frequent:true,
|
||||
filter:function(event){return !event.numFixed},
|
||||
content:function (){
|
||||
trigger.num++;
|
||||
},
|
||||
|
@ -5696,6 +5709,9 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
filter:function(event,player){
|
||||
return player.hasViceCharacter();
|
||||
},
|
||||
check:function(event,player){
|
||||
return player.hp<=1||get.guozhanRank(name)<=3;
|
||||
},
|
||||
content:function(){
|
||||
'step 0'
|
||||
player.removeCharacter(1);
|
||||
|
|
|
@ -100,6 +100,10 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
else if(_status.mode=='three'){
|
||||
if(lib.character.wenpin) lib.character.wenpin[3]=['zhenwei_three'];
|
||||
if(lib.character.zhugejin) lib.character.zhugejin[3]=['hongyuan','huanshi_three','mingzhe'];
|
||||
if(lib.character.key_yuzuru){
|
||||
lib.character.key_yuzuru[2]=4;
|
||||
lib.character.key_yuzuru[3]=['yuzuru_bujin'];
|
||||
}
|
||||
if(!get.config('enable_all_cards')){
|
||||
lib.translate.wuzhong_info+='若对方存活角色多于己方,则额外摸一张牌';
|
||||
lib.translate.zhuge_info='锁定技,出牌阶段,你使用杀的次数上限+3';
|
||||
|
|
Loading…
Reference in New Issue