削弱部分DIY武将
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f6a068e43e
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d0731c7326
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@ -450,7 +450,9 @@ character.gujian={
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filterTarget:function(card,player,target){
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return player!=target;
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},
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filterCard:true,
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filterCard:function(card){
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return get.color(card)=='red';
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},
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ai1:function(card){
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return 9-ai.get.value(card);
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},
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@ -1009,7 +1011,7 @@ character.gujian={
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yuehua:'月华',
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yuehua_info:'每当你于回合外使用、打出或弃置红色牌,你可以摸一张牌',
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xuelu:'血戮',
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xuelu_info:'回合结束阶段,你可以弃置一张牌并对一名其他角色造成X点火焰伤害,X为你已损失体力值的一半,向上取整',
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xuelu_info:'回合结束阶段,你可以弃置一张红色牌并对一名其他角色造成X点火焰伤害,X为你已损失体力值的一半,向上取整',
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fanshi:'反噬',
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fanshi_info:'锁定技,若你于回合内造成过伤害,你于弃牌阶段结束时流失一点体力并摸一张牌',
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shahun:'煞魂',
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120
character/swd.js
120
character/swd.js
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@ -214,15 +214,12 @@ character.swd={
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cardSavable:function(card,player){
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if(get.type(card,'trick')=='trick') return false;
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},
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cardUsable:function(card,player){
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if(get.type(card,'trick')=='trick') return false;
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if(card.name=='sha') return Infinity;
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}
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},
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enable:['chooseToUse','chooseToRespond'],
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filterCard:function(card){
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return get.type(card,'trick')=='trick';
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},
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selectCard:2,
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viewAs:{name:'sha'},
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check:function(){return 1},
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ai:{
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@ -336,19 +333,18 @@ character.swd={
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var nh=player.num('h');
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var pos=get.position(card);
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if(nh<2) return 0;
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if(nh>5) return 0;
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if(nh==5&&pos=='e') return 0;
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if(nh>4) return 0;
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if(nh==4&&pos=='e') return 0;
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if(player.num('he',{subtype:get.subtype(card)})>1){
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return 11-ai.get.equipValue(card)+(pos=='e'?0.4:0);
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}
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// if(nh==6||(nh==5&&pos=='e')) return 8-ai.get.value(card);
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return 5.5-ai.get.value(card)+(pos=='e'?0.4:0);
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},
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content:function(){
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"step 0"
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player.draw(player.num('h'));
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"step 1"
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if(player.num('h')>=10){
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if(player.num('h')>=8){
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player.damage(3,'fire');
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player.addTempSkill('heihuo2','phaseAfter');
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}
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@ -836,7 +832,7 @@ character.swd={
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event.cards=cards;
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game.delay(0.5);
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player.chooseTarget('是否发动【镇威】?',function(card,player,target){
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return target!=trigger.player;
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return target!=trigger.player&&get.distance(player,target,'attack')<=1;
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}).ai=function(target){
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var att=ai.get.attitude(player,target);
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if(att<=0) return 0;
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@ -1055,11 +1051,18 @@ character.swd={
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forced:true,
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content:function(){
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trigger.num++;
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},
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ai:{
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threaten:1.2
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player.addSkill('guaili2');
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}
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},
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guaili2:{
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trigger:{source:'damageEnd'},
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forced:true,
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popup:false,
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content:function(){
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player.removeSkill('guaili2');
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player.chooseToDiscard(true);
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}
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},
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xingzhui:{
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enable:'phaseUse',
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usable:1,
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@ -1079,32 +1082,26 @@ character.swd={
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},
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content:function(){
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"step 0"
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if(!target.num('he')){
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event.finish();
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}
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else{
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event.type=get.type(cards[0],'trick');
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var dme=ai.get.damageEffect(target,player,target);
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target.chooseToDiscard('he',true,'星坠:请弃置一张牌(若不是'+get.translation(event.type)+'牌则受到1点伤害)').ai=function(card){
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var val=ai.get.value(card);
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if(get.type(card,'trick')==event.type){
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return -dme-ai.get.value(card);
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}
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return -ai.get.value(card);
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event.type=get.type(cards[0],'trick');
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var dme=ai.get.damageEffect(target,player,target);
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target.chooseToDiscard('he',function(card){
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return get.type(card,'trick')==event.type;
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},'弃置一张牌'+get.translation(event.type)+'牌,或受到1点伤害').ai=function(card){
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if(dme<0){
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return 8-ai.get.value(card);
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}
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return 0;
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}
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"step 1"
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if(result.bool){
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if(get.type(result.cards[0],'trick')!=event.type){
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target.damage();
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}
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if(!result.bool){
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target.damage();
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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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target:function(player,target){
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return ai.get.damageEffect(target,player)-0.1;
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return ai.get.damageEffect(target,player);
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}
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},
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threaten:2,
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@ -1651,7 +1648,7 @@ character.swd={
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enable:'phaseUse',
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group:'jilve6',
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direct:true,
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// usable:3,
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usable:3,
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delay:0,
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content:function(){
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"step 0"
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@ -4072,28 +4069,6 @@ character.swd={
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trigger.directHit=true;
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}
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},
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// poxing:{
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// trigger:{player:'shaEnd'},
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// frequent:true,
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// filter:function(trigger,player){
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// // if(trigger.targets&&trigger.target!=trigger.targets[trigger.targets.length-1])return false;
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// if(trigger.card&&trigger.card.skill=='poxing') return false;
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// if(trigger.targets.length>1) return false;
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// if(player.hp>trigger.target.hp) return false;
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// if(trigger.target.classList.contains('dead')) return false;
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// return true;
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// // return (get.itemtype(trigger.card)=='card'&&player.hp<=trigger.target.hp&&trigger.target.classList.contains('dead')==false);
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// },
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// content:function(){
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// player.useCard({
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// name:'sha',
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// nature:trigger.card.nature,
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// number:trigger.card.number,
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// suit:trigger.card.suit,
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// skill:'poxing'
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// },trigger.targets);
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// }
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// },
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poxing:{
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trigger:{source:'damageBegin'},
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filter:function(trigger,player){
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@ -4728,20 +4703,29 @@ character.swd={
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content:function(){
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"step 0"
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game.delay(0.5);
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player.chooseTarget('是否发动【挟雷】?',function(card,player,target){
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if(player==target) return false;
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if(trigger.name=='respond'){
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return trigger.source!=target;
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player.chooseCardTarget({
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prompt:'是否发动【挟雷】?',
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filterCard:true,
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filterTarget:function(card,player,target){
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if(player==target) return false;
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if(trigger.name=='respond'){
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return trigger.source!=target;
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}
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else{
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return !trigger.targets.contains(target);
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}
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},
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ai1:function(card){
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return 8-ai.get.value(card);
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},
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ai2:function(target){
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return ai.get.damageEffect(target,player,player,'thunder');
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}
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else{
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return !trigger.targets.contains(target);
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}
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}).ai=function(target){
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return ai.get.damageEffect(target,player,player,'thunder');
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}
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});
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"step 1"
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if(result.bool){
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player.logSkill('xielei',result.targets,'thunder');
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player.discard(result.cards);
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result.targets[0].damage('thunder');
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}
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},
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@ -7585,7 +7569,7 @@ character.swd={
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pingxu:'冯虚',
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pingxu_info:'锁定技,当你没有武器牌时,与其他角色的距离-1;当你没有防具牌时,其他角色与你的距离+1',
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yudun:'愚钝',
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yudun_info:'锁定技,你的锦囊牌均视为杀,你于回合内使用的杀无数量限制',
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yudun_info:'锁定技,你无法使用锦囊牌,你可以将两张锦囊牌当作杀使用',
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bingfeng:'冰封',
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bingfeng2:'冰封',
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bingfeng2_info:'不能使用或打出手牌',
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@ -7593,7 +7577,7 @@ character.swd={
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guozao:'聒噪',
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guozao_info:'锁定技,每当距离你1以内的角色受到一次伤害,若伤害来源不你,你须观看牌堆顶的三张牌,然后指定一名有手牌的角色将手牌与这些牌交换',
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heihuo:'黑火',
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heihuo_info:'出牌阶段,你可以弃置一张装备牌,令你的手牌数加倍;若你的手牌因此达到10张或更多,你立即受到3点火焰伤害且本回合内不能再次发动黑火',
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heihuo_info:'出牌阶段,你可以弃置一张装备牌,令你的手牌数加倍;若你的手牌因此达到8张或更多,你立即受到3点火焰伤害且本回合内不能再次发动黑火',
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yaotong:'妖瞳',
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yaotong1:'妖瞳',
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yaotong2:'妖瞳',
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@ -7655,12 +7639,12 @@ character.swd={
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fuyan2:'覆岩',
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fuyan_info:'每当你受到一次伤害,可以摸一张牌,并将一张牌置于一名角色的武将牌上称为“岩”;当其受到伤害时,须将“岩”置于弃牌堆,然后令伤害-1',
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guaili:'怪力',
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guaili_info:'锁定技,你的杀造成的伤害+1',
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guaili_info:'锁定技,你的杀造成的伤害+1,造成伤害后需弃置一张牌',
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pingshen:'凭神',
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pingshen2:'凭神',
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pingshen_info:'锁定技,受到过你的伤害的角色可在回合内对你发动一次【离魂】(每局限发动一次)',
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xingzhui:'星坠',
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xingzhui_info:'出牌阶段限一次,你可以弃置一张牌,并选择一名角色令其弃置一张牌,若其弃置的牌类别与你不同,其受到一点伤害',
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xingzhui_info:'出牌阶段限一次,你可以弃置一张牌,并令一名角色弃置一张类别相同的牌,若则受到一点伤害',
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lingxian:'凌仙',
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lingxian_info:'每当你于回合外使用或打出一张手牌,你可以选择攻击范围外的一名其他角色与你各摸一张牌',
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shouyin:'守印',
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@ -7683,7 +7667,7 @@ character.swd={
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xiaozhan:'消战',
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xiaozhan_info:'其他角色使用杀时,若你不是杀的目标,可以弃置一张杀取消之',
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xielei:'挟雷',
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xielei_info:'每当你使用或打出一张杀,可立即对一名目标以外的角色造成一点雷电伤害',
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xielei_info:'每当你使用或打出一张杀,弃置一张牌并对目标以外的一名角色造成一点雷电伤害',
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dangping:'荡平',
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dangping_info:'每当你造成一次伤害,可以弃置一张手牌对其距离1以内的另一名角色造成一点伤害',
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guisi:'归思',
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@ -7793,7 +7777,7 @@ character.swd={
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xuanyuan_info:'锁定技,你无视轩辕剑的装备条件;失去轩辕剑时不流失体力',
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jilve:'极略',
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jilve2:'极略',
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jilve_info:'回合内,你可以观看牌堆顶的两张牌,然后使用其中的基本牌或锦囊牌',
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jilve_info:'回合内,你可以观看牌堆顶的两张牌,然后使用其中的基本牌或锦囊牌。每回合最多发动三次',
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gongshen:'工神',
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gongshen_info:'任意一名其他角色使用一张基本牌或锦囊牌指定目标后,你可以弃置一张装备牌令其失效',
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@ -28,7 +28,7 @@ character.xswd={
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swd_hanluo:['male','qun',5,['hzhenwei'],['fullskin']],
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swd_fu:['male','qun',5,['yudun'],['fullskin']],
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swd_fu:['male','qun',5,['yudun','paoxiao'],['fullskin']],
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swd_linyue:['male','wei',3,['zhenjiu','mazui'],['fullskin']],
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swd_zidashu:['male','wu',3,['shoulie','hudun'],['fullskin']],
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swd_maixing:['male','wu',3,['toudan','shending'],['fullskin']],
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@ -243,26 +243,6 @@ character.zhuogui={
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}
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}
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},
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zuijiu:{
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trigger:{source:'damageBegin'},
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filter:function(event){
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return event.card&&event.card.name=='sha'&&get.color(event.card)=='black';
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},
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forced:true,
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content:function(){
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trigger.num++;
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player.addSkill('zuijiu2');
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}
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},
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zuijiu2:{
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trigger:{source:'damageEnd'},
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forced:true,
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popup:false,
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content:function(){
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player.removeSkill('zuijiu2');
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player.chooseToDiscard(true);
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}
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},
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suoling:{
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trigger:{player:'phaseEnd'},
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forced:true,
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@ -11352,10 +11352,8 @@ window.play={};
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window.lib=lib;
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window._status=_status;
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},
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h:function(num){
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for(var i=0;i<game.players[num].num('h');i++){
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console.log(game.players[num].num('h')[i].name)
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}
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h:function(player){
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console.log(get.translation(player.get('h')));
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},
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g:function(name,target){
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target=target||game.me;
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