v1.9.112.2
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@ -348,6 +348,12 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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forced:true,
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equipSkill:true,
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filter:function(event,player){
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if(player.hasSkillTag('unequip2')) return false;
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||||
if(event.player.hasSkillTag('unequip',false,{
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||||
name:event.card?event.card.name:null,
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target:player,
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||||
card:event.card
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})) return false;
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return event.card.name=='sha'&&player.hasSex('male');
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},
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content:function(){
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@ -373,7 +379,15 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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forced:true,
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trigger:{player:['damageBegin3','loseHpBegin']},
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filter:function(event,player){
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if(event.name=='damage') return event.card&&get.type2(event.card)=='trick';
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if(player.hasSkillTag('unequip2')) return false;
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if(event.name=='damage'){
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if(event.source&&event.source.hasSkillTag('unequip',false,{
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name:event.card?event.card.name:null,
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target:player,
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card:event.card
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})) return false;
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return event.card&&get.type2(event.card)=='trick';
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}
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return event.type=='du';
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},
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content:function(){
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@ -353,6 +353,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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logTarget:'target',
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content:function(){
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trigger.directHit.add(trigger.target);
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if(player.getHistory('gain',function(evt){
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return evt.getParent(2).name=='scfuhai';
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}).length<2) player.draw();
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},
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group:['scfuhai_die'],
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ai:{
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@ -447,13 +450,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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tianzuo:{
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audio:2,
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trigger:{
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global:'gameStart',
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global:'phaseBefore',
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player:'enterGame',
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},
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forced:true,
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locked:false,
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filter:function(event,player){
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return !lib.inpile.contains('qizhengxiangsheng');
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return (event.name!='phase'||game.phaseNumber==0)&&!lib.inpile.contains('qizhengxiangsheng');
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},
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content:function(){
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game.addGlobalSkill('tianzuo_global');
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@ -4864,7 +4867,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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yingba:'英霸',
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yingba_info:'①出牌阶段限一次,你可令一名体力上限大于1的其他角色减少1点体力上限并获得“平定”标记,然后你减少1点体力上限。②你对拥有“平定”标记的角色使用牌没有距离限制。③拥有“平定”标记的角色的手牌上限+X(X为其“平定”数)。',
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scfuhai:'覆海',
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scfuhai_info:'锁定技。①当你使用牌指定目标后,若目标角色有“平定”标记,则其不可响应此牌。②拥有“平定”标记的角色死亡时,你增加X点体力上限并摸X张牌。(X为其拥有的“平定”标记数)。',
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scfuhai_info:'锁定技。①当你使用牌指定目标后,若目标角色有“平定”标记,则其不可响应此牌。若你本回合内以此法获得的牌数小于2,则你摸一张牌。②拥有“平定”标记的角色死亡时,你增加X点体力上限并摸X张牌。(X为其拥有的“平定”标记数)。',
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pinghe:'冯河',
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pinghe_info:'锁定技。①你的手牌上限基数等于你已损失的体力值。②当你受到其他角色造成的伤害时,若你有牌且你的体力上限大于1,则你防止此伤害,减一点体力上限并将一张手牌交给一名其他角色。然后若你拥有〖英霸〗,则伤害来源获得一个“平定”标记。',
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@ -491,6 +491,7 @@ window.noname_character_rank={
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're_xunchen',
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'sp_cuiyan',
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'ol_dongzhao',
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'xin_jushou',
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],
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bp:[
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'chess_diaochan',
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@ -731,6 +732,8 @@ window.noname_character_rank={
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'tw_re_caohong',
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'tw_mayunlu',
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'tw_hucheer',
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'sp_lvfan',
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're_chendeng',
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],
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b:[
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'diy_feishi',
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@ -939,6 +942,10 @@ window.noname_character_rank={
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'sp_jiangqing',
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'tw_hejin',
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'xuangongzhu',
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'sp_huangfusong',
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'yj_huangzhong',
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're_xiahoushi',
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'sp_yangwan',
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],
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bm:[
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'diy_xizhenxihong',
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@ -1092,6 +1099,7 @@ window.noname_character_rank={
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'xin_sunluban',
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'ol_bianfuren',
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'sp_ol_zhanghe',
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'liucheng',
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],
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c:[
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'xiahoudun',
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@ -1454,6 +1462,7 @@ window.noname_character_rank={
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'db_wenyang',
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'qiaozhou',
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'lvlingqi',
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'xin_jushou',
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'key_kano',
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'key_haruko',
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'key_akiko',
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@ -1816,6 +1825,9 @@ window.noname_character_rank={
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'tw_mayunlu',
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'tw_re_caohong',
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'tw_hucheer',
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'sp_yangwan',
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're_xiahoushi',
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're_chendeng',
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],
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junk:[
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'sunshao',
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@ -12,12 +12,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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refresh_yijiang1:['re_wuguotai','re_gaoshun','re_caozhi','yujin_yujin','re_masu','xin_xusheng','re_fazheng','xin_lingtong','re_zhangchunhua'],
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refresh_yijiang2:['old_madai','re_wangyi','guanzhang','xin_handang','xin_zhonghui','re_liaohua','re_chengpu','re_caozhang','re_bulianshi','xin_liubiao'],
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refresh_yijiang3:['re_jianyong','re_guohuai','re_zhuran','re_panzhangmazhong','xin_yufan','re_liru','re_manchong','re_fuhuanghou','re_guanping'],
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refresh_yijiang4:['re_sunluban','re_wuyi','re_hanhaoshihuan','re_caozhen','re_zhoucang','re_chenqun','re_caifuren','re_guyong'],
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refresh_yijiang5:['re_zhangyi','re_quancong','re_caoxiu','re_sunxiu','re_gongsunyuan','re_guotufengji'],
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refresh_yijiang4:['re_sunluban','re_wuyi','re_hanhaoshihuan','re_caozhen','re_zhoucang','re_chenqun','re_caifuren','re_guyong','xin_jushou'],
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refresh_yijiang5:['re_zhangyi','re_quancong','re_caoxiu','re_sunxiu','re_gongsunyuan','re_guotufengji','re_xiahoushi'],
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},
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},
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connect:true,
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character:{
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re_xiahoushi:['female','shu',3,['reqiaoshi','reyanyu']],
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xin_jushou:['male','qun',3,['xinjianying','shibei']],
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ol_lusu:['male','wu',3,['olhaoshi','oldimeng']],
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re_jiaxu:['male','qun',3,['rewansha','luanwu','reweimu']],
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re_guyong:['male','wu',3,['reshenxing','rebingyi']],
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@ -139,6 +141,193 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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re_xushu:['zhaoyun','sp_zhugeliang'],
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},
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skill:{
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//夏侯氏
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reqiaoshi:{
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audio:2,
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trigger:{global:'phaseJieshuBegin'},
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filter:function(event,player){
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return event.player!=player&&event.player.countCards('h')==player.countCards('h')&&event.player.isAlive();
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},
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check:function(event,player){
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return get.attitude(player,event.player)>=0;
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},
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//priority:-5,
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logTarget:'player',
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content:function(){
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'step 0'
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game.asyncDraw([trigger.player,player]);
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'step 1'
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game.delayx();
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if(player.isIn()&&trigger.player.isIn()){
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var getGainSuit=function(player){
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var last=player.getHistory('gain',function(evt){
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return evt.getParent(2)==event;
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});
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if(last.length){
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var evt=last.pop();
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if(evt.cards.length==1&&player.getCards('h').contains(evt.cards[0])) return get.suit(evt.cards[0],player);
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}
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else return player;
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}
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if(getGainSuit(player)==getGainSuit(trigger.player)) player.chooseBool('是否继续发动【樵拾】?','和'+get.translation(trigger.player)+'各摸一张牌');
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}
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else event.finish();
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'step 2'
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if(result.bool) event.goto(0);
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},
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ai:{
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expose:0.1
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}
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},
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reyanyu:{
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audio:2,
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enable:'phaseUse',
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filter:function(event,player){
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return player.countCards('h','sha')>0;
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},
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filterCard:{name:'sha'},
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prepare:function(cards,player){
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player.$throw(cards,1000);
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game.log(player,'将',cards,'置入了弃牌堆');
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},
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discard:false,
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loseTo:'discardPile',
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visible:true,
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delay:0.5,
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content:function(){
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player.draw();
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},
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ai:{
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basic:{
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order:1
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},
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result:{
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player:1,
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},
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},
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group:'reyanyu2'
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},
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reyanyu2:{
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trigger:{player:'phaseUseEnd'},
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direct:true,
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filter:function(event,player){
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return player.getHistory('lose',function(evt){
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var evt2=evt.getParent();
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return evt2.name=='useSkill'&&evt2.skill=='reyanyu'&&evt.getParent(3)==event;
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}).length>0;
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},
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content:function(){
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'step 0'
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event.num=Math.min(3,player.getHistory('lose',function(evt){
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var evt2=evt.getParent();
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return evt2.name=='useSkill'&&evt2.skill=='reyanyu'&&evt.getParent(3)==trigger;
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}).length);
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player.chooseTarget(get.prompt('reyanyu'),'令一名男性角色摸'+get.cnNumber(event.num)+'张牌',function(card,player,target){
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return target.hasSex('male')&&target!=player;
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}).set('ai',function(target){
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return get.attitude(_status.event.player,target);
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});
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'step 1'
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if(result.bool){
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player.logSkill('reyanyu',result.targets);
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result.targets[0].draw(event.num);
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||||
}
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||||
}
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},
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//沮授
|
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xinjianying:{
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||||
audio:'jianying',
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audioname:['xin_jushou'],
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subfrequent:['draw'],
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group:['xinjianying_draw'],
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enable:'phaseUse',
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usable:1,
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filter:function(event,player){
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if(!player.countCards('he')) return false;
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for(var i of lib.inpile){
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if(i!='du'&&get.type(i,false)=='basic'){
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if(event.filterCard({name:i},player,event)) return true;
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if(i=='sha'){
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||||
for(var j of lib.inpile_nature){
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||||
if(event.filterCard({name:i,nature:j},player,event)) return true;
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||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
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||||
},
|
||||
onChooseToUse:function(event){
|
||||
if(event.type=='phase'&&!game.online){
|
||||
var last=event.player.getLastUsed();
|
||||
if(last&&last.getParent('phaseUse')==event.getParent()){
|
||||
var suit=get.suit(last.card,false);
|
||||
if(suit!='none') event.set('xinjianying_suit',suit);
|
||||
}
|
||||
}
|
||||
},
|
||||
chooseButton:{
|
||||
dialog:function(event,player){
|
||||
var list=[];
|
||||
var suit=event.xinjianying_suit||'',str=get.translation(suit);
|
||||
for(var i of lib.inpile){
|
||||
if(i!='du'&&get.type(i,false)=='basic'){
|
||||
if(event.filterCard({name:i},player,event)) list.push(['基本',str,i]);
|
||||
if(i=='sha'){
|
||||
for(var j of lib.inpile_nature){
|
||||
if(event.filterCard({name:i,nature:j},player,event)) list.push(['基本',str,i,j]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return ui.create.dialog('渐营',[list,'vcard']);
|
||||
},
|
||||
check:function(button){
|
||||
if(button.link[2]=='jiu') return 0;
|
||||
return _status.event.player.getUseValue({name:button.link[2],nature:button.link[3]});
|
||||
},
|
||||
backup:function(links,player){
|
||||
var next={
|
||||
audio:'jianying',
|
||||
audioname:['xin_jushou'],
|
||||
filterCard:true,
|
||||
popname:true,
|
||||
position:'he',
|
||||
viewAs:{
|
||||
name:links[0][2],
|
||||
nature:links[0][3],
|
||||
},
|
||||
ai1:function(card){
|
||||
return 7-_status.event.player.getUseValue(card,null,true);
|
||||
},
|
||||
precontent:function(){
|
||||
event.getParent().addCount=false;
|
||||
var evtx=event.getParent(2);
|
||||
if(player.hasHistory('useCard',function(evt){
|
||||
return evt.skill=='xinjianying_backup'&&evt.getParent(2)==evtx;
|
||||
})){
|
||||
alert('检测到您安装了十周年UI等具有出牌特效的扩展。该扩展会导致【渐营】出现无视次数限制发动的bug。为避免无限循环,即将重启游戏。请卸载相关扩展以解决此问题。');
|
||||
game.reload();
|
||||
}
|
||||
},
|
||||
};
|
||||
if(_status.event.xinjianying_suit) next.viewAs.suit=_status.event.xinjianying_suit;
|
||||
return next;
|
||||
},
|
||||
prompt:function(links){
|
||||
return '将一张牌当做'+(get.translation(links[0][3])||'')+get.translation(links[0][2])+(_status.event.xinjianying_suit?('('+get.translation(_status.event.xinjianying_suit)+')'):'')+'使用';
|
||||
},
|
||||
},
|
||||
ai:{
|
||||
order:function(item,player){
|
||||
if(_status.event.xinjianying_suit) return 16;
|
||||
return 3;
|
||||
},
|
||||
result:{player:1},
|
||||
},
|
||||
subSkill:{
|
||||
draw:{inherit:'jianying'},
|
||||
},
|
||||
},
|
||||
//虞翻
|
||||
xinzongxuan:{
|
||||
audio:2,
|
||||
|
@ -331,7 +520,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
var list=game.filterPlayer(function(target){
|
||||
return target!=player&&target.hasZhuSkill('xinhuangtian',player);
|
||||
});
|
||||
var str='将一张【闪】或【闪电】交给'+get.translation(list);
|
||||
var str='将一张【闪】或黑桃手牌交给'+get.translation(list);
|
||||
if(list.length>1) str+='中的一人';
|
||||
return str;
|
||||
},
|
||||
|
@ -5521,15 +5710,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
forced:true,
|
||||
filter:function(event,player){
|
||||
if(!player.hasZhuSkill('olruoyu')) return false;
|
||||
if(player.storage.olruoyu) return false;
|
||||
return player.isMinHp();
|
||||
},
|
||||
content:function(){
|
||||
'step 0'
|
||||
player.storage.olruoyu=true;
|
||||
player.awakenSkill('olruoyu');
|
||||
player.gainMaxHp();
|
||||
'step 1'
|
||||
player.recover();
|
||||
if(player.hp<3) player.recover(3-player.hp);
|
||||
game.log(player,'获得了技能','#g【思蜀】','和','#g【激将】');
|
||||
player.addSkill('sishu');
|
||||
if(player.hasSkill('olruoyu')){
|
||||
|
@ -5544,7 +5732,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
else{
|
||||
event.trigger('zhuUpdate');
|
||||
}
|
||||
player.awakenSkill('olruoyu');
|
||||
}
|
||||
},
|
||||
olfangquan:{
|
||||
|
@ -10172,7 +10359,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
olfangquan:'放权',
|
||||
olfangquan_info:'出牌阶段开始前,你可以跳过此阶段。若如此做,弃牌阶段开始时,你可以弃置一张手牌,令一名其他角色进行一个额外回合。',
|
||||
olruoyu:'若愚',
|
||||
olruoyu_info:'主公技,觉醒技,准备阶段,若你的体力值为全场最少,则你加1点体力上限并回复1点体力,然后获得技能〖思蜀〗和〖激将〗。',
|
||||
olruoyu_info:'主公技,觉醒技,准备阶段,若你的体力值为全场最少,则你加1点体力上限,将体力回复至3点,然后获得技能〖思蜀〗和〖激将〗。',
|
||||
sishu:'思蜀',
|
||||
sishu_info:'出牌阶段开始时,你可以选择一名角色。该角色本局游戏内【乐不思蜀】的判定效果反转。',
|
||||
olluanji:'乱击',
|
||||
|
@ -10647,6 +10834,15 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
xinzongxuan_info:'当你的牌因弃置而进入弃牌堆后,你可将其中的任意张牌置于牌堆顶。若剩余的牌中有锦囊牌,则你可以令一名其他角色获得其中的一张。',
|
||||
xinzhiyan:'直言',
|
||||
xinzhiyan_info:'结束阶段开始时,你可令一名角色摸一张牌(正面朝上移动)。若此牌为基本牌,则你摸一张牌。若此牌为装备牌,则其回复1点体力并使用此装备牌。',
|
||||
xin_jushou:'界沮授',
|
||||
xinjianying:'渐营',
|
||||
xinjianying_info:'锁定技。①当你于出牌阶段内使用与此阶段你使用的上一张牌点数或花色相同的牌时,你可以摸一张牌。②出牌阶段限一次,你可以将一张牌当做任意基本牌使用(不计入次数限制)。若你于此阶段内使用的上一张牌有花色,则此牌的花色视为上一张牌的花色。',
|
||||
re_xiahoushi:'界夏侯氏',
|
||||
reqiaoshi:'樵拾',
|
||||
reqiaoshi_info:'其他角色的结束阶段开始时,若你的手牌数与其相等,则你可以与其各摸一张牌。若这两张牌花色相同,则你可以重复此步骤。',
|
||||
reyanyu:'燕语',
|
||||
reyanyu2:'燕语',
|
||||
reyanyu_info:'①出牌阶段,你可以重铸【杀】。②出牌阶段结束时,你可以令一名男性角色摸X张牌(X为你本阶段内发动过〖燕语①〗的次数且至多为3)。',
|
||||
|
||||
refresh_standard:'界限突破·标',
|
||||
refresh_feng:'界限突破·风',
|
||||
|
|
172
character/sp.js
|
@ -17,7 +17,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
sp_wanglang:['wanglang'],
|
||||
sp_tongque:["sp_fuwan","sp_fuhuanghou","sp_jiben"],
|
||||
sp_zhongdan:["cuiyan","huangfusong"],
|
||||
sp_guozhan2:["mateng","tianfeng","sp_dongzhuo","jiangfei","liqueguosi","lvfan","cuimao","jiling","zhangren","zongyu"],
|
||||
sp_guozhan2:["mateng","tianfeng","sp_dongzhuo","liqueguosi","lvfan","cuimao","jiling","zhangren","zongyu"],
|
||||
//sp_single:["niujin"],
|
||||
sp_others:["hanba","caiyang"],
|
||||
},
|
||||
|
@ -132,7 +132,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
tianfeng:['male','qun',3,['sijian','suishi']],
|
||||
yuejin:['male','wei',4,['xiaoguo']],
|
||||
sp_dongzhuo:['male','qun',5,['hengzheng']],
|
||||
jiangfei:['male','shu',3,['reshengxi','shoucheng']],
|
||||
//jiangfei:['male','shu',3,['reshengxi','shoucheng']],
|
||||
//jiangqing:['male','wu',4,['shangyi','zniaoxiang']],
|
||||
hetaihou:['female','qun',3,['zhendu','qiluan']],
|
||||
//kongrong:['male','qun',3,['lirang','mingshi']],
|
||||
|
@ -405,7 +405,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
},
|
||||
zhuangshu_basic:{
|
||||
//fullskin:true,
|
||||
fullskin:true,
|
||||
vanish:true,
|
||||
derivation:'fengfangnv',
|
||||
type:'equip',
|
||||
|
@ -424,7 +424,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
loseDelay:false,
|
||||
},
|
||||
zhuangshu_trick:{
|
||||
//fullskin:true,
|
||||
fullskin:true,
|
||||
vanish:true,
|
||||
derivation:'fengfangnv',
|
||||
type:'equip',
|
||||
|
@ -443,7 +443,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
loseDelay:false,
|
||||
},
|
||||
zhuangshu_equip:{
|
||||
//fullskin:true,
|
||||
fullskin:true,
|
||||
vanish:true,
|
||||
derivation:'fengfangnv',
|
||||
type:'equip',
|
||||
|
@ -569,15 +569,30 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
},
|
||||
intro:{content:'已声明【$】'},
|
||||
group:'olxianlve_use',
|
||||
group:['olxianlve_use','olxianlve_count'],
|
||||
subSkill:{
|
||||
count:{
|
||||
trigger:{global:'useCard1'},
|
||||
silent:true,
|
||||
forced:true,
|
||||
popup:false,
|
||||
firstDo:true,
|
||||
filter:function(event,player){
|
||||
return event.player!=player&&event.card.name==player.storage.olxianlve;
|
||||
},
|
||||
content:function(){
|
||||
if(!trigger.olxianlve_map) trigger.olxianlve_map={};
|
||||
trigger.olxianlve_map[player.playerid]=true;
|
||||
},
|
||||
},
|
||||
use:{
|
||||
audio:'olxianlve',
|
||||
trigger:{global:'useCardAfter'},
|
||||
forced:true,
|
||||
locked:false,
|
||||
usable:1,
|
||||
filter:function(event,player){
|
||||
return event.player!=player&&event.card.name==player.storage.olxianlve;
|
||||
return event.player!=player&&event.olxianlve_map&&event.olxianlve_map[player.playerid]&&event.card.name==player.storage.olxianlve;
|
||||
},
|
||||
content:function(){
|
||||
'step 0'
|
||||
|
@ -757,7 +772,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
content:function(){
|
||||
'step 0'
|
||||
player.chooseToDiscard('he',get.prompt2('zhuangshu',trigger.player),function(card){
|
||||
player.chooseToDiscard('he',get.prompt('zhuangshu',trigger.player),'弃置一张牌,并根据此牌的类型,按如下关系将一张宝物牌置入该角色的装备区:{<基本牌,【琼梳】>,<锦囊牌,【犀梳】>,<装备牌,【金梳】>}。',function(card){
|
||||
var type=get.type2(card);
|
||||
return type=='basic'||type=='trick'||type=='equip';
|
||||
}).set('ai',function(card){
|
||||
|
@ -790,6 +805,32 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
}
|
||||
},
|
||||
group:'zhuangshu_gameStart',
|
||||
subSkill:{
|
||||
gameStart:{
|
||||
trigger:{global:'phaseBefore'},
|
||||
direct:true,
|
||||
filter:function(event,player){
|
||||
return game.phaseNumber==0;
|
||||
},
|
||||
content:function(){
|
||||
'step 0'
|
||||
player.chooseButton([get.prompt('zhuangshu'),[['zhuangshu_basic','zhuangshu_trick','zhuangshu_equip'],'vcard']]).set('filterButton',function(button){
|
||||
return !game.hasPlayer(function(current){
|
||||
return current.getEquip(button.link[2]);
|
||||
})
|
||||
});
|
||||
'step 1'
|
||||
if(result.bool){
|
||||
player.logSkill('zhuangshu');
|
||||
var name=result.links[0][2],card=game.createCard(name,lib.card[name].suit,12);
|
||||
player.$gain2(card,false);
|
||||
game.delayx();
|
||||
player.equip(card);
|
||||
}
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
chuiti:{
|
||||
audio:2,
|
||||
|
@ -825,7 +866,26 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
zhuangshu_basic:{
|
||||
equipSkill:true,
|
||||
usable:1,
|
||||
trigger:{player:'damageBegin2'},
|
||||
direct:true,
|
||||
filter:function(event,player){
|
||||
var equip=player.getEquip('zhuangshu_basic');
|
||||
return event.num<=player.countCards('he',function(card){
|
||||
return card!=equip;
|
||||
})
|
||||
},
|
||||
content:function(){
|
||||
'step 0'
|
||||
player.chooseToDiscard('he',trigger.num,get.prompt('zhuangshu_basic'),'弃置'+get.cnNumber(trigger.num)+'张牌并防止伤害',function(card,player){
|
||||
return card!=player.getEquip('zhuangshu_basic');
|
||||
}).set('ai',function(card){
|
||||
var player=_status.event.player;
|
||||
return 4+player.getUseValue(card)-get.value(card,player);
|
||||
});
|
||||
'step 1'
|
||||
if(result.bool) trigger.cancel();
|
||||
},
|
||||
/*usable:1,
|
||||
trigger:{player:'useCard2'},
|
||||
direct:true,
|
||||
filter:function(event,player){
|
||||
|
@ -863,7 +923,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
player.logSkill('zhuangshu_basic',targets);
|
||||
trigger.targets.addArray(targets);
|
||||
trigger.directHit.addArray(targets);
|
||||
},
|
||||
},*/
|
||||
},
|
||||
zhuangshu_trick:{
|
||||
trigger:{player:['phaseJudgeBefore']},
|
||||
|
@ -4624,12 +4684,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
'step 2'
|
||||
target.storage.xiongsuan_restore=result.control;
|
||||
target.addTempSkill('xiongsuan_restore','phaseZhunbeiBegin');
|
||||
target.addTempSkill('xiongsuan_restore');
|
||||
},
|
||||
subSkill:{
|
||||
restore:{
|
||||
trigger:{global:'phaseAfter'},
|
||||
silent:true,
|
||||
charlotte:true,
|
||||
content:function(){
|
||||
player.restoreSkill(player.storage.xiongsuan_restore);
|
||||
}
|
||||
|
@ -4665,92 +4726,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
diancai:{
|
||||
audio:2,
|
||||
trigger:{global:'phaseUseEnd'},
|
||||
filter:function(event,player){
|
||||
if(_status.currentPhase==player) return false;
|
||||
var num=0;
|
||||
player.getHistory('lose',function(evt){
|
||||
if(evt.cards2&&evt.getParent('phaseUse')==event) num+=evt.cards2.length;
|
||||
});
|
||||
return num>=player.hp;
|
||||
},
|
||||
content:function(){
|
||||
'step 0'
|
||||
var num=player.maxHp-player.countCards('h');
|
||||
if(num>0){
|
||||
player.draw(num);
|
||||
}
|
||||
},
|
||||
},
|
||||
diaodu:{
|
||||
audio:2,
|
||||
group:"diaodu_use",
|
||||
subfrequent:['use'],
|
||||
subSkill:{
|
||||
use:{
|
||||
trigger:{
|
||||
player:"useCard",
|
||||
},
|
||||
audio:"diaodu",
|
||||
frequent:true,
|
||||
prompt:'是否发动【调度】摸一张牌?',
|
||||
filter:function (event,player){
|
||||
return get.type(event.card)=='equip'
|
||||
},
|
||||
content:function (){
|
||||
player.draw('nodelay');
|
||||
},
|
||||
ai:{
|
||||
reverseEquip:true,
|
||||
effect:{
|
||||
target:function (card,player,target,current){
|
||||
if(player==target&&get.type(card)=='equip') return [1,3];
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
trigger:{
|
||||
player:"phaseUseBegin",
|
||||
},
|
||||
filter:function (event,player){
|
||||
return game.hasPlayer(function(current){
|
||||
return current!=player&¤t.countGainableCards(player,'e')>0;
|
||||
});
|
||||
},
|
||||
direct:true,
|
||||
content:function (){
|
||||
'step 0'
|
||||
player.chooseTarget(get.prompt2('diaodu'),function(card,player,current){
|
||||
return current!=player&¤t.countGainableCards(player,'e')>0;
|
||||
}).ai=function(target){
|
||||
var num=get.attitude(_status.event.player,target);
|
||||
if(target.isDamaged()&&target.getEquip('baiyin')&&num>0) return 2*num
|
||||
return -num;
|
||||
};
|
||||
'step 1'
|
||||
if(result.bool){
|
||||
event.target1=result.targets[0];
|
||||
player.logSkill('diaodu',event.target1);
|
||||
player.line(event.target1,'diaodu');
|
||||
player.gainPlayerCard(event.target1,'e',true);
|
||||
}
|
||||
else event.finish();
|
||||
'step 2'
|
||||
if(result.bool){
|
||||
event.card=result.cards[0];
|
||||
player.chooseTarget('是否将'+get.translation(event.card)+'交给一名其他角色?',function(card,player,current){
|
||||
return current!=player&¤t!=event.target1;
|
||||
});
|
||||
}
|
||||
else event.finish();
|
||||
'step 3'
|
||||
if(result.bool){
|
||||
var target=result.targets[0];
|
||||
player.line(target,'green');
|
||||
target.gain(card,player,'give');
|
||||
}
|
||||
},
|
||||
},
|
||||
zhengbi:{
|
||||
audio:2,
|
||||
|
@ -16629,12 +16607,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
oldingcuo_info:'每回合限一次。当你受到或造成伤害后,你可摸两张牌。若这两张牌颜色不同,则你弃置一张手牌。',
|
||||
fengfangnv:'冯方女',
|
||||
zhuangshu:'妆梳',
|
||||
zhuangshu_info:'一名角色的回合开始时,若其宝物区为空,则你可以弃置一张牌,并根据此牌的类型,按如下关系将一张宝物牌置入该角色的装备区:{<基本牌,【琼梳】>,<锦囊牌,【犀梳】>,<装备牌,【金梳】>}。',
|
||||
zhuangshu_info:'①游戏开始时,你可将{【琼梳】,【犀梳】,【金梳】}中的一张牌置于装备区。②一名角色的回合开始时,若其宝物区为空,则你可以弃置一张牌,并根据此牌的类型,按如下关系将一张宝物牌置入该角色的装备区:{<基本牌,【琼梳】>,<锦囊牌,【犀梳】>,<装备牌,【金梳】>}。',
|
||||
chuiti:'垂涕',
|
||||
chuiti_info:'每回合限一次。当你或拥有〖妆梳〗牌角色的牌因弃置而进入弃牌堆后,你可使用其中的一张牌。',
|
||||
zhuangshu_basic:'琼梳',
|
||||
zhuangshu_basic_bg:'琼',
|
||||
zhuangshu_basic_info:'每回合限一次。当你使用【杀】或普通锦囊牌选择唯一目标后,你可为此牌增加一名体力值/手牌数相同的额外目标(无距离限制),且该目标不可响应此牌。当此牌不因交换装备或移动至其他装备区而离开你的装备区后,销毁之。',
|
||||
zhuangshu_basic_info:'当你受到伤害时,你可以弃置X张牌并防止此伤害(X为伤害值)。当此牌不因交换装备或移动至其他装备区而离开你的装备区后,销毁之。',
|
||||
zhuangshu_trick:'犀梳',
|
||||
zhuangshu_trick_bg:'犀',
|
||||
zhuangshu_trick_info:'判定阶段开始前,你可选择:①跳过此阶段。②跳过本回合的弃牌阶段。当此牌不因交换装备或移动至其他装备区而离开你的装备区后,销毁之。',
|
||||
|
@ -16643,7 +16621,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
zhuangshu_equip_info:'锁定技。出牌阶段结束时,你将手牌摸至手牌上限(至多摸五张)。当此牌不因交换装备或移动至其他装备区而离开你的装备区后,销毁之。',
|
||||
ol_dongzhao:'董昭',
|
||||
olxianlve:'先略',
|
||||
olxianlve_info:'①主公的回合开始时,你可声明并记录一个锦囊牌的名称并移除先前的记录。②其他角色使用〖先略〗记录过的锦囊牌后,你可摸两张牌并可以分配给任意其他角色,然后你可声明并记录一个锦囊牌的名称并移除先前的记录。',
|
||||
olxianlve_info:'①主公的回合开始时,你可声明并记录一个锦囊牌的名称并移除先前的记录。②每回合限一次,其他角色使用〖先略〗记录过的锦囊牌后,你可摸两张牌并可以分配给任意其他角色,然后你可声明并记录一个锦囊牌的名称并移除先前的记录。',
|
||||
olzaowang:'造王',
|
||||
olzaowang2:'造王',
|
||||
olzaowang_info:'限定技。出牌阶段,你可以令一名角色加1点体力上限,回复1点体力并摸三张牌,且获得如下效果:主公死亡时,若其身份为忠臣,则其和主公交换身份牌;其死亡时,若其身份为反贼且伤害来源的身份为主公或忠臣,则以主忠胜利结束本局游戏。',
|
||||
|
|
157
character/sp2.js
|
@ -4,6 +4,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
name:'sp2',
|
||||
connect:true,
|
||||
character:{
|
||||
re_chendeng:['male','qun',3,['refuyuan','reyingshui','rewangzu']],
|
||||
caojinyu:['female','wei',3,['yuqi','shanshen','xianjing']],
|
||||
hanmeng:['male','qun',4,['jieliang','quanjiu']],
|
||||
xinping:['male','qun',3,['fuyuan','zhongjie','yongdi']],
|
||||
|
@ -123,6 +124,98 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
},
|
||||
skill:{
|
||||
//陈登
|
||||
refuyuan:{
|
||||
audio:2,
|
||||
trigger:{global:'useCardToTargeted'},
|
||||
logTarget:'target',
|
||||
filter:function(event,player){
|
||||
return event.card.name=='sha'&&event.target.isIn()&&!game.hasPlayer2(function(current){
|
||||
return current.hasHistory('useCard',function(evt){
|
||||
return evt.card!=event.card&&get.color(evt.card,false)=='red'&&evt.targets&&evt.targets.contains(event.target);
|
||||
});
|
||||
});
|
||||
},
|
||||
check:function(event,player){
|
||||
return get.attitude(player,event.target)>0;
|
||||
},
|
||||
content:function(){
|
||||
trigger.target.draw();
|
||||
},
|
||||
},
|
||||
reyingshui:{
|
||||
audio:2,
|
||||
enable:'phaseUse',
|
||||
usable:1,
|
||||
filter:function(event,player){
|
||||
return player.countCards('he')>0&&game.hasPlayer((current)=>player.inRange(current));
|
||||
},
|
||||
position:'he',
|
||||
filterCard:true,
|
||||
filterTarget:function(card,player,target){
|
||||
return player.inRange(target);
|
||||
},
|
||||
discard:false,
|
||||
lose:false,
|
||||
delay:false,
|
||||
check:function(card){
|
||||
if(get.type(card)=='equip') return 3-get.value(card);
|
||||
return 6.5-get.value(card);
|
||||
},
|
||||
content:function(){
|
||||
'step 0'
|
||||
target.gain(cards,player,'giveAuto');
|
||||
'step 1'
|
||||
var next=target.chooseCard('he',2,'交给'+get.translation(player)+'两张装备牌,否则受到1点伤害',{type:'equip'});
|
||||
if(get.damageEffect(target,player,target)>=0) next.set('ai',()=>-1);
|
||||
else next.set('ai',(card)=>6-get.value(card));
|
||||
'step 2'
|
||||
if(result.bool) player.gain(result.cards,target,'giveAuto');
|
||||
else target.damage('nocard');
|
||||
},
|
||||
ai:{
|
||||
order:5,
|
||||
tag:{
|
||||
damage:0.5,
|
||||
},
|
||||
result:{
|
||||
target:-1.5,
|
||||
},
|
||||
},
|
||||
},
|
||||
rewangzu:{
|
||||
audio:2,
|
||||
trigger:{player:'damageBegin1'},
|
||||
direct:true,
|
||||
filter:function(event,player){
|
||||
return player.hasCard((card)=>lib.filter.cardDiscardable(card,player,'rewangzu'),'he');
|
||||
},
|
||||
usable:1,
|
||||
content:function(){
|
||||
'step 0'
|
||||
var num=player.getFriends().length;
|
||||
if(!game.hasPlayer(function(current){
|
||||
return current!=player&¤t.getFriends().length>num;
|
||||
})){
|
||||
player.chooseToDiscard('he',get.prompt('rewangzu'),'弃置一张牌并令伤害-1').set('ai',function(card){
|
||||
return 7-get.value(card);
|
||||
}).logSkill='rewangzu';
|
||||
}
|
||||
else{
|
||||
player.chooseBool(get.prompt('rewangzu'),'随机弃置一张牌并令伤害-1');
|
||||
}
|
||||
'step 1'
|
||||
if(result.bool){
|
||||
trigger.num--;
|
||||
if(!result.cards||!result.cards.length){
|
||||
player.logSkill('rewangzu');
|
||||
var cards=player.getCards('he',(card)=>lib.filter.cardDiscardable(card,player,'rewangzu'));
|
||||
if(cards.length) player.discard(cards.randomGet());
|
||||
}
|
||||
}
|
||||
else player.storage.counttrigger.rewangzu--;
|
||||
},
|
||||
},
|
||||
//曹金玉
|
||||
yuqi:{
|
||||
audio:2,
|
||||
|
@ -2754,7 +2847,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
trigger:{source:'damageSource'},
|
||||
logTarget:'player',
|
||||
filter:function(event,player){
|
||||
return event.player.countCards('h')>0&&player.isPhaseUsing();
|
||||
return event.player.isDamaged()&&event.player.countCards('h')>0&&player.isPhaseUsing();
|
||||
},
|
||||
check:function(event,player){
|
||||
if(player.hp==1&&player.isHealthy()) return false;
|
||||
|
@ -2762,19 +2855,24 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
content:function(){
|
||||
'step 0'
|
||||
player.choosePlayerCard(trigger.player,'h',true);
|
||||
player.choosePlayerCard(trigger.player,'h',true,trigger.player.getDamagedHp());
|
||||
'step 1'
|
||||
var card=result.cards[0];
|
||||
event.card=card;
|
||||
var card=result.cards;
|
||||
event.cards=card;
|
||||
player.showCards(card,get.translation(player)+'发动了【宼略】');
|
||||
'step 2'
|
||||
var target=trigger.player,type=get.type2(card,target);
|
||||
if((type=='basic'||type=='trick')&&get.tag(card,'damage')>0) player.gain(card,target,'give');
|
||||
'step 3'
|
||||
if(get.color(card,trigger.player)=='red'){
|
||||
player[player.isDamaged()?'loseMaxHp':'loseHp']();
|
||||
player.draw(2);
|
||||
var gains=[],red=false;
|
||||
var target=trigger.player;
|
||||
for(var card of cards){
|
||||
var type=get.type2(card,target);
|
||||
if((type=='basic'||type=='trick')&&get.tag(card,'damage')>0) gains.push(card);
|
||||
if(!red&&get.color(card,target)=='red') red=true;
|
||||
}
|
||||
if(gains.length) player.gain(gains,'gain2');
|
||||
if(!red) event.finish();
|
||||
'step 3'
|
||||
player[player.isDamaged()?'loseMaxHp':'loseHp']();
|
||||
player.draw(2);
|
||||
},
|
||||
},
|
||||
qljsuiren:{
|
||||
|
@ -3106,16 +3204,16 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
enable:'phaseUse',
|
||||
usable:1,
|
||||
filter:function(event,player){
|
||||
return player.hp>0&&player.countCards('h')>0;
|
||||
return player.maxHp>0&&player.countCards('h')>0;
|
||||
},
|
||||
filterCard:true,
|
||||
position:'h',
|
||||
filterTarget:lib.filter.notMe,
|
||||
selectTarget:function(){
|
||||
return [1,_status.event.player.hp];
|
||||
return [1,_status.event.player.maxHp];
|
||||
},
|
||||
check:function(card){
|
||||
return 2*(_status.event.player.hp+2)-get.value(card);
|
||||
return 2*(_status.event.player.maxHp+2)-get.value(card);
|
||||
},
|
||||
content:function(){
|
||||
'step 0'
|
||||
|
@ -3488,9 +3586,16 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
else event.finish();
|
||||
'step 2'
|
||||
if(result.bool&&result.cards&&result.cards.length){
|
||||
target.$give(result.cards[0],player);
|
||||
var card=result.cards[0];
|
||||
target.$give(card,player);
|
||||
game.delayx();
|
||||
player.addJudge(result.cards[0]);
|
||||
var name=card.viewAs||card.name;
|
||||
if(card.name!=name){
|
||||
player.addJudge(name,card);
|
||||
}
|
||||
else{
|
||||
player.addJudge(card);
|
||||
}
|
||||
}
|
||||
},
|
||||
},
|
||||
|
@ -11154,21 +11259,22 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
player.line(target,'green');
|
||||
game.log(target,'成为了','【点虎】','的目标');
|
||||
target.storage.xinfu_dianhu2=player;
|
||||
target.addSkill('xinfu_dianhu2');
|
||||
target.addTempSkill('xinfu_dianhu2',{player:'die'});
|
||||
}
|
||||
},
|
||||
},
|
||||
"xinfu_dianhu2":{
|
||||
xinfu_dianhu2:{
|
||||
mark:"character",
|
||||
intro:{
|
||||
content:"当你受到来自$的伤害或回复体力后,$摸一张牌",
|
||||
},
|
||||
nopop:true,
|
||||
trigger:{
|
||||
player:["damageAfter","recoverAfter"],
|
||||
player:["damageEnd","recoverEnd"],
|
||||
},
|
||||
forced:true,
|
||||
popup:false,
|
||||
charlotte:true,
|
||||
filter:function(event,player){
|
||||
if(player.storage.xinfu_dianhu2&&player.storage.xinfu_dianhu2.isIn()){
|
||||
if(event.name=='damage') return event.source==player.storage.xinfu_dianhu2;
|
||||
|
@ -11556,7 +11662,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
fanchou:['fanchou','ns_fanchou'],
|
||||
zhangji:['zhangji','ns_zhangji'],
|
||||
zhangchangpu:['zhangchangpu','sp_zhangchangpu','ol_zhangchangpu'],
|
||||
huangfusong:['huangfusong','old_huangfusong'],
|
||||
huangfusong:['huangfusong','sp_huangfusong','old_huangfusong'],
|
||||
wenyang:['wenyang','db_wenyang','diy_wenyang'],
|
||||
dingyuan:['ol_dingyuan','dingyuan'],
|
||||
quyi:['quyi','re_quyi'],
|
||||
|
@ -11573,6 +11679,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
panshu:['panshu','re_panshu'],
|
||||
nanhualaoxian:['re_nanhualaoxian','nanhualaoxian'],
|
||||
kanze:['re_kanze','kanze'],
|
||||
yangwan:['yangwan','sp_yangwan'],
|
||||
chendeng:['re_chendeng','chendeng'],
|
||||
},
|
||||
translate:{
|
||||
lijue:"李傕",
|
||||
|
@ -12033,7 +12141,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
zhuihuan_info:'结束阶段开始时,你可以选择一名角色(对其他角色不可见)。记录所有对该角色造成过伤害的角色。该角色的下个准备阶段开始时停止记录,且所有记录过的角色:若体力值大于该角色,则受到其造成的2点伤害;若体力值小于等于该角色,则随机弃置两张手牌。',
|
||||
re_dongcheng:'董承',
|
||||
xuezhao:'血诏',
|
||||
xuezhao_info:'出牌阶段限一次,你可弃置一张手牌并选择至多X名其他角色(X为你的体力值)。这些角色依次选择是否交给你一张牌,若选择是,该角色摸一张牌且你本回合可多使用一张【杀】;若选择否,该角色本回合无法响应你使用的牌。',
|
||||
xuezhao_info:'出牌阶段限一次,你可弃置一张手牌并选择至多X名其他角色(X为你的体力上限)。这些角色依次选择是否交给你一张牌,若选择是,该角色摸一张牌且你本回合可多使用一张【杀】;若选择否,该角色本回合无法响应你使用的牌。',
|
||||
re_hucheer:'胡车儿',
|
||||
redaoji:'盗戟',
|
||||
redaoji2:'盗戟',
|
||||
|
@ -12047,7 +12155,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
qingtan_info:'出牌阶段限一次,你可令所有有手牌的角色同时选择一张手牌并同时展示。你可以获得其中一种花色的牌,然后展示此花色牌的角色各摸一张牌。若如此做,弃置其他的牌。',
|
||||
qiuliju:'丘力居',
|
||||
koulve:'寇略',
|
||||
koulve_info:'当你于出牌阶段内对其他角色造成伤害后,你可以展示其一张手牌。若此牌:为带有伤害标签的基本牌或锦囊牌,则你获得之;为红色牌,你失去1点体力(若已受伤则改为减1点体力上限),然后摸两张牌。',
|
||||
koulve_info:'当你于出牌阶段内对其他角色造成伤害后,你可以展示其X张手牌(X为其已损失的早)。若这些牌中:有带有伤害标签的基本牌或锦囊牌,则你获得之;有红色牌,则你失去1点体力(若已受伤则改为减1点体力上限),然后摸两张牌。',
|
||||
qljsuiren:'随认',
|
||||
qljsuiren_info:'当你死亡时,你可以将手牌中所有的带有伤害标签的基本牌或锦囊牌交给一名其他角色。',
|
||||
re_dongbai:'董白',
|
||||
|
@ -12183,6 +12291,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
shanshen_info:'当有角色死亡时,你可令你的〖隅泣〗中的一个具有颜色的数字+2。然后若你未对该角色造成过伤害,则你回复1点体力。',
|
||||
xianjing:'娴静',
|
||||
xianjing_info:'准备阶段,你可令你的〖隅泣〗中的一个具有颜色的数字+1。若你的体力值等于体力上限,则你可以重复一次此流程。',
|
||||
re_chendeng:'陈登',
|
||||
refuyuan:'扶援',
|
||||
refuyuan_info:'一名角色成为【杀】的目标后,若其本回合内没有成为过其他红色牌的目标,则你可以令其摸一张牌。',
|
||||
reyingshui:'营说',
|
||||
reyingshui_info:'出牌阶段限一次,你可将一张牌交给攻击范围内的一名其他角色,然后其选择一项:①交给你至少两张装备牌。②受到1点伤害。',
|
||||
rewangzu:'望族',
|
||||
rewangzu_info:'每回合限一次。当你受到其他角色造成的伤害时,你可随机弃置一张牌,令此伤害-1。若你所在阵营的存活角色数是全场最多的,则你可以自行选择弃置的牌。',
|
||||
|
||||
sp_whlw:"文和乱武",
|
||||
sp_zlzy:"逐鹿中原",
|
||||
|
|
|
@ -196,7 +196,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
case 'equip2':
|
||||
target.draw();
|
||||
break;
|
||||
case 'equip3':
|
||||
case 'equip3': case 'equip4': case 'equip6':
|
||||
target.recover();
|
||||
break;
|
||||
}
|
||||
|
@ -384,7 +384,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
var target=targets[0],evt=event.getParent();
|
||||
evt._target=target;
|
||||
var list=game.filterPlayer(function(current){
|
||||
return current!=player&¤t!=target&¤t.hp<=target.hp;
|
||||
return current!=player&¤t!=target&¤t.hp<=player.hp;
|
||||
});
|
||||
if(!list.length){
|
||||
player.loseHp();
|
||||
|
@ -400,7 +400,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
target.chooseCard('he','是否交给'+get.translation(player)+'一张牌?').set('ai',function(card){
|
||||
if(_status.event.goon) return 7-get.value(card);
|
||||
return 0;
|
||||
}).set('goon',get.attitude(target,player)>0||Math.random()<num/(1+targets.length));
|
||||
}).set('goon',get.attitude(target,player)>0);
|
||||
'step 1'
|
||||
if(result.bool){
|
||||
player.gain(result.cards,target,'giveAuto');
|
||||
|
@ -424,11 +424,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
var target=event.getParent()._target;
|
||||
event.target=target;
|
||||
event.num=num;
|
||||
var bool1=target.canUse('sha',player,false),bool2=target.canUse('juedou',player,false);
|
||||
if(bool1&&bool2) target.chooseControl('sha','juedou').set('prompt','谋诛:视为对'+get.translation(player)+'使用一张…').set('prompt2','(伤害值基数:'+num+')').set('ai',function(){
|
||||
var player=_status.event.player,target=_status.event.getParent().player;
|
||||
if(!target.hasShan()&&get.effect(target,{name:'sha'},player,player)>0) return 'sha';
|
||||
if(get.effect(target,{name:'juedou'},player,player)>0) return 'juedou';
|
||||
var bool1=player.canUse('sha',target,false),bool2=player.canUse('juedou',target,false);
|
||||
if(bool1&&bool2) target.chooseControl('sha','juedou').set('prompt','谋诛:视为被'+get.translation(player)+'使用一张…').set('prompt2','(伤害值基数:'+num+')').set('ai',function(){
|
||||
var target=_status.event.player,player=_status.event.getParent().player;
|
||||
if(target.hasShan()||get.effect(target,{name:'sha'},player,target)>0) return 'sha';
|
||||
if(get.effect(target,{name:'juedou'},player,target)>0) return 'juedou';
|
||||
return 'sha';
|
||||
});
|
||||
else if(bool1) event._result={control:'sha'};
|
||||
|
@ -436,10 +436,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
else event.finish();
|
||||
}
|
||||
'step 1'
|
||||
if(result.control&&lib.card[result.control]) target.useCard({
|
||||
if(result.control&&lib.card[result.control]) player.useCard({
|
||||
name:result.control,
|
||||
isCard:true,
|
||||
},false,player).baseDamage=num;
|
||||
},false,target).baseDamage=num;
|
||||
},
|
||||
},
|
||||
twyanhuo:{
|
||||
|
@ -2148,7 +2148,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
twdaoji_info:'出牌阶段限一次,你可以弃置一张非基本牌并选择一名攻击范围内的角色,获得其一张牌。若你以此法获得的牌为:基本牌,你摸一张牌;装备牌,你使用此牌并对其造成1点伤害。',
|
||||
tw_hejin:'TW何进',
|
||||
twmouzhu:'谋诛',
|
||||
twmouzhu_info:'出牌阶段限一次,你可以选择一名其他角色A。你令除A外所有体力值小于等于A的其他角色依次选择是否交给你一张牌。若你以此法获得的牌数X:等于0,你和所有进行选择的角色依次失去1点体力。大于0,你令A选择视为对你使用一张伤害值基数为X的【杀】或【决斗】。',
|
||||
twmouzhu_info:'出牌阶段限一次,你可以选择一名其他角色A。你令除A外所有体力值小于等于你的其他角色依次选择是否交给你一张牌。若你以此法获得的牌数X:等于0,你和所有进行选择的角色依次失去1点体力。大于0,你令A选择由你视为对其使用一张伤害值基数为X的【杀】或【决斗】。',
|
||||
twyanhuo:'延祸',
|
||||
twyanhuo_info:'当你死亡时,你可以选择一项:①令一名其他角色弃置X张牌。②令X名其他角色依次弃置一张牌。(X为你的牌数)',
|
||||
tw_mayunlu:'TW马云禄',
|
||||
|
|
|
@ -196,6 +196,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
skill:{
|
||||
//孙体
|
||||
xinzhaofu:{
|
||||
mark:false,
|
||||
init:function(player){
|
||||
if(player.hasZhuSkill('xinzhaofu')){
|
||||
player.markSkill('xinzhaofu');
|
||||
player.storage.xinzhaofu=false;
|
||||
}
|
||||
},
|
||||
audio:'zhaofu',
|
||||
enable:'phaseUse',
|
||||
usable:1,
|
||||
|
@ -12203,7 +12210,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
sunluban:['re_sunluban','xin_sunluban','sunluban'],
|
||||
zhuhuan:['zhuhuan','old_zhuhuan'],
|
||||
caoxiu:['re_caoxiu','caoxiu','old_caoxiu'],
|
||||
//xiahoushi:['xiahoushi','sp_xiahoushi'],
|
||||
xiahoushi:['re_xiahoushi','xiahoushi'],
|
||||
zhangyi:['re_zhangyi','zhangyi'],
|
||||
quancong:['re_quancong','quancong','old_quancong'],
|
||||
sunxiu:['re_sunxiu','sunxiu'],
|
||||
|
@ -12218,6 +12225,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
guanping:['re_guanping','guanping'],
|
||||
caifuren:['xin_caifuren','re_caifuren','caifuren'],
|
||||
guyong:['re_guyong','xin_guyong','guyong'],
|
||||
yj_jushou:['xin_jushou','yj_jushou'],
|
||||
},
|
||||
translate:{
|
||||
old_huaxiong:'华雄',
|
||||
|
@ -12574,7 +12582,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
shibei:'矢北',
|
||||
shibei_info:'锁定技,当你受到伤害后:若此伤害是你本回合第一次受到的伤害,则你回复1点体力;否则你失去1点体力。',
|
||||
jianying:'渐营',
|
||||
jianying_info:'当你于出牌阶段内使用与此阶段你使用的上一张牌点数或花色相同的牌时,你可以摸一张牌',
|
||||
jianying_info:'当你于出牌阶段内使用与此阶段你使用的上一张牌点数或花色相同的牌时,你可以摸一张牌。',
|
||||
xinenyuan:'恩怨',
|
||||
xinenyuan2:'恩怨',
|
||||
xinenyuan_info:'当你获得一名其他角色两张或更多的牌后,你可以令其摸一张牌;当你受到1点伤害后,你可以令伤害来源选择一项:1、将一张手牌交给你;2、失去1点体力。',
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
window.noname_asset_list=[
|
||||
'v1.9.112.1',
|
||||
'v1.9.112.2',
|
||||
'audio/background/aozhan_chaoming.mp3',
|
||||
'audio/background/aozhan_online.mp3',
|
||||
'audio/background/aozhan_rewrite.mp3',
|
||||
|
@ -4279,6 +4279,9 @@ window.noname_asset_list=[
|
|||
'image/card/yitianjian.png',
|
||||
'image/card/yonglv.png',
|
||||
'image/card/zhanxiang.png',
|
||||
'image/card/zhuangshu_basic.png',
|
||||
'image/card/zhuangshu_trick.png',
|
||||
'image/card/zhuangshu_equip.png',
|
||||
|
||||
'image/character/shenpei.jpg',
|
||||
'image/character/re_menghuo.jpg',
|
||||
|
@ -4787,6 +4790,14 @@ window.noname_asset_list=[
|
|||
'image/character/xin_yufan.jpg',
|
||||
'image/character/xinchang.jpg',
|
||||
'image/character/xuangongzhu.jpg',
|
||||
'image/character/liucheng.jpg',
|
||||
'image/character/re_chendeng.jpg',
|
||||
'image/character/re_xiahoushi.jpg',
|
||||
'image/character/sp_huangfusong.jpg',
|
||||
'image/character/sp_lvfan.jpg',
|
||||
'image/character/sp_yangwan.jpg',
|
||||
'image/character/xin_jushou.jpg',
|
||||
'image/character/yj_huangzhong.jpg',
|
||||
|
||||
'image/character/baiwuchang.jpg',
|
||||
'image/character/baosanniang.jpg',
|
||||
|
|
226
game/game.js
|
@ -56,6 +56,7 @@
|
|||
characterReplace:{},
|
||||
dynamicTranslate:{},
|
||||
cardPack:{},
|
||||
skin:{},
|
||||
onresize:[],
|
||||
onphase:[],
|
||||
onwash:[],
|
||||
|
@ -10363,6 +10364,13 @@
|
|||
group_qun_bg:"群",
|
||||
group_key_bg:"键",
|
||||
group_jin_bg:"晋",
|
||||
zhengsu:'整肃',
|
||||
zhengsu_leijin:'擂进',
|
||||
zhengsu_bianzhen:'变阵',
|
||||
zhengsu_mingzhi:'鸣止',
|
||||
zhengsu_leijin_info:'回合内所有于出牌阶段使用的牌点数递增且不少于三张。',
|
||||
zhengsu_bianzhen_info:'回合内所有于出牌阶段使用的牌花色相同且不少于两张。',
|
||||
zhengsu_mingzhi_info:'回合内所有于弃牌阶段弃置的牌花色均不相同且不少于两张。',
|
||||
},
|
||||
element:{
|
||||
content:{
|
||||
|
@ -12244,7 +12252,10 @@
|
|||
if(!event.cancelled&&!event.nojudge) player.judge(event.card).set('type','phase');
|
||||
"step 3"
|
||||
var name=event.card.viewAs||event.card.name;
|
||||
if(event.cancelled&&!event.direct){
|
||||
if(event.excluded){
|
||||
delete event.excluded;
|
||||
}
|
||||
else if(event.cancelled&&!event.direct){
|
||||
if(lib.card[name].cancel){
|
||||
var next=game.createEvent(name+'Cancel');
|
||||
next.setContent(lib.card[name].cancel);
|
||||
|
@ -14842,21 +14853,21 @@
|
|||
else{
|
||||
player.stat[player.stat.length-1].card[card.name]++;
|
||||
}
|
||||
if(event.skill){
|
||||
if(player.stat[player.stat.length-1].skill[event.skill]==undefined){
|
||||
player.stat[player.stat.length-1].skill[event.skill]=1;
|
||||
}
|
||||
if(event.skill){
|
||||
if(player.stat[player.stat.length-1].skill[event.skill]==undefined){
|
||||
player.stat[player.stat.length-1].skill[event.skill]=1;
|
||||
}
|
||||
else{
|
||||
player.stat[player.stat.length-1].skill[event.skill]++;
|
||||
}
|
||||
var sourceSkill=get.info(event.skill).sourceSkill;
|
||||
if(sourceSkill){
|
||||
if(player.stat[player.stat.length-1].skill[sourceSkill]==undefined){
|
||||
player.stat[player.stat.length-1].skill[sourceSkill]=1;
|
||||
}
|
||||
else{
|
||||
player.stat[player.stat.length-1].skill[event.skill]++;
|
||||
}
|
||||
var sourceSkill=get.info(event.skill).sourceSkill;
|
||||
if(sourceSkill){
|
||||
if(player.stat[player.stat.length-1].skill[sourceSkill]==undefined){
|
||||
player.stat[player.stat.length-1].skill[sourceSkill]=1;
|
||||
}
|
||||
else{
|
||||
player.stat[player.stat.length-1].skill[sourceSkill]++;
|
||||
}
|
||||
player.stat[player.stat.length-1].skill[sourceSkill]++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -18236,7 +18247,7 @@
|
|||
}
|
||||
if(i=='ghujia'||((!this.marks[i].querySelector('.image')||this.storage[i+'_markcount'])&&
|
||||
lib.skill[i]&&lib.skill[i].intro&&!lib.skill[i].intro.nocount&&
|
||||
(this.storage[i]||lib.skill[i].intro.markcount))){
|
||||
(this.storage[i]||this.storage[i+'_markcount']||lib.skill[i].intro.markcount))){
|
||||
this.marks[i].classList.add('overflowmark')
|
||||
var num=0;
|
||||
if(typeof lib.skill[i].intro.markcount=='function'){
|
||||
|
@ -18834,7 +18845,7 @@
|
|||
},this,time);
|
||||
return this;
|
||||
},
|
||||
setIdentity:function(identity){
|
||||
setIdentity:function(identity,nature){
|
||||
if(!identity) identity=this.identity;
|
||||
if(get.is.jun(this)){
|
||||
this.node.identity.firstChild.innerHTML='君';
|
||||
|
@ -18842,7 +18853,7 @@
|
|||
else{
|
||||
this.node.identity.firstChild.innerHTML=get.translation(identity);
|
||||
}
|
||||
this.node.identity.dataset.color=identity;
|
||||
this.node.identity.dataset.color=nature||identity;
|
||||
return this;
|
||||
},
|
||||
insertPhase:function(skill,insert){
|
||||
|
@ -25992,6 +26003,9 @@
|
|||
type:"equip",
|
||||
subtype:"equip5",
|
||||
},
|
||||
zhengsu_leijin:{},
|
||||
zhengsu_mingzhi:{},
|
||||
zhengsu_bianzhen:{},
|
||||
disable_judge:{},
|
||||
group_wei:{fullskin:true},
|
||||
group_shu:{fullskin:true},
|
||||
|
@ -26534,6 +26548,180 @@
|
|||
}
|
||||
},
|
||||
skill:{
|
||||
zhengsu:{
|
||||
trigger:{player:'phaseDiscardEnd'},
|
||||
forced:true,
|
||||
charlotte:true,
|
||||
filter:function(event,player){
|
||||
return (player.storage.zhengsu_leijin||player.storage.zhengsu_bianzhen||player.storage.zhengsu_mingzhi);
|
||||
},
|
||||
content:function(){
|
||||
player.chooseDrawRecover(2,'整肃奖励:摸两张牌或回复1点体力');
|
||||
},
|
||||
subSkill:{
|
||||
leijin:{
|
||||
mark:true,
|
||||
trigger:{player:'useCard1'},
|
||||
lastDo:true,
|
||||
charlotte:true,
|
||||
forced:true,
|
||||
popup:false,
|
||||
onremove:true,
|
||||
filter:function(event,player){
|
||||
return player.isPhaseUsing()&&player.storage.zhengsu_leijin!==false;
|
||||
},
|
||||
content:function(){
|
||||
var list=player.getHistory('useCard',function(evt){
|
||||
return evt.isPhaseUsing(player);
|
||||
});
|
||||
var goon=true;
|
||||
for(var i=0;i<list.length;i++){
|
||||
var num=get.number(list[i].card);
|
||||
if(typeof num!='number'){
|
||||
goon=false;
|
||||
break;
|
||||
}
|
||||
if(i>0){
|
||||
var num2=get.number(list[i-1].card);
|
||||
if(typeof num2!='number'||num2>=num){
|
||||
goon=false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if(!goon){
|
||||
game.broadcastAll(function(player){
|
||||
player.storage.zhengsu_leijin=false;
|
||||
if(player.marks.zhengsu_leijin) player.marks.zhengsu_leijin.firstChild.innerHTML='╳';
|
||||
delete player.storage.zhengsu_leijin_markcount;
|
||||
},player);
|
||||
}
|
||||
else{
|
||||
if(list.length>2){
|
||||
game.broadcastAll(function(player,num){
|
||||
if(player.marks.zhengsu_leijin) player.marks.zhengsu_leijin.firstChild.innerHTML='○';
|
||||
player.storage.zhengsu_leijin=true;
|
||||
player.storage.zhengsu_leijin_markcount=num;
|
||||
},player,num);
|
||||
}
|
||||
else game.broadcastAll(function(player,num){
|
||||
player.storage.zhengsu_leijin_markcount=num;
|
||||
},player,num);
|
||||
}
|
||||
player.markSkill('zhengsu_leijin');
|
||||
},
|
||||
intro:{
|
||||
content:'<li>条件:回合内所有于出牌阶段使用的牌点数递增且不少于三张。',
|
||||
},
|
||||
},
|
||||
bianzhen:{
|
||||
mark:true,
|
||||
trigger:{player:'useCard1'},
|
||||
firstDo:true,
|
||||
charlotte:true,
|
||||
forced:true,
|
||||
popup:false,
|
||||
onremove:true,
|
||||
filter:function(event,player){
|
||||
return player.isPhaseUsing()&&player.storage.zhengsu_bianzhen!==false;
|
||||
},
|
||||
content:function(){
|
||||
var list=player.getHistory('useCard',function(evt){
|
||||
return evt.isPhaseUsing();
|
||||
});
|
||||
var goon=true,suit=get.suit(list[0].card,false);
|
||||
if(suit=='none'){
|
||||
goon=false;
|
||||
}
|
||||
else{
|
||||
for(var i=1;i<list.length;i++){
|
||||
if(get.suit(list[i])!=suit){
|
||||
goon=false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if(!goon){
|
||||
game.broadcastAll(function(player){
|
||||
player.storage.zhengsu_bianzhen=false;
|
||||
if(player.marks.zhengsu_bianzhen) player.marks.zhengsu_bianzhen.firstChild.innerHTML='╳';
|
||||
},player);
|
||||
}
|
||||
else{
|
||||
if(list.length>1){
|
||||
game.broadcastAll(function(player){
|
||||
if(player.marks.zhengsu_bianzhen) player.marks.zhengsu_bianzhen.firstChild.innerHTML='○';
|
||||
player.storage.zhengsu_bianzhen=true;
|
||||
},player);
|
||||
}
|
||||
else game.broadcastAll(function(player,suit){
|
||||
if(player.marks.zhengsu_bianzhen) player.marks.zhengsu_bianzhen.firstChild.innerHTML=get.translation(suit);
|
||||
},player,suit);
|
||||
}
|
||||
player.markSkill('zhengsu_bianzhen');
|
||||
},
|
||||
intro:{
|
||||
content:'<li>条件:回合内所有于出牌阶段使用的牌花色相同且不少于两张。',
|
||||
},
|
||||
},
|
||||
mingzhi:{
|
||||
mark:true,
|
||||
trigger:{player:'loseAfter'},
|
||||
firstDo:true,
|
||||
charlotte:true,
|
||||
forced:true,
|
||||
popup:false,
|
||||
onremove:true,
|
||||
filter:function(event,player){
|
||||
if(player.storage.zhengsu_mingzhi===false||event.type!='discard') return false;
|
||||
var evt=event.getParent('phaseDiscard');
|
||||
return evt&&evt.player==player;
|
||||
},
|
||||
content:function(){
|
||||
var goon=true,list=[];
|
||||
player.getHistory('lose',function(event){
|
||||
if(!goon||event.type!='discard') return false;
|
||||
var evt=event.getParent('phaseDiscard');
|
||||
if(evt&&evt.player==player){
|
||||
for(var i of event.cards2){
|
||||
var suit=get.suit(i,player);
|
||||
if(list.contains(suit)){
|
||||
goon=false;
|
||||
break;
|
||||
}
|
||||
else list.push(suit);
|
||||
}
|
||||
}
|
||||
});
|
||||
if(!goon){
|
||||
game.broadcastAll(function(player){
|
||||
player.storage.zhengsu_mingzhi=false;
|
||||
if(player.marks.zhengsu_mingzhi) player.marks.zhengsu_mingzhi.firstChild.innerHTML='╳';
|
||||
delete player.storage.zhengsu_mingzhi_list;
|
||||
},player);
|
||||
}
|
||||
else{
|
||||
if(list.length>1){
|
||||
game.broadcastAll(function(player,list){
|
||||
if(player.marks.zhengsu_mingzhi) player.marks.zhengsu_mingzhi.firstChild.innerHTML='○';
|
||||
player.storage.zhengsu_mingzhi=true;
|
||||
player.storage.zhengsu_mingzhi_list=list;
|
||||
player.storage.zhengsu_mingzhi_markcount=list.length;
|
||||
},player,list);
|
||||
}
|
||||
else game.broadcastAll(function(player,list){
|
||||
player.storage.zhengsu_mingzhi_list=list;
|
||||
player.storage.zhengsu_mingzhi_markcount=list.length;
|
||||
},player,list);
|
||||
}
|
||||
player.markSkill('zhengsu_mingzhi');
|
||||
},
|
||||
intro:{
|
||||
content:'<li>条件:回合内所有于弃牌阶段弃置的牌花色均不相同且不少于两张。',
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
renku:{
|
||||
intro:{
|
||||
markcount:function(){
|
||||
|
@ -48311,8 +48499,8 @@
|
|||
if(typeof get.info(event.skill).viewAs=='function') event.result.card=get.info(event.skill).viewAs(event.result.cards,event.player);
|
||||
else event.result.card=get.copy(get.info(event.skill).viewAs);
|
||||
if(event.result.cards.length==1&&event.result.card){
|
||||
event.result.card.suit=get.suit(event.result.cards[0]);
|
||||
event.result.card.number=get.number(event.result.cards[0]);
|
||||
if(!event.result.card.suit) event.result.card.suit=get.suit(event.result.cards[0]);
|
||||
if(!event.result.card.number) event.result.card.number=get.number(event.result.cards[0]);
|
||||
}
|
||||
if(event.skillDialog&&get.objtype(event.skillDialog)=='div'){
|
||||
event.skillDialog.close();
|
||||
|
|
|
@ -1,8 +1,9 @@
|
|||
window.noname_update={
|
||||
version:'1.9.112.1',
|
||||
update:'1.9.112.0.1',
|
||||
version:'1.9.112.2',
|
||||
update:'1.9.112.1',
|
||||
changeLog:[
|
||||
'新武将',
|
||||
'界夏侯氏、陈登',
|
||||
'界沮授、吕范、皇甫嵩、星黄忠、手杀杨婉、刘赪',
|
||||
'bug修复',
|
||||
],
|
||||
files:[
|
||||
|
@ -17,7 +18,7 @@ window.noname_update={
|
|||
//'card/swd.js',
|
||||
//'card/yunchou.js',
|
||||
//'card/yingbian.js',
|
||||
//'card/yongjian.js',
|
||||
'card/yongjian.js',
|
||||
//'card/zhenfa.js',
|
||||
//'card/zhulu.js',
|
||||
//'character/diy.js',
|
||||
|
@ -33,15 +34,15 @@ window.noname_update={
|
|||
//'character/ow.js',
|
||||
'character/rank.js',
|
||||
'character/refresh.js',
|
||||
'character/shenhua.js',
|
||||
//'character/shenhua.js',
|
||||
'character/sp.js',
|
||||
'character/sp2.js',
|
||||
'character/tw.js',
|
||||
'character/standard.js',
|
||||
//'character/standard.js',
|
||||
//'character/swd.js',
|
||||
//'character/xianjian.js',
|
||||
//'character/xinghuoliaoyuan.js',
|
||||
'character/yingbian.js',
|
||||
//'character/yingbian.js',
|
||||
'character/yijiang.js',
|
||||
//'character/yxs.js',
|
||||
//'extension/boss/extension.js',
|
||||
|
@ -51,7 +52,7 @@ window.noname_update={
|
|||
//'layout/nova/layout.css',
|
||||
//'layout/mobile/equip.css',
|
||||
'mode/boss.js',
|
||||
//'mode/brawl.js',
|
||||
'mode/brawl.js',
|
||||
//'mode/chess.js',
|
||||
//'mode/connect.js',
|
||||
//'mode/doudizhu.js',
|
||||
|
|
After Width: | Height: | Size: 13 KiB |
After Width: | Height: | Size: 12 KiB |
After Width: | Height: | Size: 14 KiB |
After Width: | Height: | Size: 154 KiB |
After Width: | Height: | Size: 140 KiB |
After Width: | Height: | Size: 210 KiB |
After Width: | Height: | Size: 101 KiB |
After Width: | Height: | Size: 122 KiB |
After Width: | Height: | Size: 145 KiB |
After Width: | Height: | Size: 107 KiB |
After Width: | Height: | Size: 139 KiB |
|
@ -9628,7 +9628,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
boss_chujiangwang:'楚江王·厉温',
|
||||
boss_bingfeng:'冰封',
|
||||
boss_bingfeng_info:'锁定技,你死亡时,若杀死你的角色武将牌是正面朝上, 你令其翻面。',
|
||||
boss_songdiwang:'余懃',
|
||||
boss_songdiwang:'宋帝王·余懃',
|
||||
boss_heisheng:'黑绳',
|
||||
boss_heisheng_info:'锁定技,你死亡时,横置所有场上角色。',
|
||||
boss_shengfu:'绳缚',
|
||||
|
|
|
@ -3704,6 +3704,30 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
},
|
||||
},
|
||||
{
|
||||
name:'雒城之战',
|
||||
place:[true,false,false,true],
|
||||
character:['liubei','re_wuyi','zhangren','pangtong'],
|
||||
lib:{
|
||||
character:{
|
||||
liubei:['male','shu',4,['rezhijian','jijiu','reyingzi'],[]],
|
||||
re_wuyi:['male','qun',4,['weijing','rerende'],[]],
|
||||
zhangren:['male','qun',4,['shefu','gnsheque'],[]],
|
||||
pangtong:['male','shu',3,['dujin'],[]],
|
||||
},
|
||||
translate:{
|
||||
liubei:'雒城刘备',
|
||||
re_wuyi:'雒城吴懿',
|
||||
zhangren:'雒城张任',
|
||||
pangtong:'雒城庞统',
|
||||
rezhijian:'厚恩',
|
||||
zhijian:'厚恩',
|
||||
jijiu:'驰援',
|
||||
reyingzi:'征令',
|
||||
rerende:'遣军',
|
||||
},
|
||||
},
|
||||
},
|
||||
];
|
||||
if(_status.keyVerified) list=[
|
||||
{
|
||||
|
|
|
@ -486,7 +486,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
if(player==game.zhu){
|
||||
player.addSkill(game.zhuSkill);
|
||||
}
|
||||
else player.addSkill(['binglin_shaxue','binglin_neihong']);
|
||||
else player.addSkill('binglin_neihong');
|
||||
}
|
||||
game.zhu.hp++;
|
||||
game.zhu.maxHp++;
|
||||
|
@ -1809,10 +1809,13 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
zhuSkill_xiangyang:'襄阳',
|
||||
zhuSkill_xiangyang_info:'回合结束时,你可获得一个额外的出牌阶段或摸牌阶段。',
|
||||
zhuSkill_jiangling:'江陵',
|
||||
zhuSkill_jiangling_info:'当你使用【杀】或普通锦囊牌选择唯一目标时,你可为此牌增加一个目标(该目标不可响应此牌)。',
|
||||
zhuSkill_jiangling0:'江陵',
|
||||
zhuSkill_jiangling1:'江陵',
|
||||
zhuSkill_jiangling_info:'出牌阶段开始时,你可选择一项:①本阶段内使用【杀】或普通锦囊牌选择唯一目标时可增加一个目标。②本阶段内使用【杀】或普通锦囊牌无次数限制。',
|
||||
zhuSkill_fancheng:'樊城',
|
||||
zhuSkill_fancheng2:'樊城',
|
||||
zhuSkill_fancheng_info:'限定技,出牌阶段,你可摸X张牌获得如下效果直到回合结束:每回合限X次,当你造成伤害时,此伤害+1(X为游戏轮数)。',
|
||||
zhuSkill_fancheng0:'樊城',
|
||||
zhuSkill_fancheng1:'樊城',
|
||||
zhuSkill_fancheng_info:'限定技,出牌阶段,你可选择获得一项效果直到游戏结束:①因执行【杀】的效果而对其他角色造成的伤害+1。②对其他角色造成的渠道不为【杀】的伤害+1。',
|
||||
binglin_shaxue:'歃血',
|
||||
binglin_shaxue_info:'锁定技,每局游戏限三次,当你受到队友造成的伤害时,你防止此伤害。',
|
||||
binglin_neihong:'内讧',
|
||||
|
@ -1952,6 +1955,21 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
},
|
||||
zhuSkill_jiangling:{
|
||||
trigger:{player:'phaseUseBegin'},
|
||||
direct:true,
|
||||
charlotte:true,
|
||||
content:function(){
|
||||
'step 0'
|
||||
player.chooseControl('加目标','多刀','取消').set('prompt',get.prompt2('zhuSkill_jiangling')).set('ai',()=>(3-game.countPlayer()));
|
||||
'step 1'
|
||||
if(result.index<2){
|
||||
player.logSkill('zhuSkill_jiangling');
|
||||
player.addTempSkill('zhuSkill_jiangling'+result.index,'phaseUseAfter');
|
||||
game.log(player,'选择了','#y'+result.control,'的效果');
|
||||
}
|
||||
},
|
||||
},
|
||||
zhuSkill_jiangling0:{
|
||||
trigger:{player:'useCard2'},
|
||||
direct:true,
|
||||
charlotte:true,
|
||||
|
@ -1994,12 +2012,20 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
player.logSkill('zhuSkill_jiangling',event.targets);
|
||||
if(trigger.targets.contains(event.targets[0])) trigger.targets.removeArray(event.targets);
|
||||
else{
|
||||
trigger.directHit.addArray(event.targets);
|
||||
//trigger.directHit.addArray(event.targets);
|
||||
trigger.targets.addArray(event.targets);
|
||||
}
|
||||
}
|
||||
},
|
||||
},
|
||||
zhuSkill_jiangling1:{
|
||||
charlotte:true,
|
||||
mod:{
|
||||
cardUsable:function(card,player){
|
||||
if(card.name=='sha'||get.type(card)=='trick') return Infinity;
|
||||
},
|
||||
},
|
||||
},
|
||||
zhuSkill_fancheng:{
|
||||
enable:'phaseUse',
|
||||
limited:true,
|
||||
|
@ -2007,24 +2033,47 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
skillAnimation:true,
|
||||
animationColor:'gray',
|
||||
content:function(){
|
||||
player.draw(game.roundNumber);
|
||||
'step 0'
|
||||
player.awakenSkill('zhuSkill_fancheng');
|
||||
player.addTempSkill('zhuSkill_fancheng2');
|
||||
player.chooseControl('杀','其他').set('prompt','选择要强化的伤害').set('ai',()=>get.rand(0,1));
|
||||
'step 1'
|
||||
player.addSkill('zhuSkill_fancheng'+result.index);
|
||||
game.log(player,'本局游戏内',result.index?'#g杀以外':'#y杀','的伤害+1');
|
||||
},
|
||||
ai:{
|
||||
order:100,
|
||||
result:{player:100},
|
||||
},
|
||||
},
|
||||
zhuSkill_fancheng2:{
|
||||
zhuSkill_fancheng0:{
|
||||
trigger:{source:'damageBegin2'},
|
||||
forced:true,
|
||||
charlotte:true,
|
||||
onremove:true,
|
||||
filter:function(event,player){
|
||||
return player.countMark('zhuSkill_fancheng2')<game.roundNumber;
|
||||
return event.player!=player&&event.card&&event.card.name=='sha'&&event.getParent().name=='sha';
|
||||
},
|
||||
logTarget:'player',
|
||||
content:function(){
|
||||
trigger.num++;
|
||||
player.addMark('zhuSkill_fancheng2',1,false);
|
||||
},
|
||||
mark:true,
|
||||
marktext:'殺',
|
||||
intro:{content:'因执行【杀】的效果对其他角色造成的伤害+1'},
|
||||
},
|
||||
zhuSkill_fancheng1:{
|
||||
trigger:{source:'damageBegin2'},
|
||||
forced:true,
|
||||
charlotte:true,
|
||||
filter:function(event,player){
|
||||
return event.player!=player&&(!event.card||event.card.name!='sha');
|
||||
},
|
||||
logTarget:'player',
|
||||
content:function(){
|
||||
trigger.num++;
|
||||
},
|
||||
mark:true,
|
||||
marktext:'谋',
|
||||
intro:{content:'不因【杀】对其他角色造成的伤害+1'},
|
||||
},
|
||||
binglin_shaxue:{
|
||||
init:function(player,skill){
|
||||
|
|
|
@ -1532,7 +1532,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
if(num>0) player.draw(num);
|
||||
'step 4'
|
||||
if(trigger.player.isIn()){
|
||||
var target=trigger.player,tao=(lib.filter.cardEnabled({name:'tao',isCard:true},player)&&lib.filter.targetEnabled2({name:'tao',isCard:true},player,target)),sha=game.filterPlayer(function(current){
|
||||
var target=trigger.player,tao=(lib.filter.cardEnabled({name:'tao',isCard:true},player,'forceEnable')&&lib.filter.targetEnabled2({name:'tao',isCard:true},player,target)),sha=game.filterPlayer(function(current){
|
||||
return current!=target&¤t!=player&&target.canUse({name:'sha',nature:'thunder',isCard:true},current,false);
|
||||
});
|
||||
if(sha.length){
|
||||
|
@ -5367,7 +5367,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
event.targets=result.targets;
|
||||
event.players=game.filterPlayer(function(current){
|
||||
if(current==player) return false;
|
||||
return current.isFriendOf(player)||current.isUnseen();
|
||||
return current.isFriendOf(player)||(player.identity!='ye'&¤t.isUnseen());
|
||||
}).sort(lib.sort.seat);
|
||||
event.num=0;
|
||||
event.filterName=function(name){
|
||||
|
@ -8324,12 +8324,13 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
'step 2'
|
||||
target.storage.gzxiongsuan_restore=result.control;
|
||||
target.addTempSkill('gzxiongsuan_restore','phaseZhunbeiBegin');
|
||||
target.addTempSkill('gzxiongsuan_restore');
|
||||
},
|
||||
subSkill:{
|
||||
restore:{
|
||||
trigger:{global:'phaseAfter'},
|
||||
silent:true,
|
||||
charlotte:true,
|
||||
content:function(){
|
||||
player.restoreSkill(player.storage.gzxiongsuan_restore);
|
||||
}
|
||||
|
@ -10197,23 +10198,29 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
});
|
||||
'step 6'
|
||||
if(result.bool){
|
||||
game.broadcastAll(function(player,target){
|
||||
player.say('加入');
|
||||
player.identity='ye';
|
||||
player.setIdentity('ye');
|
||||
player.storage.yexinjia_friend=target;
|
||||
},target,source);
|
||||
target.markSkill('yexinjia_friend');
|
||||
source.removeMark('yexinjia_mark',1);
|
||||
target.drawTo(4);
|
||||
target.recover();
|
||||
target.chat('加入');
|
||||
if(!_status.yexinjia_list) _status.yexinjia_list=['夏','商','周','秦','汉','隋','唐','宋','辽','金','元','明'];
|
||||
source.chooseControl(_status.yexinjia_list).set('prompt','请选择自己所属的野心家势力的标识').set('ai',()=>(_status.yexinjia_list?_status.yexinjia_list.randomGet():0));
|
||||
}
|
||||
else{
|
||||
target.chat('拒绝');
|
||||
game.delay(1.5);
|
||||
if(targets.length) event.goto(5);
|
||||
else event.goto(8);
|
||||
}
|
||||
'step 7'
|
||||
game.broadcastAll(function(player,target,text){
|
||||
player.identity='ye';
|
||||
source.setIdentity(text,'ye');
|
||||
player.setIdentity(text,'ye');
|
||||
player.storage.yexinjia_friend=target;
|
||||
},target,source,result.control);
|
||||
_status.yexinjia_list.remove(result.control);
|
||||
target.markSkill('yexinjia_friend');
|
||||
source.removeMark('yexinjia_mark',1);
|
||||
target.drawTo(4);
|
||||
target.recover();
|
||||
'step 8'
|
||||
if(event.targets2.length) event.goto(3);
|
||||
else delete _status.showYexings;
|
||||
});
|
||||
|
|