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@ -1031,7 +1031,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player.storage.kongsheng2.remove(player.storage.kongsheng2[i]);
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};
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player.removeSkill('kongsheng2');
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delete player.storage.drlt_kongsheng2;
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},
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},
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@ -1062,10 +1061,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return event.targets&&event.targets.contains(player)&&(player.storage.nzry_juzhan1==false||player.storage.nzry_juzhan1==undefined);
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},
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content:function(){
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player.draw();
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trigger.player.draw();
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game.asyncDraw([player,trigger.player]);
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trigger.player.storage.nzry_juzhan=true;
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trigger.player.markSkill('nzry_juzhan1');
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player.storage.nzry_juzhan1=true;
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},
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},
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@ -1081,29 +1078,21 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return event.player.countCards('he')>0&&event.targets&&event.targets.length==1;
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},
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content:function(){
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player.gainPlayerCard(trigger.targets[0],'he');
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player.gainPlayerCard(trigger.targets[0],'he',true);
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player.storage.nzry_juzhan1=false;
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player.markSkill('nzry_juzhan1');
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player.storage.nzry_juzhan2=true;
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trigger.target.storage.nzry_juzhan2=true;
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},
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},
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},
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},
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"nzry_juzhan1":{
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marktext:'拒',
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intro:{
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content:'',
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},
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},
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"_nzry_juzhan":{
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mod:{
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targetEnabled:function(card,player,target){
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if(player.storage.nzry_juzhan2==true) return false;
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if(target.storage.nzry_juzhan2==true) return false;
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},
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},
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audio:2,
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trigger:{
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player:'phaseAfter'
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global:'phaseAfter'
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},
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filter:function (event,player){
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return player.storage.nzry_juzhan==true||player.storage.nzry_juzhan2==true;
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@ -1113,108 +1102,106 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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content:function(){
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if(player.storage.nzry_juzhan==true) delete player.storage.nzry_juzhan;
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if(player.storage.nzry_juzhan2==true) delete player.storage.nzry_juzhan2;
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player.unmarkSkill('nzry_juzhan1');
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},
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},
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"nzry_feijun":{
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init:function (player){
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player.storage.nzry_feijun=[];
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},
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marktext:"飞",
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intro:{
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content:function (storage){
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var str='';
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for(var i=0;i<storage.length;i++){
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str+='、';
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str+=get.translation(storage[i].name);
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};
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str=str.slice(1);
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return '已对'+str+'发动过〖飞军〗';
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},
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},
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mark:true,
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enable:"phaseUse",
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usable:1,
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position:"he",
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audio:2,
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filter:function (event,player){
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return game.countPlayer(function(current){return current.countCards('h')>=player.countCards('h')})>0||game.countPlayer(function(current){return current.countCards('e')>player.countCards('e')})>0;
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},
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filterCard:true,
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check:function (card){
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return 5-get.value(card);
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},
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content:function (){
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'step 0'
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var list=[];
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if(game.countPlayer(function(current){return current.countCards('h')>player.countCards('h')})>0) list.push('令一名手牌数大于你的角色交给你一张牌');
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if(game.countPlayer(function(current){return current.countCards('e')>player.countCards('e')})>0) list.push('令一名装备区里牌数大于你的角色弃置一张装备牌');
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if(list.length==0) event.finish();
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else if(list.length<2){
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if(game.countPlayer(function(current){return current.countCards('h')>player.countCards('h')})>0) event._result={index:0};
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else event._result={index:1};
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}
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else{
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player.chooseControl().set('ai',function(){
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if(game.hasPlayer(function(current){
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return current.countCards('h')>player.countCards('h')&&get.attitude(player,current)<0
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})) return 0;
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return 1;
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}).set('choiceList',list);
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}
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'step 1'
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if(result.index==0){
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event.control='令一名手牌数大于你的角色交给你一张牌';
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player.chooseTarget(function(card,player,target){
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return target.countCards('h')>player.countCards('h')&&target!=player;
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},'请选择【飞军】的目标').ai=function(target){
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return -get.attitude(player,target)
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};
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}else{
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event.control='令一名装备区里牌数大于你的角色弃置一张装备牌';
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player.chooseTarget(function(card,player,target){
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return target.countCards('e')>player.countCards('e')&&target!=player;
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},'请选择【飞军】的目标').ai=function(target){
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return -get.attitude(player,target)
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};
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};
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'step 2'
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if(result.bool){
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event.target=result.targets[0];
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if(player.hasSkill('nzry_binglve')&&!player.storage.nzry_feijun.contains(event.target)){
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player.draw(2);
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player.storage.nzry_feijun.push(event.target);
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player.syncStorage('nzry_feijun');
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player.logSkill('nzry_binglve');
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};
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player.line(event.target);
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if(event.control=='令一名手牌数大于你的角色交给你一张牌'){
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event.target.chooseCard(1,'h',true).set('ai',function(card){
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return 6-get.value(card);
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});
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}else{
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event.target.chooseToDiscard(1,'e',true);
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event.finish();
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};
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}else{
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event.finish();
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};
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'step 3'
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if(result.bool){
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event.target.$give(result.cards.length,player);
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player.gain(result.cards,event.target);
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};
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},
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ai:{
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order:11,
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result:{
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player:function (player){
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if(game.countPlayer(function(current){return (current.countCards('h')>player.countCards('h')||current.countCards('e')>player.countCards('e'))&&get.attitude(player,current)<0&&!player.storage.nzry_feijun.contains(current)})>0||game.countPlayer(function(current){return current.countCards('h')>player.countCards('h')&&get.attitude(player,current)<0})>0||(player.countCards('h')>=2&&game.countPlayer(function(current){return current.countCards('e')>player.countCards('e')&&get.attitude(player,current)<0})>0)) return 1;
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},
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},
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},
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},
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"nzry_feijun":{
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init:function (player){
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player.storage.nzry_feijun=[];
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},
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marktext:"飞",
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intro:{
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content:function (storage){
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var str='';
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for(var i=0;i<storage.length;i++){
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str+='、';
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str+=get.translation(storage[i]);
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};
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str=str.slice(1);
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return '已对'+str+'发动过〖飞军〗';
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},
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},
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mark:true,
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enable:"phaseUse",
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usable:1,
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position:"he",
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audio:2,
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filter:function (event,player){
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return game.countPlayer(function(current){return current.countCards('h')>=player.countCards('h')})>0||game.countPlayer(function(current){return current.countCards('e')>player.countCards('e')})>0;
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},
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filterCard:true,
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check:function (card){
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return 5-get.value(card);
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},
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content:function (){
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'step 0'
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var list=[];
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if(game.countPlayer(function(current){return current.countCards('h')>player.countCards('h')})>0) list.push('令一名手牌数大于你的角色交给你一张牌');
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if(game.countPlayer(function(current){return current.countCards('e')>player.countCards('e')})>0) list.push('令一名装备区里牌数大于你的角色弃置一张装备牌');
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if(list.length==0) event.finish();
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else if(list.length<2){
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if(game.countPlayer(function(current){return current.countCards('h')>player.countCards('h')})>0) event._result={index:0};
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else event._result={index:1};
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}
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else{
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player.chooseControl().set('ai',function(){
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if(game.hasPlayer(function(current){
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return current.countCards('h')>player.countCards('h')&&get.attitude(player,current)<0
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})) return 0;
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return 1;
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}).set('choiceList',list);
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}
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'step 1'
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if(result.index==0){
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event.control='令一名手牌数大于你的角色交给你一张牌';
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player.chooseTarget(function(card,player,target){
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return target.countCards('h')>player.countCards('h')&&target!=player;
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},'请选择【飞军】的目标').ai=function(target){
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return -get.attitude(player,target)
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};
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}else{
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event.control='令一名装备区里牌数大于你的角色弃置一张装备牌';
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player.chooseTarget(function(card,player,target){
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return target.countCards('e')>player.countCards('e')&&target!=player;
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},'请选择【飞军】的目标').ai=function(target){
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return -get.attitude(player,target)
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};
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};
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'step 2'
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if(result.bool){
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event.target=result.targets[0];
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if(player.hasSkill('nzry_binglve')&&!player.storage.nzry_feijun.contains(event.target)){
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player.draw(2);
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player.storage.nzry_feijun.push(event.target);
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player.syncStorage('nzry_feijun');
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player.logSkill('nzry_binglve');
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};
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player.line(event.target);
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if(event.control=='令一名手牌数大于你的角色交给你一张牌'){
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event.target.chooseCard(1,'h',true).set('ai',function(card){
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return 6-get.value(card);
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});
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}else{
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event.target.chooseToDiscard(1,'e',true);
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event.finish();
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};
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}else{
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event.finish();
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};
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'step 3'
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if(result.bool){
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event.target.$give(result.cards.length,player);
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player.gain(result.cards,event.target);
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};
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},
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ai:{
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order:11,
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result:{
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player:function (player){
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if(game.countPlayer(function(current){return (current.countCards('h')>player.countCards('h')||current.countCards('e')>player.countCards('e'))&&get.attitude(player,current)<0&&!player.storage.nzry_feijun.contains(current)})>0||game.countPlayer(function(current){return current.countCards('h')>player.countCards('h')&&get.attitude(player,current)<0})>0||(player.countCards('h')>=2&&game.countPlayer(function(current){return current.countCards('e')>player.countCards('e')&&get.attitude(player,current)<0})>0)) return 1;
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},
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},
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},
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},
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"nzry_binglve":{},
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"nzry_huaiju":{
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marktext:"橘",
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@ -1268,47 +1255,47 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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"nzry_yili":{
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audio:2,
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trigger:{
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player:"phaseUseBegin",
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},
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direct:true,
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content:function (){
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'step 0'
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player.chooseTarget(get.prompt('nzry_yili'),function(card,player,target){
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return target!=player
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}).ai=function(target){
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if(player.storage.nzry_huaiju>1) return get.attitude(player,target);
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return -1;
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};
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'step 1'
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if(result.bool){
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event.target=result.targets[0];
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if(player.storage.nzry_huaiju>0){
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player.chooseControl().set('choiceList',['流失一点体力','移去一个“橘”']).set('ai',function(){
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return 1;
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});
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}
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else event._result={index:0};
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}else{
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event.finish();
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};
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'step 2'
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if(result.index==1){
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player.storage.nzry_huaiju--;
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player.syncStorage('nzry_huaiju');
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if(player.storage.nzry_huaiju<=0) player.unmarkSkill('nzry_huaiju');
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game.log(player,'移去了1个“橘”');
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}else{
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player.loseHp();
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};
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player.line(event.target);
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player.logSkill('nzry_huaiju');
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if(event.target.storage.nzry_huaiju==undefined) event.target.storage.nzry_huaiju=0;
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event.target.markSkill('nzry_huaiju');
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event.target.storage.nzry_huaiju++;
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event.target.syncStorage('nzry_huaiju');
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game.log(event.target,'获得了1个“橘”');
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},
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trigger:{
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player:"phaseUseBegin",
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},
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direct:true,
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content:function (){
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'step 0'
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player.chooseTarget(get.prompt('nzry_yili'),function(card,player,target){
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return target!=player
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}).ai=function(target){
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if(player.storage.nzry_huaiju>1) return get.attitude(player,target);
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return -1;
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};
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'step 1'
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if(result.bool){
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event.target=result.targets[0];
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if(player.storage.nzry_huaiju>0){
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player.chooseControl().set('choiceList',['流失一点体力','移去一个“橘”']).set('ai',function(){
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return 1;
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});
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}
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else event._result={index:0};
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}else{
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event.finish();
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};
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'step 2'
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if(result.index==1){
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player.storage.nzry_huaiju--;
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player.syncStorage('nzry_huaiju');
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if(player.storage.nzry_huaiju<=0) player.unmarkSkill('nzry_huaiju');
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game.log(player,'移去了1个“橘”');
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}else{
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player.loseHp();
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};
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player.line(event.target);
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player.logSkill('nzry_huaiju');
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if(event.target.storage.nzry_huaiju==undefined) event.target.storage.nzry_huaiju=0;
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event.target.markSkill('nzry_huaiju');
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event.target.storage.nzry_huaiju++;
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event.target.syncStorage('nzry_huaiju');
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game.log(event.target,'获得了1个“橘”');
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},
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},
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"nzry_zhenglun":{
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audio:2,
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@ -1331,70 +1318,70 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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"nzry_kuizhu":{
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audio:2,
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trigger:{
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player:"phaseDiscardAfter",
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},
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direct:true,
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filter:function (event,player){
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return event.num>0;
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},
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content:function (){
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'step 0'
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event.str1='令至多'+trigger.num+'名角色摸一张牌';
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event.str2='对任意名体力值之和为'+trigger.num+'的角色造成一点伤害';
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player.chooseControl().set('ai',function(){
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if(game.countPlayer(function(current){return get.attitude(player,current)<0&¤t.hp==trigger.num})>0&&trigger.num<=3) return 1;
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return 0;
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}).set('choiceList',[event.str1,event.str2]);
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'step 1'
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event.control=[event.str1,event.str2][result.index];
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'step 2'
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var str='请选择【溃诛】的目标';
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if(event.bool==false) str='所选目标体力之和不足'+trigger.num+',请重选';
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if(event.control==event.str2){
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player.chooseTarget(str,[1,Infinity],function(card,player,target){
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var targets=ui.selected.targets;
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var num=0;
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for(var i=0;i<targets.length;i++){
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num+=targets[i].hp;
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};
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return num+target.hp<=trigger.num;
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}).ai=function(target){
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if(ui.selected.targets[0]!=undefined) return -1;
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return get.attitude(player,target)<0;
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};
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}else{
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player.chooseTarget('请选择【溃诛】的目标',[1,trigger.num]).ai=function(target){
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return get.attitude(player,target);
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};
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};
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'step 3'
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if(result.bool){
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var targets=result.targets;
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if(event.control==event.str1){
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player.line(targets);
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player.logSkill('nzry_kuizhu',targets);
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game.asyncDraw(targets);
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}else{
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var num=0;
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for(var i=0;i<targets.length;i++){
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num+=targets[i].hp;
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};
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if(num<trigger.num){
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event.bool=false;
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event.goto(2);
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}else{
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player.line(targets);
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player.logSkill('nzry_kuizhu');
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for(var i=0;i<targets.length;i++){
|
||||
targets[i].damage();
|
||||
};
|
||||
if(targets.length>=2) player.damage();
|
||||
};
|
||||
};
|
||||
};
|
||||
},
|
||||
audio:2,
|
||||
trigger:{
|
||||
player:"phaseDiscardAfter",
|
||||
},
|
||||
direct:true,
|
||||
filter:function (event,player){
|
||||
return event.num>0;
|
||||
},
|
||||
content:function (){
|
||||
'step 0'
|
||||
event.str1='令至多'+trigger.num+'名角色摸一张牌';
|
||||
event.str2='对任意名体力值之和为'+trigger.num+'的角色造成一点伤害';
|
||||
player.chooseControl().set('ai',function(){
|
||||
if(game.countPlayer(function(current){return get.attitude(player,current)<0&¤t.hp==trigger.num})>0&&trigger.num<=3) return 1;
|
||||
return 0;
|
||||
}).set('choiceList',[event.str1,event.str2]);
|
||||
'step 1'
|
||||
event.control=[event.str1,event.str2][result.index];
|
||||
'step 2'
|
||||
var str='请选择【溃诛】的目标';
|
||||
if(event.bool==false) str='所选目标体力之和不足'+trigger.num+',请重选';
|
||||
if(event.control==event.str2){
|
||||
player.chooseTarget(str,[1,Infinity],function(card,player,target){
|
||||
var targets=ui.selected.targets;
|
||||
var num=0;
|
||||
for(var i=0;i<targets.length;i++){
|
||||
num+=targets[i].hp;
|
||||
};
|
||||
return num+target.hp<=trigger.num;
|
||||
}).ai=function(target){
|
||||
if(ui.selected.targets[0]!=undefined) return -1;
|
||||
return get.attitude(player,target)<0;
|
||||
};
|
||||
}else{
|
||||
player.chooseTarget('请选择【溃诛】的目标',[1,trigger.num]).ai=function(target){
|
||||
return get.attitude(player,target);
|
||||
};
|
||||
};
|
||||
'step 3'
|
||||
if(result.bool){
|
||||
var targets=result.targets;
|
||||
if(event.control==event.str1){
|
||||
player.line(targets);
|
||||
player.logSkill('nzry_kuizhu',targets);
|
||||
game.asyncDraw(targets);
|
||||
}else{
|
||||
var num=0;
|
||||
for(var i=0;i<targets.length;i++){
|
||||
num+=targets[i].hp;
|
||||
};
|
||||
if(num<trigger.num){
|
||||
event.bool=false;
|
||||
event.goto(2);
|
||||
}else{
|
||||
player.line(targets);
|
||||
player.logSkill('nzry_kuizhu');
|
||||
for(var i=0;i<targets.length;i++){
|
||||
targets[i].damage();
|
||||
};
|
||||
if(targets.length>=2) player.damage();
|
||||
};
|
||||
};
|
||||
};
|
||||
},
|
||||
},
|
||||
"nzry_zhizheng":{
|
||||
audio:2,
|
||||
|
@ -1502,10 +1489,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
player.logSkill('nzry_lijun1',zhu);
|
||||
var list=[];
|
||||
for(var i=0;i<trigger.cards.length;i++){
|
||||
if(get.position(trigger.cards[i])=='d'){
|
||||
list.push(trigger.cards[i]);
|
||||
if(get.position(trigger.cards[i])=='d'){
|
||||
list.push(trigger.cards[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
player.give(list,zhu);
|
||||
zhu.chooseBool().set('ai',function(){
|
||||
if(get.attitude(zhu,player)>0) return true;
|
||||
|
@ -1580,14 +1567,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
"nzry_shicai":{
|
||||
group:["nzry_shicai_1","nzry_shicai_2","nzry_shicai_3"],
|
||||
ai:{
|
||||
effect:{
|
||||
target:function(card,player,target){
|
||||
if(get.type(card)=='equip'&&!player.storage.nzry_shicai.contains('equip')&&get.equipResult(player,target,card.name)<=0) return [1,3];
|
||||
if(card.name=='shandian'&&!player.storage.nzry_shicai.contains('trick')) return [1,3];
|
||||
effect:{
|
||||
target:function(card,player,target){
|
||||
if(get.type(card)=='equip'&&!player.storage.nzry_shicai.contains('equip')&&get.equipResult(player,target,card.name)<=0) return [1,3];
|
||||
if(card.name=='shandian'&&!player.storage.nzry_shicai.contains('trick')) return [1,3];
|
||||
},
|
||||
},
|
||||
threaten:2.4,
|
||||
},
|
||||
},
|
||||
threaten:2.4,
|
||||
},
|
||||
subSkill:{
|
||||
"1":{
|
||||
trigger:{
|
||||
|
@ -1795,7 +1782,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
},
|
||||
},
|
||||
|
||||
'nzry_jianxiang':{
|
||||
audio:2,
|
||||
trigger:{
|
||||
|
@ -6365,7 +6351,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
"xinfu_fuyin":"父荫",
|
||||
"xinfu_fuyin_info":"锁定技,你每回合第一次成为【杀】或【决斗】的目标后,若你的手牌数小于等于该角色,此牌对你无效。",
|
||||
"drlt_wanglie":"往烈",
|
||||
"drlt_wanglie_info":"出牌阶段,你使用的第一张牌无距离限制,你可以令此牌不能被响应,若如此做,本回合内你不能再使用牌",
|
||||
"drlt_wanglie_info":"出牌阶段,你使用的第一张牌无距离限制;当你于回合内使用牌时,你可以令此牌不能被响应,若如此做,本回合内你不能再使用牌",
|
||||
"drlt_xiongluan":"雄乱",
|
||||
"drlt_xiongluan_info":"限定技,出牌阶段,你可以废除你的判定区和装备区,然后指定一名其他角色。直到回合结束,你对其使用牌无距离和次数限制,其不能使用和打出手牌",
|
||||
"drlt_congjian":"从谏",
|
||||
|
|
|
@ -2210,6 +2210,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
discard2:{
|
||||
trigger:{global:'phaseAfter'},
|
||||
audio:2,
|
||||
forced:true,
|
||||
filter:function(event,player){
|
||||
if(_status.currentPhase!=player&&player.storage.zishu){
|
||||
|
@ -2244,13 +2245,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
draw:{
|
||||
trigger:{player:'gainAfter'},
|
||||
audio:2,
|
||||
forced:true,
|
||||
filter:function(event,player){
|
||||
if(_status.currentPhase!=player) return false;
|
||||
return event.getParent(2).name!='zishu_draw';
|
||||
},
|
||||
content:function(){
|
||||
player.draw();
|
||||
player.draw(false);
|
||||
}
|
||||
}
|
||||
},
|
||||
|
@ -2261,6 +2263,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
group:['zishu_draw','zishu_discard','zishu_discard2','zishu_discard3']
|
||||
},
|
||||
yingyuan:{
|
||||
audio:2,
|
||||
trigger:{player:'useCardAfter'},
|
||||
direct:true,
|
||||
filter:function(event,player){
|
||||
|
@ -8247,7 +8250,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
trigger:{player:['shaBegin','juedouBegin']},
|
||||
filter:function(event,player){
|
||||
if(player.hasSkill('fengpo3')) return false;
|
||||
return event.target&&event.targets&&event.targets.length==1;
|
||||
return player.isPhaseUsing()&&event.target&&event.targets&&event.targets.length==1;
|
||||
},
|
||||
direct:true,
|
||||
content:function(){
|
||||
|
|
|
@ -84,7 +84,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
return 18-get.value(event.card)-player.maxHp*2;
|
||||
},
|
||||
filter:function (event,player){
|
||||
if(_status.currentPhase!=player) return false;
|
||||
if(!player.isPhaseUsing()) return false;
|
||||
if(event.cards){
|
||||
if(get.type(event.card)!='trick') return false;
|
||||
for(var i=0;i<event.cards.length;i++){
|
||||
|
@ -111,7 +111,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
player:"useCardAfter",
|
||||
},
|
||||
filter:function (event,player){
|
||||
if(_status.currentPhase!=player) return false;
|
||||
if(!player.isPhaseUsing()) return false;
|
||||
if(get.type(event.card)==undefined) return false;
|
||||
return (event.targets&&event.targets.length==1);
|
||||
},
|
||||
|
@ -1104,7 +1104,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
direct:true,
|
||||
filter:function (event,player){
|
||||
if(_status.currentPhase!=player) return false;
|
||||
if(!player.isPhaseUsing()) return false;
|
||||
if(!['basic','trick'].contains(get.type(event.card))) return false;
|
||||
if(get.tag(event.card,'damage')) return true;
|
||||
return false;
|
||||
|
@ -2624,7 +2624,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
return event.getParent().name=='draw'&&event.getParent(2).name!='xinfu_zhanji';
|
||||
},
|
||||
content:function (){
|
||||
player.draw();
|
||||
player.draw(false);
|
||||
},
|
||||
},
|
||||
"xinfu_songsang":{
|
||||
|
@ -3431,7 +3431,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
if(bool) stat.skill[i]=0;
|
||||
}
|
||||
''
|
||||
'step 3'
|
||||
trigger.player.phaseUse();
|
||||
},
|
||||
group:["xinfu_guanwei_count","xinfu_guanwei_clear"],
|
||||
|
@ -5578,9 +5578,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
"xinfu_langxi":"狼袭",
|
||||
"xinfu_langxi_info":"准备阶段,你可以对一名体力小于或等于你的其他角色造成0~2点随机伤害。",
|
||||
"xinfu_yisuan":"亦算",
|
||||
"xinfu_yisuan_info":"每回合限一次。当你于回合内使用的锦囊牌进入弃牌堆时,你可以减1点体力上限,从弃牌堆中获得之。",
|
||||
"xinfu_yisuan_info":"每回合限一次。当你于出牌阶段使用的锦囊牌进入弃牌堆时,你可以减1点体力上限,从弃牌堆中获得之。",
|
||||
"xinfu_xingluan":"兴乱",
|
||||
"xinfu_xingluan_info":"每回合限一次。当你于回合内使用的仅指定一个目标的牌结算完成后,你可以从牌堆中随机获得一张点数为6的牌。",
|
||||
"xinfu_xingluan_info":"每回合限一次。当你于出牌阶段使用的仅指定一个目标的牌结算完成后,你可以从牌堆中随机获得一张点数为6的牌。",
|
||||
"xinfu_lveming":"掠命",
|
||||
"xinfu_lveming_info":"出牌阶段限一次,你可以选择一名装备区装备比你少的角色,令其选择一个点数,然后你进行判定:<br>若点数相同,你对其造成2点伤害;<br>若点数不同,则你随机获得其区域内的一张牌。",
|
||||
"xinfu_tunjun":"屯军",
|
||||
|
@ -5628,7 +5628,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
"xinfu_lianpian_info":"出牌阶段限三次。当你对一名角色连续使用牌时,你可以摸一张牌,然后可以将一张牌交给该角色。",
|
||||
|
||||
"xinfu_lingren":"凌人",
|
||||
"xinfu_lingren_info":"出牌阶段限一次。当你使用带有“伤害”这一标签的基本牌或普通锦囊牌指定目标后,你可以猜测其中的一个目标的手牌中是否有基本牌,锦囊牌或装备牌。若你猜中的项目数:≥1,此牌对该角色的伤害+1;≥2,你摸两张牌;≥3,你获得技能〖奸雄〗(新界)和〖行殇〗直到下回合开始。",
|
||||
"xinfu_lingren_info":"每回合限一次。当你于出牌阶段使用带有“伤害”这一标签的基本牌或普通锦囊牌指定目标后,你可以猜测其中的一个目标的手牌中是否有基本牌,锦囊牌或装备牌。若你猜中的项目数:≥1,此牌对该角色的伤害+1;≥2,你摸两张牌;≥3,你获得技能〖奸雄〗(新界)和〖行殇〗直到下回合开始。",
|
||||
"lingren_adddamage":"凌人",
|
||||
"lingren_adddamage_info":"",
|
||||
"lingren_jianxiong":"奸雄",
|
||||
|
|
|
@ -1449,8 +1449,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
event.list=list;
|
||||
event.num=0;
|
||||
event.total=game.players.length+game.dead.length;
|
||||
'step 1'
|
||||
if(event.list.length&&event.num<game.players.length){
|
||||
if(event.list.length&&event.num<event.total&&trigger.player.isAlive()){
|
||||
event.num++;
|
||||
player.useCard(event.list.shift(),trigger.player);
|
||||
event.redo();
|
||||
|
@ -1460,6 +1461,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
for(var i=0;i<cards.length;i++){
|
||||
ui.cardPile.insertBefore(cards[i],ui.cardPile.childNodes[get.rand(ui.cardPile.childElementCount)]);
|
||||
}
|
||||
for(var i=0;i<event.list.length;i++){
|
||||
ui.cardPile.insertBefore(event.list[i],ui.cardPile.childNodes[get.rand(ui.cardPile.childElementCount)]);
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
threaten:1.5
|
||||
|
@ -1487,7 +1491,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
var list=game.filterPlayer(function(current){
|
||||
return current.hasSkill('wengua');
|
||||
});
|
||||
var str='将一张手牌交给'+get.translation(list);
|
||||
var str='将一张牌交给'+get.translation(list);
|
||||
if(list.length>1) str+='中的一人';
|
||||
return str;
|
||||
},
|
||||
|
@ -1535,7 +1539,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
event.finish();
|
||||
}
|
||||
"step 3"
|
||||
if(event.target.getCards('h').contains(event.card)){
|
||||
if(event.target.getCards('he').contains(event.card)){
|
||||
event.target.chooseControlList('问卦','将'+get.translation(event.card)+'置于牌堆顶','将'+get.translation(event.card)+'置于牌堆底',event.target==player,function(){
|
||||
if(get.attitude(event.target,player)<0) return 2;
|
||||
return 1;
|
||||
|
@ -1567,8 +1571,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
player.draw();
|
||||
}
|
||||
else{
|
||||
player.draw();
|
||||
target.draw();
|
||||
game.asyncDraw([player,target],null,null);
|
||||
}
|
||||
}
|
||||
else if(event.index==0){
|
||||
|
@ -1578,8 +1581,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
player.draw('bottom');
|
||||
}
|
||||
else{
|
||||
player.draw('bottom');
|
||||
target.draw('bottom');
|
||||
game.asyncDraw([player,target],null,null,true);
|
||||
}
|
||||
}
|
||||
},
|
||||
|
@ -4173,7 +4175,17 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
'step 0'
|
||||
player.phaseUse();
|
||||
'step 1'
|
||||
player.getStat().card={};
|
||||
var stat=player.getStat();
|
||||
stat.card={};
|
||||
for(var i in stat.skill){
|
||||
var bool=false;
|
||||
var info=lib.skill[i];
|
||||
if(info.enable!=undefined){
|
||||
if(typeof info.enable=='string'&&info.enable=='phaseUse') bool=true;
|
||||
else if(typeof info.enable=='object'&&info.enable.contains('phaseUse')) bool=true;
|
||||
}
|
||||
if(bool) stat.skill[i]=0;
|
||||
}
|
||||
}
|
||||
},
|
||||
longyin:{
|
||||
|
@ -5636,7 +5648,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
trigger:{player:'shaBegin'},
|
||||
direct:true,
|
||||
filter:function(event,player){
|
||||
return event.target.hp>0&&event.target.countCards('he')>0;
|
||||
return player.isPhaseUsing()&&event.target.hp>0&&event.target.countCards('he')>0;
|
||||
},
|
||||
audio:2,
|
||||
logTarget:'target',
|
||||
|
|
33
game/game.js
33
game/game.js
|
@ -13009,7 +13009,8 @@
|
|||
}
|
||||
if(event.log!=false){
|
||||
if(num>0){
|
||||
game.log(player,'摸了'+get.cnNumber(num)+'张牌');
|
||||
if(event.bottom) game.log(player,'从牌堆底摸了'+get.cnNumber(num)+'张牌');
|
||||
else game.log(player,'摸了'+get.cnNumber(num)+'张牌');
|
||||
}
|
||||
if(event.drawDeck){
|
||||
game.log(player,'从牌库中获得了'+get.cnNumber(event.drawDeck)+'张牌');
|
||||
|
@ -13029,7 +13030,8 @@
|
|||
if(event.animate!=false){
|
||||
if(event.visible){
|
||||
player.gain(cards,'gain2');
|
||||
game.log(player,'摸了'+get.cnNumber(num)+'张牌(',cards,')');
|
||||
if(event.bottom) game.log(player,'从牌堆底摸了'+get.cnNumber(num)+'张牌(',cards,')');
|
||||
else game.log(player,'摸了'+get.cnNumber(num)+'张牌(',cards,')');
|
||||
}
|
||||
else{
|
||||
player.gain(cards,'draw');
|
||||
|
@ -14195,6 +14197,10 @@
|
|||
},
|
||||
player:{
|
||||
//新函数
|
||||
isPhaseUsing:function(notmeisok){
|
||||
if(!notmeisok&&_status.currentPhase!=this) return false;
|
||||
return _status.event.name=='phaseUse'||_status.event.getParent('phaseUse').name=='phaseUse';
|
||||
},
|
||||
swapEquip:function(target){
|
||||
var next=game.createEvent('swapEquip');
|
||||
next.player=this;
|
||||
|
@ -23993,6 +23999,13 @@
|
|||
group:['wei','shu','wu','qun','shen'],
|
||||
nature:['fire','thunder','poison'],
|
||||
linked:['fire','thunder'],
|
||||
groupnature:{
|
||||
shen:'thunder',
|
||||
wei:'water',
|
||||
shu:'soil',
|
||||
wu:'wood',
|
||||
qun:'metal',
|
||||
},
|
||||
};
|
||||
var game={
|
||||
online:false,
|
||||
|
@ -29663,7 +29676,7 @@
|
|||
}
|
||||
});
|
||||
},
|
||||
asyncDraw:function(players,num,drawDeck){
|
||||
asyncDraw:function(players,num,drawDeck,bottom){
|
||||
for(var i=0;i<players.length;i++){
|
||||
var num2=1;
|
||||
if(typeof num=='number'){
|
||||
|
@ -29679,7 +29692,8 @@
|
|||
players[i].draw(num2,false,drawDeck);
|
||||
}
|
||||
else{
|
||||
players[i].draw(num2,false);
|
||||
if(bottom) players[i].draw(num2,false,'bottom');
|
||||
else players[i].draw(num2,false);
|
||||
}
|
||||
players[i].$draw(num2);
|
||||
}
|
||||
|
@ -44607,15 +44621,8 @@
|
|||
return '暂无武将介绍';
|
||||
},
|
||||
groupnature:function(group,method){
|
||||
var nature;
|
||||
switch(group){
|
||||
case 'shen':nature='thunder';break;
|
||||
case 'wei':nature='water';break;
|
||||
case 'shu':nature='soil';break;
|
||||
case 'wu':nature='wood';break;
|
||||
case 'qun':nature='metal';break;
|
||||
default:return '';
|
||||
}
|
||||
var nature=lib.groupnature[group];
|
||||
if(!nature) return '';
|
||||
if(method=='raw'){
|
||||
return nature;
|
||||
}
|
||||
|
|
|
@ -1,27 +1,20 @@
|
|||
window.noname_update={
|
||||
version:'1.9.88.3',
|
||||
update:'1.9.88.2',
|
||||
version:'1.9.88.4',
|
||||
update:'1.9.88.3',
|
||||
changeLog:[
|
||||
'修复BUG',
|
||||
'轩辕剑,古剑奇谭部分技能调整',
|
||||
'昆特牌,古剑奇谭部分技能调整',
|
||||
],
|
||||
files:[
|
||||
//'card/sp.js',
|
||||
//'card/extra.js',
|
||||
//'card/standard.js',
|
||||
//'character/extra.js',
|
||||
'character/old.js',
|
||||
'character/yxs.js',
|
||||
//'character/refresh.js',
|
||||
'card/swd.js',
|
||||
'character/gujian.js',
|
||||
'character/gwent.js',
|
||||
'character/shenhua.js',
|
||||
//'character/sp.js',
|
||||
'character/sp.js',
|
||||
//'character/standard.js',
|
||||
'character/xinghuoliaoyuan.js',
|
||||
'character/yijiang.js',
|
||||
//'game/asset.js',
|
||||
//'game/game.js',
|
||||
'game/game.js',
|
||||
//'game/package.js'
|
||||
]
|
||||
};
|
||||
|
|
Loading…
Reference in New Issue