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6 changed files with 279 additions and 278 deletions

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@ -1031,7 +1031,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
player.storage.kongsheng2.remove(player.storage.kongsheng2[i]);
};
player.removeSkill('kongsheng2');
delete player.storage.drlt_kongsheng2;
},
},
@ -1062,10 +1061,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return event.targets&&event.targets.contains(player)&&(player.storage.nzry_juzhan1==false||player.storage.nzry_juzhan1==undefined);
},
content:function(){
player.draw();
trigger.player.draw();
game.asyncDraw([player,trigger.player]);
trigger.player.storage.nzry_juzhan=true;
trigger.player.markSkill('nzry_juzhan1');
player.storage.nzry_juzhan1=true;
},
},
@ -1081,29 +1078,21 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return event.player.countCards('he')>0&&event.targets&&event.targets.length==1;
},
content:function(){
player.gainPlayerCard(trigger.targets[0],'he');
player.gainPlayerCard(trigger.targets[0],'he',true);
player.storage.nzry_juzhan1=false;
player.markSkill('nzry_juzhan1');
player.storage.nzry_juzhan2=true;
trigger.target.storage.nzry_juzhan2=true;
},
},
},
},
"nzry_juzhan1":{
marktext:'拒',
intro:{
content:'',
},
},
"_nzry_juzhan":{
mod:{
targetEnabled:function(card,player,target){
if(player.storage.nzry_juzhan2==true) return false;
if(target.storage.nzry_juzhan2==true) return false;
},
},
audio:2,
trigger:{
player:'phaseAfter'
global:'phaseAfter'
},
filter:function (event,player){
return player.storage.nzry_juzhan==true||player.storage.nzry_juzhan2==true;
@ -1113,108 +1102,106 @@ game.import('character',function(lib,game,ui,get,ai,_status){
content:function(){
if(player.storage.nzry_juzhan==true) delete player.storage.nzry_juzhan;
if(player.storage.nzry_juzhan2==true) delete player.storage.nzry_juzhan2;
player.unmarkSkill('nzry_juzhan1');
},
},
"nzry_feijun":{
init:function (player){
player.storage.nzry_feijun=[];
},
marktext:"飞",
intro:{
content:function (storage){
var str='';
for(var i=0;i<storage.length;i++){
str+='、';
str+=get.translation(storage[i].name);
};
str=str.slice(1);
return '已对'+str+'发动过〖飞军〗';
},
},
mark:true,
enable:"phaseUse",
usable:1,
position:"he",
audio:2,
filter:function (event,player){
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;
},
filterCard:true,
check:function (card){
return 5-get.value(card);
},
content:function (){
'step 0'
var list=[];
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');
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');
if(list.length==0) event.finish();
else if(list.length<2){
if(game.countPlayer(function(current){return current.countCards('h')>player.countCards('h')})>0) event._result={index:0};
else event._result={index:1};
}
else{
player.chooseControl().set('ai',function(){
if(game.hasPlayer(function(current){
return current.countCards('h')>player.countCards('h')&&get.attitude(player,current)<0
})) return 0;
return 1;
}).set('choiceList',list);
}
'step 1'
if(result.index==0){
event.control='令一名手牌数大于你的角色交给你一张牌';
player.chooseTarget(function(card,player,target){
return target.countCards('h')>player.countCards('h')&&target!=player;
},'请选择【飞军】的目标').ai=function(target){
return -get.attitude(player,target)
};
}else{
event.control='令一名装备区里牌数大于你的角色弃置一张装备牌';
player.chooseTarget(function(card,player,target){
return target.countCards('e')>player.countCards('e')&&target!=player;
},'请选择【飞军】的目标').ai=function(target){
return -get.attitude(player,target)
};
};
'step 2'
if(result.bool){
event.target=result.targets[0];
if(player.hasSkill('nzry_binglve')&&!player.storage.nzry_feijun.contains(event.target)){
player.draw(2);
player.storage.nzry_feijun.push(event.target);
player.syncStorage('nzry_feijun');
player.logSkill('nzry_binglve');
};
player.line(event.target);
if(event.control=='令一名手牌数大于你的角色交给你一张牌'){
event.target.chooseCard(1,'h',true).set('ai',function(card){
return 6-get.value(card);
});
}else{
event.target.chooseToDiscard(1,'e',true);
event.finish();
};
}else{
event.finish();
};
'step 3'
if(result.bool){
event.target.$give(result.cards.length,player);
player.gain(result.cards,event.target);
};
},
ai:{
order:11,
result:{
player:function (player){
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;
},
},
},
},
"nzry_feijun":{
init:function (player){
player.storage.nzry_feijun=[];
},
marktext:"飞",
intro:{
content:function (storage){
var str='';
for(var i=0;i<storage.length;i++){
str+='、';
str+=get.translation(storage[i]);
};
str=str.slice(1);
return '已对'+str+'发动过〖飞军〗';
},
},
mark:true,
enable:"phaseUse",
usable:1,
position:"he",
audio:2,
filter:function (event,player){
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;
},
filterCard:true,
check:function (card){
return 5-get.value(card);
},
content:function (){
'step 0'
var list=[];
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');
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');
if(list.length==0) event.finish();
else if(list.length<2){
if(game.countPlayer(function(current){return current.countCards('h')>player.countCards('h')})>0) event._result={index:0};
else event._result={index:1};
}
else{
player.chooseControl().set('ai',function(){
if(game.hasPlayer(function(current){
return current.countCards('h')>player.countCards('h')&&get.attitude(player,current)<0
})) return 0;
return 1;
}).set('choiceList',list);
}
'step 1'
if(result.index==0){
event.control='令一名手牌数大于你的角色交给你一张牌';
player.chooseTarget(function(card,player,target){
return target.countCards('h')>player.countCards('h')&&target!=player;
},'请选择【飞军】的目标').ai=function(target){
return -get.attitude(player,target)
};
}else{
event.control='令一名装备区里牌数大于你的角色弃置一张装备牌';
player.chooseTarget(function(card,player,target){
return target.countCards('e')>player.countCards('e')&&target!=player;
},'请选择【飞军】的目标').ai=function(target){
return -get.attitude(player,target)
};
};
'step 2'
if(result.bool){
event.target=result.targets[0];
if(player.hasSkill('nzry_binglve')&&!player.storage.nzry_feijun.contains(event.target)){
player.draw(2);
player.storage.nzry_feijun.push(event.target);
player.syncStorage('nzry_feijun');
player.logSkill('nzry_binglve');
};
player.line(event.target);
if(event.control=='令一名手牌数大于你的角色交给你一张牌'){
event.target.chooseCard(1,'h',true).set('ai',function(card){
return 6-get.value(card);
});
}else{
event.target.chooseToDiscard(1,'e',true);
event.finish();
};
}else{
event.finish();
};
'step 3'
if(result.bool){
event.target.$give(result.cards.length,player);
player.gain(result.cards,event.target);
};
},
ai:{
order:11,
result:{
player:function (player){
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;
},
},
},
},
"nzry_binglve":{},
"nzry_huaiju":{
marktext:"橘",
@ -1268,47 +1255,47 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
"nzry_yili":{
audio:2,
trigger:{
player:"phaseUseBegin",
},
direct:true,
content:function (){
'step 0'
player.chooseTarget(get.prompt('nzry_yili'),function(card,player,target){
return target!=player
}).ai=function(target){
if(player.storage.nzry_huaiju>1) return get.attitude(player,target);
return -1;
};
'step 1'
if(result.bool){
event.target=result.targets[0];
if(player.storage.nzry_huaiju>0){
player.chooseControl().set('choiceList',['流失一点体力','移去一个“橘”']).set('ai',function(){
return 1;
});
}
else event._result={index:0};
}else{
event.finish();
};
'step 2'
if(result.index==1){
player.storage.nzry_huaiju--;
player.syncStorage('nzry_huaiju');
if(player.storage.nzry_huaiju<=0) player.unmarkSkill('nzry_huaiju');
game.log(player,'移去了1个“橘”');
}else{
player.loseHp();
};
player.line(event.target);
player.logSkill('nzry_huaiju');
if(event.target.storage.nzry_huaiju==undefined) event.target.storage.nzry_huaiju=0;
event.target.markSkill('nzry_huaiju');
event.target.storage.nzry_huaiju++;
event.target.syncStorage('nzry_huaiju');
game.log(event.target,'获得了1个“橘”');
},
trigger:{
player:"phaseUseBegin",
},
direct:true,
content:function (){
'step 0'
player.chooseTarget(get.prompt('nzry_yili'),function(card,player,target){
return target!=player
}).ai=function(target){
if(player.storage.nzry_huaiju>1) return get.attitude(player,target);
return -1;
};
'step 1'
if(result.bool){
event.target=result.targets[0];
if(player.storage.nzry_huaiju>0){
player.chooseControl().set('choiceList',['流失一点体力','移去一个“橘”']).set('ai',function(){
return 1;
});
}
else event._result={index:0};
}else{
event.finish();
};
'step 2'
if(result.index==1){
player.storage.nzry_huaiju--;
player.syncStorage('nzry_huaiju');
if(player.storage.nzry_huaiju<=0) player.unmarkSkill('nzry_huaiju');
game.log(player,'移去了1个“橘”');
}else{
player.loseHp();
};
player.line(event.target);
player.logSkill('nzry_huaiju');
if(event.target.storage.nzry_huaiju==undefined) event.target.storage.nzry_huaiju=0;
event.target.markSkill('nzry_huaiju');
event.target.storage.nzry_huaiju++;
event.target.syncStorage('nzry_huaiju');
game.log(event.target,'获得了1个“橘”');
},
},
"nzry_zhenglun":{
audio:2,
@ -1331,70 +1318,70 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
},
"nzry_kuizhu":{
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&&current.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();
};
};
};
},
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&&current.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",

View File

@ -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(){

View File

@ -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02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",

View File

@ -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',

View File

@ -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;
}

View File

@ -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'
]
};