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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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@ -1113,10 +1102,8 @@ 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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@ -1127,7 +1114,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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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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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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@ -1795,7 +1782,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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},
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'nzry_jianxiang':{
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audio:2,
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trigger:{
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@ -6365,7 +6351,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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"xinfu_fuyin":"父荫",
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"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。",
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"drlt_wanglie":"往烈",
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"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",
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"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",
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"drlt_xiongluan":"雄乱",
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"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",
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"drlt_congjian":"从谏",
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@ -2210,6 +2210,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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discard2:{
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trigger:{global:'phaseAfter'},
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audio:2,
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forced:true,
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filter:function(event,player){
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if(_status.currentPhase!=player&&player.storage.zishu){
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@ -2244,13 +2245,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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draw:{
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trigger:{player:'gainAfter'},
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audio:2,
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forced:true,
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filter:function(event,player){
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if(_status.currentPhase!=player) return false;
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return event.getParent(2).name!='zishu_draw';
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},
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content:function(){
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player.draw();
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player.draw(false);
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}
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}
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},
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@ -2261,6 +2263,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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group:['zishu_draw','zishu_discard','zishu_discard2','zishu_discard3']
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},
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yingyuan:{
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audio:2,
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trigger:{player:'useCardAfter'},
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direct:true,
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filter:function(event,player){
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@ -8247,7 +8250,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger:{player:['shaBegin','juedouBegin']},
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filter:function(event,player){
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if(player.hasSkill('fengpo3')) return false;
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return event.target&&event.targets&&event.targets.length==1;
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return player.isPhaseUsing()&&event.target&&event.targets&&event.targets.length==1;
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},
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direct:true,
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content:function(){
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@ -84,7 +84,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return 18-get.value(event.card)-player.maxHp*2;
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},
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filter:function (event,player){
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if(_status.currentPhase!=player) return false;
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if(!player.isPhaseUsing()) return false;
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if(event.cards){
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if(get.type(event.card)!='trick') return false;
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for(var i=0;i<event.cards.length;i++){
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@ -111,7 +111,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player:"useCardAfter",
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},
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filter:function (event,player){
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if(_status.currentPhase!=player) return false;
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if(!player.isPhaseUsing()) return false;
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if(get.type(event.card)==undefined) return false;
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return (event.targets&&event.targets.length==1);
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},
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@ -1104,7 +1104,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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direct:true,
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filter:function (event,player){
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if(_status.currentPhase!=player) return false;
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if(!player.isPhaseUsing()) return false;
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if(!['basic','trick'].contains(get.type(event.card))) return false;
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if(get.tag(event.card,'damage')) return true;
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return false;
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@ -2624,7 +2624,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return event.getParent().name=='draw'&&event.getParent(2).name!='xinfu_zhanji';
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},
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content:function (){
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player.draw();
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player.draw(false);
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},
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},
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"xinfu_songsang":{
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@ -3431,7 +3431,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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if(bool) stat.skill[i]=0;
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}
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''
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'step 3'
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trigger.player.phaseUse();
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},
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group:["xinfu_guanwei_count","xinfu_guanwei_clear"],
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@ -5578,9 +5578,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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"xinfu_langxi":"狼袭",
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"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。",
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"xinfu_yisuan":"亦算",
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"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。",
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"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。",
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"xinfu_xingluan":"兴乱",
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"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。",
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"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。",
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"xinfu_lveming":"掠命",
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"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。",
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"xinfu_tunjun":"屯军",
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@ -5628,7 +5628,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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"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。",
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"xinfu_lingren":"凌人",
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"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。",
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"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。",
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"lingren_adddamage":"凌人",
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"lingren_adddamage_info":"",
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"lingren_jianxiong":"奸雄",
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@ -1449,8 +1449,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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event.list=list;
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event.num=0;
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event.total=game.players.length+game.dead.length;
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'step 1'
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if(event.list.length&&event.num<game.players.length){
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if(event.list.length&&event.num<event.total&&trigger.player.isAlive()){
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event.num++;
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player.useCard(event.list.shift(),trigger.player);
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event.redo();
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@ -1460,6 +1461,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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for(var i=0;i<cards.length;i++){
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ui.cardPile.insertBefore(cards[i],ui.cardPile.childNodes[get.rand(ui.cardPile.childElementCount)]);
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}
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for(var i=0;i<event.list.length;i++){
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ui.cardPile.insertBefore(event.list[i],ui.cardPile.childNodes[get.rand(ui.cardPile.childElementCount)]);
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}
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},
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ai:{
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threaten:1.5
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@ -1487,7 +1491,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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var list=game.filterPlayer(function(current){
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return current.hasSkill('wengua');
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});
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var str='将一张手牌交给'+get.translation(list);
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var str='将一张牌交给'+get.translation(list);
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if(list.length>1) str+='中的一人';
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return str;
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},
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@ -1535,7 +1539,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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event.finish();
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}
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"step 3"
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if(event.target.getCards('h').contains(event.card)){
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if(event.target.getCards('he').contains(event.card)){
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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(){
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if(get.attitude(event.target,player)<0) return 2;
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return 1;
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@ -1567,8 +1571,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player.draw();
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}
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else{
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player.draw();
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target.draw();
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game.asyncDraw([player,target],null,null);
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}
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}
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else if(event.index==0){
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@ -1578,8 +1581,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player.draw('bottom');
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}
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else{
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player.draw('bottom');
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target.draw('bottom');
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game.asyncDraw([player,target],null,null,true);
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}
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}
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},
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@ -4173,7 +4175,17 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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'step 0'
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player.phaseUse();
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'step 1'
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player.getStat().card={};
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var stat=player.getStat();
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stat.card={};
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for(var i in stat.skill){
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var bool=false;
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var info=lib.skill[i];
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if(info.enable!=undefined){
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if(typeof info.enable=='string'&&info.enable=='phaseUse') bool=true;
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else if(typeof info.enable=='object'&&info.enable.contains('phaseUse')) bool=true;
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}
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if(bool) stat.skill[i]=0;
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}
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}
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},
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longyin:{
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@ -5636,7 +5648,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger:{player:'shaBegin'},
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direct:true,
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filter:function(event,player){
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return event.target.hp>0&&event.target.countCards('he')>0;
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return player.isPhaseUsing()&&event.target.hp>0&&event.target.countCards('he')>0;
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},
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audio:2,
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logTarget:'target',
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33
game/game.js
33
game/game.js
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@ -13009,7 +13009,8 @@
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}
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if(event.log!=false){
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if(num>0){
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game.log(player,'摸了'+get.cnNumber(num)+'张牌');
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if(event.bottom) game.log(player,'从牌堆底摸了'+get.cnNumber(num)+'张牌');
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else game.log(player,'摸了'+get.cnNumber(num)+'张牌');
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}
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if(event.drawDeck){
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game.log(player,'从牌库中获得了'+get.cnNumber(event.drawDeck)+'张牌');
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@ -13029,7 +13030,8 @@
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if(event.animate!=false){
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if(event.visible){
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player.gain(cards,'gain2');
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game.log(player,'摸了'+get.cnNumber(num)+'张牌(',cards,')');
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if(event.bottom) game.log(player,'从牌堆底摸了'+get.cnNumber(num)+'张牌(',cards,')');
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else game.log(player,'摸了'+get.cnNumber(num)+'张牌(',cards,')');
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}
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else{
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player.gain(cards,'draw');
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@ -14195,6 +14197,10 @@
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},
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player:{
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//新函数
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isPhaseUsing:function(notmeisok){
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if(!notmeisok&&_status.currentPhase!=this) return false;
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return _status.event.name=='phaseUse'||_status.event.getParent('phaseUse').name=='phaseUse';
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},
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swapEquip:function(target){
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var next=game.createEvent('swapEquip');
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next.player=this;
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@ -23993,6 +23999,13 @@
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group:['wei','shu','wu','qun','shen'],
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nature:['fire','thunder','poison'],
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linked:['fire','thunder'],
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groupnature:{
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shen:'thunder',
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wei:'water',
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shu:'soil',
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wu:'wood',
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qun:'metal',
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},
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};
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var game={
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online:false,
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@ -29663,7 +29676,7 @@
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}
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});
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},
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asyncDraw:function(players,num,drawDeck){
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asyncDraw:function(players,num,drawDeck,bottom){
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for(var i=0;i<players.length;i++){
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var num2=1;
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if(typeof num=='number'){
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@ -29679,7 +29692,8 @@
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players[i].draw(num2,false,drawDeck);
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}
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else{
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players[i].draw(num2,false);
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if(bottom) players[i].draw(num2,false,'bottom');
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else players[i].draw(num2,false);
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}
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players[i].$draw(num2);
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}
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@ -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