This commit is contained in:
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0a135f5331
commit
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@ -361,7 +361,7 @@ card.extra={
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jiu:{
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trigger:{source:'damageBegin'},
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filter:function(event){
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return (event.card&&(event.card.name=='sha')&&event.parent.name!='_lianhuan'&&event.parent.name!='_lianhuan2');
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return event.card&&event.card.name=='sha'&&event.notLink();
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},
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forced:true,
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content:function(){
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@ -733,6 +733,8 @@ card.swd={
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if(cardname=='jiu') return 0;
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if(cardname=='tianxianjiu') return 0;
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if(cardname=='toulianghuanzhu') return 0;
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if(cardname=='shijieshu') return 0;
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if(cardname=='xietianzi') return 0;
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return 1;
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}
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},
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@ -781,9 +783,11 @@ card.swd={
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},
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jiguanshu:{
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fullskin:true,
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enable:true,
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type:'jiguan',
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wuxieable:true,
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enable:function(card,player){
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return player.num('e')>0;
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},
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filterTarget:function(card,player,target){
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return target==player;
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// var es=target.get('e');
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@ -2937,7 +2941,7 @@ card.swd={
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}
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else{
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var e5=player.get('e','5');
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if(e5&&e5.name=='sifeizhenmian'){
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if(e5){
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player.discard(e5);
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}
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target.goMad({player:'phaseAfter'});
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@ -244,6 +244,9 @@ card.yunchou={
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hufu:{
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fullskin:true,
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type:'basic',
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savable:function(card,player,dying){
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return dying==player;
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},
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ai:{
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value:[7.5,5,2],
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useful:[7.5,5,2],
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@ -550,8 +550,16 @@ character.extra={
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event.num=0;
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"step 1"
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if(num<event.targets.length){
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if(event.targets[num].num('hej')){
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player.gainPlayerCard(event.targets[num],'hej',true);
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var hej=event.targets[num].get('hej')
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if(hej.length){
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var card=hej.randomGet();
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player.gain(card);
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if(get.position(card)=='h'){
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event.targets[num].$give(1,player);
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}
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else{
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event.targets[num].$give(card,player);
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}
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}
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event.num++;
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event.redo();
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@ -1199,7 +1207,7 @@ character.extra={
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yeyan:'业炎',
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shelie_info:'摸牌阶段,你可以放弃摸牌,改为从牌堆顶亮出五张牌,你获得不同花色的牌各一张,将其余的牌置入弃牌堆。',
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gongxin_info:'出牌阶段,你可以观看一名其他角色的手牌,并可以展示其中一张红桃牌,然后将其弃置或置于牌堆顶,每阶段限一次。',
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guixin_info:'每当你受到1次伤害后,若至少一名其他角色的区域里有牌,你可以选择所有其他角色,获得这些角色区域里的一张牌,然后将你的武将牌翻面。',
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guixin_info:'当你受到1次伤害后,你可以随机获得每名其他角色区域里的一张牌,然后你翻面',
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qinyin_info:'弃牌阶段结束时,若你于此阶段内弃置过你的至少两张手牌,则你可以选择一项:1. 所有角色各回复1点体力;2. 所有角色各失去1点体力。',
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// qinyin_info:'每当你于弃牌阶段内因你的弃置而失去第X张手牌时(X至少为2),你可以选择一项:1.令所有角色各回复1点体力;2.令所有角色各失去1点体力。每阶段限一次。',
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yeyan_info:'限定技,出牌阶段,你可以对一至三名角色造成至多共3点火焰伤害(你可以任意分配每名目标角色受到的伤害点数),若你将对一名角色分配2点或更多的火焰伤害,你须先弃置四张不同花色的手牌再失去3点体力。',
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@ -82,7 +82,7 @@ character.hearth={
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// hs_aya:['male','wei',3,[]],
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// hs_barnes:['male','wei',3,[]],
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// hs_nuogefu:['male','wei',3,[]],
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hs_kazhakusi:['male','shu',3,['lianjin']],
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// hs_kazhakusi:['male','shu',3,['lianjin']],
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// hs_lazi:['male','wei',3,[]],
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hs_shaku:['male','wei',3,['shouji']],
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hs_laxiao:['male','qun',3,['guimou','yingxi']],
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@ -229,6 +229,40 @@ character.hearth={
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}
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},
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peiyu:{
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trigger:{player:['phaseBegin','phaseEnd']},
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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('peiyu'),function(card,player,target){
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for(var i=1;i<=8;i++){
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if(target.hasSkill('tuteng'+i)) return false;
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}
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return true;
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}).ai=function(target){
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if(player==target&&ai.get.attitude(player,target)>0&&event.parent.triggername=='phaseBegin'){
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return ai.get.attitude(player,target)+10;
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}
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return ai.get.attitude(player,target);
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}
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'step 1'
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if(result.bool){
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player.logSkill('peiyu',result.targets);
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var rand=['tuteng1','tuteng2','tuteng3','tuteng4',
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'tuteng5','tuteng6','tuteng7','tuteng8'];
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result.targets[0].addAdditionalSkill('peiyu',['peiyu2',rand.randomGet()]);
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}
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}
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},
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peiyu2:{
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trigger:{player:'damageAfter'},
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forced:true,
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popup:false,
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silent:true,
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content:function(){
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player.removeAdditionalSkill('peiyu');
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}
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},
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peiyu_old:{
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enable:'phaseUse',
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filterCard:true,
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position:'he',
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@ -360,9 +394,9 @@ character.hearth={
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}
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}
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},
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group:'peiyu2'
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group:'peiyu_old2'
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},
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peiyu2:{
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peiyu_old2:{
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trigger:{player:'dieBegin'},
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forced:true,
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popup:false,
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@ -4851,7 +4885,8 @@ character.hearth={
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yingxi:'影袭',
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yingxi_info:'回合结束阶段,若你本回合未造成伤害,你可以将一张黑色牌当作杀对任意一名角色使用',
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peiyu:'培育',
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peiyu_info:'出牌阶段,你可以弃置一张牌令一名没有图腾的角色获得一个随机图腾,或令一名有图腾的角色替换一个图腾;你死亡时,其他角色失去以此法获得的图腾',
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peiyu_info:'回合开始和结束阶段,你可以令一名没有图腾的角色获得一个随机图腾直到其首次受到伤害',
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peiyu_old_info:'出牌阶段,你可以弃置一张牌令一名没有图腾的角色获得一个随机图腾,或令一名有图腾的角色替换一个图腾;你死亡时,其他角色失去以此法获得的图腾',
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wzhanyi:'战意',
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wzhanyi_info:'你可以跳过出牌阶段,改为摸三张牌并展示之,将摸到的装备牌置于装备区,然后可以使用手牌中的杀',
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shengteng:'升腾',
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@ -62,6 +62,8 @@ window.characterRank={
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'pal_nangonghuang',
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'pal_xingxuan',
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'hs_walian',
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'hs_laxiao',
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'hs_shaku',
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'hs_fandral',
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'hs_totemic',
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'sundeng',
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@ -126,9 +128,10 @@ window.characterRank={
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'ow_banzang',
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'ow_laiyinhate',
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'wanglang',
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'huangzhong',
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'pal_wangpengxu',
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],
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am:[
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'pal_wangpengxu',
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'guohuanghou',
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'sunziliufang',
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'hs_blingtron',
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@ -211,6 +214,7 @@ window.characterRank={
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'liyan',
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'yanbaihu',
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'hs_kchromaggus',
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'sunru',
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],
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bp:[
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'litong',
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@ -340,6 +344,7 @@ window.characterRank={
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],
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b:[
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'xin_liru',
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'weiyan',
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'sp_xiahoudun',
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'jsp_huangyueying',
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'cuiyan',
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@ -463,15 +468,14 @@ window.characterRank={
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'yangxiu',
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're_lvmeng',
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're_xiahoudun',
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'zhangliang',
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],
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c:[
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'huaxiong',
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'xiahouyuan',
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'liaohua',
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'huangzhong',
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'zhaoyun',
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'machao',
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'zhangliang',
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're_gongsunzan',
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'caohong',
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'caocao',
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@ -484,9 +488,7 @@ window.characterRank={
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d:[
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'menghuo',
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'panfeng',
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'sunru',
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'zhoucang',
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'weiyan',
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'guanyu',
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'xuzhu',
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'lvmeng',
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@ -4,8 +4,8 @@ character.shenhua={
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character:{
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xiahouyuan:['male','wei',4,['shensu']],
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caoren:['male','wei',4,['jushou','jiewei']],
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huangzhong:['male','shu',4,['liegong']],
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weiyan:['male','shu',4,['kuanggu']],
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huangzhong:['male','shu',4,['xinliegong']],
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weiyan:['male','shu',4,['xinkuanggu']],
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xiaoqiao:['female','wu',3,['tianxiang','hongyan']],
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zhoutai:['male','wu',4,['buqu','fenji']],
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zhangjiao:['male','qun',3,['leiji','guidao','huangtian'],['zhu']],
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@ -45,6 +45,70 @@ character.shenhua={
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menghuo:['zhurong'],
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},
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skill:{
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xinkuanggu:{
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trigger:{source:'damageEnd'},
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filter:function(event,player){
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return get.distance(player,event.player)<=1;
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},
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direct:true,
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audio:'kuanggu',
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content:function(){
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'step 0'
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var controls=['draw_card','cancel'];
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if(player.hp<player.maxHp) controls.unshift('recover_hp');
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player.chooseControl(controls).set('prompt',get.prompt('xinkuanggu')).set('ai',function(event,player){
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if(player.hp==player.maxHp) return 'draw_card';
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if(player.hp>=3&&player.num('h')<player.hp) return 'draw_card';
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if(player.hp==2&&player.num('h')==0) return 'draw_card';
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return 'recover_hp';
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});
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'step 1'
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if(result.control!='cancel'){
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player.logSkill('xinkuanggu');
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if(result.control=='draw_card'){
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player.draw();
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}
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else{
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player.recover();
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}
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}
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}
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},
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xinliegong:{
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mod:{
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targetInRange:function(card,player,target){
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if(card.name=='sha'&&card.number){
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if(get.distance(player,target)<=card.number) return true;
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}
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}
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},
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audio:'liegong',
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trigger:{player:'shaBegin'},
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check:function(event,player){
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return ai.get.attitude(player,event.target)<=0;
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},
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logTarget:'target',
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filter:function(event,player){
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if(event.target.num('h')<player.num('h')) return true;
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if(event.target.hp<player.hp) return true;
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return false;
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},
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content:function(){
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if(trigger.target.num('h')<=player.num('h')) trigger.directHit=true;
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if(trigger.target.hp>=player.hp) player.addTempSkill('xinliegong2','shaAfter');
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}
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},
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xinliegong2:{
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trigger:{source:'damageBegin'},
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filter:function(event){
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return event.card&&event.card.name=='sha'&&event.notLink();
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},
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forced:true,
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audio:false,
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content:function(){
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trigger.num++;
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}
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},
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tiaoxin:{
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audio:4,
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enable:'phaseUse',
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@ -2358,6 +2422,7 @@ character.shenhua={
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if(!player.get('e','1')){
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if(player.hp<2) return 0;
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if(player.hp==2&&target.hp>=2) return 0;
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if(target.hp>player.hp) return 0;
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}
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return ai.get.damageEffect(target,player);
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}
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@ -3335,35 +3400,27 @@ character.shenhua={
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fenji:'奋激',
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releiji:'雷击',
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jiewei:'解围',
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jiewei_info:'每当你翻面,你可以使用一张锦囊牌或装备牌,若如此做,此牌结算后,你可以弃置场上一张同类型的牌',
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releiji_info:'每当你使用或打出一张【闪】,可令任意一名角色进行一次判定,若结果为梅花,其受到一点雷电伤害,然后你回复一点体力;若结果为黑桃,其受到两点雷电伤害',
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tiangong:'天公',
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tiangong2:'天公',
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xinliegong:'烈弓',
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xinkuanggu:'狂骨',
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xinkuanggu_info:'当你对距离1以内的一名角色造成1点伤害后,你可以回复1点体力或摸一张牌',
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xinliegong_info:'你使用【杀】可以选择你距离不大于此【杀】点数的角色为目标;当你使用【杀】指定一个目标后,你可以根据下列条件执行相应的效果:1.其手牌数小于等于你的手牌数,此【杀】不可被【闪】响应 2.其体力值大于等于你的体力值,此【杀】伤害+1',
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jiewei_info:'每当你翻面,你可以使用一张锦囊牌或装备牌,若如此做,此牌结算后,你可以弃置场上一张同类型的牌',
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releiji_info:'每当你使用或打出一张【闪】,可令任意一名角色进行一次判定,若结果为梅花,其受到一点雷电伤害,然后你回复一点体力;若结果为黑桃,其受到两点雷电伤害',
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tiangong_info:'锁定技,你防止即将受到的雷电伤害,每当你造成一次雷电伤害,你摸一张牌',
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shensu_info:
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'你可以跳过摸牌阶段,或跳过出牌阶段并弃置一张装备牌,'+
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'若如此则视为对任意一名使用一张【杀】',
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jushou_info:
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'回合结束阶段,你可以摸3张牌并将武将牌翻面',
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liegong_info:
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'当你使用【杀】时,若目标的手牌数大于等于你的体力值,或小于等于你的攻击范围,你可令此【杀】不能闪避',
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kuanggu_info:
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'锁定技,每当你造成一点伤害,若受伤害角色与你的距离不大于1,你回复一点体力',
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tianxiang_info:
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'当你即将受到伤害时,你可以弃置一张红桃牌将伤害转移给任意一名其他角色,然后该角色摸x张牌,x为其已损失体力值',
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hongyan_info:
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'锁定技,你的黑桃牌均视为红桃',
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buqu_info:
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'锁定技,在你死亡前,若你的体力值不大于0,亮出牌堆顶的一张牌并置于你的武将牌上,若此牌的点数与你武将牌上已有的牌点数均不同,则你回复至1体力。只要你的武将牌上有牌,你的手牌上限便与这些牌数量相等',
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leiji_info:
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'每当你使用或打出一张【闪】,可令任意一名角色进行一次判定,若结果为黑桃,其受到两点雷电伤害',
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guidao_info:
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'任意一名角色的判定生效前,你可以打出一张黑色牌替换之',
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huangtian_info:
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'主公技,群雄角色可在他们各自的回合里给你一张【闪】或【闪电】。',
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guhuo_info:
|
||||
'每名角色的回合限一次,你可以扣置一张手牌当一张基本牌或非延时类锦囊牌使用或打出。其他角色依次选择是否质疑。一旦有其他角色质疑则翻开此牌:若为假则此牌作废,若为真,则质疑角色获得技能“缠怨”(锁定技,你不能质疑于吉,只要你的体力值为1,你失去你的武将技能)',
|
||||
fenji_info:
|
||||
'每当一名角色的手牌于回合外被弃置时,你可以失去1点体力,然后该角色摸两张牌。'
|
||||
shensu_info:'你可以跳过摸牌阶段,或跳过出牌阶段并弃置一张装备牌,若如此则视为对任意一名使用一张【杀】',
|
||||
jushou_info:'回合结束阶段,你可以摸3张牌并将武将牌翻面',
|
||||
liegong_info:'当你使用【杀】时,若目标的手牌数大于等于你的体力值,或小于等于你的攻击范围,你可令此【杀】不能闪避',
|
||||
kuanggu_info:'锁定技,每当你造成一点伤害,若受伤害角色与你的距离不大于1,你回复一点体力',
|
||||
tianxiang_info:'当你即将受到伤害时,你可以弃置一张红桃牌将伤害转移给任意一名其他角色,然后该角色摸x张牌,x为其已损失体力值',
|
||||
hongyan_info:'锁定技,你的黑桃牌均视为红桃',
|
||||
buqu_info:'锁定技,在你死亡前,若你的体力值不大于0,亮出牌堆顶的一张牌并置于你的武将牌上,若此牌的点数与你武将牌上已有的牌点数均不同,则你回复至1体力。只要你的武将牌上有牌,你的手牌上限便与这些牌数量相等',
|
||||
leiji_info:'每当你使用或打出一张【闪】,可令任意一名角色进行一次判定,若结果为黑桃,其受到两点雷电伤害',
|
||||
guidao_info:'任意一名角色的判定生效前,你可以打出一张黑色牌替换之',
|
||||
huangtian_info:'主公技,群雄角色可在他们各自的回合里给你一张【闪】或【闪电】。',
|
||||
guhuo_info:'每名角色的回合限一次,你可以扣置一张手牌当一张基本牌或非延时类锦囊牌使用或打出。其他角色依次选择是否质疑。一旦有其他角色质疑则翻开此牌:若为假则此牌作废,若为真,则质疑角色获得技能“缠怨”(锁定技,你不能质疑于吉,只要你的体力值为1,你失去你的武将技能)',
|
||||
fenji_info:'每当一名角色的手牌于回合外被弃置时,你可以失去1点体力,然后该角色摸两张牌。',
|
||||
|
||||
},
|
||||
}
|
||||
|
|
|
@ -38,7 +38,7 @@ character.sp={
|
|||
zhugeguo:['female','shu',3,['yuhua','qirang']],
|
||||
liuzan:['male','wu',4,['fenyin']],
|
||||
lingcao:['male','wu',4,['dujin']],
|
||||
sunru:['female','wu',3,['shixin','qingyi']],
|
||||
sunru:['female','wu',3,['yingjian','shixin']],
|
||||
lingju:['female','qun',3,['jieyuan','fenxin']],
|
||||
lifeng:['male','shu',3,['tunchu','shuliang']],
|
||||
cuiyan:['male','wei',3,['yawang','xunzhi']],
|
||||
|
@ -93,6 +93,28 @@ character.sp={
|
|||
hanba:['swd_muyun'],
|
||||
},
|
||||
skill:{
|
||||
yingjian:{
|
||||
trigger:{player:'phaseBegin'},
|
||||
direct:true,
|
||||
content:function(){
|
||||
"step 0"
|
||||
player.chooseTarget(get.prompt('yingjian'),function(card,player,target){
|
||||
return lib.filter.targetEnabled({name:'sha'},player,target);
|
||||
}).ai=function(target){
|
||||
return ai.get.effect(target,{name:'sha'},player);
|
||||
}
|
||||
"step 1"
|
||||
if(result.bool){
|
||||
player.logSkill('yingjian');
|
||||
player.useCard({name:'sha'},result.targets,false);
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
threaten:function(player,target){
|
||||
return 1.6;
|
||||
}
|
||||
}
|
||||
},
|
||||
dingpan:{
|
||||
enable:'phaseUse',
|
||||
filter:function(event,player){
|
||||
|
@ -6761,6 +6783,8 @@ character.sp={
|
|||
fenyin:'奋音',
|
||||
yawang:'雅望',
|
||||
xunzhi:'殉志',
|
||||
yingjian:'影箭',
|
||||
yingjian_info:'回合开始阶段,你可以视为使用一张无视距离的杀',
|
||||
xunzhi_info:'准备阶段开始时,若你的上家和下家与你的体力值均不相等,你可以失去1点体力。若如此做,你的手牌上限+2',
|
||||
yawang_info:'锁定技,摸牌阶段开始时,你放弃摸牌,改为摸x张牌,然后你于出牌阶段内至多使用x张牌(x为与你体力值相等的角色数)',
|
||||
fenyin_info:'你的回合内,当你使用牌时,若此牌与你于此回合内使用的上一张牌颜色不同,则你可以摸一张牌,每回合最多发动3次',
|
||||
|
|
|
@ -1189,7 +1189,7 @@ character.standard={
|
|||
player.$give(event.card,target);
|
||||
game.delay();
|
||||
"step 2"
|
||||
if(get.suit(event.card)+'2'!=event.choice) target.damage();
|
||||
if(get.suit(event.card)+'2'!=event.choice) target.damage('nocard');
|
||||
},
|
||||
ai:{
|
||||
order:1,
|
||||
|
|
|
@ -19,12 +19,12 @@ character.swd={
|
|||
swd_yuwentuo:['male','shu',4,['wushuang','xielei','kunlunjing']],
|
||||
swd_yuxiaoxue:['female','wei',3,['huanhun','daixing','yinyue']],
|
||||
|
||||
swd_jiliang:['male','wu',3,['yunchou','gongxin','qimou']],
|
||||
swd_jiliang:['male','wu',3,['yunchou','gongxin','jqimou']],
|
||||
swd_shuijing:['female','qun',4,['mojian','duanyue']],
|
||||
swd_quxian:['female','qun',3,['mojian','huanxia']],
|
||||
swd_xiyan:['male','qun',3,['zaowu','daofa']],
|
||||
swd_cheyun:['female','wu',3,['shengong','xianjiang','qiaoxie']],
|
||||
swd_huanyuanzhi:['male','qun',3,['tianshu','lanzhi','mufeng']],
|
||||
swd_huanyuanzhi:['male','qun',3,['tianshu','lanzhi','hjifeng']],
|
||||
swd_murongshi:['female','shu',4,['duanyi','guxing']],
|
||||
swd_jipeng:['male','wu',3,['reyingzi','guozao']],
|
||||
swd_qi:['male','qun',3,['yaotong','heihuo','pojian']],
|
||||
|
@ -143,6 +143,30 @@ character.swd={
|
|||
swd_luchengxuan:['swd_xiarou'],
|
||||
},
|
||||
skill:{
|
||||
hjifeng:{
|
||||
trigger:{player:'phaseUseEnd'},
|
||||
filter:function(event,player){
|
||||
if(!player.num('e')) return false;
|
||||
if(player.num('h',{type:'jiqi'})) return false;
|
||||
if(get.cardPile(function(card){return get.type(card)=='jiqi'})) return true;
|
||||
return false;
|
||||
},
|
||||
direct:true,
|
||||
content:function(){
|
||||
'step 0'
|
||||
player.chooseToDiscard('e','祭风:是否弃置一张装备牌并获得一张祭器牌?').set('ai',function(card){
|
||||
if(player.needsToDiscard()) return 0;
|
||||
return 6-ai.get.value(card);
|
||||
}).logSkill='hjifeng';
|
||||
'step 1'
|
||||
if(result.bool){
|
||||
var card=get.cardPile(function(card){return get.type(card)=='jiqi'});
|
||||
if(card){
|
||||
player.gain(card,'draw');
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
lmazui:{
|
||||
audio:'mazui',
|
||||
enable:'phaseUse',
|
||||
|
@ -5398,7 +5422,7 @@ character.swd={
|
|||
threaten:1.3
|
||||
}
|
||||
},
|
||||
qimou:{
|
||||
jqimou:{
|
||||
trigger:{player:'damageEnd'},
|
||||
frequent:true,
|
||||
filter:function(event,player){
|
||||
|
@ -8321,10 +8345,12 @@ character.swd={
|
|||
touxi_info:'在其他角色的回合结束阶段,你可以进行一次判定,若结果为黑色,你对其造成一点雷电伤害,且直到下一回合开始不能再次发动偷袭;若结果为红色,对方可以弃置你的一张牌',
|
||||
minjing:'明镜',
|
||||
minjing_info:'若你没有防具牌,你视为装备了光纱天衣',
|
||||
qimou:'奇谋',
|
||||
qimou_info:'每当你于回合外受到一次伤害,你可以摸一张牌,并立即使用之',
|
||||
jqimou:'奇谋',
|
||||
jqimou_info:'每当你于回合外受到一次伤害,你可以摸一张牌,并立即使用之',
|
||||
mufeng:'沐风',
|
||||
mufeng_info:'在一名角色的回合结束阶段,若你的手牌数比其少,你可以将手牌补至与该角色相同(最多补至5),每轮限一次',
|
||||
hjifeng:'祭风',
|
||||
hjifeng_info:'出牌阶段结束时,若时手牌中没有祭器牌,你可以弃置一张装备区内的牌,并从牌堆中获得一张随机祭器',
|
||||
mufeng_old_info:'锁定技,每当你于回合外失去牌,你的防御距离+1;若防御距离的变化值超过了存活角色数的一半,则降至0',
|
||||
lexue:'乐学',
|
||||
lexue_info:'回合内,你随机获得制衡、集智、缔盟、驱虎中的一个技能;回合外,你随机获得遗计、急救、鬼道、反馈中的一个技能',
|
||||
|
|
|
@ -269,7 +269,13 @@ character.xianjian={
|
|||
if(event.card.name!='sha') return false;
|
||||
if(event.targets.length!=1) return false;
|
||||
var target=event.targets[0];
|
||||
var players=[target.next,target.previous];
|
||||
var players;
|
||||
if(get.mode()=='chess'){
|
||||
players=target.getNeighbours();
|
||||
}
|
||||
else{
|
||||
players=[target.next,target.previous];
|
||||
}
|
||||
for(var i=0;i<players.length;i++){
|
||||
if(player!=players[i]&&target!=players[i]&&player.canUse('sha',players[i],false)){
|
||||
return true;
|
||||
|
@ -280,14 +286,30 @@ character.xianjian={
|
|||
prompt:function(event,player){
|
||||
var targets=[];
|
||||
var target=event.targets[0];
|
||||
if(player.canUse('sha',target.next,false)) targets.push(target.next);
|
||||
if(player.canUse('sha',target.previous,false)) targets.push(target.previous);
|
||||
var players;
|
||||
if(get.mode()=='chess'){
|
||||
players=target.getNeighbours();
|
||||
}
|
||||
else{
|
||||
players=[target.next,target.previous];
|
||||
}
|
||||
for(var i=0;i<players.length;i++){
|
||||
if(player!=players[i]&&target!=players[i]&&player.canUse('sha',players[i],false)){
|
||||
targets.push(players[i]);
|
||||
}
|
||||
}
|
||||
return get.prompt('feizhua',targets);
|
||||
},
|
||||
check:function(event,player){
|
||||
var target=event.targets[0];
|
||||
var num=0;
|
||||
var players=[target.next,target.previous];
|
||||
var players;
|
||||
if(get.mode()=='chess'){
|
||||
players=target.getNeighbours();
|
||||
}
|
||||
else{
|
||||
players=[target.next,target.previous];
|
||||
}
|
||||
for(var i=0;i<players.length;i++){
|
||||
if(player!=players[i]&&target!=players[i]&&player.canUse('sha',players[i],false)){
|
||||
num+=ai.get.effect(players[i],{name:'sha'},player,player);
|
||||
|
@ -298,7 +320,13 @@ character.xianjian={
|
|||
content:function(){
|
||||
"step 0"
|
||||
var target=trigger.targets[0];
|
||||
var players=[target.previous,target.next];
|
||||
var players;
|
||||
if(get.mode()=='chess'){
|
||||
players=target.getNeighbours();
|
||||
}
|
||||
else{
|
||||
players=[target.next,target.previous];
|
||||
}
|
||||
for(var i=0;i<players.length;i++){
|
||||
if(player!=players[i]&&target!=players[i]&&player.canUse('sha',players[i],false)){
|
||||
trigger.targets.push(players[i]);
|
||||
|
|
|
@ -4192,11 +4192,14 @@ character.yijiang={
|
|||
trigger:{player:'phaseBegin'},
|
||||
content:function(){
|
||||
"step 0"
|
||||
player.judge(function(card){
|
||||
return get.color(card)=='red'?1:0;
|
||||
})
|
||||
player.draw();
|
||||
player.chooseToDiscard('he',true);
|
||||
"step 1"
|
||||
event.color=result.color;
|
||||
if(!result.bool){
|
||||
event.finish();
|
||||
return;
|
||||
}
|
||||
event.color=get.color(result.cards[0]);
|
||||
player.chooseTarget(function(card,player,target){
|
||||
return player!=target&&get.distance(player,target)<=1;
|
||||
},true).set('ai',function(target){
|
||||
|
@ -7667,7 +7670,7 @@ character.yijiang={
|
|||
juece_info:'每当一名其他角色在你回合内失去最后一张手牌,你可以对其造成一点伤害',
|
||||
jiefan_info:'限定技,出牌阶段,你可以选择一名角色,令攻击范围内含有该角色的所有角色各选择一项:1.弃置一张武器牌;2.令其摸一张牌。',
|
||||
fuli_info:'限定技,当你处于濒死状态时,可以将体力回复至体力上限,然后翻面',
|
||||
qianxi_info:'回合开始阶段开始时,你可以进行一次判定,然后令一名距离为1的角色不能使用或打出与判定结果颜色相同的手牌,直到回合结束。',
|
||||
qianxi_info:'回合开始阶段,你可以摸一张牌,并弃置一张牌,然后令一名距离为1的角色不能使用或打出与你弃置的牌颜色相同的手牌,直到回合结束。',
|
||||
yaowu_info:'锁定技,当任意一名角色使用红色【杀】对你造成伤害时,该角色回复1点体力或摸一张牌。',
|
||||
zhiman_info:'当你对一名其他角色造成伤害时,你可以防止此伤害,然后获得其装备区或判定区的一张牌。',
|
||||
sanyao_info:'出牌阶段限一次,你可以弃置一张牌并指定一名体力最多(或之一)的角色,你对其造成1点伤害。',
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
window.noname_asset_list=[
|
||||
'1.9.3.1',
|
||||
'1.9.4',
|
||||
'image/background/huangtian_bg.jpg',
|
||||
'image/background/shengshi_bg.jpg',
|
||||
'image/background/xueji_bg.jpg',
|
||||
|
|
24
game/game.js
24
game/game.js
|
@ -3099,15 +3099,13 @@
|
|||
chess_character:{
|
||||
name:'战棋武将',
|
||||
init:true,
|
||||
frequent:true,
|
||||
},
|
||||
chess_card:{
|
||||
name:'战棋卡牌',
|
||||
init:true,
|
||||
frequent:true,
|
||||
},
|
||||
// chess_jiange:{
|
||||
// name:'守卫剑阁',
|
||||
// init:true,
|
||||
// },
|
||||
// chess_card:{
|
||||
// name:'战棋卡牌',
|
||||
// init:true,
|
||||
// },
|
||||
free_choose:{
|
||||
name:'自由选将',
|
||||
init:true,
|
||||
|
@ -13194,7 +13192,12 @@
|
|||
}
|
||||
}
|
||||
else{
|
||||
this.node.image.setBackgroundImage('image/card/'+bg+'.png');
|
||||
if(lib.card[bg].modeimage){
|
||||
this.node.image.setBackgroundImage('image/mode/'+lib.card[bg].modeimage+'/card/'+bg+'.png');
|
||||
}
|
||||
else{
|
||||
this.node.image.setBackgroundImage('image/card/'+bg+'.png');
|
||||
}
|
||||
}
|
||||
}
|
||||
else if(lib.card[bg].image=='background'){
|
||||
|
@ -22145,6 +22148,9 @@
|
|||
if(mode.indexOf('mode_')!=0&&!lib.config.customCharacterPack[mode]){
|
||||
page.appendChild(cfgnode);
|
||||
}
|
||||
else{
|
||||
page.style.paddingTop='8px';
|
||||
}
|
||||
var banCharacter=function(){
|
||||
if(_status.clicked){
|
||||
_status.clicked=false;
|
||||
|
|
|
@ -1,30 +1,22 @@
|
|||
window.noname_update={
|
||||
version:'1.9.3.4',
|
||||
version:'1.9.4',
|
||||
changeLog:[
|
||||
'bug修复',
|
||||
],
|
||||
files:{
|
||||
global:[
|
||||
'game/config.js',
|
||||
'game/game.js',
|
||||
'game/package.js',
|
||||
'mode/boss.js',
|
||||
'mode/guozhan.js',
|
||||
'mode/identity.js',
|
||||
'character/yijiang.js',
|
||||
'character/sp.js',
|
||||
'character/hearth.js',
|
||||
'character/swd.js',
|
||||
'character/ow.js',
|
||||
'character/refresh.js',
|
||||
'card/hearth.js',
|
||||
'game/asset.js',
|
||||
'card/extra.js',
|
||||
'card/yunchou.js',
|
||||
'card/swd.js',
|
||||
'extension/boss/extension.js',
|
||||
'layout/default/layout.css',
|
||||
'character/hearth.js',
|
||||
'character/standard.js',
|
||||
'character/swd.js',
|
||||
'character/rank.js',
|
||||
'character/xianjian.js',
|
||||
'mode/chess.js',
|
||||
],
|
||||
'1.9.3':[],
|
||||
'1.9.3.1':[],
|
||||
'1.9.3.2':[],
|
||||
'1.9.3.3':[],
|
||||
'1.9.3.4':[],
|
||||
}
|
||||
}
|
||||
|
|
|
@ -37,13 +37,9 @@ mode.chess={
|
|||
}
|
||||
}
|
||||
}
|
||||
// if(get.config('chess_card')){
|
||||
// lib.card.list=lib.card.list.concat(lib.chess_cardlist);
|
||||
// if(parseFloat(get.config('chess_obstacle'))>0){
|
||||
// lib.card.list=lib.card.list.concat(lib.chess_obstaclelist);
|
||||
// delete lib.chess_obstaclelist
|
||||
// }
|
||||
// }
|
||||
if(get.config('chess_card')){
|
||||
lib.card.list=lib.card.list.concat(lib.chess_cardlist);
|
||||
}
|
||||
ui.create.cards();
|
||||
game.finishCards();
|
||||
ui.chessContainer=ui.create.div('#chess-container',ui.arena);
|
||||
|
@ -764,6 +760,15 @@ mode.chess={
|
|||
if(xy[1]+y>=ui.chessheight) return null;
|
||||
return lib.posmap[this.getDataPos(x,y)]||null;
|
||||
},
|
||||
getNeighbours:function(){
|
||||
var players=[];
|
||||
for(var i=0;i<game.players.length;i++){
|
||||
if(game.isChessNeighbour(game.players[i],this)){
|
||||
players.push(game.players[i]);
|
||||
}
|
||||
}
|
||||
return players;
|
||||
},
|
||||
movable:function(x,y){
|
||||
var xy=this.getXY();
|
||||
if(xy[0]+x<0) return false;
|
||||
|
@ -3445,6 +3450,9 @@ mode.chess={
|
|||
if(bossnum){
|
||||
return 3*bossnum;
|
||||
}
|
||||
if(!get.config('single_control')){
|
||||
return 1;
|
||||
}
|
||||
if(get.config('additional_player')){
|
||||
return parseInt(get.config('battle_number'));
|
||||
}
|
||||
|
@ -3613,6 +3621,22 @@ mode.chess={
|
|||
ui.control.style.top='';
|
||||
ui.control.style.transition='';
|
||||
|
||||
var glows=event.bosses.querySelectorAll('.glow');
|
||||
var glows2=event.jiange.querySelectorAll('.glow2');
|
||||
if(!glows.length&&!glows2.length){
|
||||
if(!get.config('single_control')){
|
||||
var addnum;
|
||||
if(get.config('additional_player')){
|
||||
addnum=parseInt(get.config('battle_number'));
|
||||
}
|
||||
else{
|
||||
addnum=parseInt(get.config('battle_number'))+parseInt(get.config('replace_number'));
|
||||
}
|
||||
for(var i=0;i<addnum-1;i++){
|
||||
result.links.push(event.list.randomRemove());
|
||||
}
|
||||
}
|
||||
}
|
||||
for(var i=0;i<result.links.length;i++){
|
||||
game.addRecentCharacter(result.links[i]);
|
||||
}
|
||||
|
@ -3629,8 +3653,6 @@ mode.chess={
|
|||
for(var i=0;i<result.links.length;i++){
|
||||
event.list.remove(result.links[i]);
|
||||
}
|
||||
var glows=event.bosses.querySelectorAll('.glow');
|
||||
var glows2=event.jiange.querySelectorAll('.glow2');
|
||||
if(glows.length){
|
||||
_status.vsboss=true;
|
||||
_status.enemylist=[];
|
||||
|
@ -5158,15 +5180,15 @@ mode.chess={
|
|||
|
||||
pianyi:'翩仪',
|
||||
pianyi_info:'回合结束阶段,若你没有于本回合内造成伤害,你获得一次移动机会',
|
||||
lingdong:'移动射击',
|
||||
lingdong:'灵动',
|
||||
lingdong_info:'回合结束阶段,你可以移动X个格,X为你回合内出杀的次数',
|
||||
lianshe:'连续射击',
|
||||
lianshe:'箭舞',
|
||||
lianshe_info:'你的攻击范围+1;回合内,你回合内,每当你使用一张不是杀的牌,你可以额外使用一张杀',
|
||||
zhiming:'致命射击',
|
||||
zhiming:'穿杨',
|
||||
zhiming_info:'锁定技,当你使用杀造成伤害时,若你不在目标的攻击范围内,此伤害+1',
|
||||
sanjiansheji:'散箭射击',
|
||||
sanjiansheji:'散箭',
|
||||
sanjiansheji_info:'你可以将两张杀当杀使用,此杀可以指定距离你5格以内任意名目标',
|
||||
guanchuan:'贯穿射击',
|
||||
guanchuan:'强弩',
|
||||
guanchuan_info:'当你使用杀指定惟一的目标后,可将攻击射线内的其他角色也加入目标',
|
||||
|
||||
boss_stoneqiangzheng:'强征',
|
||||
|
@ -5266,6 +5288,7 @@ mode.chess={
|
|||
chess_shezhang:{
|
||||
type:'basic',
|
||||
fullskin:true,
|
||||
modeimage:'chess',
|
||||
enable:function(card,player){
|
||||
if(player.movable(-1,0)) return true;
|
||||
if(player.movable(1,0)) return true;
|
||||
|
@ -5339,6 +5362,7 @@ mode.chess={
|
|||
chess_chuzhang:{
|
||||
type:'basic',
|
||||
fullskin:true,
|
||||
modeimage:'chess',
|
||||
filterTarget:function(card,player,target){
|
||||
return player==target;
|
||||
},
|
||||
|
@ -5491,19 +5515,10 @@ mode.chess={
|
|||
chess_xingtian:['male','qun',99,['boss_moyan','wushuang'],['boss','chessboss']],
|
||||
}
|
||||
},
|
||||
// cardPack:{
|
||||
// mode_chess:['chess_shezhang','chess_chuzhang']
|
||||
// },
|
||||
cardPack:{
|
||||
mode_chess:['chess_shezhang','chess_chuzhang']
|
||||
},
|
||||
chess_cardlist:[],
|
||||
chess_obstaclelist:[
|
||||
// ['club',3,'chess_shezhang'],
|
||||
// ['spade',5,'chess_shezhang'],
|
||||
// ['spade',7,'chess_shezhang'],
|
||||
// ['diamond',1,'chess_chuzhang'],
|
||||
// ['diamond',4,'chess_chuzhang'],
|
||||
// ['heart',8,'chess_chuzhang'],
|
||||
// // ['diamond',9,'chess_chuzhang'],
|
||||
],
|
||||
rank:{
|
||||
rarity:{
|
||||
legend:[
|
||||
|
|
Loading…
Reference in New Issue