v1.9.93.2(Part 2)
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@ -355,6 +355,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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content:function(){
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"step 0"
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event.forceDie=true;
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if(typeof event.count!='number'){
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// event.count=trigger.cards.length-1;
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event.count=1;
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@ -96,8 +96,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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"step 0"
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player.chooseToCompare(trigger.target);
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"step 1"
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if(result.bool&&trigger.target.countGainableCards(player,'he')){
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player.gainPlayerCard(trigger.target,true,'he');
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if(result.bool){
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if(trigger.target.countGainableCards(player,'he')) player.gainPlayerCard(trigger.target,true,'he');
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}
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else{
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var card1=result.player;
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@ -262,11 +262,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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event.current=targets.shift();
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player.discardPlayerCard(event.current,'hej',true)
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if(targets.length) event.redo();
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'step 3'
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if(player.storage.liezhi){
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trigger.liezhi=true;
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player.addSkill('liezhi_disable');
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}
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},
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subSkill:{
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disable:{
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@ -276,7 +271,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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silent:true,
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popup:false,
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charlotte:true,
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filter:function(event){return !event.liezhi},
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//filter:function(event){return !event.liezhi},
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content:function(){player.removeSkill('liezhi_disable')},
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},
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damage:{
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@ -284,7 +279,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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forced:true,
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silent:true,
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popup:false,
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content:function(){player.storage.liezhi=true}
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content:function(){player.addSkill('liezhi_disable')}
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},
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},
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},
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@ -1586,15 +1586,18 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return event.card.name!='lebu'&&event.card.name!='bingliang';
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},
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content:function(){
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"step 0"
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player.storage.nzry_shicai.push(get.type(trigger.card,'trick'));
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for(var i=0;i<trigger.cards.length;i++){
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if(get.position(trigger.cards[i])=='d'){
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trigger.cards[i].fix();
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ui.cardPile.insertBefore(trigger.cards[i],ui.cardPile.firstChild);
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game.updateRoundNumber();
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game.log(player,'将',trigger.cards[i],'置于牌堆顶');
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}
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};
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game.updateRoundNumber();
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player.draw();
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"step 1"
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if(event.triggername=='useCard'&&['equip','delay'].contains(get.type(trigger.card))){
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trigger.cancel();
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game.broadcastAll(ui.clear);
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@ -3332,6 +3335,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger:{player:'die'},
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forced:true,
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forceDie:true,
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skillAnimation:true,
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animationColor:'gray',
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filter:function(event){
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return event.source&&event.source.isIn();
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},
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@ -2674,7 +2674,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger:{global:'damageEnd'},
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forced:true,
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filter:function(event,player){
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return event.player!=player&&event.player.hasSkill('zongkui_mark');
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return event.player!=player&&event.player.isAlive()&&event.player.hasSkill('zongkui_mark');
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},
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content:function(){
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'step 0'
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@ -3148,9 +3148,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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content:'当你受到伤害后,$受到等量的伤害,当你回复体力后,$回复等量的体力'
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},
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nopop:true,
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trigger:{player:['damageAfter','recoverAfter']},
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trigger:{player:['damageEnd','recoverEnd']},
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forced:true,
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popup:false,
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priority:15,
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filter:function(event,player){
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if(!(player.storage.xianfu2&&player.storage.xianfu2.isIn()&&event.num>0)) return false;
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if(event.name=='damage') return true;
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@ -3629,7 +3630,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player.addTempSkill('weikui2');
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}
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else{
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player.discardPlayerCard(target,'visible',true);
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player.discardPlayerCard(target,'visible',true,'h');
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}
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},
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ai:{
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@ -5836,10 +5837,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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direct:true,
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notemp:true,
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filter:function(event,player){
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return player.countCards('h')>0;
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return player.countCards('he')>0;
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},
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init:function(player){
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player.storage.tuifeng=[];
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if(!player.storage.tuifeng) player.storage.tuifeng=[];
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},
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content:function(){
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'step 0'
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@ -573,6 +573,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player.gain(event.cards[i],'gain2');
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}
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else{
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event.cards[i].fix();
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ui.cardPile.insertBefore(event.cards[i],ui.cardPile.childNodes[0]);
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}
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}
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@ -609,6 +610,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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check:function (){
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return -1;
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},
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delay:0,
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content:function (){
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'step 0'
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player.$throw(cards.length);
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@ -617,6 +619,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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var num1=game.players.length;
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var num2=ui.cardPile.childElementCount;
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for(var i=0;i<event.cards.length;i++){
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event.cards[i].fix();
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var num3=num1*(i+1)-1;
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if(num3<num2){
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ui.cardPile.insertBefore(cards[i],ui.cardPile.childNodes[num3]);
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@ -2782,7 +2785,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return player.canUse(event.cards[0],current);
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});
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if(bool){
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player.chooseUseTarget(event.cards[i],true,false);
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player.chooseUseTarget(event.cards[0],true,false);
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}
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else event.discards.push(event.cards[0]);
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event.cards.remove(event.cards[0]);
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@ -4015,7 +4018,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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chanyuan:{
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charlotte:true,
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//charlotte:true,
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trigger:{
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player:["phaseBefore","changeHp"],
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},
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@ -1720,7 +1720,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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enable:'phaseUse',
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filter:function(event,player){
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if(player.hasSkill('wengua3')) return false;
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return player.countCards('h')&&game.hasPlayer(function(current){
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return player.countCards('he')&&game.hasPlayer(function(current){
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return current.hasSkill('wengua');
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});
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},
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@ -3578,6 +3578,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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'step 0'
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player.showCards(cards);
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'step 1'
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cards[0].fix();
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ui.cardPile.insertBefore(cards[0],ui.cardPile.firstChild);
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game.updateRoundNumber();
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'step 2'
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