削弱部分DIY武将
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94656f4856
commit
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@ -565,7 +565,7 @@ character.extra={
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if(target.isMin()) return 0;
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if(target.isMin()) return 0;
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if(target.skills.contains('biantian2')) return 0;
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if(target.skills.contains('biantian2')) return 0;
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var att=ai.get.attitude(player,target);
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var att=ai.get.attitude(player,target);
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if(att>=5){
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if(att>=4){
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if(target.hp==1&&target.maxHp>2) return att;
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if(target.hp==1&&target.maxHp>2) return att;
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if(target.hp==2&&target.maxHp>3&&target.num('he')==0) return att*0.7;
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if(target.hp==2&&target.maxHp>3&&target.num('he')==0) return att*0.7;
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return 0;
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return 0;
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@ -584,9 +584,13 @@ character.gujian={
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filterTarget:function(card,player,target){
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filterTarget:function(card,player,target){
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return player!=target&&player.next!=target&&player.canUse('sha',target,false);
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return player!=target&&player.next!=target&&player.canUse('sha',target,false);
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},
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},
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filter:function(event,player){
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var min=Math.max(1,player.maxHp-player.hp);
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return lib.filter.filterCard({name:'sha'},player);
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},
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content:function(){
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content:function(){
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game.swapSeat(player,target,true,true);
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game.swapSeat(player,target,true,true);
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player.useCard({name:'sha'},target,false);
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player.useCard({name:'sha'},target);
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},
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},
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ai:{
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ai:{
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result:{
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result:{
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@ -1023,7 +1027,7 @@ character.gujian={
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boyun2:'拨云',
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boyun2:'拨云',
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boyun_info:'在你的回合内,你可以弃置一张装备牌,并展示牌堆顶的一张牌,若其为装备牌,你须将其交给任意一张角色并对其造成一点伤害,否则你摸一张牌',
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boyun_info:'在你的回合内,你可以弃置一张装备牌,并展示牌堆顶的一张牌,若其为装备牌,你须将其交给任意一张角色并对其造成一点伤害,否则你摸一张牌',
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jizhan:'疾战',
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jizhan:'疾战',
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jizhan_info:'出牌阶段,你可以将移动到任意一名角色的前一位,视为对其使用了一张杀,每阶段限一次',
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jizhan_info:'出牌阶段限一次,你可以将移动到任意一名角色的前一位,视为对其使用了一张杀',
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qianjun:'千军',
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qianjun:'千军',
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qianjun_info:'每当你使用一张杀,你可以弃置一张非基本牌,令距离目标1以内的所有角色成为额外目标',
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qianjun_info:'每当你使用一张杀,你可以弃置一张非基本牌,令距离目标1以内的所有角色成为额外目标',
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xuanning:'玄凝',
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xuanning:'玄凝',
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@ -1,3 +1,4 @@
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'use strict';
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character.hearth={
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character.hearth={
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character:{
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character:{
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// hs_jaina:['female','wei',3,[],['fullskin']],
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// hs_jaina:['female','wei',3,[],['fullskin']],
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@ -38,9 +39,41 @@ character.hearth={
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}
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}
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},
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},
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tzhenji:{
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tzhenji:{
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trigger:{player:'respond'},
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trigger:{player:'discardAfter'},
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filter:function(event,player){
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direct:true,
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return event.card.name=='shan';
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filter:function(event){
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if(event.cards){
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for(var i=0;i<event.cards.length;i++){
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if(get.color(event.cards[i])=='black') return true;
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}
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}
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return false;
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},
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content:function(){
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"step 0";
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player.chooseTarget('是否发动【震击】?').ai=function(target){
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return ai.get.damageEffect(target,player,player,'thunder')-(target.num('he')?1:0);
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};
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"step 1"
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if(result.bool){
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game.delay(0.5);
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var target=result.targets[0];
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player.logSkill('tzhenji',target,'thunder');
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target.damage('thunder',Math.floor(Math.random()*2));
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var cs=target.get('he');
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if(cs.length){
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target.discard(cs.randomGet());
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}
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}
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},
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ai:{
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threaten:0.7
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}
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},
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tzhenji_old:{
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trigger:{player:['useCard','respondEnd']},
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filter:function(event){
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return get.suit(event.card)=='spade';
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},
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},
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direct:true,
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direct:true,
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content:function(){
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content:function(){
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@ -52,26 +85,32 @@ character.hearth={
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if(result.bool){
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if(result.bool){
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player.logSkill('tzhenji',result.targets,'thunder');
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player.logSkill('tzhenji',result.targets,'thunder');
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event.target=result.targets[0];
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event.target=result.targets[0];
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event.target.judge(function(card){
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event.target.judge();
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if(get.color(card)=='black') return -2;
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return 0;
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});
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}
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}
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else{
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else{
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event.finish();
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event.finish();
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}
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}
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"step 2"
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"step 2"
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if(result.bool==false){
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if(result.color=='red'){
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event.target.damage('fire');
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}
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else{
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event.target.damage('thunder');
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event.target.damage('thunder');
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var cs=event.target.get('he');
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var cs=event.target.get('he');
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if(cs.length){
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if(cs.length){
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event.target.discard(cs.randomGet());
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event.target.discard(cs.randomGet());
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}
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}
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cs=player.get('he');
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if(cs.length){
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player.discard(cs.randomGet());
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}
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}
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}
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},
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},
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ai:{
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ai:{
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effect:{
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expose:0.2,
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target:function(card,player,target,current){
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threaten:1.2,
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effect_old:{
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target:function(card,player,target){
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if(get.tag(card,'respondShan')){
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if(get.tag(card,'respondShan')){
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var hastarget=false;
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var hastarget=false;
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for(var i=0;i<game.players.length;i++){
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for(var i=0;i<game.players.length;i++){
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@ -91,7 +130,7 @@ character.hearth={
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return [0,0];
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return [0,0];
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}
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}
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if(nh==0){
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if(nh==0){
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return [1.5,0];
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return 1.5;
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}
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}
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return [1,0.05];
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return [1,0.05];
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}
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}
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@ -135,7 +174,7 @@ character.hearth={
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usable:1,
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usable:1,
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filterCard:true,
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filterCard:true,
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check:function(card){
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check:function(card){
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return 8-ai.get.value(card);
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return 6-ai.get.value(card);
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},
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},
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filter:function(event,player){
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filter:function(event,player){
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var rand=['tuteng1','tuteng2','tuteng3','tuteng4'];
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var rand=['tuteng1','tuteng2','tuteng3','tuteng4'];
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@ -213,6 +252,9 @@ character.hearth={
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intro:{
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intro:{
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content:'每当你造成一次伤害,你摸一张牌'
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content:'每当你造成一次伤害,你摸一张牌'
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},
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},
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filter:function(event){
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return event.num>0;
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},
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trigger:{source:'damageAfter'},
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trigger:{source:'damageAfter'},
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forced:true,
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forced:true,
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content:function(){
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content:function(){
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@ -226,7 +268,7 @@ character.hearth={
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},
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},
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trigger:{player:'damageBegin'},
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trigger:{player:'damageBegin'},
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forced:true,
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forced:true,
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filter:function(event,player){
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filter:function(event){
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return event.num>0;
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return event.num>0;
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},
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},
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content:function(){
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content:function(){
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@ -240,7 +282,7 @@ character.hearth={
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},
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},
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trigger:{source:'damageBegin'},
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trigger:{source:'damageBegin'},
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forced:true,
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forced:true,
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filter:function(event,player){
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filter:function(event){
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return event.card&&get.type(event.card)=='trick';
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return event.card&&get.type(event.card)=='trick';
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},
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},
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content:function(){
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content:function(){
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@ -322,7 +364,7 @@ character.hearth={
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tuteng3:'石爪图腾',
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tuteng3:'石爪图腾',
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tuteng4:'空气之怒图腾',
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tuteng4:'空气之怒图腾',
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tzhenji:'震击',
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tzhenji:'震击',
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tzhenji_info:'每当你使用或打出一张闪,可以指定一名角色进行判定,若结果为黑色,其受到一点雷电伤害并随机弃置一张牌',
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tzhenji_info:'每当你因弃置而失去黑色牌,可对一名角色造成0~1点雷电伤害,然后随机弃置其一张牌',
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fenliu:'分流',
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fenliu:'分流',
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fenliu_info:'出牌阶段限一次,你可以失去一点体力并获得3张牌',
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fenliu_info:'出牌阶段限一次,你可以失去一点体力并获得3张牌',
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hongxi:'虹吸',
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hongxi:'虹吸',
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@ -31,14 +31,14 @@ character.swd={
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swd_xiarou:['female','shu',3,['xianghui','huiqi'],['fullskin']],
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swd_xiarou:['female','shu',3,['xianghui','huiqi'],['fullskin']],
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swd_moye:['female','wu',3,['rexue','liuli'],['fullskin']],
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swd_moye:['female','wu',3,['rexue','liuli'],['fullskin']],
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swd_zhaoyun:['male','shu',4,['ningjian','pozhen','tanlin'],['fullskin']],
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swd_zhaoyun:['male','shu',4,['longdan','pozhen','tanlin'],['fullskin']],
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swd_hengai:['female','shu',3,['funiao','ningxian','lingbo'],['fullskin']],
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swd_hengai:['female','shu',3,['funiao','ningxian','lingbo'],['fullskin']],
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swd_duanmeng:['female','shu',4,['jizhan','lieren'],['fullskin']],
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swd_duanmeng:['female','shu',4,['jizhan','lieren'],['fullskin']],
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swd_jiangwu:['male','shu',4,['yijue','dangping'],['fullskin']],
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swd_jiangwu:['male','shu',4,['yijue','dangping'],['fullskin']],
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swd_tuwei:['male','shu',3,['zhanlu','susheng'],['fullskin']],
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swd_tuwei:['male','shu',3,['zhanlu','susheng'],['fullskin']],
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swd_yeyaxi:['female','shu',3,['rexue','huopu'],['fullskin']],
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swd_yeyaxi:['female','shu',3,['rexue','huopu'],['fullskin']],
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swd_muyun:['male','wei',4,['ningjian','polang','jikong'],['fullskin']],
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swd_muyun:['male','wei',4,['zhuhai','polang','jikong'],['fullskin']],
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swd_lanyin:['female','wei',3,['xingdian','yulin','luomei'],['fullskin']],
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swd_lanyin:['female','wei',3,['xingdian','yulin','luomei'],['fullskin']],
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swd_zhiyin:['female','wei',3,['xuehuang','ningshuang','zhuyu'],['fullskin']],
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swd_zhiyin:['female','wei',3,['xuehuang','ningshuang','zhuyu'],['fullskin']],
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swd_qiner:['female','wei',3,['huanyin','tianhuo','xuanzhou'],['fullskin']],
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swd_qiner:['female','wei',3,['huanyin','tianhuo','xuanzhou'],['fullskin']],
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@ -656,10 +656,10 @@ character.swd={
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},
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},
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lianda2:{},
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lianda2:{},
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huiqi:{
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huiqi:{
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trigger:{player:'changeHp'},
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trigger:{player:'damageEnd'},
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direct:true,
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direct:true,
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filter:function(event,player){
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filter:function(event,player){
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return event.num<0&&player.hp<player.maxHp;
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return player.hp<player.maxHp;
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},
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},
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content:function(){
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content:function(){
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"step 0"
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"step 0"
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@ -682,7 +682,7 @@ character.swd={
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"step 1"
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"step 1"
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if(result.bool){
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if(result.bool){
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player.logSkill('huiqi',result.targets);
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player.logSkill('huiqi',result.targets);
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result.targets[0].draw(Math.min(3,player.maxHp-player.hp));
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result.targets[0].draw(player.maxHp-player.hp);
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}
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}
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},
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},
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ai:{
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ai:{
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@ -3715,43 +3715,70 @@ character.swd={
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}
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}
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},
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},
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liaoyuan:{
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liaoyuan:{
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trigger:{player:'shaAfter'},
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trigger:{player:'shaBegin'},
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direct:true,
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direct:true,
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filter:function(event,player){
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filter:function(event,player){
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if(get.itemtype(event.cards)!='cards') return false;
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if(get.itemtype(event.cards)!='cards') return false;
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if(player.num('he',{suit:get.suit(event.cards)})>0){
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return player.num('he',{suit:get.suit(event.cards)})>0;
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for(var i=0;i<event.targets.length;i++){
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if(event.targets[i].isAlive()) return true;
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}
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}
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return false;
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},
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},
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content:function(){
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content:function(){
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"step 0"
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"step 0"
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player.storage.liaoyuan=0;
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event.num=0;
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event.cards=[];
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"step 1"
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var suit=get.suit(trigger.cards);
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var suit=get.suit(trigger.cards);
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player.chooseCard('he','是否将一张'+get.translation(suit)+'牌当杀对'+
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event.suit=suit;
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get.translation(trigger.targets)+'使用?',{suit:suit}).ai=function(card){
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player.chooseCard('he','是否发动【燎原】?',{suit:suit}).ai=function(card){
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var eff=0;
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if(ai.get.attitude(player,trigger.target)>=0) return 0;
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for(var i=0;i<trigger.targets.length;i++){
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if(ai.get.effect(trigger.target,{name:'sha'},player,player)>0){
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eff+=ai.get.effect(trigger.targets[i],{name:'sha'},player,player);
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}
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if(eff>0){
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return 7-ai.get.value(card);
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return 7-ai.get.value(card);
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}
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}
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return 0;
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}
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}
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"step 1"
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"step 2"
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if(result.bool){
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if(result.bool){
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player.logSkill('liaoyuan');
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if(event.num==0){
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if(result.cards[0].name=='sha'){
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player.logSkill('liaoyuan');
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player.useCard(result.cards,trigger.targets);
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}
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}
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else{
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player.discard(result.cards);
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player.useCard({name:'sha'},result.cards,trigger.targets);
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event.num++;
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if(player.num('he',{suit:event.suit})>1){
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event.goto(1);
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}
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}
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}
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}
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"step 3"
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if(event.num){
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trigger.target.chooseToRespond({name:'shan'}).ai=ai.get.unuseful2;
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}
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else{
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event.finish();
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}
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"step 4"
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if(result.bool){
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event.num--;
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event.goto(3);
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}
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else{
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trigger.untrigger();
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trigger.directHit=true;
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player.storage.liaoyuan=event.num;
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}
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},
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group:'liaoyuan2'
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},
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liaoyuan2:{
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trigger:{source:'damageBegin'},
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forced:true,
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popup:false,
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filter:function(event,player){
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return event.card&&event.card.name=='sha'&&player.storage.liaoyuan>0;
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},
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content:function(){
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trigger.num+=player.storage.liaoyuan;
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player.storage.liaoyuan>0;
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
|
||||||
dunxing:{
|
dunxing:{
|
||||||
mod:{
|
mod:{
|
||||||
targetEnabled:function(card,player,target){
|
targetEnabled:function(card,player,target){
|
||||||
|
@ -4096,7 +4123,9 @@ character.swd={
|
||||||
direct:true,
|
direct:true,
|
||||||
content:function(){
|
content:function(){
|
||||||
"step 0"
|
"step 0"
|
||||||
player.chooseToDiscard('he','是否发动【唤魂】?').ai=function(card){
|
player.chooseToDiscard('he','是否发动【唤魂】?',function(card){
|
||||||
|
return get.color(card)=='red';
|
||||||
|
}).ai=function(card){
|
||||||
if(ai.get.attitude(player,trigger.player)>0){
|
if(ai.get.attitude(player,trigger.player)>0){
|
||||||
return 8-ai.get.value(card);
|
return 8-ai.get.value(card);
|
||||||
}
|
}
|
||||||
|
@ -7595,7 +7624,7 @@ character.swd={
|
||||||
xianghui:'祥晖',
|
xianghui:'祥晖',
|
||||||
xianghui_info:'出牌阶段限一次,你可以弃置一张红色手牌,然后令场上体力值最少的角色各回复一点体力',
|
xianghui_info:'出牌阶段限一次,你可以弃置一张红色手牌,然后令场上体力值最少的角色各回复一点体力',
|
||||||
huiqi:'回气',
|
huiqi:'回气',
|
||||||
huiqi_info:'每当你的体力值减少,可令一名角色摸X张牌,X为你已损失的体力值且最多为3',
|
huiqi_info:'每当你受到一次伤害,可令一名角色摸X张牌,X为你已损失的体力值',
|
||||||
toudan:'投弹',
|
toudan:'投弹',
|
||||||
toudan_info:'出牌阶段限一次,你可以弃置一张黑桃牌对一名其他角色造成一点火焰伤害,然后令距离该角色1以内的所有角色弃置一张牌',
|
toudan_info:'出牌阶段限一次,你可以弃置一张黑桃牌对一名其他角色造成一点火焰伤害,然后令距离该角色1以内的所有角色弃置一张牌',
|
||||||
shending:'神丁',
|
shending:'神丁',
|
||||||
|
@ -7922,10 +7951,10 @@ character.swd={
|
||||||
huanyin_info:'锁定技,每当你成为其他角色的卡牌的目标时,你进行一次判定,若为黑桃则取消之,若为红桃你摸一张牌',
|
huanyin_info:'锁定技,每当你成为其他角色的卡牌的目标时,你进行一次判定,若为黑桃则取消之,若为红桃你摸一张牌',
|
||||||
luomu_info:'锁定技,每当你造成伤害时,受伤害角色随机弃置一张牌',
|
luomu_info:'锁定技,每当你造成伤害时,受伤害角色随机弃置一张牌',
|
||||||
poxing_info:'锁定技,每当你即将造成伤害,若目标的体力值大于你,你令伤害+1',
|
poxing_info:'锁定技,每当你即将造成伤害,若目标的体力值大于你,你令伤害+1',
|
||||||
liaoyuan_info:'每当你使用一张杀结算完毕后,可以将一张与此牌花色相同的牌当杀对目标使用',
|
liaoyuan_info:'每当你使用一张杀指定目标后,你可以弃置任意张与此杀花色相同的牌,若如此做,目标需额外打出等量的闪,否则此杀不可闪避且伤害+X,X为少打出的闪的个数',
|
||||||
yuhuo_info:'限定技,濒死阶段,你可以重置角色牌,减少一点体力上限,然后将体力回复至体力上限',
|
yuhuo_info:'限定技,濒死阶段,你可以重置角色牌,减少一点体力上限,然后将体力回复至体力上限',
|
||||||
yishan_info:'每当你受到一次伤害,你可以重新获得最近失去的两张牌',
|
yishan_info:'每当你受到一次伤害,你可以重新获得最近失去的两张牌',
|
||||||
huanhun_info:'当一名角色进入濒死状态时,你可以弃置一张牌令其进行一次判定,若结果为红色,其回复一点体力',
|
huanhun_info:'当一名角色进入濒死状态时,你可以弃置一张红色牌并令其进行一次判定,若结果为红色,其回复一点体力',
|
||||||
daixing_info:'回合结束阶段,你可以弃置至多X张牌,并抵挡等量伤害,效果在下一个回合结束阶段失效,X为现存角色数-1',
|
daixing_info:'回合结束阶段,你可以弃置至多X张牌,并抵挡等量伤害,效果在下一个回合结束阶段失效,X为现存角色数-1',
|
||||||
swd_wuxie_info:'锁定技,你不能成为其他角色的延时锦囊的目标',
|
swd_wuxie_info:'锁定技,你不能成为其他角色的延时锦囊的目标',
|
||||||
qingcheng_info:'回合开始阶段,你可以进行判定,若为红色则可以继续判定,判定结束后将判定成功的牌收入手牌',
|
qingcheng_info:'回合开始阶段,你可以进行判定,若为红色则可以继续判定,判定结束后将判定成功的牌收入手牌',
|
||||||
|
|
|
@ -135,6 +135,9 @@ character.woods={
|
||||||
event.player.classList.contains('dead')==false&&
|
event.player.classList.contains('dead')==false&&
|
||||||
event.player.num('h')&&player.num('h'));
|
event.player.num('h')&&player.num('h'));
|
||||||
},
|
},
|
||||||
|
check:function(event,player){
|
||||||
|
return ai.get.attitude(player,event.player)<=0;
|
||||||
|
},
|
||||||
priority:5,
|
priority:5,
|
||||||
content:function(){
|
content:function(){
|
||||||
"step 0"
|
"step 0"
|
||||||
|
|
|
@ -31,18 +31,18 @@ character.xianjian={
|
||||||
},
|
},
|
||||||
skill:{
|
skill:{
|
||||||
xuanyan:{
|
xuanyan:{
|
||||||
trigger:{source:'damageBefore'},
|
// trigger:{source:'damageBefore'},
|
||||||
forced:true,
|
// forced:true,
|
||||||
priority:5,
|
// priority:5,
|
||||||
check:function(event,player){
|
// check:function(event,player){
|
||||||
return player.hp>3;
|
// return player.hp>3;
|
||||||
},
|
// },
|
||||||
filter:function(event){
|
// filter:function(event){
|
||||||
return event.card&&get.color(event.card)=='red';
|
// return event.card&&get.color(event.card)=='red';
|
||||||
},
|
// },
|
||||||
content:function(){
|
// content:function(){
|
||||||
trigger.nature='fire';
|
// trigger.nature='fire';
|
||||||
},
|
// },
|
||||||
group:['xuanyan2','xuanyan3']
|
group:['xuanyan2','xuanyan3']
|
||||||
},
|
},
|
||||||
xuanyan2:{
|
xuanyan2:{
|
||||||
|
@ -1327,7 +1327,7 @@ character.xianjian={
|
||||||
|
|
||||||
xuanyan:'玄炎',
|
xuanyan:'玄炎',
|
||||||
xuanyan2:'玄炎',
|
xuanyan2:'玄炎',
|
||||||
xuanyan_info:'锁定技,你的红色牌造成的伤害均视为火属性;你的火属性伤害+1;你造成火属性后流失1点体力',
|
xuanyan_info:'锁定技,你的火属性伤害+1;你造成火属性伤害后流失1点体力',
|
||||||
ningbin:'凝冰',
|
ningbin:'凝冰',
|
||||||
ningbin_info:'锁定技,每当你造成或受到1次雷属性伤害,你回复1点体力',
|
ningbin_info:'锁定技,每当你造成或受到1次雷属性伤害,你回复1点体力',
|
||||||
fenxin:'焚心',
|
fenxin:'焚心',
|
||||||
|
|
|
@ -1,7 +1,7 @@
|
||||||
character.xswd={
|
character.xswd={
|
||||||
character:{
|
character:{
|
||||||
swd_wushi:['male','wei',3,['zhoufu','yingbin','xuying']],
|
swd_wushi:['male','wei',3,['zhoufu','yingbin','xuying']],
|
||||||
swd_lanmoshen:['female','wei',4,['bingjian','lieren'],['fullskin']],
|
swd_lanmoshen:['female','wei',3,['bingjian','lieren'],['fullskin']],
|
||||||
swd_huanglei:['male','qun',3,['jilve','gongshen'],['fullskin']],
|
swd_huanglei:['male','qun',3,['jilve','gongshen'],['fullskin']],
|
||||||
swd_libai:['female','qun',3,['miaobi','zhexian']],
|
swd_libai:['female','qun',3,['miaobi','zhexian']],
|
||||||
swd_kendi:['male','qun',3,['guanxing','jianyan']],
|
swd_kendi:['male','qun',3,['guanxing','jianyan']],
|
||||||
|
|
22
game/game.js
22
game/game.js
|
@ -1636,8 +1636,25 @@ window.play={};
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
player.changeHp(-num,false);
|
player.changeHp(-num,false);
|
||||||
player.popup(-num,event.nature);
|
if(player._damagetimeout!=source){
|
||||||
player.$damage(source);
|
player.$damage(source);
|
||||||
|
player._damagetimeout=source;
|
||||||
|
setTimeout(function(){
|
||||||
|
delete player._damagetimeout;
|
||||||
|
},500);
|
||||||
|
}
|
||||||
|
if(player._damagepopup){
|
||||||
|
player._damagepopup-=num;
|
||||||
|
player._damagenature=event.nature;
|
||||||
|
}
|
||||||
|
else{
|
||||||
|
player._damagepopup=-num;
|
||||||
|
setTimeout(function(){
|
||||||
|
player.popup(player._damagepopup,player._damagenature);
|
||||||
|
delete player._damagepopup;
|
||||||
|
delete player._damagenature;
|
||||||
|
},300);
|
||||||
|
}
|
||||||
event.trigger('damage');
|
event.trigger('damage');
|
||||||
"step 1"
|
"step 1"
|
||||||
if(player.hp<=0&&player.isAlive()){
|
if(player.hp<=0&&player.isAlive()){
|
||||||
|
@ -3517,6 +3534,7 @@ window.play={};
|
||||||
var that=this;
|
var that=this;
|
||||||
setTimeout(function(){that._popup();},1000);
|
setTimeout(function(){that._popup();},1000);
|
||||||
}
|
}
|
||||||
|
return node;
|
||||||
},
|
},
|
||||||
_popup:function(){
|
_popup:function(){
|
||||||
if(this.popups.length){
|
if(this.popups.length){
|
||||||
|
|
Loading…
Reference in New Issue