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@ -279,12 +279,16 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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'step 1'
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if(!result.tie){
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if(result.bool){
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target.gainPlayerCard(event.addedTarget,true);
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target.line(targets[1]);
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if(event.addedTarget.countCards('he')){
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target.line(event.addedTarget);
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target.gainPlayerCard(event.addedTarget,true);
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}
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}
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else{
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event.addedTarget.gainPlayerCard(target,true);
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event.addedTarget.line(target);
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if(target.countCards('he')){
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event.addedTarget.line(target);
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event.addedTarget.gainPlayerCard(target,true);
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}
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}
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event.finish();
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}
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@ -321,7 +321,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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}
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else{
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event.goto(4);
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event.finish();
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}
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'step 3'
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if(result.bool){
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@ -105,7 +105,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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hs_amala:['female','wu',3,['azaowu','shouwang']],
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hs_yinggencao:['male','wu',3,['lieqi']],
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hs_zhihuanhua:['fmale','wei',3,['huanjue']],
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hs_zhihuanhua:['female','wei',3,['huanjue']],
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hs_shirencao:['male','wu',3,['srjici']],
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hs_kaituozhe:['female','wei',3,['tansuo','yinzong']],
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@ -55,6 +55,7 @@ window.noname_character_rank={
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'swd_shuwaner',
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],
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a:[
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'pal_xia',
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'hs_yashaji',
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'hs_pengpeng',
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'hs_manyututeng',
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@ -270,6 +271,9 @@ window.noname_character_rank={
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'hs_mojinbaozi',
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],
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bp:[
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'pal_wangxiaohu',
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'pal_shenqishuang',
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'pal_sumei',
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'hs_tgolem',
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'hs_huolituteng',
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'hs_selajin',
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@ -7,9 +7,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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pal_zhaoliner:['female','wei',3,['huimeng','tianshe']],
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pal_linyueru:['female','wei',3,['guiyuan','qijian']],
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// pal_wangxiaohu:['male','qun',4,[]],
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// pal_sumei:['female','shu',3,[]],
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// pal_shenqishuang:['female','wei',3,[]],
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pal_wangxiaohu:['male','qun',4,['husha']],
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pal_sumei:['female','shu',3,['sheying','dujiang','huahu']],
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pal_shenqishuang:['female','wei',3,['qixia','jianzhen','binxin']],
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pal_jingtian:['male','wu',3,['sajin','jubao']],
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pal_xuejian:['female','shu',3,['xshuangren','shenmu','duci']],
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@ -36,7 +36,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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pal_xiahoujinxuan:['male','shu',3,['xuanmo','danqing']],
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pal_muchanglan:['female','wu',3,['feixia','lueying']],
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// pal_xia:['male','wei',4,[]],
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pal_xia:['female','shu',3,['zongyu','fanling']],
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pal_jiangcheng:['male','qun',4,['yanzhan','fenshi']],
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},
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characterIntro:{
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@ -44,7 +44,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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pal_zhaoliner:'林青儿与巫王之女,亦是女娲族人。自幼与世隔绝,跟随姥姥隐居仙灵岛修炼,躲避仇人的追杀。难以告人的神秘身世,让她逃不过命运的捉弄,注定在滚滚红尘中历尽千灾万劫。在最终,赵灵儿为了消灭拜月水魔兽,与其同归于尽。但在王小虎、李忆如决战大魔头千叶禅师的结尾,出现了她的声音。',
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pal_linyueru:'天资灵秀,聪敏慧黠,情深义重。身为江南武林魁首林家堡之武门千金,与李逍遥不打不相识,并在此后的寻人旅途中相知相恋。在经历过重重艰辛和生离死别后,遥月二人终于携手而共结连理,与高堂娇儿共享天伦。',
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pal_wangxiaohu:'李逍遥的同乡,自小仰慕李逍遥,想要拜在他门下,得知拜师无望之后,遂跟随李大婶学习排云掌法。之后前往杭州拜”三大神铺“之一的”神眼魔刀”盛尊武为师,并习得魔刀刀法。热血少年,敢作敢当,嫉恶如仇,相信人定胜天。他最后发现千叶禅师的阴谋,与众人合力击败千叶禅师。',
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pal_wangxiaohu:'李逍遥的同乡,自小仰慕李逍遥,想要拜在他门下,得知拜师无望之后,遂跟随李大婶学习排云掌法。之后前往杭州拜“三大神捕”之一的”神眼魔刀”盛尊武为师,并习得魔刀刀法。热血少年,敢作敢当,嫉恶如仇,相信人定胜天。他最后发现千叶禅师的阴谋,与众人合力击败千叶禅师。',
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pal_sumei:'蛇妖和狐精之女,其父母当年被李逍遥和林月如所杀,因此她一直想要报仇,可以说是为报仇而活着。爱上王小虎,认识李忆如之后,苏媚学会了宽恕,最后甚至为了朋友和爱人牺牲自己。',
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pal_shenqishuang:'乳名沈七七,峨嵋山仙霞派掌门清柔师太座下弟子,与四位师姊妹合称“仙霞五奇”,排行第四,个性拘谨温婉,对小虎心怀爱意却不敢开口表达。',
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@ -77,6 +77,402 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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pal_jiangcheng:'折剑山庄庄主欧阳英的得意门生,但因其蚩尤后人魔族的身份,令他无法被容于人界;再加上人界半魔同族饱受人类迫害,故最终成为净天教教主魔君“姜世离”,毅然肩负起保护同族的重任。',
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},
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skill:{
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zongyu:{
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enable:'phaseUse',
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usable:1,
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filterCard:{color:'black'},
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position:'he',
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filter:function(event,player){
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return lib.card.feibiao&&player.countCards('he',{color:'black'});
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},
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check:function(card){
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return 8-ai.get.value(card);
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},
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content:function(){
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var list=player.getEnemies();
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if(list.length){
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player.useCard({name:'feibiao'},list.randomGets(2));
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}
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},
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ai:{
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threaten:1.5,
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order:6,
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result:{
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player:1
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}
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}
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},
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fanling:{
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trigger:{global:'loseHpAfter'},
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forced:true,
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usable:1,
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filter:function(event,player){
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return event.player!=player&&player.isDamaged();
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},
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content:function(){
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player.recover();
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},
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ai:{
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threaten:1.3
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}
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},
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dujiang:{
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enable:'phaseUse',
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usable:1,
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position:'he',
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filterCard:{color:'black'},
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check:function(card){
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return 6-get.value(card)
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},
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content:function(){
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var list=player.getEnemies();
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if(list.length){
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var target=list.randomGet();
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player.line(target,'green');
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target.gain(game.createCard('du'),'gain2');
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}
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},
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ai:{
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order:1,
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result:{
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player:1
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},
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threaten:1.5
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},
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},
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sheying:{
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trigger:{source:'damageAfter'},
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filter:function(event,player){
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return get.itemtype(event.cards)=='cards'&&get.position(event.cards[0])=='d';
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},
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usable:1,
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prompt2:function(event){
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return '进行一次判定,若结果为黑色,你获得'+get.translation(event.cards);
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},
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content:function(){
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'step 0'
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player.judge(function(card){
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return get.color(card)=='black'?1:-1;
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});
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'step 1'
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if(result.color=='black'){
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player.gain(trigger.cards);
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player.$gain2(trigger.cards);
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}
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},
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},
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huahu:{
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enable:'phaseUse',
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unique:true,
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mark:true,
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skillAnimation:true,
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animationColor:'metal',
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init:function(player){
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player.storage.huahu=false;
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},
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filter:function(event,player){
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if(player.storage.huahu) return false;
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return true;
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},
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filterTarget:function(card,player,target){
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return target!=player;
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},
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selectTarget:[1,Infinity],
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contentBefore:function(){
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player.awakenSkill('huahu');
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player.storage.huahu=true;
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player.loseMaxHp(true);
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player.clearSkills();
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},
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content:function(){
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target.recover();
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target.changeHujia();
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target.draw(false);
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target.$draw();
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},
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ai:{
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order:1,
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result:{
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target:function(player,target){
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if(player.hasUnknown()) return 0;
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var num=0;
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var players=game.filterPlayer();
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for(var i=0;i<players.length;i++){
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if(get.attitude(player,players[i])>2&&
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ai.get.recoverEffect(players[i],player,player)>0){
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if(players[i].hp==1){
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if(player.hp<player.maxHp){
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return 1;
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}
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else{
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num+=2;
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}
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}
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else if(players[i].hp<=2){
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num++;
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}
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}
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}
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if(num>=3) return 1;
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return 0;
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}
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},
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},
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intro:{
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content:'limited'
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}
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},
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binxin:{
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trigger:{global:'phaseEnd'},
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check:function(event,player){
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return get.attitude(player,event.player)>0;
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},
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filter:function(event,player){
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return event.player.hp==1;
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},
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logTarget:'player',
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content:function(){
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trigger.player.changeHujia();
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},
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ai:{
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expose:0.1
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}
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},
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qixia:{
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trigger:{player:['useCardAfter','respondAfter']},
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forced:true,
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popup:false,
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silent:true,
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init:function(player){
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player.storage.qixia=[];
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},
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mark:true,
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intro:{
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content:function(storage){
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if(!storage.length){
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return '未使用或打出过有花色的牌';
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}
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else{
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var str='已使用过'+get.translation(storage[0]+'2');
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for(var i=1;i<storage.length;i++){
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str+='、'+get.translation(storage[i]+'2');
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}
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str+='牌';
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return str;
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}
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}
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},
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content:function(){
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var suit=get.suit(trigger.card);
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if(suit){
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player.storage.qixia.add(suit);
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player.syncStorage('qixia');
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player.updateMarks();
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}
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},
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group:'qixia_phase',
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subSkill:{
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phase:{
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trigger:{global:'phaseAfter'},
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priority:-50,
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filter:function(event,player){
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return player.storage.qixia.length>=4;
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},
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content:function(){
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player.insertPhase();
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player.storage.qixia.length=0;
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player.syncStorage('qixia');
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player.updateMarks();
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}
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}
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}
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},
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qixia_old:{
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trigger:{global:'damageAfter'},
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direct:true,
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filter:function(event,player){
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return !player.hasSkill('qixia2')&&event.source!=player&&event.player.isIn()&&player.countCards('he',{color:'red'});
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},
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content:function(){
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'step 0'
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player.chooseToDiscard('he',get.prompt('qixia',trigger.player),{color:'red'}).set('logSkill',['qixia',trigger.player]).ai=function(card){
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if(get.attitude(player,trigger.player)>0){
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if(trigger.player.hp==1){
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return 10-ai.get.value(card);
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}
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return 8-ai.get.value(card);
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}
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}
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'step 1'
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if(result.bool){
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player.addTempSkill('qixia2','phaseAfter');
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trigger.player.draw(2);
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if(trigger.player.hp==1&&!trigger.player.hujia){
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trigger.player.changeHujia();
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}
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}
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},
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ai:{
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threaten:1.8
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}
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},
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qixia2:{},
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jianzhen:{
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trigger:{player:'shaAfter'},
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forced:true,
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filter:function(event,player){
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return event.target.isIn()&&game.hasPlayer(function(current){
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return current.canUse('sha',event.target,false)&¤t!=player;
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});
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},
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content:function(){
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'step 0'
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event.targets=game.filterPlayer(function(current){
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return current.canUse('sha',trigger.target,false)&¤t!=player;
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});
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event.targets.sortBySeat(trigger.player);
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'step 1'
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if(event.targets.length){
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event.current=event.targets.shift();
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if(event.current.hasSha()){
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event.current.chooseToUse({name:'sha'},'是否对'+get.translation(trigger.target)+'使用一张杀?',trigger.target,-1);
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}
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event.redo();
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}
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},
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ai:{
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expose:0.2,
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threaten:1.4
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},
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},
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husha:{
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trigger:{player:'phaseEnd'},
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direct:true,
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filter:function(event,player){
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if(player.storage.husha==1){
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return game.hasPlayer(function(current){
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return player.canUse('sha',current,false);
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})
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}
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else{
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return player.storage.husha>0;
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}
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},
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content:function(){
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'step 0'
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var list=[];
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if(game.hasPlayer(function(current){
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return player.canUse('sha',current,false);
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})){
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list.push('移去1枚虎煞标记,视为使用一张杀');
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}
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if(player.storage.husha>1){
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list.push('移去2枚虎煞标记,视为使用一张南蛮入侵');
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if(player.storage.husha>2){
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list.push('移去3枚虎煞标记,视为对除你之外的角色使用一张元素毁灭');
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}
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}
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player.chooseControl('cancel2',function(){
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if(player.storage.husha>2){
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var num1=game.countPlayer(function(current){
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if(current!=player&&player.canUse('yuansuhuimie',current)){
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return get.sgn(ai.get.effect(current,{name:'yuansuhuimie'},player,player));
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}
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});
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var num2=game.countPlayer(function(current){
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if(current!=player&&player.canUse('yuansuhuimie',current)){
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return ai.get.effect(current,{name:'yuansuhuimie'},player,player);
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}
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});
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console.log(num1,num2);
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if(num1>0&&num2>0) return 3;
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}
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if(player.storage.husha>1){
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var num=game.countPlayer(function(current){
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if(current!=player&&player.canUse('nanman',current)){
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return get.sgn(ai.get.effect(current,{name:'nanman'},player,player));
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}
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});
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if(num>0) return 2;
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}
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if(game.hasPlayer(function(current){
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return player.canUse('sha',current,false)&&ai.get.effect(current,{name:'sha'},player,player)>0;
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})){
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return 1;
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}
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}).set('prompt',get.prompt('husha')).set('choiceList',list);
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'step 1'
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if(result.control!='cancel2'){
|
||||
player.logSkill('husha');
|
||||
if(result.control=='选项一'){
|
||||
event.sha=true;
|
||||
player.storage.husha--;
|
||||
player.chooseTarget('选择出杀的目标',true,function(card,player,target){
|
||||
return player.canUse('sha',target,false);
|
||||
}).ai=function(target){
|
||||
return ai.get.effect(target,{name:'sha'},player,player);
|
||||
}
|
||||
}
|
||||
else if(result.control=='选项二'){
|
||||
var list=game.filterPlayer(function(current){
|
||||
return player.canUse('nanman',current);
|
||||
});
|
||||
player.storage.husha-=2;
|
||||
list.sortBySeat();
|
||||
player.useCard({name:'nanman'},list);
|
||||
}
|
||||
else{
|
||||
var list=game.filterPlayer(function(current){
|
||||
return player.canUse('yuansuhuimie',current);
|
||||
});
|
||||
player.storage.husha-=3;
|
||||
list.remove(player);
|
||||
list.sortBySeat();
|
||||
player.useCard({name:'yuansuhuimie'},list);
|
||||
}
|
||||
if(!player.storage.husha){
|
||||
player.unmarkSkill('husha');
|
||||
}
|
||||
else{
|
||||
player.syncStorage('husha');
|
||||
player.updateMarks();
|
||||
}
|
||||
}
|
||||
'step 2'
|
||||
if(event.sha&&result.targets&&result.targets.length){
|
||||
player.useCard({name:'sha'},result.targets[0]);
|
||||
}
|
||||
},
|
||||
init:function(player){
|
||||
player.storage.husha=0;
|
||||
},
|
||||
intro:{
|
||||
content:'mark'
|
||||
},
|
||||
group:'husha_count',
|
||||
subSkill:{
|
||||
count:{
|
||||
trigger:{source:'damageEnd'},
|
||||
forced:true,
|
||||
filter:function(event,player){
|
||||
if(player.storage.husha<3){
|
||||
var evt=event.getParent('phaseUse');
|
||||
return evt&&evt.player==player;
|
||||
}
|
||||
return false;
|
||||
},
|
||||
content:function(){
|
||||
player.storage.husha+=trigger.num;
|
||||
if(player.storage.husha>3){
|
||||
player.storage.husha=3;
|
||||
}
|
||||
player.markSkill('husha');
|
||||
player.syncStorage('husha');
|
||||
player.updateMarks();
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
fenshi:{
|
||||
unique:true,
|
||||
skillAnimation:true,
|
||||
|
@ -2479,6 +2875,26 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
pal_changqing:'长卿',
|
||||
pal_xuanxiao:'玄霄',
|
||||
|
||||
zongyu:'纵雨',
|
||||
zongyu_info:'出牌阶段限一次,你可以弃置一张黑色牌,视为使用一张飞镖,随机指定两名敌方角色为目标',
|
||||
fanling:'返灵',
|
||||
fanling_info:'锁定技,每当一名角色失去体力,你回复一点体力,每回合只能发动一次',
|
||||
huahu:'化狐',
|
||||
huahu_bg:'狐',
|
||||
huahu_info:'限定技,你可以失去所有技能和一点体力上限,然后令任意名其他角色回复一点体力、获得一点护甲并摸一张牌',
|
||||
sheying:'蛇影',
|
||||
sheying_info:'每回合限一次,当你使用卡牌造成一次伤害后,你可以进行一次判定,若结果为黑色,你收回此牌',
|
||||
dujiang:'毒降',
|
||||
dujiang_info:'出牌阶段限一次,你可以弃置一张黑色牌令一名随机敌人获得一张毒',
|
||||
binxin:'冰心',
|
||||
binxin_info:'在一名角色的结束阶段,若其体力值为1,你可以令其获得一点护甲',
|
||||
qixia:'绮霞',
|
||||
qixia_info:'当你累计使用或打出了4种不同花色的牌后,你可以于本回合结束后获得一个额外回合',
|
||||
jianzhen:'剑阵',
|
||||
jianzhen_info:'锁定技,当你使用杀对目标结算完毕后,其他角色可以对该目标使用一张杀',
|
||||
husha:'虎煞',
|
||||
husha_bg:'煞',
|
||||
husha_info:'每当你于出牌阶段造成一点伤害,你获得一枚虎煞标记(标记数不超过3);结束阶段,你可以选择一项:1. 移去一枚虎煞标记,视为对任意角色使用一张杀;2. 移去两枚虎煞标记,视为使用一张南蛮入侵;3. 移去三枚虎煞标记,视为对除你之外的角色使用一张元素毁灭',
|
||||
longhuo:'龙火',
|
||||
longhuo_info:'结束阶段,你可以对所有角色各造成一点火焰伤害',
|
||||
fenshi:'焚世',
|
||||
|
|
|
@ -2194,31 +2194,44 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
},
|
||||
xinzhongyong:{
|
||||
trigger:{player:'shaMiss'},
|
||||
trigger:{player:'shaAfter'},
|
||||
direct:true,
|
||||
filter:function(event,player){
|
||||
return event.responded&&get.itemtype(event.cards)=='cards'&&get.itemtype(event.responded.cards)=='cards';
|
||||
return get.itemtype(event.cards)=='cards'||(event.responded&&get.itemtype(event.responded.cards)=='cards');
|
||||
},
|
||||
content:function(){
|
||||
"step 0"
|
||||
event.cards1=trigger.cards.slice(0);
|
||||
event.cards2=trigger.responded.cards.slice(0);
|
||||
player.chooseTarget('忠勇:将杀或闪交给一名其他角色',function(card,player,target){
|
||||
if(trigger.responded&&trigger.responded.cards&&trigger.responded.cards.length){
|
||||
event.cards2=trigger.responded.cards.slice(0);
|
||||
}
|
||||
player.chooseTarget(get.prompt('zhongyong'),function(card,player,target){
|
||||
return target!=_status.event.getTrigger().target&&target!=player;
|
||||
}).set('ai',function(target){
|
||||
return get.attitude(_status.event.player,target);
|
||||
});
|
||||
"step 1"
|
||||
if(result.bool){
|
||||
var sha=false;
|
||||
if(event.cards1.length==1&&get.color(event.cards1[0])=='red'){
|
||||
sha=true;
|
||||
}
|
||||
player.chooseControl('杀','闪',function(event,player){
|
||||
if(_status.event.choosesha) return '杀';
|
||||
return '闪';
|
||||
}).set('prompt','选择交给'+get.translation(result.targets)+'的牌').set('choosesha',sha);
|
||||
event.target=result.targets[0];
|
||||
event.target=result.targets[0];
|
||||
if(!event.cards2){
|
||||
player.logSkill('zhongyong',event.target);
|
||||
event.sha=false;
|
||||
event.target.gain(event.cards1,'gain2');
|
||||
if(get.color(event.cards1)=='red'){
|
||||
event.sha=true;
|
||||
}
|
||||
event.goto(3);
|
||||
}
|
||||
else{
|
||||
var sha=false;
|
||||
if(event.cards1.length==1&&get.color(event.cards1[0])=='red'){
|
||||
sha=true;
|
||||
}
|
||||
player.chooseControl('杀','闪',function(event,player){
|
||||
if(_status.event.choosesha) return '杀';
|
||||
return '闪';
|
||||
}).set('prompt','选择交给'+get.translation(result.targets)+'的牌').set('choosesha',sha);
|
||||
}
|
||||
}
|
||||
else{
|
||||
event.finish();
|
||||
|
@ -2228,13 +2241,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
event.sha=false;
|
||||
if(result.control=='杀'){
|
||||
event.target.gain(event.cards1,'gain2');
|
||||
if(event.cards1.length==1&&get.color(event.cards1[0])=='red'){
|
||||
if(get.color(event.cards1)=='red'){
|
||||
event.sha=true;
|
||||
}
|
||||
}
|
||||
else{
|
||||
event.target.gain(event.cards2,'gain2');
|
||||
if(event.cards2.length==1&&get.color(event.cards2[0])=='red'){
|
||||
if(get.color(event.cards2)=='red'){
|
||||
event.sha=true;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -10284,6 +10284,13 @@
|
|||
return;
|
||||
}
|
||||
}
|
||||
else if(event.choiceList&&event.controls.length==1&&event.controls[0]=='cancel2'){
|
||||
event.controls.shift();
|
||||
for(var i=0;i<event.choiceList.length;i++){
|
||||
event.controls.push('选项'+get.cnNumber(i+1,true));
|
||||
}
|
||||
event.controls.push('cancel2');
|
||||
}
|
||||
if(event.isMine()){
|
||||
if(event.dialogcontrol){
|
||||
event.dialog=ui.create.dialog(event.prompt||'选择一项','hidden');
|
||||
|
|
Binary file not shown.
Before Width: | Height: | Size: 69 KiB After Width: | Height: | Size: 69 KiB |
Loading…
Reference in New Issue