commit
ff10e6442e
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@ -112,6 +112,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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audio:2,
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audio:2,
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enable:'chooseToUse',
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enable:'chooseToUse',
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hiddenCard:function(player,name){
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hiddenCard:function(player,name){
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if(player.hasSkill('dddxiaxing_used')) return false;
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return name=='tao';
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return name=='tao';
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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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@ -412,6 +413,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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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,player){
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if(get.type(event.card)!='equip') return false;
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if(get.type(event.card)!='equip') return false;
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if(get.subtype(event.card)!='equip1') return false;
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const range=player.getAttackRange();
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const range=player.getAttackRange();
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return !game.hasPlayer(current=>{
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return !game.hasPlayer(current=>{
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return current.getAttackRange()>range;
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return current.getAttackRange()>range;
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@ -91,9 +91,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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hs_kazhakusi:['male','shu',3,['lianjin']],
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hs_kazhakusi:['male','shu',3,['lianjin']],
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// hs_lazi:['male','wei',3,[]],
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// hs_lazi:['male','wei',3,[]],
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hs_shaku:['male','wei',3,['shouji']],
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hs_shaku:['male','wei',3,['shouji']],
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hs_laxiao:['male','shu',3,['guimou','yingxi','hlongyi']],
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hs_laxiao:['male','shu',3,['hsguimou','yingxi','hlongyi']],
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// hs_xiangyaqishi:['male','wei',3,[]],
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// hs_xiangyaqishi:['male','wei',3,[]],
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// hs_fenjie:['male','shu',3,['guimou','yingxi']],
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// hs_fenjie:['male','shu',3,['hsguimou','yingxi']],
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hs_mojinbaozi:['male','wei',3,['jingcu','shengzhang']],
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hs_mojinbaozi:['male','wei',3,['jingcu','shengzhang']],
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hs_shuiwenxuejia:['male','wu',3,['kekao']],
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hs_shuiwenxuejia:['male','wu',3,['kekao']],
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hs_shizugui:['male','wu',3,['szbianshen']],
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hs_shizugui:['male','wu',3,['szbianshen']],
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@ -3666,7 +3666,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger.directHit=true;
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trigger.directHit=true;
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}
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}
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},
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},
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guimou:{
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hsguimou:{
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trigger:{player:'damageEnd'},
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trigger:{player:'damageEnd'},
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check:function(event,player){
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check:function(event,player){
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return get.attitude(player,event.source)<=0;
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return get.attitude(player,event.source)<=0;
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@ -9825,8 +9825,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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lianjin_info:'出牌阶段限一次,你可以弃置一张牌并获得一张由三张随机牌组成的药水;当你因弃置而失去药水牌时,你随机获得药水的组成卡牌之一。',
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lianjin_info:'出牌阶段限一次,你可以弃置一张牌并获得一张由三张随机牌组成的药水;当你因弃置而失去药水牌时,你随机获得药水的组成卡牌之一。',
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shouji:'收集',
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shouji:'收集',
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shouji_info:'每当你使用一张杀,你可以获得一张目标随机手牌的复制;每当你的杀被闪避,你可以获得一张目标随机非特殊装备牌的复制;每回合限各限一次。',
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shouji_info:'每当你使用一张杀,你可以获得一张目标随机手牌的复制;每当你的杀被闪避,你可以获得一张目标随机非特殊装备牌的复制;每回合限各限一次。',
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guimou:'鬼谋',
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hsguimou:'鬼谋',
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guimou_info:'每当你受到一次伤害,你可以获得伤害来源的一张手牌,若此牌是黑色,你展示此牌并重复此过程。',
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hsguimou_info:'每当你受到一次伤害,你可以获得伤害来源的一张手牌,若此牌是黑色,你展示此牌并重复此过程。',
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yingxi:'影袭',
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yingxi:'影袭',
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yingxi_info:'结束阶段,若你本回合未造成伤害,你可以将一张黑色牌当作杀对任意一名角色使用,若目标未受到伤害,此杀不可闪避。',
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yingxi_info:'结束阶段,若你本回合未造成伤害,你可以将一张黑色牌当作杀对任意一名角色使用,若目标未受到伤害,此杀不可闪避。',
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peiyu:'培育',
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peiyu:'培育',
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@ -1064,14 +1064,18 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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event.targets=targets;
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event.targets=targets;
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player.logSkill('dcyouzhan',targets);
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player.logSkill('dcyouzhan',targets);
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'step 1'
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'step 1'
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var target=targets.shift();
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event.target=targets.shift();
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event.num=trigger.getl(event.target).cards2.length;
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'step 2'
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player.draw().gaintag=['dcyouzhan'];
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player.draw().gaintag=['dcyouzhan'];
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player.addTempSkill('dcyouzhan_limit');
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player.addTempSkill('dcyouzhan_limit');
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target.addTempSkill('dcyouzhan_effect');
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target.addTempSkill('dcyouzhan_effect');
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target.addMark('dcyouzhan_effect',1,false);
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target.addMark('dcyouzhan_effect',1,false);
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target.addTempSkill('dcyouzhan_draw');
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target.addTempSkill('dcyouzhan_draw');
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if(--event.num) event.redo();
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'step 3'
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if(targets.length){
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if(targets.length){
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event.redo();
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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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ai:{
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ai:{
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@ -2752,7 +2756,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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subSkill:{
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subSkill:{
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damage:{
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damage:{
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trigger:{source:'damageBegin3'},
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trigger:{source:'damageBegin1'},
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forced:true,
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forced:true,
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charlotte:true,
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charlotte:true,
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onremove:true,
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onremove:true,
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@ -11360,7 +11364,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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dcbeifen_info:'锁定技。①当你失去牌后,若这些牌中有“胡笳”牌,你获得与你手牌中“胡笳”牌花色均不同的每种花色的牌各一张。②若你手牌中“胡笳”牌数小于不为“胡笳”牌的牌数,你使用牌无距离和次数限制。',
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dcbeifen_info:'锁定技。①当你失去牌后,若这些牌中有“胡笳”牌,你获得与你手牌中“胡笳”牌花色均不同的每种花色的牌各一张。②若你手牌中“胡笳”牌数小于不为“胡笳”牌的牌数,你使用牌无距离和次数限制。',
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dc_wuban:'吴班',
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dc_wuban:'吴班',
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dcyouzhan:'诱战',
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dcyouzhan:'诱战',
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dcyouzhan_info:'锁定技。当其他角色于你的回合内失去牌后,你摸一张牌(不计入本回合的手牌上限),且其获得如下效果:1.其于此回合下一次受到的伤害+1;2.结束阶段,若其于此回合未受到过伤害,其摸X张牌(X为其此回合失去过牌的次数且至多为3)。',
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dcyouzhan_info:'锁定技。当其他角色于你的回合内失去一张牌后,你摸一张牌(不计入本回合的手牌上限),且其获得如下效果:1.其于此回合下一次受到的伤害+1;2.结束阶段,若其于此回合未受到过伤害,其摸X张牌(X为其此回合失去过牌的次数且至多为3)。',
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yue_zhoufei:'乐周妃',
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yue_zhoufei:'乐周妃',
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yue_zhoufei_prefix:'乐',
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yue_zhoufei_prefix:'乐',
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dclingkong:'灵箜',
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dclingkong:'灵箜',
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@ -1184,7 +1184,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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effect:{
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effect:{
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audio:'jsrgfenjian',
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audio:'jsrgfenjian',
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charlotte:true,
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charlotte:true,
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trigger:{player:'damageBegin1'},
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trigger:{player:'damageBegin3'},
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forced:true,
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forced:true,
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onremove:true,
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onremove:true,
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content:function(){
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content:function(){
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@ -499,7 +499,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return str;
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return str;
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},
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},
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},
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},
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trigger:{global:'useCard'},
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trigger:{global:'useCard1'},
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forced:true,
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forced:true,
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popup:false,
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popup:false,
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content:function(){
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content:function(){
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@ -16240,7 +16240,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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guimou:'诡谋',
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guimou:'诡谋',
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guimou_info:'锁定技。游戏开始时/回合结束时,你随机/须选择以下一项直到你的下个准备阶段:①记录场上期间角色使用牌数;②记录期间场上角色弃置牌数;③记录期间场上角色获得牌数。准备阶段,你可以选择一名场上对应记录数值最少的其他角色,观看其手牌并选择其中至多三张牌,然后你可以将其中至多两张牌交给另一名其他角色,然后弃置其余牌。',
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guimou_info:'锁定技。游戏开始时/回合结束时,你随机/须选择以下一项直到你的下个准备阶段:①记录场上期间角色使用牌数;②记录期间场上角色弃置牌数;③记录期间场上角色获得牌数。准备阶段,你可以选择一名场上对应记录数值最少的其他角色,观看其手牌并选择其中至多三张牌,然后你可以将其中至多两张牌交给另一名其他角色,然后弃置其余牌。',
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zhouxian:'州贤',
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zhouxian:'州贤',
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zhouxian_info:'锁定技,当你成为其他角色使用的伤害类卡牌的目标后,你亮出牌堆顶的两张牌,然后其须选择一项:①弃置一张与亮出牌之一类别相同的牌;②令此牌对你无效。',
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zhouxian_info:'锁定技。当你成为其他角色使用的伤害类卡牌的目标后,你亮出牌堆顶的两张牌,然后其须选择一项:①弃置一张与亮出牌之一类别相同的牌;②令此牌对你无效。',
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mb_huban:'手杀胡班',
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mb_huban:'手杀胡班',
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mb_huban_prefix:'手杀',
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mb_huban_prefix:'手杀',
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mbyilie:'义烈',
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mbyilie:'义烈',
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@ -15533,7 +15533,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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re_simalang:'界司马朗',
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re_simalang:'界司马朗',
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re_simalang_prefix:'界',
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re_simalang_prefix:'界',
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requji:'去疾',
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requji:'去疾',
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requji_info:'出牌阶段限一次,你可以弃置至多X张牌并令等量名角色回复1点体力,然后仍处于受伤状态的目标角色摸一张牌,若你以此法弃置了黑色牌,你失去1点体力。',
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requji_info:'出牌阶段限一次,你可以弃置至多X张牌并令等量名角色回复1点体力,然后仍处于受伤状态的目标角色摸一张牌,若你以此法弃置了黑色牌,你失去1点体力(X为你已损失的体力值)。',
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rejunbing:'郡兵',
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rejunbing:'郡兵',
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rejunbing_info:'一名角色的结束阶段,若其手牌数小于其体力值,其可以摸一张牌并将所有手牌交给你,然后你可以交给其等量的牌。',
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rejunbing_info:'一名角色的结束阶段,若其手牌数小于其体力值,其可以摸一张牌并将所有手牌交给你,然后你可以交给其等量的牌。',
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re_zhugedan:'界诸葛诞',
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re_zhugedan:'界诸葛诞',
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@ -195,7 +195,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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sbyijue:{
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sbyijue:{
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audio:2,
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audio:2,
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trigger:{source:'damageBegin3'},
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trigger:{source:'damageBegin2'},
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filter:function(event,player){
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filter:function(event,player){
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return event.num>=event.player.hp&&!player.getStorage('sbyijue').includes(event.player);
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return event.num>=event.player.hp&&!player.getStorage('sbyijue').includes(event.player);
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},
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},
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@ -1526,9 +1526,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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filter:function(event,player){
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filter:function(event,player){
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if(player.countCards('h')!=1||typeof get.number(player.getCards('h')[0],player)!='number') return false;
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if(player.countCards('h')!=1||typeof get.number(player.getCards('h')[0],player)!='number') return false;
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if(player.hasSkill('hezhong_0')&&player.hasSkill('hezhong_1')) return false;
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if(player.hasSkill('hezhong_0')&&player.hasSkill('hezhong_1')) return false;
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if(event.getg) return event.getg(player).length;
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let gain=0,lose=0;
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var evt=event.getl(player);
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if(event.getg) gain=event.getg(player).length;
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return evt&&evt.player==player&&evt.hs&&evt.hs.length>0;
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if(event.getl) lose=event.getl(player).hs.length;
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return gain!=lose;
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},
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},
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prompt2:function(event,player){
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prompt2:function(event,player){
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var str='展示最后一张手牌并摸一张牌';
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var str='展示最后一张手牌并摸一张牌';
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@ -1589,6 +1590,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger:{player:'useCard'},
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trigger:{player:'useCard'},
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filter:function(event,player){
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filter:function(event,player){
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if(get.type(event.card)!='trick') return false;
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if(get.type(event.card)!='trick') return false;
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if(!event.targets.length) return false;
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var num=get.number(event.card,player);
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var num=get.number(event.card,player);
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return typeof num=='number'&&player.getStorage('hezhong_0').some(numx=>num>numx);
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return typeof num=='number'&&player.getStorage('hezhong_0').some(numx=>num>numx);
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},
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},
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@ -1625,6 +1627,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger:{player:'useCard'},
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trigger:{player:'useCard'},
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filter:function(event,player){
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filter:function(event,player){
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if(get.type(event.card)!='trick') return false;
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if(get.type(event.card)!='trick') return false;
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if(!event.targets.length) return false;
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var num=get.number(event.card,player);
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var num=get.number(event.card,player);
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return typeof num=='number'&&player.getStorage('hezhong_1').some(numx=>num<numx);
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return typeof num=='number'&&player.getStorage('hezhong_1').some(numx=>num<numx);
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},
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},
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|
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@ -344,7 +344,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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//无 双 万 军 取 首
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//无 双 万 军 取 首
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dcsbronghuo:{
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dcsbronghuo:{
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audio:2,
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audio:2,
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trigger:{player:'useCard'},
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trigger:{player:'useCard1'},
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filter:function(event,player){
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filter:function(event,player){
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return (event.card.name=='sha'&&game.hasNature(event.card,'fire'))||event.card.name=='huogong';
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return (event.card.name=='sha'&&game.hasNature(event.card,'fire'))||event.card.name=='huogong';
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},
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},
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@ -928,7 +928,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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filter:function(event,player){
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filter:function(event,player){
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if(get.name(event.card,false)!='sha'&&get.type2(event.card)!='trick') return false;
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if(get.name(event.card,false)!='sha'&&get.type2(event.card)!='trick') return false;
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if(event.targets.length!=1||!event.targets[0].isIn()) return false;
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if(event.targets.length!=1||!event.targets[0].isIn()) return false;
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if(!player.canUse(new lib.element.VCard({name:'sha'}),event.targets[0])) return false;
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if(!player.canUse(new lib.element.VCard({name:'sha'}),event.targets[0],false)) return false;
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return player.hasHistory('lose',evt=>{
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return player.hasHistory('lose',evt=>{
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if(evt.getParent()!=event) return false;
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if(evt.getParent()!=event) return false;
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return event.cards.every(card=>{
|
return event.cards.every(card=>{
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||||||
|
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Loading…
Reference in New Issue