完成技能【笯凰凤】

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539943419 committed 2024-07-21 10:21:09 +08:00
1 parent 298767662e
commit 5c35a0c334
2 files changed
+173 -50

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+160 -46
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@@ -73,7 +73,7 @@ game.import("extension", function (lib, game, ui, get, ai, _status) {
zioy_sanjijie: ["male", "qun", "3/3/3", ["zioy_fouzhiyu", "zioy_ningguxi"], []], zioy_sanjijie: ["male", "qun", "3/3/3", ["zioy_fouzhiyu", "zioy_ningguxi"], []],
zioy_yuze: ["none", "wei", "2", ["zioy_juhun"], []], zioy_yuze: ["none", "wei", "2", ["zioy_juhun"], []],
zioy_luosa: ["male", "wu", "4", ["zioy_minchao", "zioy_kuangyong"]], zioy_luosa: ["male", "wu", "4", ["zioy_minchao", "zioy_kuangyong"]],
zioy_gold: ["male", "qun", "5", ["zioy_shihunzhuo","zioy_nuhuangfeng","zioy_duwenlei"]] zioy_gold: ["male", "qun", 5, ["zioy_shihunzhuo","zioy_nuhuangfeng","zioy_duwenlei"]]
}, },
translate: { translate: {
"zioy_xixuegui": "弗拉基米尔", "zioy_xixuegui": "弗拉基米尔",
@@ -8374,7 +8374,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
global: "phaseBegin" global: "phaseBegin"
}, },
filter: () => true, filter: () => true,
forced: true, direct: true,
init: player => (player.storage.zioy_que2 = true), init: player => (player.storage.zioy_que2 = true),
content: function () { content: function () {
player.storage.zioy_que2 = true; player.storage.zioy_que2 = true;
@@ -9011,36 +9011,6 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
} }
}, },
autoSubSkill:{ autoSubSkill:{
damageBegin1:{
trigger:{
player:'damageBegin1',
source:'damageBegin1'
},
filter:()=>{
return false
return true
},
direct:true,
content:async function(event,trigger,player){
trigger.num *= 2
},
priority:-539943419
},
damageBegin3:{
trigger:{
player:'damageBegin3',
source:'damageBegin3'
},
filter:(event,player)=>{
return false
return event.num < 2
},
direct:true,
content:async function(event,trigger,player){
trigger.num = 2
},
priority:-539943419
},
damageEnd:{ damageEnd:{
trigger:{ trigger:{
player:'damageEnd', player:'damageEnd',
@@ -9118,8 +9088,6 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
filter:_=>true, filter:_=>true,
async content(_,__,player){ async content(_,__,player){
player.storage.zioy_shihunzhuo_she_gainHistory = {} player.storage.zioy_shihunzhuo_she_gainHistory = {}
console.log(
player.storage.zioy_shihunzhuo_she_gainHistory)
} }
}, },
phaseBegin:{ phaseBegin:{
@@ -9192,25 +9160,33 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
autoTranslate: { autoTranslate: {
"name": "笯凰凤", "name": "笯凰凤",
"info": `回合结束阶段:<br> "info": `回合结束阶段:<br>
若你未处于【灵降】状态且场上存在未拥有“恒”的其他角色,你须选择一名未拥有“恒”的其他角色,你令其获得“恒”并根据你选择的角色进入【灵降】状态。<br> 若你未处于【灵降】且未进入过【常灭】状态且场上存在未拥有“恒”的其他角色,你须选择一名未拥有“恒”的其他角色,你令其获得“恒”并根据你选择的角色进入【灵降】状态。<br>
若你未处于【灵降】状态且场上所有角色均已拥有“恒”,你进入【常灭】状态并进行3个额外的回合。<br> 若你未处于【灵降】且未进入过【常灭】状态且场上所有角色均已拥有“恒”,你进入【常灭】状态并进行3个额外的回合。<br>
<br>【灵降】状态具有以下特性:<br> <br>【灵降】状态具有以下特性:<br>
①进入【灵降】状态时,记录你当前的体力,体力上限,区域内的牌。然后将你区域内的所有牌移出游戏。将你的武将牌替换为你进入【灵降】状态时选择的角色的武将牌。 ①进入【灵降】状态时,记录你当前的体力,体力上限,区域内的牌。然后将你区域内的所有牌移出游戏。将你的武将牌替换为你进入【灵降】状态时选择的角色的武将牌。将你的体力,体力上限调整为与该角色游戏开始时相等。你获得其所有技能并摸4张牌。<br>
将你的体力,体力上限调整为与该角色游戏开始时相等。你获得其所有技能并摸4张牌。<br>
②【灵降】状态下你即将进入濒死状态时,取消之,改为退出【灵降】状态。<br> ②【灵降】状态下你即将进入濒死状态时,取消之,改为退出【灵降】状态。<br>
③退出【灵降】状态时,你失去你区域内的所有牌,失去你于【灵降】状态期间获得的所有技能,将武将牌替换为进入【灵降】状态前的武将牌。将你当前的体力,体力上限 ③退出【灵降】状态时,你失去你区域内的所有牌,失去你于【灵降】状态期间获得的所有技能,将武将牌替换为进入【灵降】状态前的武将牌。将你当前的体力,体力上限调整为于进入【灵降】状态前相等。然后将进入【灵降】前区域内的牌移入相应位置。<br>
调整为于进入【灵降】状态前相等。然后将进入【灵降】前区域内的牌移入相应位置。<br>` <br>【常灭】状态具有以下特性:<br>
①进入【常灭】状态时,所有其他角色立即获得“空”与“舍”。<br>
②你的回合开始阶段,你将你的体力与体力上限修改为9,并将你的手牌补至X(X为你“嗜”的数量)。<br>
③你使用牌没有距离限制。拥有“空”或“舍”的其他角色无法响应你使用的牌。<br>
④你即将造成/受到的伤害*2且结算时至少为2。<br>
⑤你造成伤害时,若受伤角色拥有“恒”,你令其失去之,然后你获得1枚“神罪”。<br>
⑥你杀死一名角色时,你获得3枚“神罪”。<br>
⑦其他角色的回合开始阶段,你失去所有体力。`
}, },
init:function(player){ init:function(player){
player.storage.zioy_nuhuangfeng_status = null player.storage.zioy_nuhuangfeng_status = null
}, },
direct:true, forced:true,
trigger:{ trigger:{
player:'phaseEnd' player:'phaseEnd'
}, },
filter(event,player){ filter(event,player){
return player.storage.zioy_nuhuangfeng_status === null return player.storage.zioy_nuhuangfeng_status === null
}, },
skillAnimation: true,
animationColor: "thunder",
async content(_e,_t,player){ async content(_e,_t,player){
const noneHasHeng = game.players.reduce((f,v)=>{return f && v.hasSkill('zioy_shihunzhuo_heng')},true) const noneHasHeng = game.players.reduce((f,v)=>{return f && v.hasSkill('zioy_shihunzhuo_heng')},true)
if(!noneHasHeng){ if(!noneHasHeng){
@@ -9254,6 +9230,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
_mt.player.setName(player,`降·${target.node.name.innerHTML}`, 'zioy_gold') _mt.player.setName(player,`降·${target.node.name.innerHTML}`, 'zioy_gold')
player.changeGroup(target.group) player.changeGroup(target.group)
player.storage.zioy_nuhuangfeng_status = 'lingjiang' player.storage.zioy_nuhuangfeng_status = 'lingjiang'
player.update()
// 退出灵降 // 退出灵降
player.exitLingjiang = ()=>{ player.exitLingjiang = ()=>{
player.discard(player.getCards('hej')) player.discard(player.getCards('hej'))
@@ -9280,17 +9257,29 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
_mt.player.changeAvatar(player, 'zioy_gold', 'zioy_gold') _mt.player.changeAvatar(player, 'zioy_gold', 'zioy_gold')
_mt.player.setName(player,`${storage.name}`, 'zioy_gold') _mt.player.setName(player,`${storage.name}`, 'zioy_gold')
player.storage.zioy_nuhuangfeng_status = null player.storage.zioy_nuhuangfeng_status = null
player.update()
} }
}else{ }else{
player.storage.zioy_nuhuangfeng_status = 'changmie'
for(let i = 0;i < 3;i++){
player.insertPhase();
}
game.players.forEach(current=>{
if(!current.hasSkill('zioy_shihunzhuo_kong')){
current.addSkill('zioy_shihunzhuo_kong')
}
if(!current.hasSkill('zioy_shihunzhuo_she')){
current.addSkill('zioy_shihunzhuo_she')
}
})
} }
}, },
autoSubSkill:{ autoSubSkill:{
lin_dyingBefore:{ lin_dyingBefore:{
trigger:{ trigger:{
player:'dyingBefore' player:['dyingBefore','dieBefore']
}, },
direct:true, forced:true,
_priority:5399439705821, _priority:5399439705821,
filter(_e,player){ filter(_e,player){
return player.storage.zioy_nuhuangfeng_status === 'lingjiang' return player.storage.zioy_nuhuangfeng_status === 'lingjiang'
@@ -9298,15 +9287,140 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
async content(_e,_t,player){ async content(_e,_t,player){
player.exitLingjiang() player.exitLingjiang()
} }
},
chang_phaseBegin:{
trigger:{
player:'phaseBegin'
},
filter(event,player){
return player.storage.zioy_nuhuangfeng_status === 'changmie'
},
forced:true,
async content(_e,_t,player){
player.hp = 9
player.maxHp = 9
player.update()
const drawTo = player.countMark('zioy_shihunzhuo_shi')
if(player.countCards('h') < drawTo){
player.draw(drawTo - player.countCards('h'))
}
},
_priority:170058
},
chang_directHit:{
trigger:{
player:"useCardToPlayered",
},
forced:true,
filter(event,player){
if(event.player === player){
return false
}
if(player.storage.zioy_nuhuangfeng_status === 'changmie'){
return false
}
return event.player.hasSkill('zioy_shihunzhuo_kong') || event.player.hasSkill('zioy_shihunzhuo_she')
},
_priority:170058,
async function (_e,trigger,player){
game.log(player,'令',trigger.card,'不能被',trigger.target,'响应');
trigger.directHit.push(trigger.target);
}
},
chang_damageBegin1:{
trigger:{
player:'damageBegin1',
source:'damageBegin1'
},
filter(event,player){
return player.storage.zioy_nuhuangfeng_status === 'changmie'
},
direct:true,
content:async function(event,trigger,player){
trigger.num *= 2
},
priority:-539943419
},
chang_damageBegin3:{
trigger:{
player:'damageBegin3',
source:'damageBegin3'
},
filter:(event,player)=>{
return player.storage.zioy_nuhuangfeng_status === 'changmie' && event.num < 2
},
direct:true,
content:async function(event,trigger,player){
trigger.num = 2
},
priority:-539943419
},
chang_damageBeginSource:{
trigger:{
source:'damageEnd'
},
forced:true,
filter(event,player){
return player.storage.zioy_nuhuangfeng_status === 'changmie' && event.player.hasSkill('zioy_shihunzhuo_heng')
},
async content(_e,trigger,player){
trigger.player.removeSkill('zioy_shihunzhuo_heng')
player.addMark('zioy_nuhuangfeng_shenzui')
},
priority:-151654684
},
chang_dieAfterSource:{
trigger:{
source:'dieAfter'
},
forced:true,
filter(_e,player){
return player.storage.zioy_nuhuangfeng_status === 'changmie'
},
async content(_e,trigger,player){
player.addMark('zioy_nuhuangfeng_shenzui', 3)
},
priority:-151654684
},
chang_phaseBegin_other:{
trigger:{
global:"phaseBegin",
},
forced:true,
filter:function(event,player){
return event.player!=player && player.storage.zioy_nuhuangfeng_status === 'changmie';
},
async content(_,__,player){
player.loseHp(player.hp)
},
priority:-151654684
} }
} },
subSkill:{
shenzui:{
mark:false,
marktext:'神罪',
intro:{
name:'神罪',
mark(_,__,player){
return player.countMark('zioy_nuhuangfeng_shenzui') >= 5 ?
'神明反叛':'伪神无赦'
}
}
}
},
mod:{
targetInRange(card,player,target){
if(player.storage.zioy_nuhuangfeng_status === 'changmie') return true;
},
},
}, },
zioy_duwenlei:{ zioy_duwenlei:{
autoTranslate: { autoTranslate: {
"name": "独抆泪", "name": "独抆泪",
"info": `你即将死亡时,若你满足:<br> "info": `你即将死亡时,若你满足:<br>
1.你当前体力大于0<br> 1.你当前体力大于0<br>
2.你于【常灭】状态下杀死至少3名其他角色<br> 2.你的“神罪”标记数量不小于5<br>
其中任意条,则终止死亡,你失去【常灭】状态并获得〖规神舞〗。<br> 其中任意条,则终止死亡,你失去【常灭】状态并获得〖规神舞〗。<br>
若均不满足,你令一名死亡角色复活并回复所有体力,获得你所有牌。` 若均不满足,你令一名死亡角色复活并回复所有体力,获得你所有牌。`
}, },
+13 -4
View File
@@ -24,10 +24,6 @@ export function skillFactory(skill) {
export default (lib, game, ui, get, ai, _status) => { export default (lib, game, ui, get, ai, _status) => {
return { return {
isAsyncFunction(func) {
return func.constructor.name === "AsyncFunction";
},
watch: function (obj, key, callback) {},
game: {}, game: {},
/** /**
* Description 角色相关操作 * Description 角色相关操作
@@ -90,6 +86,19 @@ export default (lib, game, ui, get, ai, _status) => {
return (...args) => { return (...args) => {
console.log(count++, ...args); console.log(count++, ...args);
}; };
},
/**
* Description 类似python的sleep,配合await使用,使async函数暂停。
* @param {number} timeout 暂停时间
* @returns {null}
*/
async sleep(timeout) {
await new Promise(r => setTimeout(r, timeout));
return;
},
isAsyncFunction(func) {
return func.constructor.name === "AsyncFunction";
} }
} }
}; };