From 7d11d25e3e62eee618432bdcbf38d6ded837279d Mon Sep 17 00:00:00 2001
From: Miao_Spring <539943419@qq.com>
Date: Sun, 21 Jul 2024 00:46:33 +0800
Subject: [PATCH] =?UTF-8?q?=E9=83=A8=E5=88=86=E5=AE=8C=E6=88=90=E6=8A=80?=
=?UTF-8?q?=E8=83=BD=E3=80=90=E7=AC=AF=E5=87=B0=E5=87=A4=E3=80=91?=
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---
extension.js | 162 ++++++++++++++++++++++++++++++++++++++++++++++-----
miaoTool.js | 74 ++++++++++++++++++-----
2 files changed, 208 insertions(+), 28 deletions(-)
diff --git a/extension.js b/extension.js
index 0364e90..bb1a1d7 100644
--- a/extension.js
+++ b/extension.js
@@ -2,7 +2,7 @@ import content from "./content.js";
import _miaoTool from "./miaoTool.js";
import { skillFactory } from "./miaoTool.js";
game.import("extension", function (lib, game, ui, get, ai, _status) {
- const mtool = _miaoTool(lib, game, ui, get, ai, _status);
+ const _mt = _miaoTool(lib, game, ui, get, ai, _status);
return {
name: "喵喵喵喵",
content: content(lib, game, ui, get, ai, _status),
@@ -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_yuze: ["none", "wei", "2", ["zioy_juhun"], []],
zioy_luosa: ["male", "wu", "4", ["zioy_minchao", "zioy_kuangyong"]],
- zioy_gold: ["male", "qun", "5", ["zioy_shihunzhuo"]]
+ zioy_gold: ["male", "qun", "5", ["zioy_shihunzhuo","zioy_nuhuangfeng","zioy_duwenlei"]]
},
translate: {
"zioy_xixuegui": "弗拉基米尔",
@@ -8876,17 +8876,17 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
autoTranslate: {
"name": "世溷浊",
"info": `
- ①游戏开始时,你获得'恒'。
+ ①游戏开始时,你获得“恒”。
②当你于出牌阶段使用牌结算结束后,若你当前回合于出牌阶段使用的牌超过log1.4(游戏轮数)张,你结束出牌阶段。
③你造成/受到不因此技能造成的伤害后,伤害来源受到由你造成的X点伤害(X为你此次造成/受到的伤害/2且向下取整)
- ④你造成/受到伤害后,你与伤害来源各获得'空',若其已有'空'则重置'空'的发动次数。
- ⑤一名角色于你的回合内失去牌时,你令其获得'舍',若其已有'舍'则重置'舍'的发动次数。
- ⑥你的回合开始阶段,以逆时针顺序从你开始的所有角色依次失去'空'与"舍",每有一名角色以此法失去'空',你获得1枚'隙',每有一名角色以此法失去'舍',你获得1枚'嗜'。
- ⑦每当你获得4枚'隙',你失去1点体力上限并将体力回复至体力上限。
- ⑧每当你获得'嗜'时,你摸一张牌。你的手牌上限-X(X为你'嗜'的数量/3)
+ ④你造成/受到伤害后,你与伤害来源各获得“空”,若其已有“空”则重置“空”的发动次数。
+ ⑤一名角色于你的出牌阶段内失去牌时,你令其获得“舍”,若其已有“舍”则重置“舍”的发动次数。
+ ⑥你的回合开始阶段,以逆时针顺序从你开始的所有角色依次失去“空”与"舍",每有一名角色以此法失去“空”,你获得1枚“隙”,每有一名角色以此法失去“舍”,你获得1枚“嗜”。
+ ⑦每当你获得4枚“隙”,你失去1点体力上限并将体力回复至体力上限。
+ ⑧每当你获得“嗜”时,你摸一张牌。你的手牌上限-X(X为你“嗜”的数量/3)
恒:你的体力上限-1。你的体力上限增加无效。
空:获得此技能时你失去1点体力,失去此技能时你回复1点体力。当你回复体力时,取消之。此技能在发动2次后被失去。
- 舍:获得此技能时你弃置你区域内的1张牌,失去此技能时你摸1张牌。当你获得牌后,你须弃置等量的牌,此技能在发动3次后将被失去。`
+ 舍:获得此技能时你弃置你区域内的1张牌,失去此技能时你摸1张牌。当你从游戏内获得牌后,你须弃置等量的牌,此技能在发动3次后将被失去。`
},
trigger:{
global:"phaseBefore",
@@ -8961,10 +8961,11 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
marktext:'舍',
intro:{
name:'舍',
- mark:(_,__,player)=>`获得此技能时你弃置你区域内的1张牌,失去此技能时你摸1张牌。当你获得牌后,你须弃置1张牌,此技能在发动${3-player.storage.zioy_shihunzhuo_she_count}次后将被失去。`
+ mark:(_,__,player)=>`获得此技能时你弃置你区域内的1张牌,失去此技能时你摸1张牌。当你从游戏内获得牌后,你须弃置1张牌,此技能在发动${3-player.storage.zioy_shihunzhuo_she_count}次后将被失去。`
},
init:function(player){
- player.chooseToDiscard(1,'hej')
+ if(player.countCards('he') > 0)
+ player.chooseToDiscard(1,'hej',true)
player.storage.zioy_shihunzhuo_she_count = 0
},
onremove:function(player){
@@ -8974,13 +8975,20 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
trigger:{
player:"gainAfter",
},
+ filter:function(event,player){
+ if(player.countCards('he') === 0)return false
+ return !(event.fromStorage==true||game.hasPlayer2(function(current){
+ var evt=event.getl(current);
+ return evt&&evt.xs&&evt.xs.length>0;
+ }))
+ },
content:async function(event,trigger,player){
// const num = trigger.cards.length
player.chooseToDiscard(1,'he',true)
player.storage.zioy_shihunzhuo_she_count += 1
if(player.storage.zioy_shihunzhuo_she_count === 2){
player.storage.zioy_shihunzhuo_she_count = 0
- player.removeSkill('zioy_shihunzhuo_kong')
+ player.removeSkill('zioy_shihunzhuo_she')
}
},
priority:539943419
@@ -8990,7 +8998,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
marktext:'隙',
intro:{
name:'隙',
- mark:(_,__,player)=>`每当你获得4枚'隙',你失去1点体力上限并将体力回复至体力上限。`
+ mark:(_,__,player)=>`每当你获得4枚“隙”,你失去1点体力上限并将体力回复至体力上限。`
},
},
shi:{
@@ -9078,10 +9086,13 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
direct:true,
filter:function(event,player){
if(_status.currentPhase!=player) return false;
- return true
+ return event.player.isPhaseUsing()
},
content:async function(event,trigger,player){
const target = trigger.player
+ if(!target){
+ return
+ }
if(target.hasSkill('zioy_shihunzhuo_she')){
target.storage.zioy_shihunzhuo_she_count = 0
}else{
@@ -9155,6 +9166,129 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
priority:7058211
}
}
+ },
+ zioy_nuhuangfeng:{
+ autoTranslate: {
+ "name": "笯凰凤",
+ "info": `回合结束阶段:
+ 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。
+ 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。
+
【灵降】状态具有以下特性:
+ 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。
+ 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。
+ 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。
`
+ },
+ init:function(player){
+ player.storage.zioy_nuhuangfeng_status = null
+ },
+ direct:true,
+ trigger:{
+ player:'phaseEnd'
+ },
+ filter(event,player){
+ return player.storage.zioy_nuhuangfeng_status === null
+ },
+ async content(_e,_t,player){
+ const noneHasHeng = game.players.reduce((f,v)=>{return f && v.hasSkill('zioy_shihunzhuo_heng')},true)
+ if(!noneHasHeng){
+ // 选择角色进行【灵降】
+ const { result } = await player
+ .chooseTarget(
+ (card, player, target) => target !== player && !target.hasSkill('zioy_shihunzhuo_heng'),
+ 1,
+ true,
+ `选择1名未拥有“恒”的其他角色以进入【灵降】状态`
+ )
+ .set("ai", target => {
+ var att = get.attitude(player, target);
+ return -att;
+ });
+ const target = result.targets[0]
+ target.addSkill('zioy_shihunzhuo_heng')
+ player.storage.zioy_nuhuangfeng_storage = {
+ hp: player.hp,
+ maxHp: player.maxHp,
+ skills: [...player.skills],
+ card:{
+ h:[...player.getCards('h')],
+ e:[...player.getCards('e')],
+ j:[...player.getCards('j')]
+ },
+ name: player.name2 === 'zioy_gold' ? player.node.name2.innerHTML : player.node.name.innerHTML,
+ group:player.group
+ }
+ player.addToExpansion(player.getCards('hej')).gaintag.add('zioy_nuhuangfeng_gainLingJiang');
+ const targetInfo = lib.character[target.name1]
+ player.hp = get.infoHp(targetInfo[2]);
+ player.maxHp = get.infoMaxHp(targetInfo[2]);
+ // player.hujia = get.infoHujia(targetInfo[2]);
+ player.draw(4)
+ const skills = [...targetInfo[3]];
+ for(let skill of skills){
+ player.addSkill(skill)
+ }
+ _mt.player.changeAvatar(player, target.name, 'zioy_gold')
+ _mt.player.setName(player,`灵降·${target.node.name.innerHTML}`, 'zioy_gold')
+ player.changeGroup(target.group)
+ player.storage.zioy_nuhuangfeng_status = 'lingjiang'
+ // 退出灵降
+ player.exitLingjiang = ()=>{
+ player.discard(player.getCards('hej'))
+ const storage = player.storage.zioy_nuhuangfeng_storage
+ const rmSkills = [...player.skills].filter(v=>!storage.skills.includes(v))
+ for(let s of rmSkills){
+ player.removeSkill(s)
+ }
+ player.hp = storage.hp
+ player.maxHp = storage.maxHp
+ for(let s of storage.skills){
+ if(!player.hasSkill(s)){
+ player.addSkill(s)
+ }
+ }
+ for(let c of storage.card.e){
+ player.equip(c)
+ }
+ for(let c of storage.card.j){
+ player.addJudge(c)
+ }
+ player.gain(storage.card.h, 'fromStorage')
+ player.changeGroup(storage.group)
+ _mt.player.changeAvatar(player, 'zioy_gold', 'zioy_gold')
+ _mt.player.setName(player,`${storage.name}`, 'zioy_gold')
+ player.storage.zioy_nuhuangfeng_status = null
+ }
+ }else{
+
+ }
+ },
+ autoSubSkill:{
+ lin_dyingBefore:{
+ trigger:{
+ player:'dyingBefore'
+ },
+ direct:true,
+ _priority:5399439705821,
+ filter(_e,player){
+ return player.storage.zioy_nuhuangfeng_status === 'lingjiang'
+ },
+ async content(_e,_t,player){
+ player.exitLingjiang()
+ }
+ }
+ }
+ },
+ zioy_duwenlei:{
+ autoTranslate: {
+ "name": "独抆泪",
+ "info": `你即将死亡时,若满足:
+ 1.你当前体力大于0
+ 2.你于【常灭】状态下杀死至少3名其他角色
+ 其中任意条,则终止死亡,你失去【常灭】状态并获得〖规神舞〗。
+ 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。`
+ },
}
},
translate: {
diff --git a/miaoTool.js b/miaoTool.js
index 7fa4132..a657121 100644
--- a/miaoTool.js
+++ b/miaoTool.js
@@ -29,21 +29,67 @@ export default (lib, game, ui, get, ai, _status) => {
},
watch: function (obj, key, callback) {},
game: {},
- player: {},
+ /**
+ * Description 角色相关操作
+ */
+ player: {
+ /**
+ * Description 更换角色的头像
+ * @param {Player} player 需要更换头像的玩家
+ * @param {string} imageSource 图片源,可以为角色名(player.name)
+ * @param {number|string} replace 要替代的,默认为1(单将模式不用管)
+ * @returns {null} 无返回
+ */
+ changeAvatar(player, imageSource, replace) {
+ if (replace && (player.name2 === replace || replace === 2)) {
+ player.node.avatar2.setBackground(imageSource, "character");
+ } else {
+ player.node.avatar.setBackground(imageSource, "character");
+ }
+ },
+ /**
+ * Description 为角色设置用于显示的名称(如吕布,貂蝉等)
+ * @param {Player} player 要设置名称的玩家
+ * @param {string} name 新名称
+ * @param {undefined | 1 | 2} replace name1或name2
+ * @returns {null}
+ */
+ setName(player, name, replace) {
+ let targetNode = player.node.name;
+ if (replace && (player.name2 === replace || replace === 2)) {
+ targetNode = player.node.name2;
+ }
+ targetNode.innerHTML = name;
+ }
+ },
+ loadash: {
+ /**
+ * Description 浅浅拷贝对象
+ * @param {Array | Object} target
+ * @returns {Array | Object}
+ */
+ shallowClone(target) {
+ if (Array.isArray(target)) {
+ return [...target];
+ }
+ if (typeof target === "object" && target !== null) {
+ return { ...target };
+ }
+ return target;
+ }
+ },
// 提供一些便捷的math功能
- math: {
- randInt: function (num) {
- num || (num = 1000000000);
- if (num === -1) {
- num = -1000000000;
- } else if (num === 1) {
- num = 1000000000;
- }
- let _n = Math.ceil(Math.random() * num);
- if (num < 0) {
- _n *= -1;
- }
- return _n;
+ math: {},
+ other: {
+ /**
+ * Description 返回一个function,每次执行会控制台递增输出0,1,2等等,用于debug挺好
+ * @returns {function}
+ */
+ useLogger() {
+ let count = 0;
+ return (...args) => {
+ console.log(count++, ...args);
+ };
}
}
};