部分完成技能【笯凰凤】

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539943419 committed 2024-07-21 00:46:33 +08:00
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@@ -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": `<br>
①游戏开始时,你获得'恒'。<br>
①游戏开始时,你获得“恒”。<br>
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。<br>
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)<br>
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。<br>
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。<br>
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'。<br>
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。<br>
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)<br>
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。<br>
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。<br>
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”。<br>
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。<br>
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)<br>
恒:你的体力上限-1。你的体力上限增加无效。<br>
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。<br>
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:<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】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>
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>
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
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>`
},
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:<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>
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。`
},
}
},
translate: {
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@@ -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);
};
}
}
};