适配新版本

This commit is contained in:
539943419 committed 2024-01-15 13:30:52 +08:00
1 parent 936875a007
commit 9cc3d93cf5
1 file changed
+27 -25
+27 -25
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@@ -142,7 +142,7 @@ game.import("extension", function (lib, game, ui, get, ai, _status) {
//更换武将头像 //更换武将头像
lib.element.player.changeAvatarMiao = function (imgFrom, imgTo) { lib.element.player.changeAvatarMiao = function (imgFrom, imgTo) {
path = this.node.avatar.style.backgroundImage.split(imgFrom)[0]; var path = this.node.avatar.style.backgroundImage.split(imgFrom)[0];
this.node.avatar.style.backgroundImage = path + imgTo + '")'; this.node.avatar.style.backgroundImage = path + imgTo + '")';
}; };
@@ -209,7 +209,7 @@ game.import("extension", function (lib, game, ui, get, ai, _status) {
if (!player.storage._damageLimiter_Miao) return false; if (!player.storage._damageLimiter_Miao) return false;
var min = Infinity; var min = Infinity;
for (var i = 0; i < player.storage._damageLimiter_Miao.length; ++i) { for (var i = 0; i < player.storage._damageLimiter_Miao.length; ++i) {
limiter = player.storage._damageLimiter_Miao[i]; var limiter = player.storage._damageLimiter_Miao[i];
if (player.storage._damageLimiter_Miao[i].num < min) min = player.storage._damageLimiter_Miao[i].num; if (player.storage._damageLimiter_Miao[i].num < min) min = player.storage._damageLimiter_Miao[i].num;
} }
return event.num > min; return event.num > min;
@@ -225,7 +225,7 @@ game.import("extension", function (lib, game, ui, get, ai, _status) {
mark: function (dialog, storage, player) { mark: function (dialog, storage, player) {
var min = Infinity; var min = Infinity;
for (var i = 0; i < player.storage._damageLimiter_Miao.length; ++i) { for (var i = 0; i < player.storage._damageLimiter_Miao.length; ++i) {
limiter = player.storage._damageLimiter_Miao[i]; var limiter = player.storage._damageLimiter_Miao[i];
if (player.storage._damageLimiter_Miao[i].num < min) min = player.storage._damageLimiter_Miao[i].num; if (player.storage._damageLimiter_Miao[i].num < min) min = player.storage._damageLimiter_Miao[i].num;
} }
return "你受到的所有伤害不超过" + min + "点"; return "你受到的所有伤害不超过" + min + "点";
@@ -234,7 +234,7 @@ game.import("extension", function (lib, game, ui, get, ai, _status) {
content: function () { content: function () {
var min = Infinity; var min = Infinity;
for (var i = 0; i < player.storage._damageLimiter_Miao.length; ++i) { for (var i = 0; i < player.storage._damageLimiter_Miao.length; ++i) {
limiter = player.storage._damageLimiter_Miao[i]; var limiter = player.storage._damageLimiter_Miao[i];
if (player.storage._damageLimiter_Miao[i].num < min) min = player.storage._damageLimiter_Miao[i].num; if (player.storage._damageLimiter_Miao[i].num < min) min = player.storage._damageLimiter_Miao[i].num;
} }
if (trigger.num > min) trigger.num = min; if (trigger.num > min) trigger.num = min;
@@ -1352,7 +1352,7 @@ game.import("extension", function (lib, game, ui, get, ai, _status) {
} }
var flag = true; var flag = true;
for (var i = 0; i < buff.length; i++) { for (var i = 0; i < buff.length; i++) {
b = buff[i]; var b = buff[i];
flag = true; flag = true;
if (b == null || !lib.buffMiao[b]) { if (b == null || !lib.buffMiao[b]) {
game.log("buff not found_3", b); game.log("buff not found_3", b);
@@ -1437,7 +1437,7 @@ game.import("extension", function (lib, game, ui, get, ai, _status) {
var flag = true; var flag = true;
for (var i = 0; i < buff.length; i++) { for (var i = 0; i < buff.length; i++) {
b = buff[i]; var b = buff[i];
flag = true; flag = true;
if (b == null || !lib.buffMiao[b]) { if (b == null || !lib.buffMiao[b]) {
game.log("buff not found_4"); game.log("buff not found_4");
@@ -1547,9 +1547,10 @@ game.import("extension", function (lib, game, ui, get, ai, _status) {
name: "免疫以下异常状态", name: "免疫以下异常状态",
mark: function (dialog, storage, player) { mark: function (dialog, storage, player) {
var flag = 0, var flag = 0,
str = ""; str = "",
buff_name="";
for (var i = 0; i < player.storage.immuneBuffArray.length; i++) { for (var i = 0; i < player.storage.immuneBuffArray.length; i++) {
a = player.storage.immuneBuffArray[i]; var a = player.storage.immuneBuffArray[i];
if (player.storage.immuneBuffRemover[a].num != Infinity) { if (player.storage.immuneBuffRemover[a].num != Infinity) {
buff_name = lib.buffMiao[a].translation + ":" + player.storage.immuneBuffRemover[a].num; buff_name = lib.buffMiao[a].translation + ":" + player.storage.immuneBuffRemover[a].num;
} else { } else {
@@ -1603,7 +1604,7 @@ game.import("extension", function (lib, game, ui, get, ai, _status) {
intro: { intro: {
name: "睡眠", name: "睡眠",
mark: function (dialog, storage, player) { mark: function (dialog, storage, player) {
n = player.storage.shuimian_count + 1; var n = player.storage.shuimian_count + 1;
return "始终跳过出牌阶段,无法使用或打出任何牌,下轮游戏开始时有" + 25 * n + "%概率移除此状态,受到伤害后立即移除此状态。"; return "始终跳过出牌阶段,无法使用或打出任何牌,下轮游戏开始时有" + 25 * n + "%概率移除此状态,受到伤害后立即移除此状态。";
} }
} }
@@ -1640,7 +1641,7 @@ game.import("extension", function (lib, game, ui, get, ai, _status) {
lib.element.player.goMad_old = lib.element.player.goMad lib.element.player.goMad_old = lib.element.player.goMad
lib.element.player.goMad = function(end ,force){ lib.element.player.goMad = function(end ,force){
console.log(this, this.storage ) // console.log(this, this.storage )
if (!this.storage.buffArray) { if (!this.storage.buffArray) {
this.storage.buffArray = []; this.storage.buffArray = [];
} }
@@ -1863,7 +1864,7 @@ game.import("extension", function (lib, game, ui, get, ai, _status) {
game.log(this, "已锁定强化"); game.log(this, "已锁定强化");
return; return;
} }
c = ["attack", "miss", "defend", "hit", "strike"]; var c = ["attack", "miss", "defend", "hit", "strike"];
for (var l = 0; l < c.length; ++l) { for (var l = 0; l < c.length; ++l) {
i = c[l]; i = c[l];
if (nolog != null) this.changeEnhancement(i, -this.storage.enhancementArray[i], source, forced, nolog); if (nolog != null) this.changeEnhancement(i, -this.storage.enhancementArray[i], source, forced, nolog);
@@ -2279,10 +2280,11 @@ game.import("extension", function (lib, game, ui, get, ai, _status) {
/*---------------------------------------------------------------以下部分为武将势力相关---------------------------------------------------------------*/ /*---------------------------------------------------------------以下部分为武将势力相关---------------------------------------------------------------*/
// 暂时不可用
game.AddGroupNatureMiao = function (name, translation, mapping) { game.AddGroupNatureMiao = function (name, translation, mapping) {
/*设定势力的函数,from活动武将 */ /*设定势力的函数,from活动武将 */
if (!mapping || !Array.isArray(mapping) || mapping.length != 3) mapping = [199, 21, 133]; if (!mapping || !Array.isArray(mapping) || mapping.length != 3) mapping = [199, 21, 133];
gradient = [mapping, mapping]; var gradient = [mapping, mapping];
var y = "(" + mapping[0] + "," + mapping[1] + "," + mapping[2]; var y = "(" + mapping[0] + "," + mapping[1] + "," + mapping[2];
var y1 = y + ",1)", var y1 = y + ",1)",
y2 = y + ")"; y2 = y + ")";
@@ -5576,7 +5578,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
do { do {
if (p1.countMark("zioy_cuiyi") > 0) { if (p1.countMark("zioy_cuiyi") > 0) {
p1.recover() p1.recover()
c = ["strike", "attack", "defend", "miss", "hit"]; var c = ["strike", "attack", "defend", "miss", "hit"];
p1.changeEnhancement(c[(2 * game.roundNumber - 1) % 5], c[(2 * game.roundNumber) % 5], 1); p1.changeEnhancement(c[(2 * game.roundNumber - 1) % 5], c[(2 * game.roundNumber) % 5], 1);
} }
p1 = p1.next; p1 = p1.next;
@@ -5727,7 +5729,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
}else{ }else{
target = trigger.player; target = trigger.player;
num = 0; num = 0;
c = ["strike", "attack", "defend", "miss", "hit"]; var c = ["strike", "attack", "defend", "miss", "hit"];
for (var i = 0; i < c.length; ++i) { for (var i = 0; i < c.length; ++i) {
if (Math.abs(trigger.player.storage.enhancementArray[c[i]]) != 0) num++; if (Math.abs(trigger.player.storage.enhancementArray[c[i]]) != 0) num++;
trigger.player.changeEnhancement(c[i], -2 * trigger.player.storage.enhancementArray[c[i]]); trigger.player.changeEnhancement(c[i], -2 * trigger.player.storage.enhancementArray[c[i]]);
@@ -6402,7 +6404,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
} else { } else {
game.changeGlobalStatusEnd(num); game.changeGlobalStatusEnd(num);
} }
c = ["attack", "miss", "defend", "hit", "strike"]; var c = ["attack", "miss", "defend", "hit", "strike"];
for (var i = 0; i < c.length; ++i) { for (var i = 0; i < c.length; ++i) {
if (player.storage.enhancementArray[c[i]] > 0) continue; if (player.storage.enhancementArray[c[i]] > 0) continue;
player.changeEnhancement(c[i], -2 * player.storage.enhancementArray[c[i]]); player.changeEnhancement(c[i], -2 * player.storage.enhancementArray[c[i]]);
@@ -6467,7 +6469,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
result: { result: {
player: function (player) { player: function (player) {
if (player.countMark("zioy_hexuchongxiang_mark") == player.maxHp) return 999; if (player.countMark("zioy_hexuchongxiang_mark") == player.maxHp) return 999;
x = player.storage.enhancementArray["attack"]; var x = player.storage.enhancementArray["attack"];
if (x > -1) { if (x > -1) {
return -10; return -10;
} }
@@ -6502,7 +6504,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
priority: 45411284, priority: 45411284,
content: function () { content: function () {
target = trigger.player; target = trigger.player;
c = target.getCards("hej"); var c = target.getCards("hej");
for (let i = 0; i < c.length; ++i) { for (let i = 0; i < c.length; ++i) {
if (c[i].name == trigger.card.name) { if (c[i].name == trigger.card.name) {
target.discard(c[i]); target.discard(c[i]);
@@ -6853,7 +6855,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
init: function (player) { init: function (player) {
player.markSkill("zioy_v07yuxie"); player.markSkill("zioy_v07yuxie");
player.removeDamageLimiter(1, "zioy_v07yuxie_yuxie"); player.removeDamageLimiter(1, "zioy_v07yuxie_yuxie");
c = ["strike", "attack", "defend", "miss", "hit"]; var c = ["strike", "attack", "defend", "miss", "hit"];
for (var i = 0; i < c.length; ++i) { for (var i = 0; i < c.length; ++i) {
player.changeEnhancement(c[i], -1 * player.storage.enhancementArray[c[i]]); player.changeEnhancement(c[i], -1 * player.storage.enhancementArray[c[i]]);
} }
@@ -6868,7 +6870,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
onremove: function (player) { onremove: function (player) {
player.unmarkSkill("zioy_v07yuxie"); player.unmarkSkill("zioy_v07yuxie");
player.addDamageLimiter(1, "zioy_v07yuxie_yuxie"); player.addDamageLimiter(1, "zioy_v07yuxie_yuxie");
c = ["strike", "attack", "defend", "miss", "hit"]; var c = ["strike", "attack", "defend", "miss", "hit"];
for (var i = 0; i < c.length; ++i) { for (var i = 0; i < c.length; ++i) {
player.changeEnhancement(c[i], -1 * player.storage.enhancementArray[c[i]]); player.changeEnhancement(c[i], -1 * player.storage.enhancementArray[c[i]]);
} }
@@ -7504,10 +7506,10 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
save:true, save:true,
result: { result: {
player: function (player) { player: function (player) {
x = player.storage.yurangzhijian_count; var x = player.storage.yurangzhijian_count;
n = player.countMark("zioy_pinghuqiuyue"); var n = player.countMark("zioy_pinghuqiuyue");
m = player.countMark("zioy_yurangzhijian_chengsheng"); var m = player.countMark("zioy_yurangzhijian_chengsheng");
y = parseInt(0 - x + n / 3 + m); var y = parseInt(0 - x + n / 3 + m);
if (player.storage.yurangzhijian_nuqi + n >= 10 && !player.hasSkill("zioy_yurangzhijian_chengsheng")) { if (player.storage.yurangzhijian_nuqi + n >= 10 && !player.hasSkill("zioy_yurangzhijian_chengsheng")) {
return 100; return 100;
} }
@@ -8266,7 +8268,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
if (!from.storage._miao_twins || !from.storage._miao_twins.isIn() || from.storage.zioy_riyuexingkong_inRange_flag === false) return distance; if (!from.storage._miao_twins || !from.storage._miao_twins.isIn() || from.storage.zioy_riyuexingkong_inRange_flag === false) return distance;
from.storage._miao_twins.storage.zioy_riyuexingkong_inRange_flag = false; from.storage._miao_twins.storage.zioy_riyuexingkong_inRange_flag = false;
from.storage.zioy_riyuexingkong_inRange_flag = false; from.storage.zioy_riyuexingkong_inRange_flag = false;
num = Math.min(get.distance(from, to), get.distance(from.storage._miao_twins, to)); var num = Math.min(get.distance(from, to), get.distance(from.storage._miao_twins, to));
from.storage._miao_twins.storage.zioy_riyuexingkong_inRange_flag = true; from.storage._miao_twins.storage.zioy_riyuexingkong_inRange_flag = true;
from.storage.zioy_riyuexingkong_inRange_flag = true; from.storage.zioy_riyuexingkong_inRange_flag = true;
return num; return num;
@@ -9164,7 +9166,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
"zioy_liechenyuyou_wood_info": "zioy_liechenyuyou_wood_info":
"血脉技,免疫失效。<br>①令你获得“苏之神佑”。<br>②你的摸牌阶段摸牌数+2,结束阶段与一轮游戏开始时你摸1张牌.<br>③你使用【杀】对非神势力非拥有“神佑”或拥有“泷之神佑”的角色造成的伤害+1。", "血脉技,免疫失效。<br>①令你获得“苏之神佑”。<br>②你的摸牌阶段摸牌数+2,结束阶段与一轮游戏开始时你摸1张牌.<br>③你使用【杀】对非神势力非拥有“神佑”或拥有“泷之神佑”的角色造成的伤害+1。",
"zioy_zhifenghuifang":"栉风绘芳", "zioy_zhifenghuifang":"栉风绘芳",
"zioy_zhifenghuifang_info":"若场上无全局状态,则根据轮数奇偶尝试召唤“芬芳”或“森罗万象”,若场上已有天气/环境,则强制转换场上天气/环境为“森罗万象”/“芬芳”", "zioy_zhifenghuifang_info":"<br>①出牌阶段限1次,若为奇数轮则尝试召唤3轮“芬芳”,若场上为“芬芳”且为偶数轮,则强制召唤3轮“森罗万象”。然后若当前场上存在天气,则你可以选择任意名角色,你令其获得“华予”,失去所有护盾,回复等同于失去护盾量+1点体力,摸3张牌。若当前场上存在环境,则你可以选择则你可以选择任意名角色,你令其获得“篁蔓”,失去体力至1点并获得等量的护盾,弃置手牌至1张牌。一名角色获得“华予”/“篁蔓”时会自动失去“篁蔓”/“华予”。<br>②一名角色的回合开始时,若你未拥有“华予”,你获得“华予”。<br>③防止你的“华予”失效。<br>“华予”:①你永久获得全异常免疫。②你的回合开始阶段,你回复1点体力。③当你即将受到伤害时",
"zioy_liwuyaomiao":"鹂舞要眇", "zioy_liwuyaomiao":"鹂舞要眇",
"zioy_liwuyaomiao_info":"占位", "zioy_liwuyaomiao_info":"占位",
} }