commit b20025670bd607c20c5291b1144737f562dd0b60
Author: Miao_Spring <539943419@qq.com>
Date: Tue Oct 10 00:12:51 2023 +0800
hello miao
diff --git a/Prettier Fixer.py b/Prettier Fixer.py
new file mode 100644
index 0000000..f64cf56
--- /dev/null
+++ b/Prettier Fixer.py
@@ -0,0 +1,83 @@
+# 导入os模块,用于操作文件和目录
+import os
+from time import sleep
+# 定义一个函数,接受一个文件名作为参数,返回修改后的内容
+
+def modify_file(filename):
+ # 打开文件,以只读模式
+ with open(filename, 'r', encoding='UTF-8') as f:
+ # 读取文件的所有行,存入一个列表
+ lines = f.readlines()
+ # 创建一个空列表,用于存储修改后的行
+ new_lines = []
+ num = 0
+ # 遍历每一行
+ for line in lines:
+ if '"step 0";' in line:
+ line = line.replace('"step 0";', '"step 0"')
+ num+=1
+ if '("step 1");' in line:
+ line = line.replace('("step 1");', '"step 1"')
+ num+=1
+ if '("step 2");' in line:
+ line = line.replace('("step 2");', '"step 2"')
+ num+=1
+ if '("step 3");' in line:
+ line = line.replace('("step 3");', '"step 3"')
+ num+=1
+ if '("step 4");' in line:
+ line = line.replace('("step 4");', '"step 4"')
+ num+=1
+ if '("step 5");' in line:
+ line = line.replace('("step 5");', '"step 5"')
+ num+=1
+ if '("step 6");' in line:
+ line = line.replace('("step 6");', '"step 6"')
+ num+=1
+ if '("step 7");' in line:
+ line = line.replace('("step 7");', '"step 7"')
+ num+=1
+ if '("step 8");' in line:
+ line = line.replace('("step 8");', '"step 8"')
+ num+=1
+ if '("step 9");' in line:
+ line = line.replace('("step 9");', '"step 9"')
+ num+=1
+ if '("step 10");' in line:
+ line = line.replace('("step 10");', '"step 10"')
+ num+=1
+ print(line)
+ # 将修改后的行添加到新列表中
+ new_lines.append(line)
+ # 返回新列表中的所有行,用换行符连接
+ print("Successfully fixed " + str(num) +" code errors")
+ return ''.join(new_lines)
+
+# 获取当前目录下的所有文件和子目录
+flag = False
+files = os.listdir('.')
+# 遍历每一个文件或子目录
+for file in files:
+ # 如果是文件,并且文件名是extension.js
+ if os.path.isfile(file) and file == 'extension.js':
+ # 调用函数,传入文件名,得到修改后的内容
+ content = modify_file(file)
+ # 打开文件,以写入模式,覆盖原内容
+ with open(file, 'w', encoding='UTF-8') as f:
+ # 写入修改后的内容
+ f.write(content)
+ flag = True
+ if os.path.isfile(file) and file == 'game.js':
+ # 调用函数,传入文件名,得到修改后的内容
+ content = modify_file(file)
+ # 打开文件,以写入模式,覆盖原内容
+ with open(file, 'w', encoding='UTF-8') as f:
+ # 写入修改后的内容
+ f.write(content)
+ flag = True
+
+if flag:
+ pass
+else:
+ print('ERROR')
+sleep(3)
diff --git a/extension.js b/extension.js
new file mode 100644
index 0000000..f4f5ba5
--- /dev/null
+++ b/extension.js
@@ -0,0 +1,7606 @@
+game.import("extension",function(lib,game,ui,get,ai,_status){return {name:"喵喵喵喵",content:function (config, pack) {
+ /*---------------------------------------------------------------以下为杂项---------------------------------------------------------------*/
+ get.is.xuemai = function (skill) {
+ var info = lib.skill[skill];
+ if (typeof info.xuemai == "function") return info.xuemai(skill);
+ if (info.xuemai == false) return false;
+ if (info.trigger && info.forced) return true;
+ if (info.mod) return true;
+ if (info.xuemai) return true;
+ return false;
+ };
+
+ game.changeRoundNumber = function () {
+ /*接受输入num,游戏轮数+=num */
+ //event.trigger("changeRoundNumberBegin");
+ var num = 1,
+ source = _status.event.player,
+ is_skip = false;
+ for (var i = 0; i < arguments.length; i++) {
+ if (typeof arguments[i] == "number") {
+ num = arguments[i];
+ } else if (arguments[i] == "skip") {
+ is_skip = true;
+ } else if (get.itemtype(arguments[i]) == "player" || arguments[i] == null) {
+ source = arguments[i];
+ }
+ }
+ if (is_skip) {
+ game.roundNumber += num;
+ } else {
+ while (num > 0) {
+ num--;
+ game.roundNumber++;
+ game.updateRoundNumber();
+ _status.event.trigger("roundStart");
+ }
+ }
+ game.updateRoundNumber();
+ //event.trigger("changeRoundNumberEnd");
+ };
+
+ lib.element.content.enableJudge = function () {
+ "step 0"
+ if (!player.storage._disableJudge) return;
+ game.log(player, "恢复了判定区");
+ player.storage._disableJudge = false;
+ // player.markSkill('_disableJudge');
+ "step 1"
+ game.broadcastAll(function (player, card) {
+ player.$enableJudge();
+ }, player);
+ };
+ lib.element.content.disableJudge = function () {
+ "step 0"
+ if (player.storage._disableJudge == true) return;
+ "step 1"
+ game.log(player, "废除了判定区");
+ var js = player.getCards("j");
+ if (js.length) player.discard(js);
+ player.storage._disableJudge = true;
+ //player.markSkill('_disableJudge');
+ "step 2"
+ game.broadcastAll(function (player, card) {
+ player.$disableJudge();
+ }, player);
+ };
+
+ //获得限伤
+ lib.element.player.addDamageLimiter = function() {
+ if(!this.storage._damageLimiter_Miao){
+ this.storage._damageLimiter_Miao = []
+ }
+ var id = _status.event.name,
+ num = 1,
+ source = _status.event.player,
+ nolog = false;
+ for (var i = 0; i < arguments.length; i++) {
+ if (arguments[i] == "nolog") {
+ nolog = true;
+ } else if (typeof arguments[i] == "number") {
+ num = arguments[i];
+ } else if (get.itemtype(arguments[i]) == "player" || arguments[i] == null) {
+ source = arguments[i];
+ } else if (typeof arguments[i] == "string") {
+ id = arguments[i];
+ }
+ }
+
+ this.removeDamageLimiter(id)
+ var Limiter = {}
+ Limiter.id = id
+ Limiter.num = num
+ Limiter.source = source
+ this.storage._damageLimiter_Miao.push(Limiter);
+ this.markSkill("_DamageLimiter");
+ };
+
+ lib.element.player.removeDamageLimiter = function() {
+ if(!this.storage._damageLimiter_Miao){
+ this.storage._damageLimiter_Miao = []
+ }
+ var id = _status.event.name,
+ nolog = false;
+ for (var i = 0; i < arguments.length; i++) {
+ if (arguments[i] == "nolog") {
+ nolog = true;
+ } else if (typeof arguments[i] == "string") {
+ id = arguments[i];
+ }
+ }
+ for(var i = 0;i < this.storage._damageLimiter_Miao.length;i+=1){
+ if(this.storage._damageLimiter_Miao[i].id == id){
+ this.storage._damageLimiter_Miao.splice(i,1)
+ }
+ }
+ if(this.storage._damageLimiter_Miao.length == 0)this.unmarkSkill("_DamageLimiter");
+ };
+
+ lib.skill["_DamageLimiter"] = {
+ trigger:{
+ player:["damageBegin3"],
+ },
+ filter:function (event, player) {
+ if(!player.storage._damageLimiter_Miao) return false;
+ var min = Infinity
+ for(var i = 0;i < player.storage._damageLimiter_Miao.length;++i){
+ limiter = player.storage._damageLimiter_Miao[i]
+ if( player.storage._damageLimiter_Miao[i].num < min) min = player.storage._damageLimiter_Miao[i].num
+ }
+ return event.num > min;
+ },
+ priority:-705831,
+ forced:true,
+ charlotte:true,
+ unique:true,
+ mark:true,
+ marktext:'限伤',
+ intro:{
+ name:"最大伤害限制",
+ mark:function (dialog, storage, player) {
+ var min = Infinity
+ for(var i = 0;i < player.storage._damageLimiter_Miao.length;++i){
+ limiter = player.storage._damageLimiter_Miao[i]
+ 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";
+ },
+ },
+ content:function () {
+ var min = Infinity
+ for(var i = 0;i < player.storage._damageLimiter_Miao.length;++i){
+ limiter = player.storage._damageLimiter_Miao[i]
+ if( player.storage._damageLimiter_Miao[i].num < min) min = player.storage._damageLimiter_Miao[i].num
+ }
+ if(trigger.num > min)trigger.num = min
+ game.log(player,'触发了限伤')
+ _status.event.trigger('damageLimit')
+ },
+ };
+
+ //获得缓伤,即百分比减伤
+ lib.element.player.addDamageMitigationer = function() {
+ if(!this.storage._damageMitigationer_Miao){
+ this.storage._damageMitigationer_Miao = []
+ }
+ var id = _status.event.name,
+ num = 1,
+ source = _status.event.player,
+ nolog = false;
+ for (var i = 0; i < arguments.length; i++) {
+ if (arguments[i] == "nolog") {
+ nolog = true;
+ } else if (typeof arguments[i] == "number") {
+ num = arguments[i];
+ } else if (get.itemtype(arguments[i]) == "player" || arguments[i] == null) {
+ source = arguments[i];
+ } else if (typeof arguments[i] == "string") {
+ id = arguments[i];
+ }
+ }
+
+ this.removeDamageMitigationer(id)
+ var Limiter = {}
+ Limiter.id = id
+ Limiter.num = num
+ Limiter.source = source
+ this.storage._damageMitigationer_Miao.push(Limiter);
+ this.markSkill("_DamageMitigationer");
+ };
+
+ lib.element.player.removeDamageMitigationer = function() {
+ if(!this.storage._damageMitigationer_Miao){
+ this.storage._damageMitigationer_Miao = []
+ }
+ var id = _status.event.name,
+ nolog = false;
+ for (var i = 0; i < arguments.length; i++) {
+ if (arguments[i] == "nolog") {
+ nolog = true;
+ } else if (typeof arguments[i] == "string") {
+ id = arguments[i];
+ }
+ }
+ for(var i = 0;i < this.storage._damageMitigationer_Miao.length;i+=1){
+ if(this.storage._damageMitigationer_Miao[i].id == id){
+ this.storage._damageMitigationer_Miao.splice(i,1)
+ }
+ }
+ if(this.storage._damageMitigationer_Miao.length == 0)this.unmarkSkill("_DamageMitigationer");
+ };
+
+ lib.skill["_DamageMitigationer"] = {
+ trigger:{
+ player:["damageBegin4"],
+ },
+ filter:function (event, player) {
+ if(!player.hp_float){
+ player.hp_float = 0//储存浮点位的hp
+ }
+ if(!player.storage._damageMitigationer_Miao || player.storage._damageMitigationer_Miao.length == 0) return false;
+ return true
+ },
+ priority:-Infinity,//保证优先级最低
+ forced:true,
+ charlotte:true,
+ unique:true,
+ mark:true,
+ marktext:'减伤',
+ intro:{
+ name:"伤害减免",
+ mark:function (dialog, storage, player) {
+ var min = Infinity
+ for(var i = 0;i < player.storage._damageMitigationer_Miao.length;++i){
+ limiter = player.storage._damageMitigationer_Miao[i]
+ if( player.storage._damageMitigationer_Miao[i].num < min) min = player.storage._damageMitigationer_Miao[i].num
+ }
+ return "你受到的所有伤害减少" + (100-min*100).toString() + "%";
+ },
+ },
+ content:function () {
+ 'step 0'
+ var min = 1
+ for(var i = 0;i < player.storage._damageMitigationer_Miao.length;++i){
+ limiter = player.storage._damageMitigationer_Miao[i]
+ if( player.storage._damageMitigationer_Miao[i].num < min) min = player.storage._damageMitigationer_Miao[i].num
+ }
+ n1 = trigger.num
+ n2 = parseFloat((n1 * min + 0.00001).toFixed(4))
+ // nint = parseInt(n2)
+ // game.log(n2,nint,n2-nint)
+ // nfloathp = parseFloat(n2 - nint)
+ // player.hp_float = player.hp_float + parseFloat(nfloathp)
+ // trigger.num = parseInt(n2)
+ // if(parseFloat(nfloathp) != 0){
+ // trigger.num += 1
+ // }
+ // game.log(player.hp_float >= 1)
+ // flag=false
+ // if(player.hp_float == 0 && n2 > 0){
+ // // if(player.hujia > 0){
+ // // player.changeHujia(-1)
+ // // }
+ // // else{
+ // // player.hp-=1
+ // // }
+ // trigger.num += 1
+
+ // }
+ player.hp_float -= n2
+ // game.log(player.hp_float)
+ trigger.num = 0
+ // if(flag){
+ // trigger.num += 1
+ // }
+ while(player.hp_float < 0){
+ player.hp_float += 1
+ trigger.num += 1
+ }
+ // if(player.hp_float == 0){
+ // // if(player.hujia > 0){
+ // // player.changeHujia(1)
+ // // }
+ // // else{
+ // // player.hp+=1
+ // // }
+ // trigger.num -= 1
+ // }
+ // game.log(player.hp_float,'sss',trigger.num)
+ game.log(player,"触发了减伤,实际受到" + n2 + "点伤害")
+ if(n2 < 1){
+ if(player.hujia != 0){
+ player.changeHujia(-trigger.num)
+ }
+ else player.hp -= trigger.num
+ if(trigger.source){
+ player.$damage(trigger.source)
+ }else{
+ player.$damage()
+ }
+ player.update()
+ trigger.num = 0
+ }
+ _status.event.trigger('damageMitigation')
+ 'step 1'
+ if(player.hp <= 0 && player.hp_float <= 0){
+ player.nodying = false
+ // game.log(player.hp,player.hp_float);
+ player.dying()
+ }
+ },
+ };
+ //濒死阶段0.xhp处理
+ lib.skill["_DyingWithFloatHp"] = {
+ trigger:{
+ player:["dying"],
+ },
+ direct:true,
+ unique:true,
+ // forceunique:true,
+ filter:function (event, player) {
+ if(!player.hp_float){
+ player.hp_float = 0//储存浮点位的hp
+ }
+ return player.hp == 0 && player.hp_float > 0;
+ },
+ init:function (player) {
+ if(!player.hp_float){
+ player.hp_float = 0//储存浮点位的hp
+ }
+ },
+ content:function () {
+ // game.log(player.hp,player.hp_float)
+ trigger.cancel();
+ for(var i = 0; i < _status.dying.length;++i){
+ if(_status.dying[i] == player){
+ _status.dying.splice(i,1)
+ }
+ }
+ // trigger.nodying = true
+ },
+ }
+ //回满血0.xhp处理
+ lib.skill["_RecoverWithFloatHp"] = {
+ trigger:{
+ player:['recoverEnd'],
+ },
+ direct:true,
+ unique:true,
+ forceunique:true,
+ filter:function (event, player) {
+ if(!player.hp_float){
+ player.hp_float = 0//储存浮点位的hp
+ }
+ return player.hp == player.maxHp;
+ },
+ init:function (player) {
+ if(!player.hp_float){
+ player.hp_float = 0//储存浮点位的hp
+ }
+ },
+ content:function () {
+ player.hp_float = 0
+ },
+ }
+
+ lib.skill["zioy_lockHp"] = {
+ trigger:{
+ player:['damageBegin','loseHpBegin'],
+ },
+ direct:true,
+ unique:true,
+ forceunique:true,
+ filter:function (event, player) {
+ return true;
+ },
+ mark:true,
+ marktext:'锁血',
+ intro:{
+ name:'锁血',
+ },
+ init:function (player) {
+ },
+ content:function () {
+ trigger.cancel();
+ },
+ }
+
+
+ /*-----------------------------------------------------------以下部分为全局状态相关----------------------------------------------------------- */
+
+ game.globalStatus = {
+ name: null,
+ /*全局状态名称,string or null*/
+ timing_type: null,
+ /*全局状态计时类型,轮:'round'or回合:"phase"or null */
+ locked_timing_type: null,
+ /*全局状态锁定计时类型,轮:'round'or回合:"phase"or null */
+ source: null,
+ /*全局状态来源,player or null*/
+ end: 0,
+ /*全局状态结束时间,int */
+ locked_end: -1,
+ /*锁定结束时间,int */
+ storage: {
+ remove_timing_locked: true
+ },
+ /*存放全局状态需要的数据,object */
+ isLocked: function () {
+ /*返回全局状态是否锁定 */
+ if (this.locked_timing_type == "round") return this.locked_end > game.roundNumber;
+ else return this.locked_end > 0;
+ },
+ translation: function () {
+ /*返回全局状态的中文字符名称 */
+ return get.status(this).translation;
+ }
+ };
+
+ game.changeGlobalStatus = function () {
+ /*改变场上状态,example:game.changeGlobalStatus(5,3,"xiyu",ture,"phase") 表示强制转换为细雨天气5回合并锁定3回合,来源默认为event.player*/
+ if (!game.hasGlobalStatusButton) {
+ game.hasGlobalStatusButton = true;
+ ui.globalStatusButton = ui.create.system("喵喵", null, true);
+ ui.globalStatusButton.style.display = "hidden";
+ lib.setPopped(ui.globalStatusButton, ui.click.globalStatusButton, 170);
+ if (get.is.phoneLayout()) {
+ ui.globalStatus = ui.create.div(".touchinfo.right", ui.window);
+ } else {
+ ui.globalStatus = ui.create.div(ui.gameinfo);
+ }
+ }
+ var status = null,
+ timing_type = null,
+ locked_timing_type = null,
+ num = -1,
+ locked_num = -1,
+ source = _status.event.player,
+ forced = false,
+ Overridable = false,
+ nolog = false; //最后不game.log(xxxxx)
+ for (var i = 0; i < arguments.length; i++) {
+ if (arguments[i] == "nolog") {
+ nolog = true;
+ } else if (arguments[i] == "round" || arguments[i] == "phase") {
+ if (timing_type == null) timing_type = arguments[i];
+ else locked_timing_type = arguments[i];
+ } else if (typeof arguments[i] == "boolean") {
+ forced = arguments[i];
+ } else if (typeof arguments[i] == "number") {
+ if (num == -1) num = arguments[i];
+ else if (locked_num == -1) locked_num = arguments[i];
+ } else if (get.itemtype(arguments[i]) == "player" || arguments[i] == null) {
+ source = arguments[i];
+ } else if (typeof arguments[i] == "string") {
+ status = arguments[i];
+ }
+ }
+
+ if (timing_type == null) timing_type = "round";
+ if (locked_timing_type == null) locked_timing_type = timing_type;
+ _status.event.trigger("changeGlobalStatusBegin");
+ /*以上处理输入信息 */
+ if (get.status(status) == null) status = null;
+ var skill = get.status(status).skill;
+ if (num <= -1) {
+ num = 1;
+ }
+ if (locked_num <= -1) {
+ locked_num = 0;
+ }
+ if (locked_num > num) {
+ locked_num = num;
+ }
+ if (forced) {
+ Overridable = true;
+ } else if (
+ (get.status(status).type == get.status(game.globalStatus).type || get.status(null).type == get.status(game.globalStatus).type) &&
+ !game.globalStatus.isLocked()
+ ) {
+ Overridable = true;
+ }
+ var str = "";
+ var str1 = lib.globalStatusTypeTranslation[get.status(game.globalStatus).type];
+ /*全局状态类型中文字符 */
+ var str2 = "轮",
+ str4 = str2;
+ var flag1 = true;
+ if (timing_type == "phase") str2 = "回合";
+ if (locked_timing_type == "phase") str4 = "回合";
+ //event.trigger("changeGlobalStatus");
+ if (Overridable) {
+ if (game.globalStatus && game.globalStatus.name != null) {
+ if (game.globalStatus.name != status) {
+ /*若当前全局状态与待召唤全局状态不一致则删除上一全局状态 */
+ game.removeGlobalSkillMiao(get.status(game.globalStatus).skill);
+ } else {
+ /*若当前全局状态与待召唤全局状态一致则跳过添加全局状态 */
+ flag1 = false;
+ }
+ }
+ if (flag1) {
+ game.addGlobalSkillMiao(skill);
+ // game.addGlobalSkill("globalStatusRemover");
+ // game.addGlobalSkill("globalStatusRemover1");
+ }
+ game.globalStatus.name = status;
+ game.globalStatus.end = game.roundNumber + num;
+ game.globalStatus.locked_end = game.roundNumber + locked_num;
+ game.globalStatus.source = source;
+ game.globalStatus.timing_type = timing_type;
+ game.globalStatus.locked_timing_type = locked_timing_type;
+ game.globalStatus.storage.remove_timing_locked = true; //防止当前回合更改
+ if (timing_type == "phase") {
+ game.globalStatus.end = num;
+ }
+ if (locked_timing_type == "phase") {
+ game.globalStatus.locked_end = locked_num;
+ }
+
+ // if(_status.event.getParent()['triggername'] == 'phaseBegin' && timing_type == 'phase'){
+ // /*回合开始阶段修正 */
+ // game.globalStatus.end += 1;
+ // }
+
+ // if(_status.event.getParent()['triggername'] == 'phaseBegin' && locked_timing_type == 'phase'){
+ // /*回合开始阶段修正 */
+ // game.globalStatus.locked_end += 1;
+ // }
+
+ if (!(status == null && locked_num <= 0)) {
+ /*更新str1全局状态类型中文字符 */
+ str1 = lib.globalStatusTypeTranslation[get.status(game.globalStatus).type];
+ }
+ str +=
+ "召唤场上" +
+ str1 +
+ "为:" +
+ get.status(status).translation +
+ ",持续" +
+ num +
+ "" +
+ str2;
+ if (locked_num == num) {
+ str =
+ "锁定场上" +
+ str1 +
+ "为:" +
+ get.status(status).translation +
+ ",持续" +
+ locked_num +
+ "" +
+ str4;
+ } else if (locked_num > 0) {
+ str += "并锁定" + locked_num + "" + str4;
+ }
+ if (status == null && locked_num <= 0) {
+ str = "清除了场上" + str1;
+ }
+ if (forced) str = "强制" + str;
+ if (!nolog) game.log(source, str);
+ ui.updateGlobalStatus();
+ } else {
+ str += "召唤" + lib.globalStatusTypeTranslation[get.status(status).type] + "失败";
+ if (!nolog) game.log(source, str);
+ }
+ /*以上更改全局状态并输出 */
+ _status.event.trigger("changeGlobalStatus_End");
+ };
+
+ game.changeGlobalStatusEnd = function () {
+ /*改变场上状态持续时间*/
+ if (game.globalStatus.name == null) {
+ return;
+ }
+ var num = 0,
+ // timing_type = game.globalStatus.timing_type,
+ locked_num = 0,
+ source = _status.event.player,
+ nolog = false; //最后不game.log(xxxxx)
+ for (var i = 0; i < arguments.length; i++) {
+ if (arguments[i] == "nolog") {
+ nolog = true;
+ } else if (arguments[i] == "round" || arguments[i] == "phase") {
+ timing_type = arguments[i];
+ } else if (typeof arguments[i] == "number") {
+ if (num == 0) num = arguments[i];
+ else if (locked_num == 0) locked_num = arguments[i];
+ } else if (get.itemtype(arguments[i]) == "player" || arguments[i] == null) {
+ source = arguments[i];
+ }
+ }
+
+ if (num == 0 && locked_num == 0) return;
+
+ var str = "",
+ str1 = "",
+ str2 = "";
+ if (num > 0) {
+ str1 = "延长";
+ } else {
+ str1 = "减少";
+ num = -num;
+ }
+ if (locked_num > 0) {
+ str2 = "延长";
+ } else {
+ str2 = "减少";
+ locked_num = -locked_num;
+ }
+ if (num != 0) {
+ str = str + str1 + '' + get.status(game.globalStatus).translation + ":" + num + "";
+ if (game.globalStatus.timing_type == "round") str = str + "轮";
+ else str = str + "回合";
+ }
+ if (locked_num != 0) {
+ if (str != "") str = str + ",";
+ str = str + str2 + '锁定' + locked_num + "";
+ if (game.globalStatus.locked_timing_type == "round") str = str + "轮";
+ else str = str + "回合";
+ }
+ game.log(source, str);
+
+ /*处理锁定时间大于持续时间 */
+ if (game.globalStatus.timing_type == game.globalStatus.locked_timing_type) {
+ if (game.globalStatus.locked_end + locked_num > game.globalStatus.end + num) {
+ locked_num = game.globalStatus.end + num - game.globalStatus.locked_end;
+ }
+ }
+
+ /*处理锁定时间小于0 */
+ if (game.globalStatus.locked_timing_type == "round") {
+ if (game.globalStatus.locked_end + locked_num <= game.roundNumber) {
+ locked_num = -game.globalStatus.locked_end + 1;
+ }
+ } else {
+ if (game.globalStatus.locked_end + locked_num <= 0) {
+ locked_num = -game.globalStatus.locked_end;
+ }
+ }
+
+ game.globalStatus.end = game.globalStatus.end + num;
+ game.globalStatus.locked_end = game.globalStatus.locked_end + locked_num;
+ game.globalStatus.source = source;
+ game.globalStatus.storage.remove_timing_locked = true; //防止当前回合更改
+ // game.globalStatus.timing_type = timing_type;
+
+ /*处理剩余时间小于0 */
+ if (game.globalStatus.timing_type == "round") {
+ if (game.globalStatus.end <= game.roundNumber) {
+ game.clearGlobalStatus(true, "nolog");
+ }
+ } else {
+ if (game.globalStatus.end <= 0) {
+ game.clearGlobalStatus(true, "nolog");
+ }
+ }
+ };
+ game.clearGlobalStatus = function () {
+ /*强制或状态非锁定则清除场上状态 */
+ var force = false,
+ source = _status.event.player,
+ nolog = false,
+ str1 = "清除" + lib.globalStatusTypeTranslation[get.status(game.globalStatus).type];
+ for (var i = 0; i < arguments.length; i++) {
+ if (arguments[i] == true) {
+ force = true;
+ } else if (get.itemtype(arguments[i]) == "player" || arguments[i] == null) {
+ source = arguments[i];
+ } else if (arguments[i] == "nolog") {
+ nolog = true;
+ }
+ }
+ //event.trigger("clearGlobalStatusBegin");
+ //event.trigger("clearGlobalStatus");
+ if (force || !game.globalStatus.isLocked() || game.globalStatus.name == null) {
+ if (force) {
+ str1 = "强制" + str1;
+ }
+ game.changeGlobalStatus("nolog", true, null);
+ // game.removeGlobalSkill("globalStatusRemover");
+ // game.removeGlobalSkill("globalStatusRemover1");
+ ui.updateGlobalStatus();
+ if (!nolog) game.log(source, str1 + "成功");
+ } else {
+ if (!nolog) game.log(source, str1 + "失败");
+ }
+ //event.trigger("clearGlobalStatusEnd");
+ };
+ game.addGlobalSkillMiao = function (skill) {
+ /*添加globalSkill的同时处理skill的init和groupM*/
+ if (!lib.skill[skill]) return;
+
+ game.addGlobalSkill(skill);
+
+ /*处理skill的init */
+ if (lib.skill[skill].init && typeof lib.skill[skill].init == "function") {
+ let p = _status.event.player;
+ do {
+ lib.skill[skill].init(p);
+ p = p.next;
+ } while (p != _status.event.player);
+ }
+
+ /*直接使用group会出错,这里使用groupM */
+ if (lib.skill[skill].groupM) {
+ if (typeof lib.skill[skill].groupM == "string") {
+ game.log("hello");
+ game.addGlobalSkillMiao(lib.skill[skill].groupM);
+ } else {
+ for (let i in lib.skill[skill].groupM) {
+ game.addGlobalSkillMiao(i);
+ }
+ }
+ }
+ };
+ game.removeGlobalSkillMiao = function (skill) {
+ /*添加globalSkill的同时处理skill的onremove和groupM*/
+ if (!lib.skill[skill]) return;
+
+ game.removeGlobalSkill(skill);
+
+ /*处理skill的onremove */
+ if (lib.skill[skill].onremove && typeof lib.skill[skill].onremove == "function") {
+ let p = _status.event.player;
+ do {
+ lib.skill[skill].onremove(p);
+ p = p.next;
+ } while (p != _status.event.player);
+ }
+
+ /*直接使用group会出错,这里使用groupM */
+ if (lib.skill[skill].groupM) {
+ if (typeof lib.skill[skill].groupM == "string") {
+ game.removeGlobalSkillMiao(lib.skill[skill].groupM);
+ } else {
+ for (let i in lib.skill[skill].groupM) {
+ game.removeGlobalSkillMiao(i);
+ }
+ }
+ }
+ };
+
+ // game.hasGlobalStatus = function () {
+ // /*返回目前是否拥有状态,没啥用 */
+ // if (!game.globalStatus || game.globalStatus == null || game.globalStatus.name == null) return false;
+ // return true;
+ // };
+
+ get.status = function (status) {
+ /*如果输入一个object或string,返回lib.globalStatus中key对应的内容,否则返回lib.globalStatus[null] */
+ var s = status;
+ if (typeof status == "object" && status != null) {
+ return get.status(s.name);
+ }
+ if (lib.globalStatus[status]) {
+ return lib.globalStatus[status];
+ }
+ return lib.globalStatus[null];
+ };
+ ui.updateGlobalStatus = function () {
+ /*时钟边上的全局状态显示 */
+ if (game.globalStatus.name != null) {
+ ui.globalStatus.innerHTML = lib.globalStatusTypeTranslation[get.status(game.globalStatus).type] + ":" + get.status(game.globalStatus).translation;
+ } else {
+ ui.globalStatus.innerHTML = "当前无天气/环境";
+ }
+ if (get.is.phoneLayout()) ui.globalStatus.innerHTML = "
" + ui.globalStatus.innerHTML;
+ };
+ ui.click.globalStatusButton = function () {
+ /*喵喵按钮 */
+ var uiintro = ui.create.dialog("hidden");
+ uiintro.listen(function (e) {
+ e.stopPropagation();
+ });
+ var num;
+ if (game.online) {
+ num = _status.cardPileNum || 0;
+ } else {
+ num = ui.cardPile.childNodes.length;
+ }
+ if (game.globalStatus.name == null) {
+ uiintro.add("当前无天气/环境");
+ } else {
+ uiintro.add(
+ '
>>>当前' +
+ lib.globalStatusTypeTranslation[get.status(game.globalStatus).type] +
+ "为<<<
" +
+ get.status(game.globalStatus).translation
+ // +"
"
+ );
+ var str = "",
+ str2 = "轮",
+ num1 = game.globalStatus.end - game.roundNumber,
+ num2 = game.globalStatus.locked_end - game.roundNumber;
+ if (game.globalStatus.timing_type == "phase") {
+ str2 = "回合";
+ num1 = game.globalStatus.end;
+ }
+ str = '--->剩余:' + num1 + str2 + "
";
+ if (game.globalStatus.locked_timing_type == "phase") {
+ str2 = "回合";
+ num2 = game.globalStatus.locked_end;
+ }
+ if (game.globalStatus.isLocked()) {
+ str += "--->锁定:" + num2 + str2 + "
";
+ } else {
+ str += "--->未被锁定";
+ }
+ str += '--->效果:' + get.status(game.globalStatus).intro + "
";
+ uiintro.add(str);
+ }
+ return uiintro;
+ };
+
+ lib.globalStatusTypeTranslation = {
+ /*储存全局状态类型对应的中文字符 */
+ "weather": "天气",
+ "environment": "环境",
+ null: "状态"
+ };
+
+ lib.globalStatus = {
+ /*存储所有全局状态信息 */
+
+ /*以下为天气 */
+
+ "rerang": {
+ translation: "热浪",
+ skill: "zioy_status_rerang",
+ type: "weather",
+ intro: "火属性伤害+1。"
+ },
+ "xiyu": {
+ translation: "细雨",
+ skill: "zioy_status_xiyu",
+ type: "weather",
+ intro: "火属性伤害将被视为无属性伤害。"
+ },
+ "chunfeng": {
+ translation: "台风",
+ skill: "zioy_status_taifeng",
+ type: "weather",
+ intro: "角色受伤时,概率将其随机一张牌移动至下家的对应位置。"
+ },
+ "shuguang": {
+ translation: "曙光",
+ skill: "zioy_status_shuguang",
+ type: "weather",
+ intro: "回合结束阶段清除当前角色的所有异常状态。"
+ },
+ "shenlou": {
+ translation: "海市蜃楼",
+ skill: "zioy_status_shenlou",
+ type: "weather",
+ intro: "回合结束阶段令当前回合角色执行[失去1点体力,弃置1张牌,获得“睡眠”异常]中随机任意项。"
+ },
+
+ /*以下为环境 */
+
+ "mizhang": {
+ translation: "迷嶂",
+ skill: "zioy_status_mizhang",
+ type: "environment",
+ intro: "所有角色进攻距离-1。"
+ },
+ "hexu": {
+ translation: "云归鹤墟",
+ skill: "zioy_status_hexu",
+ type: "environment",
+ intro: "还没想出来。"
+ },
+ "huoshan": {
+ translation: "风林火山",
+ skill: "zioy_status_huoshan",
+ type: "environment",
+ intro: "回复体力时令回复体力值减半(向下取整)。"
+ },
+
+ /*以下为其他状态 */
+
+ null: {
+ translation: "无",
+ skill: null,
+ type: null,
+ intro: "目前场上无任何状态。"
+ },
+
+ "test": {
+ translation: "测试",
+ skill: null,
+ type: null,
+ intro: "测试。"
+ }
+ };
+
+ lib.skill["zioy_status"] = {
+ /*储存全局状态对应技能 */
+ subSkill: {
+ example: {
+ trigger: {
+ global: "phaseEnd"
+ },
+ sub: true,
+ forced: true,
+ direct: true,
+ unique: true,
+ charlotte: true,
+ filter: function (event, player) {
+ return true;
+ },
+ init: function (player) {},
+ onremove: function (player) {},
+ content: function () {},
+ mod: {},
+ groupM: "zioy_status_example1"
+ },
+ xiyu: {
+ sub: true,
+ forced: true,
+ direct: true,
+ unique: true,
+ charlotte: true,
+ trigger: {
+ source: "damageBegin1"
+ },
+ priority: -5,
+ content: function () {
+ trigger.nature = null;
+ }
+ },
+ rerang: {
+ sub: true,
+ forced: true,
+ direct: true,
+ unique: true,
+ charlotte: true,
+ trigger: {
+ source: "damageBegin1"
+ },
+ priority: -5,
+ content: function () {
+ trigger.num += 1;
+ }
+ },
+ mizhang: {
+ sub: true,
+ forced: true,
+ direct: true,
+ unique: true,
+ charlotte: true,
+ mod: {
+ globalFrom: function (from, to, distance) {
+ return distance + 1;
+ }
+ }
+ },
+ shuguang: {
+ sub: true,
+ forced: true,
+ direct: true,
+ unique: true,
+ charlotte: true,
+ trigger: {
+ player: "phaseEnd"
+ },
+ priority: -2523,
+ content: function () {
+ player.removeBuff("all");
+ }
+ },
+ shenlou: {
+ trigger: {
+ player: "phaseEnd"
+ },
+ sub: true,
+ forced: true,
+ direct: true,
+ unique: true,
+ charlotte: true,
+ filter: function (event, player) {
+ return !player.storage.shenlou_noLoseHp;
+ },
+ init: function (player) {},
+ onremove: function (player) {},
+ content: function () {
+ var r = function () {
+ return [true, false, false, false].randomGet();
+ };
+ if (r) {
+ player.loseHp();
+ }
+ if (r) {
+ player.chooseToDiscard(true);
+ }
+ if (r) {
+ player.addBuff("shuimian", null);
+ }
+ },
+ mod: {}
+ },
+ huoshan: {
+ trigger: {
+ player: "recoverBegin"
+ },
+ sub: true,
+ forced: true,
+ direct: true,
+ unique: true,
+ charlotte: true,
+ filter: function (event, player) {
+ return !player.storage.huoshan_no;
+ },
+ init: function (player) {},
+ onremove: function (player) {},
+ content: function () {
+ trigger.num = parseInt(trigger.num/2);
+ },
+ mod: {},
+ "_priority":685,
+ },
+ test: {
+ sub: true,
+ forced: true,
+ direct: true,
+ unique: true,
+ charlotte: true,
+ mod: {}
+ }
+ }
+ };
+
+ lib.skill["_globalStatusRemover"] = {
+ /*轮类型全局状态倒计时 */
+ trigger: {
+ global: "roundStart"
+ },
+ filter: function (card, player, target) {
+ if (game.globalStatus.storage.remove_timing_locked == true) return false;
+ if (game.globalStatus.timing_type != "round") return false;
+ return game.globalStatus.end <= game.roundNumber;
+ },
+ direct: true,
+ charlotte: true,
+ unique: true,
+ content: function () {
+ if (game.globalStatus.timing_type == "round" && game.globalStatus.end <= game.roundNumber) {
+ game.clearGlobalStatus(true, "nolog", null);
+ ui.updateGlobalStatus();
+ }
+ }
+ //group:"globalStatusRemover1",
+ };
+ lib.skill["_globalStatusRemover1"] = {
+ /*回合类型全局状态倒计时 */
+ trigger: {
+ player: "phaseBegin"
+ },
+ direct: true,
+ charlotte: true,
+ unique: true,
+ filter: function (event, player) {
+ if (game.globalStatus.storage.remove_timing_locked == true) return false;
+ return true;
+ if (game.globalStatus.locked_timing_type == "phase") game.globalStatus.locked_end--;
+ if (game.globalStatus.timing_type != "phase") return false;
+ game.globalStatus.end--;
+ return game.globalStatus.end <= 0;
+ },
+ content: function () {
+ if (game.globalStatus.locked_timing_type == "phase") game.globalStatus.locked_end--;
+ // game.log(123)
+ if (game.globalStatus.timing_type == "phase") {
+ if (game.globalStatus.storage.remove_timing_locked == true) return;
+ game.globalStatus.end--;
+ game.globalStatus.storage.remove_timing_locked = true;
+ // game.log(game.globalStatus.end);
+ if (game.globalStatus.end <= 0) {
+ game.clearGlobalStatus(true, "nolog", null);
+ ui.updateGlobalStatus();
+ }
+ }
+ }
+ };
+
+ lib.skill["_globalStatusRemover2"] = {
+ /*回合类型全局状态倒计时 */
+ trigger: {
+ player: "phaseEnd"
+ },
+ direct: true,
+ charlotte: true,
+ unique: true,
+ filter: function (event, player) {
+ return true;
+ },
+ content: function () {
+ // game.log(666);
+ game.globalStatus.storage.remove_timing_locked = false;
+ }
+ };
+
+ /*---------------------------------------------------------------以下部分为异常相关---------------------------------------------------------------*/
+
+ lib.element.player.addBuff = function () {
+ /*添加异常状态 */
+ var buff = null,
+ num = 1, //暂时没用,异常状态的持续时间应由异常状态本身决定
+ force = false, //暂时没用
+ source = _status.event.player; //暂时没用
+ for (var i = 0; i < arguments.length; i++) {
+ if (typeof arguments[i] == "number") {
+ num = arguments[i];
+ } else if (get.itemtype(arguments[i]) == "player" || arguments[i] == null) {
+ source = arguments[i];
+ } else if (typeof arguments[i] == "string") {
+ buff = arguments[i];
+ } else if (arguments[i] == true) {
+ force = true;
+ }
+ }
+
+ if (buff == null || !lib.buffMiao[buff]) {
+ game.log("buff not found_1");
+ return;
+ }
+ if (!this.storage.buffArray) {
+ this.storage.buffArray = [];
+ }
+ if (!this.storage.immuneBuffArray) {
+ //Translated by deepl
+ this.storage.immuneBuffArray = [];
+ }
+ var skill = lib.buffMiao[buff].skill;
+ for (let i = 0; i < this.storage.immuneBuffArray.length; i++) {
+ if (force == true) break;
+ //若免疫此buff则return
+ if (lib.buffMiao[this.storage.immuneBuffArray[i]] == lib.buffMiao[buff]) {
+ game.log(this, "免疫" + lib.buffMiao[buff].translation + "异常");
+ return;
+ }
+ }
+ for (let i = 0; i < this.storage.buffArray.length; i++) {
+ //若有相同buff则return
+ if (lib.buffMiao[this.storage.buffArray[i]] == lib.buffMiao[buff]) {
+ return;
+ }
+
+ //移除已有同类型Buff
+ if (lib.buffMiao[this.storage.buffArray[i]].type == lib.buffMiao[buff].type) {
+ this.removeBuff(this.storage.buffArray[i]);
+ }
+ }
+ this.addSkill(skill);
+ this.storage.buffArray.push(buff);
+ var strf = "";
+ if (force) strf = "强制";
+ if (source != null) {
+ game.log(source, "令", this, strf, "获得" + lib.buffMiao[buff].translation + "异常");
+ } else {
+ game.log(this, strf, "获得了" + lib.buffMiao[buff].translation + "异常");
+ }
+ };
+
+ lib.element.player.removeBuff = function () {
+ /*移去异常状态 */
+ var buff = null,
+ all = false,
+ force = false, //暂时没用
+ source = _status.event.player; //暂时没用
+ for (var i = 0; i < arguments.length; i++) {
+ if (typeof arguments[i] == "number") {
+ num = arguments[i];
+ } else if (arguments[i] == "all" || arguments[i] == "All") {
+ all = true;
+ } else if (get.itemtype(arguments[i]) == "player" || arguments[i] == null) {
+ source = arguments[i];
+ } else if (typeof arguments[i] == "string") {
+ buff = arguments[i];
+ } else if (arguments[i] == true) {
+ force = true;
+ }
+ }
+ if (all) {
+ for (let i in lib.buffMiao) {
+ this.removeBuff(i);
+ }
+ return;
+ }
+ if (buff == null || !lib.buffMiao[buff]) {
+ game.log("buff not found_2");
+ return;
+ }
+ if (!this.storage.buffArray) {
+ this.storage.buffArray = [];
+ }
+ var skill = lib.buffMiao[buff].skill;
+ for (let i = 0; i < this.storage.buffArray.length; i++) {
+ if (this.storage.buffArray[i] == buff) {
+ this.removeSkill(skill);
+ this.storage.buffArray.splice(i, 1);
+ game.log(this, "移除了" + lib.buffMiao[buff].translation + "异常");
+ break;
+ }
+ }
+ };
+
+ lib.element.player.addBuffImmune = function () {
+ /*添加异常免疫 */
+ if (!this.storage.buffArray) {
+ this.storage.buffArray = [];
+ }
+ if (!this.storage.immuneBuffArray) {
+ //Translated by deepl
+ this.storage.immuneBuffArray = [];
+ }
+ if (!this.storage.immuneBuffRemover) {
+ //Translated by deepl
+ this.storage.immuneBuffRemover = {};
+ }
+ var buff = [],
+ num = Infinity,
+ type = "round",
+ id = _status.event.name,// 区分不同来源的异常免疫
+ clear = false, //添加免疫时移除已有但免疫的异常
+ all = false; //免疫所有异常
+ for (var i = 0; i < arguments.length; i++) {
+ if (arguments[i] == "all" || arguments[i] == "All") {
+ all = true;
+ } else if (arguments[i] == "phase") {
+ type = "phase";
+ } else if (arguments[i] == "round") {
+ type = "round";
+ } else if (arguments[i] == true) {
+ clear = true;
+ } else if (typeof arguments[i] == "number") {
+ num = arguments[i];
+ } else if (typeof arguments[i] == "object") {
+ for (var j = 0; j < arguments[i].length; j++) {
+ buff.push(arguments[i][j]);
+ }
+ } else if (typeof arguments[i] == "string") {
+ buff.push(arguments[i]);
+ }
+ }
+ if (all == true) {
+ for (let i in lib.buffMiao) {
+ this.addBuffImmune(i, clear, num, type);
+ }
+ return;
+ }
+ var flag = true;
+ for (var i = 0; i < buff.length; i++) {
+ b = buff[i];
+ flag = true;
+ if (b == null || !lib.buffMiao[b]) {
+ game.log("buff not found_3", b);
+ return;
+ }
+ if (clear == true) {
+ for (let i = 0; i < this.storage.buffArray.length; i++) {
+ if (lib.buffMiao[this.storage.buffArray[i]] == lib.buffMiao[b]) {
+ this.removeBuff(b);
+ break;
+ }
+ }
+ }
+ //若已免疫此buff则continue
+ for (let i = 0; i < this.storage.immuneBuffArray.length; i++) {
+ if (lib.buffMiao[this.storage.immuneBuffArray[i]] == lib.buffMiao[b]) {
+ var n = this.storage.immuneBuffArray[i];
+ if (this.storage.immuneBuffRemover[b].type != type || this.storage.immuneBuffRemover[b].num >= num) {
+ flag = false;
+ break;
+ }
+ }
+ }
+ if (flag == false) continue;
+
+ if (!this.storage.immuneBuffArray.includes(b)) this.storage.immuneBuffArray.push(b);
+ this.storage.immuneBuffRemover[b] = {};
+ this.storage.immuneBuffRemover[b].num = num;
+ this.storage.immuneBuffRemover[b].type = type;
+ this.storage.immuneBuffRemover[b].id = id;
+ if (_status.event.getParent()["triggername"] == "phaseBegin" && type == "phase") {
+ /*回合开始阶段修正 */
+ this.storage.immuneBuffRemover[b].num += 1;
+ }
+ var str = "获得" + lib.buffMiao[b].translation + "免疫";
+ if (num != Infinity) {
+ str = str + '' + num;
+ if (type == "round") {
+ str = str + "轮";
+ } else {
+ str = str + "回合";
+ }
+ }
+ game.log(this, str);
+ this.markSkill("zioy_buff_mianyi");
+ }
+ };
+
+ lib.element.player.removeBuffImmune = function () {
+ /*移除异常免疫 */
+ if (!this.storage.buffArray) {
+ this.storage.buffArray = [];
+ }
+ if (!this.storage.immuneBuffArray) {
+ //Translated by deepl
+ this.storage.immuneBuffArray = [];
+ }
+ if (!this.storage.immuneBuffRemover) {
+ //Translated by deepl
+ this.storage.immuneBuffRemover = {};
+ }
+ var buff = [],
+ source = null;
+ for (var i = 0; i < arguments.length; i++) {
+ if (arguments[i] == "all" || arguments[i] == "All") {
+ for (let i in lib.buffMiao) {
+ this.removeBuffImmune(i);
+ }
+ return;
+ } else if (typeof arguments[i] == "object") {
+ for (var j = 0; j < arguments[i].length; j++) {
+ buff.push(arguments[i][j]);
+ }
+ } else if (get.itemtype(arguments[i]) == "player" || arguments[i] == null) {
+ source = arguments[i];
+ } else if (typeof arguments[i] == "string") {
+ buff.push(arguments[i]);
+ } else if (arguments[i] == true) {
+ force = true;
+ }
+ }
+
+ var flag = true;
+ for (var i = 0; i < buff.length; i++) {
+ b = buff[i];
+ flag = true;
+ if (b == null || !lib.buffMiao[b]) {
+ game.log("buff not found_4");
+ return;
+ }
+
+ //若未免疫此buff则continue
+ for (let i = 0; i < this.storage.immuneBuffArray.length; i++) {
+ if (lib.buffMiao[this.storage.immuneBuffArray[i]] == lib.buffMiao[b]) {
+ flag = false;
+ break;
+ }
+ }
+ if (flag == true) continue;
+
+ for (var i = 0; i < this.storage.immuneBuffArray.length; i++) {
+ if (this.storage.immuneBuffArray[i] == b) this.storage.immuneBuffArray.splice(i, 1);
+ }
+ game.log(this, "失去" + lib.buffMiao[b].translation + "免疫");
+ }
+ if (this.storage.immuneBuffArray.length == 0) this.unmarkSkill("zioy_buff_mianyi");
+ };
+
+ lib.skill._miao_removeBuffImmune1 = {
+ /*轮次类型计数移除异常免疫 */
+ trigger: {
+ global: "roundStart"
+ },
+ filter: function (card, player, target) {
+ return player.storage.immuneBuffRemover;
+ },
+ direct: true,
+ charlotte: true,
+ unique: true,
+ content: function () {
+ for (var i in player.storage.immuneBuffRemover) {
+ if (player.storage.immuneBuffRemover[i].type == "round") {
+ player.storage.immuneBuffRemover[i].num -= 1;
+ if (player.storage.immuneBuffRemover[i].num == 0) {
+ flag = true;
+ player.removeBuffImmune(i);
+ }
+ }
+ }
+ }
+ };
+
+ lib.skill._miao_removeBuffImmune2 = {
+ /*回合类型计数移除异常免疫 */
+ trigger: {
+ global: "phaseBegin"
+ },
+ direct: true,
+ charlotte: true,
+ unique: true,
+ filter: function (event, player) {
+ return player.storage.immuneBuffRemover;
+ },
+ content: function () {
+ for (var i in player.storage.immuneBuffRemover) {
+ if (player.storage.immuneBuffRemover[i].type == "phase") {
+ player.storage.immuneBuffRemover[i].num -= 1;
+ if (player.storage.immuneBuffRemover[i].num == 0) {
+ player.removeBuffImmune(i);
+ }
+ }
+ }
+ }
+ };
+
+ lib.buffMiao = {
+ /*存储所有异常状态信息 */
+ "shuimian": {
+ translation: "睡眠",
+ skill: "zioy_buff_shuimian",
+ type: "control",
+ intro: "始终跳过出牌阶段,每轮游戏开始时有25*n%概率移除此状态,受到伤害时立即移除此状态。(n为异常状态已持续轮数)"
+ },
+ "bingdong": {
+ translation: "冰冻",
+ skill: "zioy_buff_bingdong",
+ type: "control",
+ intro:
+ "跳过判定阶段,摸牌阶段,出牌阶段与弃牌阶段,受到的所有伤害-1,回合开始阶段有15*n%概率移除此状态。受到火属性伤害时立即移除此状态。(n为异常状态已持续轮数)"
+ },
+ "ranshao": {
+ translation: "燃烧",
+ skill: "zioy_status_ranshao",
+ type: "damage",
+ intro: "balabala"
+ }
+ };
+
+ lib.skill["zioy_buff"] = {
+ /*储存异常状态对应技能,如写正常技能一般即可 */
+ subSkill: {
+ mianyi: {
+ mark: true,
+ marktext: "免疫",
+ intro: {
+ name: "免疫以下异常状态",
+ mark: function (dialog, storage, player) {
+ var flag = 0,
+ str = "";
+ for (var i = 0; i < player.storage.immuneBuffArray.length; i++) {
+ a = player.storage.immuneBuffArray[i];
+ if (player.storage.immuneBuffRemover[a].num != Infinity) {
+ buff_name = lib.buffMiao[a].translation + ":" + player.storage.immuneBuffRemover[a].num;
+ } else {
+ buff_name = lib.buffMiao[a].translation + ":∞";
+ }
+ if (player.storage.immuneBuffRemover[a].type == "round") {
+ buff_name = buff_name + "轮";
+ } else {
+ buff_name = buff_name + "回合";
+ }
+ if (flag % 2 == 0 && flag != 0) str += "
";
+ else {
+ if (flag != 0) str += ",";
+ }
+ flag++;
+ str += buff_name;
+ }
+ return str;
+ }
+ }
+ },
+ shuimian: {
+ mark: true,
+ marktext: "睡眠",
+ init: function (player) {
+ player.storage.shuimian_count = 0;
+ },
+ trigger: {
+ player: "phaseUseBegin"
+ },
+ priority: 3014745327,
+ direct: true,
+ filter: function () {
+ return true;
+ },
+ content: function () {
+ trigger.cancel(null, null, "notrigger");
+ },
+ group: ["zioy_buff_shuimian_awake1", "zioy_buff_shuimian_awake2"],
+ intro: {
+ name: "睡眠",
+ mark: function (dialog, storage, player) {
+ n = player.storage.shuimian_count + 1;
+ return "始终跳过出牌阶段,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。";
+ }
+ }
+ },
+ shuimian_awake1: {
+ trigger: {
+ player: "damageEnd"
+ },
+ priority: -301745327,
+ direct: true,
+ filter: function () {
+ return true;
+ },
+ content: function () {
+ player.removeBuff("shuimian");
+ }
+ },
+ shuimian_awake2: {
+ trigger: {
+ global: "roundStart"
+ },
+ priority: -3456301727,
+ direct: true,
+ filter: function () {
+ return true;
+ },
+ content: function () {
+ player.storage.shuimian_count++;
+ if (player.storage.shuimian_count * 0.25 > Math.random()) player.removeBuff("shuimian");
+ }
+ }
+ }
+ };
+ /*---------------------------------------------------------------以下部分为强化相关---------------------------------------------------------------*/
+
+ lib.element.player.changeEnhancement = function () {
+ /*获得/失去强化 */
+ var enhancements = [],
+ num = 1,
+ source = _status.event.player,
+ forced = false,
+ strlog = "",
+ flag = false;
+ // nolog = false; //最后不game.log(xxxxx)
+ for (var i = 0; i < arguments.length; i++) {
+ if (arguments[i] == "nolog") {
+ nolog = true;
+ } else if (arguments[i] == "all") {
+ enhancements = ["attack", "miss", "defend", "hit", "strike"];
+ } else if (typeof arguments[i] == "boolean") {
+ forced = arguments[i];
+ } else if (typeof arguments[i] == "number") {
+ num = arguments[i];
+ } else if (get.itemtype(arguments[i]) == "player" || arguments[i] == null) {
+ source = arguments[i];
+ } else if (typeof arguments[i] == "string") {
+ enhancements.push(arguments[i]);
+ } else if (typeof arguments[i] == "object") {
+ for (var j = 0; j < arguments[i].length; j++) {
+ enhancements.push(arguments[i][j]);
+ }
+ }
+ }
+ if (num == 0) {
+ return;
+ }
+ if (this.storage.enhancementArray["locked"] == true && forced == false) {
+ game.log(this, "的强化已锁定");
+ return;
+ }
+ if (num > 0) {
+ strlog = "获得了" + num + '级';
+ } else if (num < 0) {
+ strlog = "失去了" + -num + '级';
+ }
+ for (var i = 0; i < enhancements.length; ++i) {
+ var e = enhancements[i];
+ if (this.storage.enhancementArray[e] || this.storage.enhancementArray[e] == 0) {
+ this.storage.enhancementArray[e] += num;
+ let s;
+ switch (e) {
+ case "attack":
+ s = "攻击";
+ break;
+ case "defend":
+ s = "防御";
+ break;
+ case "miss":
+ s = "闪避";
+ break;
+ case "hit":
+ s = "命中";
+ break;
+ case "strike":
+ s = "暴击";
+ break;
+ case "draw":
+ s = "摸牌";
+ break;
+ }
+ if (flag) s = ',' + s;
+ flag = true;
+ if (this.storage.enhancementArray[e] > 6) {
+ this.storage.enhancementArray[e] = 6;
+ }
+ if (this.storage.enhancementArray[e] < -6) {
+ this.storage.enhancementArray[e] = -6;
+ }
+ this.storage["miao_enhancement_mark_" + e] = this.storage.enhancementArray[e];
+ this.storage["miao_enhancement_mark_" + e + "1"] = this.storage.enhancementArray[e];
+ // if (this.storage.enhancementArray[e] > 0) {
+ // this.markSkill("miao_enhancement_mark_" + e + "1");
+ // } else if (this.storage.enhancementArray[e] == 0) {
+ // this.unmarkSkill("miao_enhancement_mark_" + e);
+ // this.unmarkSkill("miao_enhancement_mark_" + e + "1");
+ // } else if (this.storage.enhancementArray[e] < 0) {
+ // this.markSkill("miao_enhancement_mark_" + e);
+ // }
+ strlog = strlog + s;
+ }
+ }
+ strlog = strlog + "强化";
+ game.log(this, strlog);
+ flag = true;
+ for (var i in this.storage.enhancementArray) {
+ if (!["attack", "miss", "defend", "hit", "strike"].includes(i)) continue;
+ if (this.storage.enhancementArray[i] != 0) {
+ flag = false;
+ this.markSkill("miao_enhancement_mark_mark");
+ break;
+ }
+ }
+ if (flag) this.unmarkSkill("miao_enhancement_mark_mark");
+ };
+
+ lib.element.player.lockEnhancement = function () {
+ /*锁定强化 */
+ var num = -1, //锁定回合数
+ source = _status.event.player,
+ forced = false,
+ type = "round",
+ strlog = "";
+ for (var i = 0; i < arguments.length; i++) {
+ if (arguments[i] == "nolog") {
+ nolog = true;
+ } else if (typeof arguments[i] == "boolean") {
+ forced = arguments[i];
+ } else if (typeof arguments[i] == "number") {
+ num = arguments[i];
+ } else if (get.itemtype(arguments[i]) == "player" || arguments[i] == null) {
+ source = arguments[i];
+ } else if (typeof arguments[i] == "string") {
+ type = arguments[i];
+ }
+ }
+ if (num < 0 || (type == this.storage.enhancementArray["locked_type"] && num < this.storage.enhancementArray["locked_end"])) {
+ return;
+ }
+ this.storage.enhancementArray["locked"] = true;
+ this.storage.enhancementArray["locked_end"] = num;
+ // game.log(_status.event.getParent().name);
+ // for(var i in _status.event.getParent()){
+ // game.log(i,':',_status.event.getParent()[i]);
+ // }
+ if (_status.event.getParent()["triggername"] == "phaseBegin" && type == "phase") {
+ /*回合开始阶段修正 */
+ this.storage.enhancementArray["locked_end"] += 1;
+ }
+ this.storage.enhancementArray["locked_type"] = type;
+ this.markSkill("miao_enhancement_mark_locked");
+ strlog = strlog + "已锁定强化";
+ this.addSkill("miao_enhancement_locked");
+ this.addSkill("miao_enhancement_locked2");
+ strlog = strlog + num + "";
+ if (type == "round") {
+ strlog = strlog + "轮";
+ } else {
+ strlog = strlog + "回合";
+ }
+ game.log(this, strlog);
+ };
+
+ lib.element.player.unlockEnhancement = function () {
+ /*解锁强化 */
+ var source = _status.event.player,
+ forced = false,
+ strlog = "";
+ for (var i = 0; i < arguments.length; i++) {
+ if (arguments[i] == "nolog") {
+ nolog = true;
+ } else if (typeof arguments[i] == "boolean") {
+ forced = arguments[i];
+ } else if (get.itemtype(arguments[i]) == "player" || arguments[i] == null) {
+ source = arguments[i];
+ }
+ }
+ if (this.storage.enhancementArray["locked"] == false) {
+ return;
+ }
+ // if (num > 0) {
+ // strlog = "获得了" + num + '级';
+ // } else if (num < 0) {
+ // strlog = "失去了" + -num + '级';
+ // }
+ this.storage.enhancementArray["locked"] = false;
+ this.storage.enhancementArray["locked_end"] = -1;
+ this.storage.enhancementArray["locked_type"] = null;
+ this.unmarkSkill("miao_enhancement_mark_locked");
+ this.removeSkill("miao_enhancement_locked");
+ this.removeSkill("miao_enhancement_locked2");
+ strlog = strlog + "已解锁强化";
+ game.log(this, strlog);
+ };
+
+ lib.element.player.clearEnhancement = function () {
+ /*清空强化 */
+ var nolog = null,
+ source = _status.event.player,
+ forced = false;
+
+ for (var i = 0; i < arguments.length; i++) {
+ if (arguments[i] == "nolog") {
+ nolog = "nolog";
+ } else if (typeof arguments[i] == "boolean") {
+ forced = arguments[i];
+ } else if (get.itemtype(arguments[i]) == "player" || arguments[i] == null) {
+ source = arguments[i];
+ }
+ }
+ if (this.storage.enhancementArray["locked"] == true && !forced) {
+ game.log(this, "已锁定强化");
+ return;
+ }
+ c = ["attack", "miss", "defend", "hit", "strike"];
+ for (var l = 0; l < c.length; ++l) {
+ i = c[l];
+ if (nolog != null) this.changeEnhancement(i, -this.storage.enhancementArray[i], source, forced, nolog);
+ this.changeEnhancement(i, -this.storage.enhancementArray[i], source, forced);
+ }
+ };
+
+ lib.skill._miao_enhancement_init = {
+ /*游戏开始时设置player.storage.enhancementArray */
+ unique: true,
+ trigger: {
+ global: "phaseBefore",
+ player: ["enterGame", "showCharacterAfter"]
+ },
+ priority: 70582140,
+ forced: true,
+ locked: true,
+ direct: true,
+ filter: function (event, player) {
+ return event.name != "phase" || game.phaseNumber == 0 || !player.storage.enhancementArray;
+ },
+ content: function () {
+ player.storage.enhancementArray = {
+ attack: 0, //攻击力
+ defend: 0, //防御力
+ miss: 0, //闪避率
+ hit: 0, //命中率
+ strike: 0, //暴击率,目前没用
+ draw: 0, //摸牌,目前没用
+ locked: false,
+ locked_end: -1,
+ locked_type: null
+ };
+ }
+ };
+ lib.skill._miao_enhancement_attack = {
+ /*根据攻击与防御强化进行伤害修正 */
+ trigger: {
+ source: "damageBegin1"
+ },
+ priority: -70582140,
+ forced: true,
+ filter: function (card, player, target) {
+ return true;
+ },
+ direct: true,
+ charlotte: true,
+ unique: true,
+ content: function () {
+ var numDamage = trigger.num,
+ numAtk = player.storage.enhancementArray["attack"],
+ numDfd = trigger.player.storage.enhancementArray["defend"];
+ var dmm = numAtk - numDfd; //Damage modifier multiplier
+ // game.log(player,trigger.player,dmm);
+ if (dmm > 0) {
+ numDamage *= 0.5 * dmm + 1;
+ numDamage = parseInt(numDamage);
+ } else if (dmm < 0) {
+ numDamage *= 1 / (-dmm * 0.5 + 1);
+ numDamage = Math.ceil(numDamage);
+ }
+ trigger.num = numDamage;
+ }
+ };
+
+ lib.skill._miao_enhancement_miss = {
+ /*根据命中与闪避强化判定是否闪避 */
+ trigger: {
+ player: ["chooseToRespondBegin", "chooseToUseBegin"]
+ },
+ filter: function (event, player) {
+ if (event.responded) return false;
+ if (event.miss_skill_miaomiao) return false;
+ if (!event.filterCard || !event.filterCard({ name: "shan" }, player, event)) return false;
+ if (event.name == "chooseToRespond" && !lib.filter.cardRespondable({ name: "shan" }, player, event)) return false;
+ return true;
+ },
+ priority: 70582140,
+ forced: true,
+ direct: true,
+ charlotte: true,
+ unique: true,
+ content: function () {
+ event.miss_skill_miaomiao = true;
+ var numMis = player.storage.enhancementArray["miss"],
+ numHit = trigger.player.storage.enhancementArray["hit"];
+ var num = numMis - numHit;
+ if (num <= 0) return;
+ else {
+ num = 0.05 * num;
+ }
+ if (num > Math.random()) {
+ trigger.untrigger();
+ trigger.set("responded", true);
+ trigger.result = { bool: true, card: { name: "shan", isCard: false } };
+ }
+ }
+ };
+
+ lib.skill._miao_enhancement_strike = {
+ /*根据攻击与防御强化进行伤害修正 */
+ trigger: {
+ source: "damageBegin1"
+ },
+ priority: -70582140,
+ forced: true,
+ filter: function (card, player, target) {
+ return true;
+ },
+ direct: true,
+ charlotte: true,
+ unique: true,
+ content: function () {
+ var numDamage = trigger.num,
+ num = player.storage.enhancementArray["strike"];
+ if (num * 0.05 > Math.random()) {
+ trigger.num *= 2;
+ game.log(player, "暴击了");
+ }
+ }
+ };
+
+ lib.skill._miao_enhancement_locked = {
+ /*轮次类型计数移除强化锁定 */
+ trigger: {
+ global: "roundStart"
+ },
+ filter: function (card, player, target) {
+ return true;
+ },
+ direct: true,
+ charlotte: true,
+ unique: true,
+ content: function () {
+ if (!player.storage.enhancementArray || player.storage.enhancementArray.locked_type != "round") {
+ return;
+ }
+ player.storage.enhancementArray.locked_end -= 1;
+ if (player.storage.enhancementArray.locked_end == 0) {
+ player.unlockEnhancement();
+ }
+ }
+ };
+
+ lib.skill._miao_enhancement_locked2 = {
+ /*回合类型计数移除强化锁定 */
+ trigger: {
+ global: "phaseBegin"
+ },
+ direct: true,
+ charlotte: true,
+ unique: true,
+ filter: function (event, player) {
+ return true;
+ },
+ content: function () {
+ if (!player.storage.enhancementArray || player.storage.enhancementArray.locked_type != "phase") {
+ return;
+ }
+ player.storage.enhancementArray.locked_end -= 1;
+ if (player.storage.enhancementArray.locked_end == 0) {
+ player.unlockEnhancement();
+ }
+ }
+ };
+
+ lib.skill.miao_enhancement_mark = {
+ /*强化的mark,指示用,CPU is cheap,memory is cheap,life is beautiful */
+ subSkill: {
+ mark: {
+ mark: true,
+ marktext: "强化",
+ intro: {
+ name: "强化等级",
+ mark: function (dialog, storage, player) {
+ var str = "",
+ count = 0;
+ for (var i in player.storage.enhancementArray) {
+ if (!["attack", "miss", "defend", "hit", "strike"].includes(i) || player.storage.enhancementArray[i] == 0) continue;
+ var e = i;
+ var s = "";
+ count++;
+ if (count != 1 && (count - 1) % 3 == 0) {
+ str = str + "
";
+ } else if (count != 1) {
+ str = str + ",";
+ }
+ switch (e) {
+ case "attack":
+ s = "攻击";
+ break;
+ case "defend":
+ s = "防御";
+ break;
+ case "miss":
+ s = "闪避";
+ break;
+ case "hit":
+ s = "命中";
+ break;
+ case "strike":
+ s = "暴击";
+ break;
+ case "draw":
+ s = "摸牌";
+ break;
+ }
+ if (player.storage.enhancementArray[i] > 0) {
+ s = s + "+";
+ }
+ s = s + player.storage.enhancementArray[i];
+ str = str + s;
+ }
+ return str;
+ }
+ }
+ },
+ attack: {
+ mark: true,
+ marktext: "攻击",
+ intro: {
+ name: "攻击"
+ }
+ },
+
+ defend: {
+ mark: true,
+ marktext: "防御",
+ intro: {
+ name: "防御"
+ }
+ },
+ miss: {
+ mark: true,
+ marktext: "闪避",
+ intro: {
+ name: "闪避"
+ }
+ },
+ hit: {
+ mark: true,
+ marktext: "命中",
+ intro: {
+ name: "命中"
+ }
+ },
+ strike: {
+ mark: true,
+ marktext: "暴击",
+ intro: {
+ name: "暴击"
+ }
+ },
+ draw: {
+ mark: true,
+ marktext: "摸牌",
+ intro: {
+ name: "摸牌"
+ }
+ },
+ attack1: {
+ mark: true,
+ marktext: "攻击+",
+ intro: {
+ name: "攻击"
+ }
+ },
+ defend1: {
+ mark: true,
+ marktext: "防御+",
+ intro: {
+ name: "防御"
+ }
+ },
+ miss1: {
+ mark: true,
+ marktext: "闪避+",
+ intro: {
+ name: "闪避"
+ }
+ },
+ hit1: {
+ mark: true,
+ marktext: "命中+",
+ intro: {
+ name: "命中"
+ }
+ },
+ strike1: {
+ mark: true,
+ marktext: "暴击+",
+ intro: {
+ name: "暴击"
+ }
+ },
+ draw1: {
+ mark: true,
+ marktext: "摸牌+",
+ intro: {
+ name: "摸牌"
+ }
+ },
+ locked: {
+ mark: true,
+ marktext: "锁强",
+ intro: {
+ name: "已锁定强化等级",
+ mark: function (dialog, storage, player) {
+ var str;
+ if (player.storage.enhancementArray["locked_type"] == "round") str = " 轮";
+ else {
+ str = " 回合";
+ }
+ return "剩余 " + player.storage.enhancementArray["locked_end"] + str;
+ }
+ }
+ }
+ }
+ };
+
+ /*---------------------------------------------------------------以下部分为武将势力相关---------------------------------------------------------------*/
+
+ game.AddGroupNatureMiao = function (name, translation, mapping) {
+ /*设定势力的函数,from活动武将 */
+ if (!mapping || !Array.isArray(mapping) || mapping.length != 3) mapping = [199, 21, 133];
+ gradient = [mapping, mapping];
+ var y = "(" + mapping[0] + "," + mapping[1] + "," + mapping[2];
+ var y1 = y + ",1)",
+ y2 = y + ")";
+ var s = document.createElement("style");
+ var l;
+ //omg
+ l = ".player .identity[data-color='miao_" + name + "'],";
+ l += "div[data-nature='miao_" + name + "'],";
+ l +=
+ "span[data-nature='miao_" +
+ name +
+ "'] {text-shadow: black 0 0 1px,rgba" +
+ y1 +
+ " 0 0 2px,rgba" +
+ y1 +
+ " 0 0 5px,rgba" +
+ y1 +
+ " 0 0 10px,rgba" +
+ y1 +
+ " 0 0 10px}";
+ l += "div[data-nature='miao_" + name + "m'],";
+ l +=
+ "span[data-nature='miao_" +
+ name +
+ "m'] {text-shadow: black 0 0 1px,rgba" +
+ y1 +
+ " 0 0 2px,rgba" +
+ y1 +
+ " 0 0 5px,rgba" +
+ y1 +
+ " 0 0 5px,rgba" +
+ y1 +
+ " 0 0 5px,black 0 0 1px;}";
+ l += "div[data-nature='miao_" + name + "mm'],";
+ l +=
+ "span[data-nature='miao_" +
+ name +
+ "mm'] {text-shadow: black 0 0 1px,rgba" +
+ y1 +
+ " 0 0 2px,rgba" +
+ y1 +
+ " 0 0 2px,rgba" +
+ y1 +
+ " 0 0 2px,rgba" +
+ y1 +
+ " 0 0 2px,black 0 0 1px;}";
+ s.innerHTML = l;
+ document.head.appendChild(s);
+ if (gradient && Array.isArray(gradient) && Array.isArray(gradient[0]) && gradient[0].length == 3) {
+ var str = "",
+ st2 = [];
+ for (var i = 0; i < gradient.length; i++) {
+ str += ",rgb(" + gradient[i][0] + "," + gradient[i][1] + "," + gradient[i][2] + ")";
+ if (i < 2) st2[i] = "rgb(" + gradient[i][0] + "," + gradient[i][1] + "," + gradient[i][2] + ")";
+ }
+ var tenUi = document.createElement("style");
+ tenUi.innerHTML = ".player>.camp-zone[data-camp='" + name + "']>.camp-back {background: linear-gradient(to bottom" + str + ");}";
+ tenUi.innerHTML += ".player>.camp-zone[data-camp='" + name + "']>.camp-name {text-shadow: 0 0 5px " + st2[0] + ", 0 0 10px " + st2[1] + ";}";
+ document.head.appendChild(tenUi);
+ }
+ //lib.group.push(n);
+ lib.translate[name] = translation;
+ lib.groupnature[name] = "miao_" + name;
+ };
+ game.AddGroupNatureMiao("daqin", "秦", [255, 165, 0]);
+ },precontent:function () {},help:{},config:{},package:{
+ character:{
+ character:{
+ "zioy_xixuegui":["male","qun",4,["zioy_xixue"],[]],
+ "zioy_yilong":["female","qun","2/2/2",["zioy_shiyi"],[]],
+ "zioy_shuijinxiezi":["male","qun",3,["zioy_jinjia","zioy_jinsui"],[]],
+ "zioy_dreamaker":["female","jin",3,["zioy_chenmeng","zioy_xiaoxiang"],[]],
+ "zioy_drugdoctor":["male","qun",4,["zioy_heiyi"],[]],
+ "zioy_zhigaotian":["female","shen",3,["zioy_eye","zioy_damie"],["hiddenSkill"]],
+ "zioy_huajian":["female","jin","3/7/4",["zioy_huashou","zioy_longyue"],[]],
+ "zioy_renturtle":["male","wei","1/1/10",["zioy_jike"],[]],
+ "zioy_shenxianxiang":["female","shu","3/4/2",["zioy_happyNewYear"],["des:新春特典"]],
+ "zioy_yinlong":["male","wu",4,["zioy_qianlong","zioy_jianlong","zioy_kanglong2"],["des:新春特典"]],
+ "zioy_peiki":["male","shu",3,["zioy_yixiang","zioy_chuixing","zioy_yuyan"],["des:新春特典"]],
+ "zioy_xielingyun":["female","daqin","3/5",["zioy_zhijin","zioy_xuanzhuan"],[]],
+ "zioy_heibai":["male","qun",4,["zioy_leiye1","zioy_mosha","zioy_shuangsha","zioy_lieying"],["des:新春特典"]],
+ "zioy_sose":["male","wei","1/1/7",["zioy_wrjzc","zioy_zsyhj"],["des:新春特典"]],
+ "zioy_pqsj":["none","qun",1,["zioy_weixiang"],[]],
+ "zioy_nianshou":["none","shu",1,["zioy_fansheng","zioy_nianxi"],["des:新春特典"]],
+ "zioy_jinu":["none","qun",3,["zioy_jifou"],[]],
+ "zioy_xiaozhenhe":["male","wei",3,["zioy_liubo","zioy_shuiyue"],[]],
+ "zioy_gaiying":[null,null,"3/3/2",["zioy_moying","zioy_yingdun","zioy_jianying"],["hiddenSkill"]],
+ "zioy_diana":["female","wei",4,["zioy_yuexiang","zioy_douzhuan"],["forbidai"]],
+ "zioy_senjianmeng":["female","jin","2/9/3",["zioy_xiantong","zioy_xiane"],[]],
+ "zioy_yenglish":["male","wei","4/6",["zioy_wuya","zioy_sheji","zioy_puai"],[]],
+ "zioy_xingjun":["male","qun",5,["zioy_xingchi"],[]],
+ "zioy_titan":["male","wu","4/4/4",["zioy_cangzhen"],[]],
+ "zioy_alps":["female","jin",5,["zioy_shangqin","zioy_hanshou"],["hiddenSkill"]],
+ "zioy_xukongchong":["female","jin",5,["zioy_longzi","zioy_yingyuan"],["hiddenSkill"]],
+ "zioy_muxi":["female","jin","-3/3",["zioy_shuohui"],[]],
+ "zioy_kailuer":["female","qun",4,["zioy_hey","zioy_ya","zioy_ha"],[]],
+ "zioy_nike":["none","shen",5,["zioy_cuiyi","zioy_shihong","zioy_huangyi","zioy_shulin"],[]],
+ "zioy_bailu":["female","shen",2,["zioy_hexuchongxiang","zioy_yuezhuiyunwei"],["forbidai"]],
+ test:["male","",3,["zioy_t"],[]],
+ "zioy_lanchesite":["none","shu","4/4/1",["zioy_yujin","zioy_xumie"],[]],
+ "zioy_b7chuhaoji":["female","qun",3,["zioy_v07yuxie","zioy_f42chongzai"],[]],
+ "zioy_badun":["male","qun","8/8/8",["zioy_yuemai"],[]],
+ "zioy_nemesis":["female","wu","4/7",["zioy_pinghuqiuyue","zioy_yurangzhijian","zioy_liechenyuyou_water"],[]],
+ "zioy_osiris":["male","shu",4,["zioy_zhuxingwuchang","zioy_zhufashengmie","zioy_yongyeqingxiao","zioy_liechenyuyou_fire"],[]],
+ "zioy_morana":["female","jin",6,[],["hiddenSkill"]],
+ "zioy_guanghan":["female","wu","2/9",["zioy_nongying","zioy_chanjuan"],["des:2023中秋"]],
+ },
+ translate:{
+ "zioy_xixuegui":"弗拉基米尔",
+ "zioy_yilong":"岩龙",
+ "zioy_shuijinxiezi":"斯卡纳",
+ "zioy_dreamaker":"长野原神乐",
+ "zioy_drugdoctor":"摆渡人",
+ "zioy_zhigaotian":"至高天",
+ "zioy_huajian":"今春花见",
+ "zioy_renturtle":"忍龟",
+ "zioy_shenxianxiang":"神仙香",
+ "zioy_yinlong":"胤龙",
+ "zioy_peiki":"派琦",
+ "zioy_xielingyun":"谢灵运",
+ "zioy_heibai":"除夕",
+ "zioy_sose":"SO-SE",
+ "zioy_pqsj":"皮丘什金",
+ "zioy_nianshou":"年",
+ "zioy_jinu":"祭奴",
+ "zioy_xiaozhenhe":"肖郑鹤",
+ "zioy_gaiying":"该隐",
+ "zioy_diana":"黛安娜",
+ "zioy_senjianmeng":"森见梦",
+ "zioy_yenglish":"英格力士",
+ "zioy_xingjun":"行钧",
+ "zioy_titan":"泰坦",
+ "zioy_alps":"阿尔卑斯",
+ "zioy_xukongchong":"虚空虫王",
+ "zioy_muxi":"暮曦",
+ "zioy_kailuer":"凯璐儿",
+ "zioy_nike":"籁寂",
+ "zioy_bailu":"白鹭",
+ test:"测试狗狗",
+ "zioy_lanchesite":"兰彻斯特",
+ "zioy_b7chuhaoji":"B7初号机",
+ "zioy_badun":"巴顿",
+ "zioy_nemesis":"涅默汐斯",
+ "zioy_osiris":"奥曦里斯",
+ "zioy_morana":"莫洛娜",
+ "zioy_guanghan":"广寒",
+ },
+ },
+ card:{
+ card:{
+ "zioy_yueguang":{
+ type:"equip",
+ subtype:"equip1",
+ distance:{
+ attackFrom:-1,
+ },
+ vanish:true,
+ skills:[],
+ enable:true,
+ selectTarget:-1,
+ filterTarget:function (card, player, target) {
+ return target == player;
+ },
+ modTarget:true,
+ allowMultiple:false,
+ content:function () {
+ if (cards.length && get.position(cards[0], true) == "o") target.equip(cards[0]);
+ },
+ toself:true,
+ fullimage:true,
+ },
+ },
+ translate:{
+ "zioy_yueguang":"月光",
+ "zioy_yueguang_info":"这把武器没有除攻击范围外的其他增益",
+ },
+ list:[],
+ },
+ skill:{
+ skill:{
+ "zioy_xixue":{
+ enable:"phaseUse",
+ usable:1,
+ check:function () {
+ return true;
+ },
+ filterCard:true,
+ filterTarget:function (card, player, target) {
+ if (game.roundNumber >= player.storage.lastRoundNum + 2) return true;
+ //if(target.storage.last == 3) return false;
+ return player.storage.last != target && player != target;
+ },
+ content:function () {
+ player.storage.last = target;
+ player.storage.lastRoundNum = game.roundNumber;
+ target.loseHp();
+
+ player.recover();
+ player.update();
+ },
+ ai:{
+ order:9,
+ result:{
+ target:function (player, target) {
+ return target.hp - target.maxHp - 1;
+ return get.damageEffect(target, player);
+ },
+ player:1,
+ },
+ threaten:2,
+ },
+ "_priority":0,
+ },
+ "zioy_shiyi":{
+ mod:{
+ globalTo:function (from, to, distance) {
+ return distance + to.hujia;
+ },
+ globalFrom:function (from, to, distance) {
+ return distance - from.hujia;
+ },
+ maxHandcardBase:function (player, num) {
+ return player.hujia + num;
+ },
+ },
+ trigger:{
+ source:"damageBegin1",
+ },
+ filter:function (event, player) {
+ return true;
+ },
+ forced:true,
+ content:function () {
+ player.changeHujia(1);
+
+ //player.update();
+ },
+ ai:{
+ damageBonus:true,
+ },
+ "_priority":0,
+ },
+ "zioy_jinjia":{
+ trigger:{
+ global:"roundStart",
+ },
+ filter:function (card, player, target) {
+ //if(target.storage.last == 3) return false;
+ return !player.hujia;
+ },
+ direct:true,
+ content:function () {
+ player.changeHujia(1);
+ },
+ "_priority":0,
+ },
+ "zioy_jinsui":{
+ enable:"phaseUse",
+ check:function () {
+ return true;
+ },
+ filter:function (card, player, target) {
+ //if(target.storage.last == 3) return false;
+ return player.hujia;
+ },
+ filterTarget:function (card, player, target) {
+ //if(target.storage.last == 3) return false;
+ return player != target && player != target;
+ },
+ content:function () {
+ target.storage.jss = player;
+ target.addTempSkill("zioy_jinsui2");
+ player.hujia = 0;
+ player.update();
+ },
+ "_priority":0,
+ },
+ "zioy_jinsui2":{
+ trigger:{
+ player:"damageEnd",
+ },
+ direct:true,
+ content:function () {
+ /*target.storage.jss.recover();
+target.storage.jss.draw();
+target.storage.jss.changeHujia(1);
+*/ player.turnOver();
+ },
+ "_priority":0,
+ },
+ "zioy_chenmeng":{
+ trigger:{
+ global:"damageEnd",
+ },
+ marktext:"尘",
+ intro:{
+ name:"尘梦",
+ content:"mark",
+ onunmark:true,
+ },
+ init:function (player) {
+ player.storage.cmnum = 0;
+ },
+ forced:true,
+ filter:function (event, player) {
+ return event.source && !event.source.hasSkill("zioy_chenmeng1") && event.source != player;
+ },
+ content:function () {
+ player.gainMaxHp();
+ trigger.source.loseMaxHp();
+ player.storage.cmnum++;
+ trigger.source.storage.chenmengsource = player;
+ trigger.source.addSkill("zioy_chenmeng1");
+ trigger.source.addMark("zioy_chenmeng");
+ },
+ "_priority":0,
+ },
+ "zioy_chenmeng1":{
+ trigger:{
+ player:"damageEnd",
+ },
+ filter:function (event, player) {
+ return event.source == player.storage.chenmengsource;
+ },
+ content:function () {
+ player.gainMaxHp();
+ player.storage.chenmengsource.loseMaxHp();
+ player.storage.chenmengsource.recover();
+ player.loseHp();
+ player.storage.chenmengsource.cmnum--;
+ player.removeSkill(event.name);
+ player.removeMark("zioy_chenmeng");
+ player.storage.chenmengsource.gainPlayerCard(true, player, "h");
+ },
+ "_priority":0,
+ },
+ "zioy_eye":{
+ trigger:{
+ source:"damageBefore",
+ },
+ forced:true,
+ charlotte:true,
+ filter:function (event, player) {
+ return event.player != player;
+ },
+ content:function () {
+ trigger.cancel();
+ trigger.player.hp -= trigger.num;
+ trigger.player.maxHp -= trigger.num;
+ trigger.player.update();
+ if (trigger.player.hp <= 0) trigger.player.dying();
+ player.line(trigger.player, "red");
+ },
+ "_priority":0,
+ },
+ "zioy_damie":{
+ trigger:{
+ global:"roundStart",
+ },
+ filter:function (event, player) {
+ return game.dead.length > 0;
+ },
+ forced:true,
+ check:function (trigger) {
+ return trigger.hasSkill("test_control1");
+ },
+ content:function () {
+ "step 0"
+ player
+ .chooseTarget(1, true, "抹除一名角色的体力", function (card, player, target) {
+ return target != player;
+ })
+ .set("ai", function (target) {
+ var player = _status.event.player;
+ return -1;
+ });
+ "step 1"
+ target = result.targets[0];
+ target.hp = 0;
+ target.maxHp = 0;
+ target.update();
+ },
+ ai:{
+ order:8,
+ result:{
+ target:function (player, target) {
+ if (ui.selected.targets.length == 0) {
+ return -3;
+ } else {
+ return get.effect(target, { name: "juedou" }, ui.selected.targets[0], target);
+ }
+ },
+ },
+ expose:0.4,
+ threaten:3,
+ },
+ "_priority":0,
+ },
+ "zioy_heiyi":{
+ trigger:{
+ target:"shaBefore",
+ },
+ priority:15,
+ filter:function (event, player) {
+ return true;
+ },
+ direct:true,
+ derivation:["zioy_duyi"],
+ content:function () {
+ /*player.draw();
+if(trigger.player == player)trigger.target.addSkill('zioy_duyi');
+else */ trigger.player.addSkill("zioy_duyi");
+ },
+ ai:{
+ "maixie_defend":true,
+ expose:0.4,
+ },
+ "_priority":1500,
+ },
+ "zioy_duyi":{
+ trigger:{
+ player:"phaseBegin",
+ },
+ logTarget:"player",
+ filter:function () {
+ return true;
+ },
+ direct:true,
+ content:function () {
+ if (player.hp != 1) player.loseHp();
+ else player.loseMaxHp();
+ },
+ "_priority":0,
+ },
+ "zioy_eji":{
+ "_priority":0,
+ },
+ "zioy_huashou":{
+ trigger:{
+ player:"phaseBegin",
+ },
+ logTarget:"player",
+ filter:function () {
+ return true;
+ },
+ direct:true,
+ intro:{
+ name:"花狩",
+ content:"mark",
+ onunmark:true,
+ },
+ content:function () {
+ //player.draw();
+ var targets = game.players;
+ var ts1 = [];
+ var ts2 = [];
+ //var p = player.identity;
+ //if(p == 'zhu') p = 'zhong';
+ for (var i = 0; i < targets.length; ++i) {
+ //if(targets[i].identity == p) return false;
+ if (get.distance(player, targets[i], "attack") <= 1 && get.attitude(player, targets[i]) <= 0) {
+ ts2.push(targets[i]);
+ }
+ if (get.attitude(player, targets[i]) <= 0 /*|| get.attitude(targets[i],player)<=0*/) {
+ ts1.push(targets[i]);
+ }
+ }
+ var target = ts1.randomGet();
+ //if(ts2.length > 0) target = ts2.randomGet();
+ player.logSkill(event.name, target);
+ var arr = target.getCards("hej");
+ //player.draw();
+ var n = arr.length;
+ var cards = [];
+ while (n) {
+ var i = Math.floor(Math.random() * n--);
+ cards.push(arr.splice(i, 1)[0]);
+ }
+ var l = cards.length;
+ while (l % 3 != 0) l--;
+ var sum = l / 3;
+ while (sum > 0) {
+ cards.splice(0, 1);
+ sum--;
+ l--;
+ }
+ player.line(target, "red");
+ target.addToExpansion(cards, "giveAuto", target).gaintag.add("zioy_huashou2");
+ target.addTempSkill("zioy_huashou2");
+ target.storage.huashouSource = player;
+ },
+ "_priority":0,
+ },
+ "zioy_huashou2":{
+ trigger:{
+ global:"phaseEnd",
+ },
+ group:["zioy_huashou3"],
+ forced:true,
+ content:function () {
+ var cards = player.getExpansions("zioy_huashou2");
+ if (cards.length) player.gain(cards, "draw");
+ player.removeSkill("zioy_huashou2");
+ },
+ ai:{
+ effect:{
+ target:function (card, player, target, current) {
+ if (card.name == "sha") {
+ return [1, -2];
+ }
+ },
+ },
+ },
+ intro:{
+ mark:function (dialog, storage, player) {
+ var cards = player.getExpansions("zioy_huashou2");
+ if (player.isUnderControl(true) || player.storage.huashouSource.isUnderControl(true)) dialog.addAuto(cards);
+ else return "共有" + get.cnNumber(cards.length) + "张牌";
+ },
+ markcount:"expansion",
+ },
+ "_priority":0,
+ },
+ "zioy_huashou3":{
+ trigger:{
+ player:"damageEnd",
+ },
+ filter:function (event, player) {
+ return event.source == player.storage.huashouSource;
+ },
+ forced:true,
+ content:function () {
+ "step 0"
+ player.storage.huashouSource.addMark("zioy_longyue");
+ if (player.storage.huashouSource.countMark("zioy_longyue") % 4 == 0) player.storage.huashouSource.gainMaxHp();
+ var cards = player.getExpansions("zioy_huashou2");
+ if (cards.length) player.storage.huashouSource.gain(cards, "draw");
+ player.removeSkill("zioy_huashou2");
+ "step 1"
+ var num = player.maxHp - player.hp;
+ player.damage(num, player.storage.huashouSource);
+ if(parseInt(num / 2) > player.maxHp - player.hp){
+ player.changeHujia(1 - player.hujia)
+ }
+ player.storage.huashouSource.recover(parseInt(num / 2));
+ },
+ "_priority":0,
+ },
+ "zioy_longyue":{
+ trigger:{
+ player:"phaseUseBefore",
+ },
+ group:["zioy_longyue2","zioy_longyue3"],
+ mod:{
+ maxHandcardBase:function (player, num) {
+ var n = player.countMark("zioy_longyue");
+ if (n % 2 == 1) n--;
+
+ return num + n / 2;
+ },
+ attackFrom:function (from, to, distance) {
+ if (from.countMark("zioy_longyue") > 0 && from.getEquip("zioy_yueguang")) return distance - 1;
+ },
+ },
+ mark:true,
+ intro:{
+ content:function (storage, player) {
+ var info = lib.skill.zioy_longyue.getInfo(player);
+ return (
+ '已获得提升:
月光的攻击范围:' +
+ info[0] +
+ "
手牌上限:" +
+ info[1] +
+ "
摸牌阶段摸牌数:" +
+ info[2] +
+ "
体力上限:" +
+ info[3] +
+ "
"
+ );
+ },
+ },
+ getInfo:function (player) {
+ if (!player.countMark("zioy_longyue")) return [0, 0, 0, 0];
+ var info = [0, 0, 0, 0];
+ if (player.countMark("zioy_longyue") > 0) info[0] = 1;
+ var n = player.countMark("zioy_longyue");
+ info[1] = parseInt(n / 2);
+ info[2] = parseInt(n / 3);
+ info[3] = parseInt(n / 4);
+ return info;
+ },
+ filter:function (event, player) {
+ if (player.getEquip("zioy_yueguang")) return false;
+ /*for(var card of event.cards2){
+ if(card == player.storage.yueguang) return true;
+}
+return false;*/
+ return true;
+ },
+ init:function (player) {
+ //player.addMark('zioy_longyue');
+ //player.removeMark('zioy_longyue');
+ //player.draw();
+ //player.storage.yueguang = game.createCard('zioy_yueguang','spade',14);
+ //player.equip(player.storage.yueguang);
+ },
+ forced:true,
+ content:function () {
+ //trigger.cancel();
+ player.chooseUseTarget(player.storage.yueguang, true, "nopopup");
+ //player.equip(player.storage.yueguang);
+ },
+ "_priority":0,
+ },
+ "zioy_longyue2":{
+ trigger:{
+ global:"phaseBefore",
+ player:"enterGame",
+ },
+ direct:true,
+ unique:true,
+ filter:function (event, player) {
+ return event.name != "phase" || game.phaseNumber == 0;
+ },
+ forceunique:true,
+ content:function () {
+ player.addMark("zioy_longyue");
+ player.removeMark("zioy_longyue");
+ player.draw();
+ player.storage.yueguang = game.createCard("zioy_yueguang", "spade", 14);
+ //player.equip(player.storage.yueguang);
+ },
+ "_priority":0,
+ },
+ "zioy_jike":{
+ trigger:{
+ player:"damageAfter",
+ },
+ direct:true,
+ filter:function (event, player) {
+ return event.source && event.num > 0 && event.source != player;
+ },
+ content:function () {
+ "step 0"
+ trigger.source.damage(trigger.num);
+ },
+ ai:{
+ "maixie_defend":true,
+ effect:{
+ target:function (card, player, target) {
+ if (player.hasSkillTag("jueqing", false, target)) return [1, -1.5];
+ if (!target.hasFriend()) return;
+ if (get.tag(card, "damage")) return [1, 0, 0, -0.7];
+ },
+ },
+ },
+ "_priority":0,
+ },
+ "zioy_longyue3":{
+ trigger:{
+ player:"phaseDrawBegin2",
+ },
+ forced:true,
+ preHidden:true,
+ filter:function (event, player) {
+ return !event.numFixed;
+ },
+ content:function () {
+ var n = player.countMark("zioy_longyue");
+ while (n % 3 != 0) n--;
+ n /= 3;
+ trigger.num = trigger.num + n;
+ },
+ "_priority":0,
+ },
+ "zioy_happyNewYear":{
+ forced:true,
+ locked:true,
+ trigger:{
+ player:"loseEnd",
+ },
+ group:["zioy_qunyou2"],
+ mark:true,
+ marktext:"春",
+ intro:{
+ name:"春",
+ content:"mark",
+ onunmark:true,
+ },
+ filter:function (event, player) {
+ return true;
+ },
+ content:function () {
+ player.addMark("zioy_happyNewYear");
+ var n = player.countMark("zioy_happyNewYear");
+ if (n % 2 == 0) player.draw();
+ //else if(player.countCards('h') > 0)player.chooseToDiscard();
+ },
+ ai:{
+ threaten:2.023,
+ },
+ "_priority":0,
+ },
+ "zioy_qunyou2":{
+ audio:"ext:无源之流:2",
+ shaRelated:true,
+ trigger:{
+ player:"useCard",
+ },
+ direct:true,
+ filter:function (event, player) {
+ if (game.roundNumber > player.storage.qunyou_lastround) {
+ player.storage.qunyou_num = 4;
+ if (player.countMark("zioy_qunyou2") > 4) player.removeMark("zioy_qunyou2", player.countMark("zioy_qunyou2") - 4);
+ player.storage.qunyou_lastround = game.roundNumber;
+ }
+ return event.card.name == "sha" && player.countMark("zioy_happyNewYear") >= player.storage.qunyou_num && event.player.isPhaseUsing();
+ },
+ mark:true,
+ marktext:"逡游",
+ intro:{
+ name:"逡游",
+ content:"X值目前为#",
+ onunmark:true,
+ },
+ init:function (player) {
+ player.addMark("zioy_qunyou2", 4);
+ player.storage.qunyou_lastround = -1;
+ player.storage.qunyou_num = 4;
+ },
+ content:function () {
+ trigger.addCount = false;
+ trigger.player.getStat().card.sha--;
+ player.removeMark("zioy_happyNewYear", player.storage.qunyou_num);
+ var n = player.countMark("zioy_happyNewYear");
+ if (n % 2 == 0) player.draw();
+ //else player.chooseToDiscard();
+ player.storage.qunyou_num += 2;
+ player.addMark("zioy_qunyou2", 2);
+ },
+ ai:{
+ expose:0.2,
+ },
+ "_priority":0,
+ },
+ "zioy_qianlong":{
+ trigger:{
+ player:["useCardEnd","respond"],
+ },
+ filter:function (event, player) {
+ return player.countCards("hej") > 0 && player.hujia == 0 && event.card && (event.card.name == "shan" || event.card.name == "sha");
+ },
+ priority:-1,
+ forced:false,
+ content:function () {
+ player.chooseToDiscard("hej", true, "弃置一张牌").set("ai", function (card) {
+ return 7 - get.value(card);
+ });
+ player.draw();
+ player.changeHujia(1);
+ },
+ ai:{
+ threaten:2,
+ },
+ "_priority":-100,
+ },
+ "zioy_jianlong":{
+ enable:"phaseUse",
+ filter:function (event, player) {
+ return player.hujia > 0;
+ },
+ check:2023,
+ derivation:["zioy_feilong","zioy_kanglong"],
+ content:function () {
+ "step 0"
+ player.draw();
+ player.changeHujia(-1);
+ player.addSkill("zioy_jianlong4");
+ player.removeSkill("zioy_jianlong");
+ },
+ ai:{
+ result:{
+ player:1,
+ },
+ order:2.5,
+ },
+ "_priority":0,
+ },
+ "zioy_feilong":{
+ mod:{
+ playerEnabled:function (card, player, target) {
+ if (player.storage.aimOfFeilong.isAlive() && card.name == "sha" && player.storage.aimOfFeilong != target) return false;
+ },
+ targetInRange:function (card, player, target) {
+ if (card.name == "sha") return true;
+ },
+ },
+ trigger:{
+ player:"useCard",
+ },
+ forced:true,
+ filter:function (event, player, trigger) {
+ return event.card && event.card.name == "sha";
+ },
+ content:function () {
+ player.draw();
+ trigger.directHit.addArray(game.players);
+ player.removeSkill(event.name);
+ player.addSkill("zioy_kanglong");
+ player.addSkill("zioy_jianlong");
+ },
+ "_priority":0,
+ },
+ "zioy_kanglong":{
+ unique:true,
+ enable:"phaseUse",
+ limited:true,
+ filterTarget:function (card, player, target) {
+ return target != player;
+ },
+ content:function () {
+ "step 0"
+ player.draw();
+ target.addTempSkill("zioy_kanglong2");
+ var n = player.hp - target.hp;
+ if (n < 0) n = -n;
+ if (n == 0) n = 1;
+ target.damage(n);
+ },
+ ai:{
+ order:1,
+ fireAttack:true,
+ result:{
+ target:function (player, target) {
+ if (target.hasSkillTag("nofire")) return 0;
+ if (lib.config.mode == "versus") return -1;
+ if (player.hasUnknown()) return 0;
+ return get.damageEffect(target, player);
+ },
+ },
+ },
+ mark:true,
+ intro:{
+ content:"limited",
+ },
+ init:function (player, skill) {
+ player.storage[skill] = false;
+ },
+ skillAnimation:true,
+ "_priority":0,
+ },
+ "zioy_jianlong2":{
+ trigger:{
+ source:"damageSource",
+ },
+ filter:function (event, player) {
+ return event.card && event.card.name == "sha";
+ },
+ priority:2023,
+ forced:true,
+ locked:false,
+ content:function () {
+ player.draw();
+ player.addSkill("zioy_feilong");
+ player.storage.aimOfFeilong = trigger.player;
+ },
+ "_priority":202300,
+ },
+ "zioy_jianlong4":{
+ mod:{
+ targetInRange:function (card, player, target, now) {
+ if (card.name == "sha") return true;
+ },
+ },
+ group:["zioy_jianlong2","wushuang1"],
+ trigger:{
+ player:"useCardEnd",
+ },
+ forced:true,
+ filter:function (event, player, trigger) {
+ return event.card && event.card.name == "sha";
+ },
+ content:function () {
+ //trigger.directHit.addArray(game.players);
+ player.removeSkill(event.name);
+ player.removeSkill("zioy_jianlong2");
+ if (!player.hasSkill("zioy_feilong")) player.addSkill("zioy_jianlong");
+ },
+ ai:{
+ threaten:3,
+ },
+ "_priority":0,
+ },
+ "zioy_kanglong2":{
+ trigger:{
+ player:"damageEnd",
+ },
+ forced:true,
+ popup:false,
+ charlotte:true,
+ filter:function (event, player) {
+ return true;
+ },
+ content:function () {
+ if(trigger.source != null)trigger.source.awakenSkill("zioy_kanglong");
+ player.removeSkill("zioy_kanglong2");
+ },
+ "_priority":0,
+ },
+ "zioy_yixiang":{
+ group:["zioy_yixiang2"],
+ trigger:{
+ source:"damageBegin1",
+ },
+ forced:true,
+ content:function () {
+ trigger.nature = "fire";
+ },
+ "_priority":0,
+ },
+ "zioy_yixiang2":{
+ trigger:{
+ player:"damageBegin3",
+ },
+ filter:function (event, player) {
+ if (event.nature != "fire") return false;
+
+ return true;
+ },
+ forced:true,
+ content:function () {
+ trigger.num--;
+ },
+ "_priority":0,
+ },
+ "zioy_yuyan":{
+ group:["feiying","mashu"],
+ init:function (player) {
+ player.disableEquip("equip3");
+ player.disableEquip("equip4");
+ },
+ "_priority":0,
+ },
+ "zioy_chuixing":{
+ init:function (player) {
+ player.storage.yynum = [1];
+ },
+ trigger:{
+ player:"useCardEnd",
+ },
+ filter:function (event, player) {
+ if (event.getParent().name == "zioy_chuixing") return false;
+ if (event.card.name != "sha" && event.card.name != "huosha" && event.card.name != "leisha") return false;
+ return true;
+ },
+ mark:true,
+ marktext:"吹星",
+ intro:{
+ name:"吹星",
+ content:"你已累计使用#张【杀】",
+ onunmark:true,
+ },
+ priority:1,
+ forced:true,
+ content:function () {
+ "step 0"
+ player.addMark("zioy_chuixing", 1);
+ var i = 0;
+ player.storage.yynum[0]++;
+ //while(i < player.storage.yynum.length){
+ if (player.storage.yynum[i] % (2 + i) == 0) {
+ player.chooseUseTarget({ name: "sha", nature: "fire" }, false, false, "nodistance");
+ if (i + 1 == player.storage.yynum.length) {
+ player.storage.yynum.push(0);
+ }
+ player.storage.yynum[i + 1]++;
+ //player.say('i = ' + i + '::' + player.storage.yynum[i]);
+ }
+ i++;
+ //}
+ },
+ ai:{
+ threaten:2,
+ },
+ "_priority":100,
+ },
+ "zioy_zhijin":{
+ forced:true,
+ priority:15,
+ trigger:{
+ player:"gainAfter",
+ },
+ filter:function (event, player) {
+ return player.storage.lockflag == false;
+ },
+ init:function (player) {
+ player.storage.lockflag = false;
+ },
+ content:function () {
+ "step 0"
+ player.storage.lockflag = true;
+ "step 1"
+ var num = trigger.cards.length;
+ var sum = 0;
+ var res = [];
+ var n = 0;
+ var bools = [false];
+ for (var i = num; i-- > 0; ) bools.push(true);
+ //player.damage();
+ while (bools.randomGet()) {
+ sum++;
+ //player.gain(ui.cardPile[0],'gain2').type = 'zioy_zhijin';
+ bools.push(false);
+ n++;
+ //res.push(ui.cardPile.splice(Math.floor(Math.random()*ui.cardPile.length), 1)[0]);
+ }
+ player.draw(sum);
+ //player.gain(res).type = 'zioy_zhijin';
+ "step 2"
+ player.storage.lockflag = false;
+ },
+ "_priority":1500,
+ },
+ "zioy_xuanzhuan":{
+ enable:"phaseUse",
+ filter:function (event, player) {
+ return true;
+ },
+ check:2023,
+ usable:1,
+ content:function () {
+ "step 0"
+ event.current = player;
+ event.cp = [];
+ event.ps = [];
+ "step 1"
+ if (!event.current.countCards("h")) event.goto(3);
+ else
+ event.current.chooseCard("将一张牌置于" + get.translation(player) + "的武将牌上", "h", true).set("ai", function (card) {
+ var evt = _status.event.getParent();
+ if (get.attitude(_status.event.player, evt.player) > 2) {
+ if (card.name == "jiu") return 120;
+ if (card.name == "tao") return 110;
+ }
+ return 100 - get.value(card);
+ });
+ "step 2"
+ if (result.bool && result.cards && result.cards.length) {
+ player.addToExpansion(result.cards, "giveAuto", player).gaintag.add("zioy_xuanzhuan");
+ event.ps.push(event.current);
+ if ([true, false, false].randomGet()) event.ps.push(player);
+ event.cp.push(result.cards);
+ }
+ "step 3"
+ event.current = event.current.next;
+ if (event.current != player) event.goto(1);
+ "step 4"
+ //player.damage();
+ var cards = player.getExpansions("zioy_xuanzhuan");
+ for (var i = cards.length; i-- > 0; ) {
+ var p = event.ps.randomGet();
+ p.gain(cards[i], "draw");
+ }
+ },
+ ai:{
+ result:{
+ player:1,
+ },
+ order:2.5,
+ },
+ "_priority":0,
+ },
+ "zioy_leiye1":{
+ trigger:{
+ source:"damageEnd",
+ },
+ group:["zioy_leiye2"],
+ forced:function () {
+ return true;
+ },
+ charlotte:true,
+ filter:function () {
+ return true;
+ },
+ marktext:"墨",
+ intro:{
+ name:"墨",
+ content:"mark",
+ onunmark:true,
+ },
+ content:function () {
+ player.addMark(event.name);
+ },
+ "_priority":0,
+ },
+ "zioy_leiye2":{
+ marktext:"霜",
+ intro:{
+ name:"霜",
+ content:"mark",
+ onunmark:true,
+ },
+ trigger:{
+ player:["damageEnd","recoverAfter"],
+ },
+ forced:true,
+ charlotte:true,
+ filter:function () {
+ return true;
+ },
+ content:function () {
+ player.addMark("zioy_leiye2");
+ },
+ "_priority":0,
+ },
+ "zioy_mosha":{
+ enable:"phaseUse",
+ skillAnimation:true,
+ animationColor:"thunder",
+ juexingji:true,
+ unique:true,
+ filter:function (event, player) {
+ //return true;
+ return player.countMark("zioy_leiye1") > 2;
+ },
+ filterTarget:function (card, player, target) {
+ return target != player;
+ },
+ forced:true,
+ content:function () {
+ "step 0"
+ player.awakenSkill("zioy_mosha");
+ player.awakenSkill("zioy_shuangsha");
+ player.awakenSkill("zioy_leiye1");
+ player.awakenSkill("zioy_leiye2");
+ player.removeMark("zioy_leiye1", player.countMark("zioy_leiye1"));
+ player.removeMark("zioy_leiye2", player.countMark("zioy_leiye2"));
+ target.damage(3);
+ player.loseMaxHp();
+ player.node.name.innerHTML /*= player.name = player.name1 = player.name2*/ = "墨玄飱阳";
+ player.changeGroup("shen");
+ player.update();
+ "step 1"
+ player.storage.ly = 2;
+ },
+ ai:{
+ order:9,
+ result:{
+ target:function (player, target) {
+ return target.hp - target.maxHp - 1;
+ return get.damageEffect(target, player);
+ },
+ player:1,
+ },
+ threaten:2,
+ },
+ "_priority":0,
+ },
+ "zioy_shuangsha":{
+ enable:"phaseUse",
+ skillAnimation:true,
+ animationColor:"thunder",
+ juexingji:true,
+ unique:true,
+ filter:function (event, player) {
+ return player.countMark("zioy_leiye2") > 2;
+ },
+ filterTarget:function (card, player, target) {
+ return target != player;
+ },
+ forced:true,
+ content:function () {
+ "step 0"
+ player.awakenSkill("zioy_mosha");
+ player.awakenSkill("zioy_shuangsha");
+ player.awakenSkill("zioy_leiye1");
+ player.awakenSkill("zioy_leiye2");
+ player.removeMark("zioy_leiye1", player.countMark("zioy_leiye1"));
+ player.removeMark("zioy_leiye2", player.countMark("zioy_leiye2"));
+ player.awakenSkill("zioy_leiye2");
+ player.removeMark("zioy_leiye1", player.countMark("zioy_leiye1"));
+ player.removeMark("zioy_leiye2", player.countMark("zioy_leiye2"));
+ target.damage(1);
+ player.recover(1);
+ player.gainMaxHp(1);
+ player.node.name.innerHTML /*= player.name = player.name1 = player.name2*/ = "霜华染月";
+ player.changeGroup("shen");
+ player.update();
+ "step 1"
+ player.storage.ly = 3;
+ },
+ ai:{
+ order:9,
+ result:{
+ target:function (player, target) {
+ return target.hp - target.maxHp - 1;
+ return get.damageEffect(target, player);
+ },
+ player:1,
+ },
+ threaten:2,
+ },
+ "_priority":0,
+ },
+ "zioy_lieying":{
+ trigger:{
+ source:"damageBegin",
+ },
+ group:["zioy_lieying1"],
+ forced:true,
+ filter:function (event, player, trigger) {
+ return true;
+ },
+ mod:{
+ selectTarget:function (card, player, range) {
+ if (card.name == "sha" && range[1] != -1 && player.storage.ly == 3) range[1] += 1;
+ },
+ },
+ init:function (player) {
+ player.storage.ly = 1;
+ },
+ content:function () {
+ player.draw();
+ if (player.storage.ly == 2) trigger.num++;
+ if (player.storage.ly == 3) {
+ var n = player.maxHp - player.hp;
+ if (n % 2 == 1) n--;
+ //n /= 2;
+ player.recover(n / 2);
+ }
+ },
+ "_priority":0,
+ },
+ "zioy_lieying1":{
+ trigger:{
+ player:"useCard",
+ },
+ forced:true,
+ filter:function (event, player, trigger) {
+ return player.storage.ly == 2 && event.card && event.card.name == "sha";
+ },
+ content:function () {
+ //trigger.target.addTempSkill('qinggang2');
+ //trigger.target.storage.qinggang2.add(trigger.card);
+ //trigger.target.markSkill('qinggang2');
+ trigger.directHit.addArray(game.players);
+ },
+ "_priority":0,
+ },
+ "zioy_wrjzc":{
+ trigger:{
+ player:"phaseBegin",
+ },
+ filter:function (event, player) {
+ return game.hasPlayer(function (current) {
+ return current != player && current.countCards("h");
+ });
+ },
+ direct:true,
+ locked:true,
+ content:function () {
+ var target = game
+ .filterPlayer(function (target) {
+ return player != target && target.countCards("h");
+ })
+ .randomGet();
+ var cards = target.getCards("h");
+ player.logSkill(event.name, target);
+ var content = [get.translation(target) + "的手牌", cards];
+ game.log(player, "观看了", target, "的手牌");
+ player.chooseControl("ok").set("dialog", content);
+ },
+ "_priority":0,
+ },
+ "zioy_zsyhj":{
+ trigger:{
+ player:"damageBegin3",
+ },
+ group:["zioy_zsyhjn"],
+ locked:true,
+ forced:true,
+ filter:function (event, player) {
+ return event.num > 0;
+ },
+ mod:{
+ maxHandcardBase:function (player, num) {
+ return player.hujia;
+ },
+ },
+ init:function (player) {
+ player.storage.zsyhj1 = player.storage.zsyhj2 = false;
+ },
+ content:function () {
+ if (event.nature) {
+ if (player.storage.zsyhj1) {
+ trigger.cancel();
+ player.storage.zsyhj1 = false;
+ } else if (!player.storage.zsyhj2) player.storage.zsyhj1 = true;
+ } else {
+ if (player.storage.zsyhj2) {
+ trigger.cancel();
+ player.storage.zsyhj2 = false;
+ } else if (!player.storage.zsyhj1) player.storage.zsyhj2 = true;
+ }
+ },
+ mark:true,
+ marktext:"护甲",
+ intro:{
+ mark:function (dialog, storage, player) {
+ if (player.storage.zsyhj1) {
+ return "防止受到属性伤害";
+ }
+
+ if (player.storage.zsyhj2) {
+ return "防止受到无属性伤害";
+ }
+ return "未拥有护盾";
+ },
+ markcount:"expansion",
+ },
+ "_priority":0,
+ },
+ "zioy_weixiang":{
+ trigger:{
+ global:"phaseBefore",
+ player:"enterGame",
+ },
+ forced:true,
+ filter:function (event) {
+ return game.players.length > 1 && (event.name != "phase" || game.phaseNumber == 0);
+ },
+ content:function () {
+ "step 0"
+ player
+ .chooseTarget("请选择【伪像】的目标", lib.translate.zioyweixiang__info, true, function (card, player, target) {
+ return target != player && (!player.storage.xianfu2 || !player.storage.xianfu2.contains(target));
+ })
+ .set("ai", function (target) {
+ var att = get.attitude(_status.event.player, target);
+ if (att > 0) return att + 1;
+ if (att == 0) return Math.random();
+ return att;
+ }).animate = false;
+ "step 1"
+ if (result.bool) {
+ var target = result.targets[0];
+ player.reinit(player.name, target.name);
+ player.hp = target.hp;
+ player.maxHp = target.maxHp;
+ player.hujia = target.hujia;
+ player.update();
+ }
+ },
+ "_priority":0,
+ },
+ "zioy_zsyhjn":{
+ trigger:{
+ global:"phaseBefore",
+ },
+ forced:true,
+ filter:function (event, player) {
+ return player.maxHp > 1;
+ },
+ content:function () {
+ var n = player.maxHp - 1;
+ player.maxHp = 1;
+ player.hujia += n;
+ player.update();
+ },
+ "_priority":0,
+ },
+ "zioy_fansheng":{
+ trigger:{
+ player:"die",
+ },
+ filter:function (event, player) {
+ return event.source && event.source.isIn();
+ },
+ forced:true,
+ forceDie:true,
+ logTarget:"source",
+ skillAnimation:true,
+ animationColor:"gray",
+ content:function () {
+ var a = trigger.source;
+ a.addSkill("zioy_nianzhong");
+ a.storage.orimaxHp = a.maxHp;
+ a.loseMaxHp(a.maxHp - 1);
+ a.storage.zioy_nianzhong = player;
+ a.disableEquip("equip3");
+ //a.disableEquip('equip4');
+ //a.disableEquip('equip1');
+ a.disableEquip("equip2");
+ a.disableEquip("equip5");
+ },
+ ai:{
+ threaten:function (player, target) {
+ if (target.hp == 1) return 0.2;
+ return 1.5;
+ },
+ effect:{
+ target:function (card, player, target, current) {
+ if (!target.hasFriend()) return;
+ if (target.hp <= 1 && get.tag(card, "damage")) return [1, 0, 0, -2];
+ },
+ },
+ },
+ "_priority":0,
+ },
+ "zioy_nianzhong":{
+ trigger:{
+ player:"die",
+ },
+ filter:function (event, player) {
+ return true;
+ },
+ forced:true,
+ forceDie:true,
+ skillAnimation:true,
+ animationColor:"gray",
+ content:function () {
+ player.storage.zioy_nianzhong.revive();
+ player.storage.zioy_nianzhong.gainMaxHp(player.storage.orimaxHp);
+ player.storage.zioy_nianzhong.draw(player.storage.orimaxHp);
+ player.storage.zioy_nianzhong.recover(player.storage.orimaxHp);
+ game.swapSeat(player, player.storage.zioy_nianzhong);
+ var target = player;
+ var list = [];
+ if (lib.character[target.name]) list.addArray(lib.character[target.name][3]);
+ if (lib.character[target.name1]) list.addArray(lib.character[target.name1][3]);
+ if (lib.character[target.name2]) list.addArray(lib.character[target.name2][3]);
+ player.storage.zioy_nianzhong.addSkill(list);
+ player.storage.zioy_nianzhong.insertPhase();
+ var a = player.storage.zioy_nianzhong;
+ var n = a.storage.nianxi_num;
+ a.addSkill("zioy_nianxi");
+ a.storage.nianxi_num = n;
+ a.addMark("zioy_nianxi", 1);
+ a.removeMark("zioy_nianxi", Infinity);
+ },
+ ai:{
+ effect:{
+ target:function (card, player, target, current) {
+ if (get.tag(card, "damage")) return 200000;
+ },
+ },
+ },
+ "_priority":0,
+ },
+ "zioy_jifou":{
+ trigger:{
+ global:"roundStart",
+ },
+ filter:function (event, player) {
+ return true;
+ },
+ forced:true,
+ content:function () {
+ "step 0"
+ player
+ .chooseTarget(get.prompt2(event.name), function (card, player, target) {
+ return player != target;
+ })
+ .set("ai", function (target) {
+ var num = get.attitude(_status.event.player, target);
+ if (num > 0) {
+ if (target.hp == 1) {
+ num += 2;
+ }
+ if (target.hp < target.maxHp) {
+ num += 2;
+ }
+ }
+ return num;
+ })
+ .set("sourcex", trigger.source);
+ "step 1"
+ if (result.bool) {
+ var n = 3;
+ target = result.targets[0];
+ target.gainMaxHp(n);
+ target.recover(n + target.maxHp - target.hp);
+ target.draw(n);
+ target.addSkill("zioy_jifou2");
+ if (player.identity == "zhu") {
+ player.identity = target.identity;
+ target.identity = "zhu";
+ player.update();
+ target.showIdentity();
+ player.showIdentity();
+ target.update();
+ game.zhu = target;
+ }
+ player.loseHp(Infinity);
+ player.die();
+ }
+ },
+ ai:{
+ order:8,
+ result:{
+ target:function (player, target) {
+ if (ui.selected.targets.length == 0) {
+ return -3;
+ } else {
+ return get.effect(target, { name: "juedou" }, ui.selected.targets[0], target);
+ }
+ },
+ },
+ expose:0.4,
+ threaten:3,
+ },
+ mark:true,
+ intro:{
+ content:"limited",
+ },
+ init:function (player, skill) {
+ player.storage[skill] = false;
+ },
+ "_priority":0,
+ },
+ "zioy_jifou2":{
+ trigger:{
+ player:"phaseDrawBegin2",
+ },
+ priority:-1,
+ forced:true,
+ filter:function (event, player) {
+ return !event.numFixed;
+ },
+ content:function () {
+ trigger.num = trigger.num + 3;
+ },
+ ai:{
+ threaten:1.5,
+ },
+ mod:{
+ maxHandcardBase:function (player, num) {
+ return num + 3;
+ },
+ },
+ "_priority":-100,
+ },
+ "zioy_liubo":{
+ trigger:{
+ global:["loseAfter"],
+ },
+ group:["zioy_liubo2"],
+ filter:function (event, player) {
+ //return true;
+ //if(player.storage.liuboflag == false) return false;
+ for (var i = 0; i < event.cards2.length; i++) {
+ if (get.position(event.cards2[0], true) == "d") {
+ return true;
+ }
+ }
+ return false;
+ },
+ init:function (player) {
+ player.storage.liuboflag = false;
+ player.storage.liubocard = null;
+ player.storage.liubosum = 0;
+ },
+ direct:true,
+ content:function () {
+ for (var i = 0; i < trigger.cards2.length; i++) {
+ player.storage.liubocard = trigger.cards2[i];
+ player.storage.liuboflag = true;
+ }
+ },
+ mark:true,
+ intro:{
+ mark:function (dialog, storage, player) {
+ if (player.storage.liuboflag == false) return "未记录";
+ if (player.isUnderControl(true)) dialog.addAuto(player.storage.liubocard);
+ else return "已记录";
+ },
+ markcount:"expansion",
+ },
+ "_priority":0,
+ },
+ "zioy_liubo2":{
+ trigger:{
+ player:"useCard2",
+ },
+ direct:true,
+ filter:function (event, player) {
+ if (player.storage.liubocard == null) return false;
+ var type = get.type(event.card);
+ return type == "basic" || type == "trick";
+ },
+ content:function () {
+ "step 0"
+ var goon = false;
+ var info = get.info(trigger.card);
+ if (trigger.targets && !info.multitarget) {
+ var players = game.filterPlayer();
+ for (var i = 0; i < players.length; i++) {
+ if (lib.filter.targetEnabled2(trigger.card, player, players[i]) && !trigger.targets.contains(players[i])) {
+ goon = true;
+ break;
+ }
+ }
+ }
+ if (goon) {
+ player
+ .chooseTarget(event.name + ":是否额外指定一名" + get.translation(trigger.card) + "的目标?", function (card, player, target) {
+ var trigger = _status.event;
+ if (trigger.targets.contains(target)) return false;
+ return lib.filter.targetEnabled2(trigger.card, _status.event.player, target);
+ })
+ .set("ai", function (target) {
+ var trigger = _status.event.getTrigger();
+ var player = _status.event.player;
+ return get.effect(target, trigger.card, player, player);
+ })
+ .set("targets", trigger.targets)
+ .set("card", trigger.card);
+ } else {
+ if (!info.multitarget && trigger.targets && trigger.targets.length > 1) {
+ event.finish();
+ }
+ }
+ "step 1"
+ if (result.bool) {
+ if (!event.isMine()) game.delayx();
+ event.target = result.targets[0];
+ } else {
+ event.finish();
+ }
+ "step 2"
+ if (event.target) {
+ player.gain(player.storage.liubocard);
+ player.storage.liubocard = null;
+ player.storage.liuboflag = false;
+ player.storage.liubosum++;
+ player.logSkill("zioy_liubo2", event.target);
+ trigger.targets.add(event.target);
+ }
+ event.finish();
+ },
+ "_priority":0,
+ },
+ "zioy_shuiyue":{
+ trigger:{
+ player:"phaseJieshuBegin",
+ },
+ frequent:false,
+ filter:function (event, player) {
+ return player.storage.liubosum > 0;
+ },
+ content:function () {
+ if (player.storage.liubosum > 0) player.draw(player.storage.liubosum);
+ var n = 0;
+ while (n * 1.5 <= player.storage.liubosum) n++;
+ player.storage.liubosum = n - 1;
+ },
+ check:function (event, player) {
+ return player.storage.liubosum > 3;
+ },
+ mark:true,
+ intro:{
+ mark:function (dialog, storage, player) {
+ return "已记录" + player.storage.liubosum + "次〖流波〗";
+ },
+ markcount:"expansion",
+ },
+ "_priority":0,
+ },
+ "zioy_moying":{
+ enable:"phaseUse",
+ usable:1,
+ check:function () {
+ return true;
+ },
+ discard:false,
+ line:true,
+ position:"h",
+ init:function (player) {
+ player.storage.shadowl = [];
+ },
+ filter:function (event, player) {
+ return player.countCards("h", { color: "black" }) > 0;
+ },
+ filterCard:function (card) {
+ return get.color(card) == "black";
+ },
+ filterTarget:function (card, player, target) {
+ if (target == player) return false;
+ return !target.hasSkill("zioy_moying2");
+ //return !player.storage.shadowl.contains(target);
+ },
+ content:function () {
+ if (player.storage.shadowl.length > 1) {
+ var p = player.storage.shadowl[0];
+ p.removeSkill("zioy_moying2");
+ player.storage.shadowl.shift();
+ }
+ player.storage.shadowl.push(target);
+ target.addToExpansion(cards, "giveAuto", target).gaintag.add("zioy_moying");
+ target.addSkill("zioy_moying2");
+ target.storage.shadow_source = player;
+ target.storage.shadow_card = cards;
+ //target.loseHp();
+ },
+ ai:{
+ order:9,
+ result:{
+ target:function (player, target) {
+ return target.hp - target.maxHp - 1;
+ return get.damageEffect(target, player);
+ },
+ player:1,
+ },
+ threaten:2,
+ },
+ "_priority":0,
+ },
+ "zioy_yingdun":{
+ audio:"ext:无源之流:2",
+ audioname:["re_daqiao","daxiaoqiao"],
+ trigger:{
+ target:"useCardToTarget",
+ },
+ direct:true,
+ preHidden:true,
+ filter:function (event, player) {
+ //if(event.card.name!='sha') return false;
+ if (player.storage.shadowl.length == 0) return false;
+ return game.hasPlayer(function (current) {
+ //var evt=_status.event.getTrigger();
+ return (
+ current != event.player && //current!=trigger.source&&
+ player.storage.shadowl.contains(current) &&
+ current.storage.shadow_flag &&
+ !event.targets.contains(current)
+ );
+ });
+ },
+ content:function () {
+ "step 0"
+ player
+ .chooseTarget("请选择【影遁】的目标", lib.translate.zioy_yingdun_info, false, function (card, player, target) {
+ var evt = _status.event.getTrigger();
+ //return !evt.targets.contains(target)
+ return (
+ target != event.player &&
+ !evt.targets.contains(target) &&
+ target != trigger.source && //trigger.targets.contains(target)&&
+ player.storage.shadowl.contains(target) &&
+ target.storage.shadow_flag
+ ); /*&&lib.filter.targetEnabled(event.card,event.player,target);*/
+ })
+ .set("ai", function (target) {
+ return [1, -1].randomGet();
+ });
+ "step 1"
+ if (result.bool) {
+ var target = result.targets[0];
+ target.storage.shadow_flag = false;
+ game.swapSeat(player, target);
+ player.logSkill(event.name, target);
+ //player.discard(result.cards);
+ var evt = trigger.getParent();
+ evt.triggeredTargets2.remove(player);
+ evt.targets.remove(player);
+ evt.targets.push(target);
+ }
+ },
+ "_priority":0,
+ },
+ "zioy_moying2":{
+ mark:true,
+ intro:{
+ mark:function (dialog, storage, player) {
+ dialog.addAuto(player.storage.shadow_card);
+ //else return '已记录';
+ },
+ markcount:"expansion",
+ },
+ group:["zioy_moying3"],
+ init:function (player) {
+ player.storage.shadow_flag = true;
+ //player.addMark('zioy_moying2');
+ },
+ onremove:function (player) {
+ player.storage.shadow_source.gain(player.storage.shadow_card);
+ //player.removeMark('zioy_moying2');
+ },
+ trigger:{
+ global:"useCard",
+ },
+ filter:function (event, player) {
+ /*var flag = false;
+for(var card of event.cards){
+
+if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
+
+}*/
+ return (
+ event.targets &&
+ event.targets.length == 1 &&
+ //flag&&
+ event.targets[0] != player &&
+ event.targets[0] != player.storage.shadow_source &&
+ event.targets[0].isAlive() &&
+ event.player == player.storage.shadow_source &&
+ //get.type(event.cards[0].name) == 'basic'&&
+ //get.type(event.cards[0].name) == 'trick'&&
+ //lib.filter.targetInRange(card,this,target)&&
+ //player.canUse(event.cards,event.targets[0])&&
+ true
+ );
+ },
+ direct:true,
+ content:function () {
+ player.useCard(trigger.cards, trigger.targets[0]);
+ //game.delay(0.5);
+ },
+ "_priority":0,
+ },
+ "zioy_jianying":{
+ trigger:{
+ player:"showCharacterAfter",
+ },
+ forced:true,
+ hiddenSkill:true,
+ filter:function (event, player) {
+ return true;
+ },
+ content:function () {
+ "step 0"
+ player
+ .chooseTarget("请选择【末影】的目标", lib.translate.zioy_jianying_info, false, function (card, player, target) {
+ if (target == player) return false;
+ return !target.hasSkill("zioy_moying2");
+ })
+ .set("ai", function (target) {
+ return 1;
+ });
+ "step 1"
+ if (result.bool) {
+ var target = result.targets[0];
+ if (player.storage.shadowl.length > 1) {
+ var p = player.storage.shadowl[0];
+ p.removeSkill("zioy_moying2");
+ player.storage.shadowl.shift();
+ }
+ var cards = game.createCard("sha", "spade", Infinity);
+ player.storage.shadowl.push(target);
+ target.addToExpansion(cards, "giveAuto", target).gaintag.add("zioy_moying");
+ target.addSkill("zioy_moying2");
+ target.storage.shadow_source = player;
+ target.storage.shadow_card = cards;
+ }
+ },
+ "_priority":0,
+ },
+ "zioy_moying3":{
+ trigger:{
+ player:"die",
+ },
+ filter:function (event, player) {
+ return true;
+ },
+ direct:true,
+ forceDie:true,
+ content:function () {
+ var p = player.storage.shadow_source;
+ if (p.storage.shadowl[0] == player) p.storage.shadowl.shift();
+ else p.storage.shadowl.pop();
+ },
+ "_priority":0,
+ },
+ "zioy_yuexiang":{
+ trigger:{
+ player:"phaseDrawBegin2",
+ },
+ group:["zioy_yuexiang2"],
+ direct:true,
+ filter:function (event, player) {
+ return !event.numFixed;
+ },
+ priority:3,
+ init:function (player) {
+ player.storage.yuexiang_num = [0, 1, 2, 3].randomGet();
+ player.storage.yuexiang_list = ["🌓", "🌕", "🌘", "🌑"];
+ player.storage.yuexiang_list2 = ["上弦", "满月", "下弦", "新月"];
+ },
+ content:function () {
+ var n = 0;
+ var index = 1;
+ if (player.storage.douzhuan_flag) index = 2;
+ if (player.storage.yuexiang_num == 1) n = 2 * index;
+ else if (player.storage.yuexiang_num == 3) n = 0 * index;
+ else n = index;
+ trigger.num += n;
+ },
+ ai:{
+ threaten:1.3,
+ },
+ mark:true,
+ intro:{
+ mark:function (dialog, storage, player) {
+ return player.storage.yuexiang_list2[player.storage.yuexiang_num];
+ },
+ markcount:"expansion",
+ },
+ "_priority":300,
+ },
+ "zioy_yuexiang2":{
+ trigger:{
+ global:"roundStart",
+ },
+ filter:function (event, player) {
+ return true;
+ },
+ direct:true,
+ content:function () {
+ player.storage.yuexiang_num++;
+ player.storage.yuexiang_num %= 4;
+ if (player.storage.yuexiang_num == 1) {
+ var p = null;
+ if (player.hasSkill("zioy_xingdou")) {
+ p = player;
+ }
+ if (player.next.hasSkill("zioy_xingdou")) {
+ p = player.next;
+ }
+ if (player.previous.hasSkill("zioy_xingdou")) {
+ p = player.previous;
+ }
+ if (p != null) {
+ player.gain(p.getExpansions("zioy_xingdou"));
+ player.storage.douzhuan_flag = true;
+ }
+ }
+ },
+ "_priority":0,
+ },
+ "zioy_douzhuan":{
+ trigger:{
+ global:"phaseBefore",
+ player:"enterGame",
+ },
+ direct:true,
+ unique:true,
+ group:["zioy_douzhuan2"],
+ filter:function (event, player) {
+ return event.name != "phase" || game.phaseNumber == 0;
+ },
+ init:function (player) {
+ player.storage.douzhuan_flag = false;
+ },
+ priority:1,
+ forceunique:true,
+ content:function () {
+ "step 0"
+ var targets = game.players;
+ var target = targets.randomGet();
+ var cards = get.cards(7);
+ target.addToExpansion(cards, "draw").gaintag.add("zioy_xingdou");
+ target.addSkill("zioy_xingdou");
+ target.storage.zioy_xingdou_lastround = game.phaseNumber;
+ "step 1"
+ if (player.storage.yuexiang_num == 1) {
+ var p = null;
+ if (player.hasSkill("zioy_xingdou")) {
+ p = player;
+ }
+ if (player.next.hasSkill("zioy_xingdou")) {
+ p = player.next;
+ }
+ if (player.previous.hasSkill("zioy_xingdou")) {
+ p = player.previous;
+ }
+ if (p != null) {
+ player.gain(p.getExpansions("zioy_xingdou"));
+ player.storage.douzhuan_flag = true;
+ }
+ }
+ },
+ mod:{
+ maxHandcardBase:function (player, num) {
+ var n = 0;
+ if (player.storage.douzhuan_flag) n = 7;
+ return num + n;
+ },
+ },
+ "_priority":100,
+ },
+ "zioy_xingdou":{
+ mark:true,
+ intro:{
+ mark:function (dialog, storage, player) {
+ var content = player.getExpansions("zioy_xingdou");
+ if (content && content.length) {
+ dialog.addAuto(content);
+ } else {
+ return "群星暗淡";
+ }
+ },
+ markcount:"expansion",
+ },
+ priority:2,
+ trigger:{
+ global:"roundStart",
+ },
+ filter:function (event, player) {
+ return player.storage.zioy_xingdou_lastround < game.phaseNumber;
+ },
+ onremove:function (player) {
+ //player.removeSkill("zioy_xingdou");
+ },
+ direct:true,
+ content:function () {
+ "step 0"
+ var target = player.next;
+ var cards = player.getExpansions("zioy_xingdou");
+ if (cards.length > 0) {
+ target.addToExpansion(cards, "draw").gaintag.add("zioy_xingdou");
+ target.addSkill("zioy_xingdou");
+ target.storage.zioy_xingdou_lastround = game.phaseNumber;
+ }
+ player.removeSkill("zioy_xingdou");
+ delete player.storage.zioy_xingdou_lastround;
+ },
+ "_priority":200,
+ },
+ "zioy_shengyue":{
+ "_priority":0,
+ },
+ "zioy_xiaoxiang":{
+ trigger:{
+ global:"roundStart",
+ },
+ limited:true,
+ unique:true,
+ filter:function (event, player) {
+ return player.storage.cmnum > 0;
+ },
+ selectTarget:-1,
+ content:function () {
+ var target = player.next;
+ player.awakenSkill(event.name);
+ while (target != player) {
+ player.storage.cmnum--;
+ target.removeSkill("zioy_chenmeng1");
+ target.removeMark("zioy_chenmeng");
+ target.turnOver();
+ //player.gainMaxHp();
+ player.recover();
+ player.update();
+ target = target.next;
+ }
+ },
+ check:function (event, player) {
+ return player.storage.cmnum > 3 || player.hp < 3;
+ },
+ mark:true,
+ intro:{
+ content:"limited",
+ },
+ skillAnimation:true,
+ init:function (player, skill) {
+ player.storage[skill] = false;
+ },
+ "_priority":0,
+ },
+ "zioy_douzhuan2":{
+ trigger:{
+ global:"die",
+ },
+ preHidden:true,
+ filter:function (event) {
+ return event.player.hasSkill("zioy_xingdou");
+ },
+ direct:true,
+ content:function () {
+ "step 0"
+ player.gain(trigger.player.getExpansions("zioy_xingdou"));
+ player.storage.douzhuan_flag = true;
+ },
+ "_priority":0,
+ },
+ "zioy_nianxi":{
+ audio:"ext:无源之流:2",
+ enable:"phaseUse",
+ usable:1,
+ filter:function (event, player) {
+ return player.countCards("he", { color: "red" }) > 0;
+ },
+ filterTarget:function (card, player, target) {
+ if (player == target) return false;
+ return player.inRange(target);
+ },
+ init:function (player) {
+ player.storage.nianxi_num = 0;
+ },
+ content:function () {
+ "step 0"
+ player.addSkill("zioy_nianxi2");
+ player.storage.nianxi_flag = false;
+ "step 1"
+ player.useCard({ name: "sha", isCard: false }, target, false);
+ "step 2"
+ player.removeSkill("zioy_nianxi2");
+ if (player.storage.nianxi_flag == false) {
+ player.storage.nianxi_num++;
+ player.damage((number = player.storage.nianxi_num), (player = target));
+ //player.addMark(event.name);
+ }
+ },
+ mark:true,
+ intro:{
+ mark:function (dialog, storage, player) {
+ return "已记录" + player.storage.nianxi_num + "次〖年袭〗";
+ },
+ },
+ filterCard:function (card) {
+ return get.color(card) != "red";
+ },
+ selectCard:function () {
+ return 1;
+ },
+ position:"he",
+ check:function (card) {
+ return 1000;
+ },
+ ai:{
+ damage:true,
+ order:8,
+ result:{
+ player:function (player, target) {
+ if (ui.selected.cards.length) return 0;
+ if (player.hp >= target.hp) return -0.9;
+ if (player.hp <= 2) return -10;
+ return -2;
+ },
+ target:function (player, target) {
+ if (!ui.selected.cards.length) {
+ if (player.hp < 2) return 0;
+ if (player.hp == 2 && target.hp >= 2) return 0;
+ if (target.hp > player.hp) return 0;
+ }
+ return get.damageEffect(target, player);
+ },
+ },
+ threaten:1.3,
+ },
+ "_priority":0,
+ },
+ "zioy_nianxi2":{
+ trigger:{
+ source:"damageBegin1",
+ },
+ forced:true,
+ content:function () {
+ player.storage.nianxi_flag = true;
+ },
+ "_priority":0,
+ },
+ "zioy_xiantong":{
+ trigger:{
+ player:"phaseDrawEnd",
+ global:"roundStart",
+ },
+ filter:function (event, player) {
+ var cards = player.getExpansions("zioy_xiantong");
+ return (
+ player.countCards(function (card) {
+ return get.type(card) != "equip";
+ }) > 0 && cards.length < player.maxHp
+ );
+ },
+ group:["zioy_xiantong2"],
+ direct:true,
+ content:function () {
+ "step 0"
+ player.chooseCard("h", false, "你可以选择一张非装备牌并将其置于武将牌上,称为“瞳”", function (card) {
+ return get.type(card) != "equip";
+ });
+ "step 1"
+ if (result.bool) {
+ //player.markAuto("zioy_xiantong",result.cards);
+ player.addToExpansion(result.cards, "giveAuto", player).gaintag.add("zioy_xiantong");
+ }
+ },
+ mark:true,
+ marktext:"瞳",
+ intro:{
+ mark:function (dialog, storage, player) {
+ var cards = player.getExpansions("zioy_xiantong");
+ if (cards.length == 0) return "共有" + get.cnNumber(cards.length) + "张牌";
+ if (player.isUnderControl(true) || player.storage.huashouSource.isUnderControl(true)) dialog.addAuto(cards);
+ else return "共有" + get.cnNumber(cards.length) + "张牌";
+ },
+ markcount:"expansion",
+ },
+ "_priority":0,
+ },
+ "zioy_xiane":{
+ priority:2,
+ skillAnimation:true,
+ animationColor:"thunder",
+ trigger:{
+ player:"phaseEnd",
+ },
+ filter:function (event, player) {
+ var cards = player.getExpansions("zioy_xiantong");
+ return cards.length > 2;
+ },
+ content:function () {
+ "step 0"
+ event.cs = player.getExpansions("zioy_xiantong");
+ if (event.cs.length == 0) event.finish();
+ "step 1"
+ var c = event.cs[0];
+ var ts = game.players;
+ var target = player;
+ do {
+ target = ts.randomGet();
+ } while (target == player);
+ player.gain(c);
+ target.damage(2, "thunder");
+ player.line(target, "red");
+ event.goto(0);
+ },
+ "_priority":200,
+ },
+ "zioy_xiantong2":{
+ priority:1,
+ skillAnimation:true,
+ animationColor:"thunder",
+ trigger:{
+ player:"phaseEnd",
+ },
+ direct:true,
+ filter:function (event, player) {
+ var cards = player.getExpansions("zioy_xiantong");
+ return cards.length > 0;
+ },
+ content:function () {
+ "step 0"
+ event.index = 0;
+ "step 1"
+ event.cs = player.getExpansions("zioy_xiantong");
+ if (event.cs.length == event.index) event.finish();
+ "step 2"
+ var c = event.cs[event.index];
+ event.index += 1;
+ var ts = game.players;
+ var target = player;
+ do {
+ target = ts.randomGet();
+ } while (target == player);
+ player.useCard({ name: c.name, isCard: false }, target, true); //.animate=false;
+ player.line(target, "red");
+ event.goto(1);
+ },
+ "_priority":100,
+ },
+ "zioy_wuya":{
+ enable:"phaseUse",
+ usable:1,
+ filter:function (event, player) {
+ return player.maxHp > 1 || player.storage.puai_flag;
+ },
+ filterTarget:function (card, player, target) {
+ if (player == target) return false;
+ return !target.hasSkill("zioy_wuya2");
+ },
+ init:function (player) {
+ player.storage.nianxi_num = 0;
+ },
+ group:["zioy_wuya4","zioy_wuya3"],
+ content:function () {
+ "step 0"
+ //target.addMark('zioy_wuya');
+ target.addSkill("zioy_wuya2");
+ if (player.storage.puai_flag == false) player.loseMaxHp();
+ else player.gainMaxHp();
+ target.storage.wuya_count = 1;
+ },
+ mark:true,
+ marktext:"黑血",
+ intro:{
+ name:"黑血",
+ mark:function (dialog, storage, player) {
+ return null;
+ },
+ },
+ filterCard:function (card) {
+ return get.color(card) != "red";
+ },
+ selectCard:function () {
+ return 0;
+ },
+ position:"h",
+ check:function (card) {
+ return 1000;
+ },
+ "_priority":0,
+ },
+ "zioy_sheji":{
+ trigger:{
+ player:"useCardToTarget",
+ },
+ filter:function (event, player) {
+ return event.card.name == "sha" && player.countMark("zioy_wuya") > 0;
+ },
+ content:function () {
+ "step 0"
+ player.removeMark("zioy_wuya");
+ ts = trigger.targets;
+ for (var i = 0; i < ts.length; ++i) {
+ ts[i].loseHp();
+ player.recover();
+ }
+ "step 1"
+ trigger.targets.remove(trigger.targets);
+ trigger.getParent().triggeredTargets2.remove(trigger.targets);
+ trigger.untrigger();
+ },
+ "_priority":0,
+ },
+ "zioy_puai":{
+ enable:"phaseUse",
+ skillAnimation:true,
+ animationColor:"thunder",
+ juexingji:true,
+ unique:true,
+ filter:function (event, player) {
+ return player.countMark("zioy_wuya") > 0 && player.maxHp > 1;
+ },
+ init:function (player) {
+ player.storage.puai_flag = false;
+ },
+ content:function () {
+ "step 0"
+ var choices = [];
+ for (var i = 1; i <= player.countMark("zioy_wuya") && i < player.maxHp; ++i) {
+ choices.push(i);
+ }
+ player.chooseControl(choices).set("prompt", "请选择移去的“黑血”数量");
+ "step 1"
+ player.storage.puai_round = result.control;
+ player.loseMaxHp(result.control);
+ player.removeMark("zioy_wuya", result.control);
+ player.addSkill("zioy_puai2");
+ player.awakenSkill(event.name);
+ },
+ "_priority":0,
+ },
+ "zioy_wuya2":{
+ init:function (player, skill) {
+ player.addSkillBlocker(skill);
+ },
+ onremove:function (player, skill) {
+ player.removeSkillBlocker(skill);
+ },
+ charlotte:true,
+ skillBlocker:function (skill, player) {
+ return !lib.skill[skill].charlotte && !get.is.locked(skill, player);
+ },
+ mark:true,
+ marktext:"鸦",
+ intro:{
+ content:function (storage, player, skill) {
+ var list = player.getSkills(null, false, false).filter(function (i) {
+ return lib.skill.fengyin.skillBlocker(i, player);
+ });
+ if (list.length) return "失效技能:" + get.translation(list);
+ return "无失效技能";
+ },
+ },
+ ai:{
+ effect:{
+ target:function (card, player, target) {
+ if (get.tag(card, "damage")) {
+ if (player.hasSkillTag("jueqing", false, target)) return [1, -2];
+ if (!target.hasFriend()) return;
+ var num = 1;
+ if (get.attitude(player, target) > 0) {
+ if (player.needsToDiscard()) {
+ num = 0.7;
+ } else {
+ num = 0.5;
+ }
+ }
+ if (target.hp >= 4) return [1, num * 2];
+ if (target.hp == 3) return [1, num * 1.5];
+ if (target.hp == 2) return [1, num * 0.5];
+ }
+ },
+ },
+ },
+ "_priority":0,
+ },
+ "zioy_wuya3":{
+ trigger:{
+ global:"damageBefore",
+ },
+ filter:function (event, player) {
+ return event.player.hasSkill("zioy_wuya2");
+ },
+ forced:true,
+ content:function () {
+ "step 0"
+ if (player.storage.puai_flag == false) {
+ event.goto(3);
+ }
+ "step 1"
+ var choices = ["是", "否"];
+ player
+ .chooseControl(choices)
+ .set("prompt", "雾鸦:请选择一项")
+ .set("prompt2", "是否移去“鸦”并防止" + get.translation(trigger.player) + "受到伤害");
+ "step 2"
+ if (result.control == "否") event.finish();
+ "step 3"
+ trigger.cancel();
+ trigger.player.removeSkill("zioy_wuya2");
+ },
+ "_priority":0,
+ },
+ "zioy_wuya4":{
+ trigger:{
+ global:"phaseBegin",
+ },
+ filter:function (event, player) {
+ return event.player.hasSkill("zioy_wuya2") && !player.hasSkill("zioy_wuya2");
+ },
+ direct:true,
+ content:function () {
+ "step 0"
+ "step 1";
+ if (player.storage.puai_flag == false)
+ player
+ .chooseTarget(
+ "请选择【雾鸦】的目标",
+ function (card, player, target) {
+ return !target.hasSkill("zioy_wuya2");
+ },
+ true
+ )
+ .set("ai", function (target) {
+ return [-1, 1].randomGet();
+ });
+ else
+ player
+ .chooseTarget(
+ "请选择【雾鸦】的目标",
+ function (card, player, target) {
+ return !target.hasSkill("zioy_wuya2");
+ },
+ false
+ )
+ .set("ai", function (target) {
+ return [-1, 1].randomGet();
+ });
+ "step 2"
+ if (result.bool) {
+ var target = result.targets[0];
+ trigger.player.loseHp();
+ trigger.player.line(target, "red");
+ game.log("雾鸦转移至", target);
+ trigger.player.removeSkill("zioy_wuya2");
+ if (target != player) {
+ target.addSkill("zioy_wuya2");
+ target.storage.wuya_count = trigger.player.storage.wuya_count + 1;
+ } else {
+ var num = trigger.player.storage.wuya_count;
+ player.recover(num);
+ player.addMark("zioy_wuya", num);
+ //var card=get.cardPile(function(card){
+ // return get.color(card)=='black';
+ //});
+ //if(card) player.gain(card,'gain2');
+ }
+ game.delayx();
+ }
+ },
+ "_priority":0,
+ },
+ "zioy_puai2":{
+ priority:2,
+ trigger:{
+ global:"roundStart",
+ },
+ filter:function (event, player) {
+ return true;
+ },
+ group:["zioy_puai3"],
+ direct:true,
+ onremove:function (player) {
+ player.storage.puai_flag = false;
+ },
+ content:function () {
+ player.storage.puai_flag = true;
+ if (player.storage.puai_round == 0) {
+ player.removeSkill(event.name);
+ }
+ player.storage.puai_round--;
+ },
+ mod:{
+ globalTo:function (from, to, distance) {
+ if (to.storage.puai_flag) return Infinity;
+ },
+ globalFrom:function (from, to, distance) {
+ if (to.storage.puai_flag) return distance - 9999;
+ },
+ },
+ mark:true,
+ marktext:"瀑霭",
+ intro:{
+ content:function (storage, player, skill) {
+ return "剩余" + player.storage.puai_round + "回合";
+ },
+ },
+ "_priority":200,
+ },
+ "zioy_puai3":{
+ priority:2.5,
+ trigger:{
+ target:"useCardToTarget",
+ },
+ forced:true,
+ filter:function (event, player) {
+ return get.tag(event.card, "damage") && player.storage.puai_flag == true;
+ },
+ content:function () {
+ trigger.targets.remove(player);
+ trigger.getParent().triggeredTargets2.remove(player);
+ trigger.untrigger();
+ },
+ "_priority":250,
+ },
+ "zioy_xingchi":{
+ group:["zioy_xingchi2","zioy_xingchi3"],
+ trigger:{
+ player:["useCard","respond"],
+ },
+ filter:function (event, player) {
+ return event.card && (event.card.name == "shan" || event.card.name == "sha");
+ },
+ priority:1.23,
+ forced:true,
+ locked:true,
+ content:function () {
+ player.addMark("zioy_xingchi");
+ },
+ mark:true,
+ marktext:"正觉",
+ intro:{
+ name:"正觉",
+ mark:function (dialog, storage, player) {
+ return "唯佛一人智慧为阿耨多罗三藐三菩提";
+ },
+ },
+ "_priority":123,
+ },
+ "zioy_xingchi2":{
+ trigger:{
+ player:"damageBegin",
+ },
+ filter:function (event, player) {
+ return player.countMark("zioy_xingchi") > 2;
+ },
+ direct:true,
+ content:function () {
+ "step 0"
+ player.removeMark("zioy_xingchi", 3);
+ trigger.num--;
+ },
+ "_priority":0,
+ },
+ "zioy_xingchi3":{
+ trigger:{
+ source:"damageBegin",
+ },
+ priority:-3,
+ filter:function (event, player) {
+ return player.countMark("zioy_xingchi") > 2;
+ },
+ direct:true,
+ content:function () {
+ "step 0"
+ player.removeMark("zioy_xingchi", 3);
+ trigger.num++;
+ },
+ "_priority":-300,
+ },
+ "zioy_cangzhen":{
+ trigger:{
+ source:"damageBegin1",
+ },
+ priority:1,
+ group:["zioy_cangzhen2"],
+ filter:function (event) {
+ return !event.player.storage.cangzhen_round || event.player.storage.cangzhen_round - 5 > game.roundNumber;
+ },
+ forced:true,
+ content:function () {
+ trigger.num += 1;
+ trigger.player.turnOver();
+ trigger.player.storage.cangzhen_round = game.roundNumber;
+ },
+ ai:{
+ damageBonus:true,
+ },
+ "_priority":100,
+ },
+ "zioy_cangzhen2":{
+ trigger:{
+ source:"damageEnd",
+ },
+ forced:true,
+ filter:function (event, player, trigger) {
+ return [false].randomGet();
+ },
+ content:function () {
+ trigger.player.turnOver();
+ },
+ "_priority":0,
+ },
+ "zioy_shangqin":{
+ audio:"ext:无源之流:2",
+ trigger:{
+ global:"die",
+ },
+ group:["zioy_shangqin2","zioy_shangqin3"],
+ direct:true,
+ locked:true,
+ preHidden:false,
+ filter:function (event, player) {
+ return !event.player.isAlive() && event.player != player;
+ },
+ init:function (player) {
+ player.storage.alps_bugs = [];
+ },
+ content:function () {
+ "step 0"
+ event.p = trigger.player;
+ if (!player.storage.alps_bugs.contains(event.p)) {
+ event.goto(1);
+ } else {
+ event.togain = trigger.player.getCards("he");
+ player.gain(event.togain, trigger.player, "giveAuto", "bySelf");
+ event.finish();
+ }
+ "step 1"
+ player.line(p, "red");
+ var p = event.p;
+ var name, name1, name2;
+ player.storage.alps_bugs.push(p);
+ name = p.name;
+ name1 = p.name1;
+ name2 = p.name2;
+ p.revive();
+ event.p.clearSkills();
+ p.reinit(p.name, "zioy_xukongchong");
+ //p.setAvatar(p.name1,'xioy_xukongchong1');
+ //p.avatar2.setBackground('xioy_xukongchong1','character');
+ p.node.name.innerHTML = "虚空虫";
+ p.name = name;
+ p.name1 = name1;
+ p.name2 = name2;
+ p._trueMe = player;
+ p.storage.alps = player;
+ p.changeGroup("jin");
+ if (player.identity == "zhu") {
+ p.identity = "zhong";
+ } else {
+ p.identity = player.identity;
+ }
+ game.addGlobalSkill("autoswap");
+ if (p == game.me) {
+ game.notMe = true;
+ if (!_status.auto) ui.click.auto();
+ }
+ p.maxHp = p.hp = 2;
+ "step 2"
+ event.p.clearSkills();
+ event.p.draw(2);
+ player.draw(2);
+ player.gainMaxHp();
+ "step 3"
+ var n = 0;
+ var n1 = player.maxHp - player.hp - 1;
+ while (n * 2 < n1) n++;
+ player.recover(n);
+ },
+ ai:{
+ threaten:function (player, target) {
+ return target.storage.alps_bugs.length - 1;
+ },
+ },
+ "_priority":0,
+ },
+ "zioy_hanshou":{
+ trigger:{
+ global:"roundStart",
+ },
+ skillAnimation:true,
+ animationColor:"thunder",
+ unique:true,
+ direct:false,
+ filter:function (event, player) {
+ for (var i = 0; i < player.storage.alps_bugs.length; i++) {
+ var p = player.storage.alps_bugs[i];
+ if (!p.isAlive()) {
+ return true;
+ }
+ }
+ return false;
+ },
+ check:function (event, player) {
+ var n = 0;
+ for (var i = 0; i < player.storage.alps_bugs.length; i++) {
+ var p = player.storage.alps_bugs[i];
+ if (!p.isAlive()) {
+ n++;
+ }
+ }
+ return n > 2;
+ },
+ content:function () {
+ "step 0"
+ player.awakenSkill(event.name);
+ event.num = 0;
+ event.l = player.storage.alps_bugs;
+ for (var i = 0; i < event.l.length; i++) {
+ var p = event.l[i];
+ if (!p.isAlive()) {
+ player.line(p, "red");
+ p.revive();
+ p.recover(999);
+ p.hp = p.maxHp;
+ event.num++;
+ }
+ }
+ "step 1"
+ player.loseMaxHp(event.num);
+ for (var i = 0; i < event.l.length; i++) {
+ var p = event.l[i];
+ player.line(p, "red");
+ p.draw(event.num);
+ }
+ },
+ "_priority":0,
+ },
+ "zioy_shangqin2":{
+ trigger:{
+ global:"useCard",
+ },
+ forced:true,
+ filter:function (event, player) {
+ return false && event.card && get.tag(event.card, "damage") && event.player.storage.alps;
+ },
+ content:function () {
+ trigger.customArgs.default.customSource = player;
+ },
+ "_priority":0,
+ },
+ "zioy_shangqin3":{
+ trigger:{
+ global:"die",
+ },
+ filter:function (event) {
+ return false && event.player.countCards("he") > 0 && event.player.storage.alps;
+ },
+ content:function () {
+ "step 0"
+ event.togain = trigger.player.getCards("he");
+ player.gain(event.togain, trigger.player, "giveAuto", "bySelf");
+ },
+ "_priority":0,
+ },
+ "zioy_longzi":{
+ "_priority":0,
+ },
+ "zioy_yingyuan":{
+ trigger:{
+ global:"phaseJieshuBegin",
+ },
+ frequent:true,
+ filter:function (event, player) {
+ return event.player != player && !player.isTurnedOver();
+ },
+ content:function () {
+ player.turnOver();
+ },
+ init:function (player) {
+ player.storage.yy_player == null;
+ player.storage.yingyuan_lastround = -1;
+ },
+ subSkill:{
+ "yy1":{
+ trigger:{
+ global:"phaseEnd",
+ },
+ forced:false,
+ filter:function (event, player) {
+ if (player.storage.yingyuan_lastround == game.roundNumber) return false;
+ return event.player != player && player.isTurnedOver() && event.player.maxHp != event.player.hp;
+ },
+ content:function () {
+ "step 0"
+ if (player.next != trigger.player) game.swapSeat(player, player.next);
+ "step 1"
+ if (player.next != trigger.player) event.goto(0);
+ "step 2"
+ player.turnOver();
+ "step 3"
+ player.insertPhase();
+ player.storage.yy_player = trigger.player;
+ player.storage.yingyuan_lastround = game.roundNumber;
+ },
+ sub:true,
+ "_priority":0,
+ },
+ "yy2":{
+ trigger:{
+ player:"damageBefore",
+ },
+ filter:function (event, player) {
+ return player.isTurnedOver();
+ },
+ forced:true,
+ content:function () {
+ trigger.num -= 1;
+ },
+ sub:true,
+ ai:{
+ effect:{
+ target:function (card, player, target) {
+ if (!target.isTurnedOver() || player.hasSkillTag("jueqing", false, target)) return;
+
+ var num = get.tag(card, "damage");
+ if (num) {
+ if (num > 1) return 0.5;
+ return 0;
+ }
+ },
+ },
+ },
+ "_priority":0,
+ },
+ },
+ group:["zioy_yingyuan_yy1","zioy_yingyuan_yy2"],
+ "_priority":0,
+ },
+ "zioy_hey":{
+ derivation:["zioy_guangmang"],
+ trigger:{
+ player:["phaseBegin","phaseEnd"],
+ },
+ logTarget:"player",
+ filter:function () {
+ return true;
+ },
+ direct:true,
+ init:function (player) {
+ player.storage.hey_lastp = null;
+ player.storage.hey_lastr = -999;
+ player.addSkill("zioy_guangmang");
+ },
+ content:function () {
+ "step 0"
+ if (player.storage.hey_lastr < game.roundNumber) {
+ player.storage.hey_lastp = null;
+ player.storage.hey_lastr = game.roundNumber;
+ }
+ var choices = ["红色", "黑色"];
+ player.chooseControl(choices).set("prompt", "请选择一种颜色");
+ "step 1"
+ event.color = "red";
+ if (result.control == "黑色") event.color = "black";
+ player
+ .chooseTarget(
+ "请选择观看一名角色的手牌",
+ function (card, player, target) {
+ return target != player.storage.hey_lastp;
+ },
+ true
+ )
+ .set("ai", function (target) {
+ return [-1, 1].randomGet();
+ });
+ "step 2"
+ event.target = result.targets[0];
+ player.storage.hey_lastp = event.target;
+ player.viewHandcards(event.target);
+ var hs = event.target.getCards("h", { color: event.color });
+ var l = event.target.getCards("h").length - hs.length;
+ event.flag = true;
+ if (hs.length < l) event.flag = false;
+ "step 3"
+ var target = event.target;
+ if (event.flag == true) {
+ player.draw();
+ event.target.draw();
+ } else {
+ target = player;
+ player.chooseToDiscard(true);
+ event.target.chooseToDiscard(true);
+ }
+ if (target.hasSkill("zioy_guangmang")) {
+ target.removeSkill("zioy_guangmang");
+ } else {
+ target.addSkill("zioy_guangmang");
+ }
+ },
+ "_priority":0,
+ },
+ "zioy_ya":{
+ derivation:["zioy_guangmang"],
+ trigger:{
+ player:"damageBegin",
+ },
+ filter:function (event, player) {
+ if (player.hasSkill("zioy_guangmang")) return false;
+ var targets = game.players;
+ var ts1 = [];
+ for (var i = 0; i < targets.length; ++i) {
+ if (targets[i].hasSkill("zioy_guangmang")) {
+ ts1.push(targets[i]);
+ }
+ }
+ if (ts1.length > 0) return true;
+ return false;
+ },
+ direct:true,
+ content:function () {
+ "step 0"
+ player
+ .chooseTarget(
+ "是否将一名角色的光芒移动至己方区域内并防止此次伤害",
+ function (card, player, target) {
+ return target.hasSkill("zioy_guangmang");
+ },
+ false
+ )
+ .set("ai", function (target) {
+ return 1;
+ });
+ "step 1"
+ if (result.bool) {
+ event.from = result.targets[0];
+ event.from.removeSkill("zioy_guangmang");
+ player.addSkill("zioy_guangmang");
+ trigger.cancel();
+ } else event.finish();
+ },
+ "_priority":0,
+ },
+ "zioy_ha":{
+ derivation:["zioy_guangmang"],
+ trigger:{
+ source:"damageAfter",
+ },
+ forced:true,
+ filter:function (event, player, trigger) {
+ var targets = game.players;
+ var ts1 = [];
+ for (var i = 0; i < targets.length; ++i) {
+ if (targets[i].hasSkill("zioy_guangmang")) {
+ ts1.push(targets[i]);
+ }
+ }
+ if (ts1.length > 0) return true;
+ return false;
+ },
+ content:function () {
+ "step 0"
+ player
+ .chooseTarget(
+ "请选择转出光芒的角色",
+ function (card, player, target) {
+ return target.hasSkill("zioy_guangmang");
+ },
+ false
+ )
+ .set("ai", function (player, target) {
+ if (target == player) return 2;
+ return [-1, 1].randomGet();
+ });
+ "step 1"
+ if (result.bool) {
+ event.from = result.targets[0];
+ player
+ .chooseTarget(
+ "请选择转入光芒的角色",
+ function (card, player, target) {
+ return !target.hasSkill("zioy_guangmang");
+ },
+ false
+ )
+ .set("ai", function (target) {
+ return 1;
+ });
+ } else event.finish();
+ "step 2"
+ if (result.bool) {
+ event.to = result.targets[0];
+ event.from.removeSkill("zioy_guangmang");
+ event.to.addSkill("zioy_guangmang");
+ }
+ },
+ "_priority":0,
+ },
+ "zioy_guangmang":{
+ mark:true,
+ marktext:"光芒",
+ intro:{
+ markcount:"expansion",
+ },
+ trigger:{
+ player:"damageEnd",
+ },
+ direct:true,
+ filter:function (event, player) {
+ return event.num > 0;
+ },
+ content:function () {
+ "step 0"
+ var targets = game.players;
+ var ts1 = [];
+ for (var i = 0; i < targets.length; ++i) {
+ if (targets[i].hasSkill(event.name) && targets[i] != player) {
+ ts1.push(targets[i]);
+ }
+ }
+ if (ts1.length > 0) event.target = ts1.randomGet();
+ else event.finish();
+ "step 1"
+ player.removeSkill(event.name);
+ "step 2"
+ target.damage(trigger.num);
+ },
+ mod:{
+ globalTo:function (from, to, distance) {
+ if (!from.hasSkill("zioy_guangmang")) return Infinity;
+ },
+ globalFrom:function (from, to, distance) {
+ //if(!to.hasSkill("zioy_guangmang")) return Infinity;
+ },
+ },
+ "_priority":0,
+ },
+ "zioy_shihong":{
+ trigger:{
+ player:"phaseDrawBegin2",
+ },
+ forced:true,
+ locked:true,
+ filter:function (event, player) {
+ return true || !event.numFixed;
+ },
+ content:function () {
+ "step 0"
+ var num = game.players.length;
+ if (player.storage.shulin_juexing == true) {
+ game.changeGlobalStatus("shuguang", num, "phase");
+ event.finish();
+ } else {
+ num = Math.ceil(num / 2);
+ var choices = [];
+ for (var i = 0; i <= num; ++i) {
+ choices.push(i);
+ }
+ player
+ .chooseControl(choices)
+ .set("prompt", "请选择本回合额外摸牌数")
+ .set("ai", function () {
+ var num = game.players.length;
+ num = Math.ceil(num / 2);
+ var choices = 0;
+ for (var i = 0; i <= num; ++i) {
+ choices = i;
+ }
+ if (choices < 2) choices = 2;
+ return choices - 2;
+ });
+ }
+ "step 1"
+ var num = game.players.length;
+ num = Math.ceil(num / 2);
+ trigger.num += result.control;
+ event.num = num - result.control;
+ if (event.num > 0)
+ player
+ .chooseTarget(
+ "弃置一名角色" + event.num + "张的牌",
+ function (card, player, target) {
+ return true;
+ },
+ true
+ )
+ .set("ai", function (target) {
+ var att = get.attitude(_status.event.player, target);
+ return -att;
+ });
+ else {
+ event.finish();
+ }
+ "step 2"
+ if (result.bool) {
+ var target = result.targets[0];
+ player.discardPlayerCard(target, "hej", true, event.num);
+ } else {
+ event.finish();
+ }
+ },
+ ai:{
+ threaten:1.3,
+ },
+ "_priority":0,
+ },
+ "zioy_cuiyi":{
+ trigger:{
+ player:["phaseBegin"],
+ },
+ logTarget:"player",
+ filter:function () {
+ return true;
+ },
+ forced:true,
+ locked:true,
+ init:function (player) {
+ // player.unmarkSkill('zioy_cuiyi');
+ },
+ mark:false,
+ intro:{
+ markcount:"expansion",
+ },
+ content:function () {
+ "step 0"
+ var p = player;
+ var num = game.players.length;
+ if (!player.storage.shulin_juexing) player.storage.shulin_juexing = false;
+ if (player.storage.shulin_juexing == true) {
+ var p1 = p;
+ do {
+ if (p1.countMark("zioy_cuiyi") > 0) p1.lockEnhancement(num, "phase");
+ p1 = p1.next;
+ } while (p1 != p);
+ } else {
+ player
+ .chooseTarget(
+ "请选择一名角色并将其“皠翊”拥有状态取反",
+ function (card, player, target) {
+ return true;
+ },
+ false
+ )
+ .set("ai", function (target) {
+ var att = get.attitude(_status.event.player, target);
+ if (target == player && !player.hasMark("zioy_cuiyi")) att = 100;
+ // if(!player.storage.shulin_countphase && att < 0){
+ // att = -att/2;
+ // }
+ // num = 0 ;
+ // c = ["strike","attack", "defend", "miss", "hit"];
+ // for(var i = 0;i < c.length;++i){
+ // num += Math.abs(trigger.player.storage.enhancementArray[c[i]]);
+ // }
+ var index = 2;
+ if (target.hasMark("zioy_cuiyi")) index = -1;
+ return index * att;
+ });
+ }
+ "step 1"
+ if (player.storage.shulin_juexing == false && result.bool) {
+ var target = result.targets[0];
+ if (target.countMark("zioy_cuiyi") == 0) {
+ target.addMark("zioy_cuiyi");
+ } else {
+ target.removeMark("zioy_cuiyi");
+ }
+ }
+ "step 2"
+ var p = player;
+ if (player.storage.shulin_juexing == false) {
+ var p1 = p;
+ do {
+ if (p1.countMark("zioy_cuiyi") > 0) {
+ c = ["strike", "attack", "defend", "miss", "hit"];
+ p1.changeEnhancement(c[(2 * game.roundNumber - 1) % 5], c[(2 * game.roundNumber) % 5], 1);
+ }
+ p1 = p1.next;
+ } while (p1 != p);
+ }
+ },
+ "_priority":0,
+ },
+ "zioy_shulin":{
+ trigger:{
+ player:["phaseUseBegin"],
+ },
+ filter:function (event, player) {
+ return true;
+ },
+ init:function (player) {
+ player.storage.shulin_juexing = false;
+ },
+ check:function (event, player) {
+ return player.hp * 2 < player.maxHp;
+ },
+ skillAnimation:true,
+ animationColor:"thunder",
+ content:function () {
+ if (player.storage.shulin_juexing == false) {
+ player.storage.shulin_juexing = true;
+ player.storage.shulin_countphase = 1;
+ player.storage.shulin_name = player.node.name.innerHTML;
+ player.node.name.innerHTML = "觉醒" + player.node.name.innerHTML;
+ player.recover(player.maxHp - player.hp);
+ } else {
+ n = player.storage.shulin_countphase - (player.maxHp - player.hp);
+ if (n < 0) player.recover(player.storage.shulin_countphase);
+ else {
+ player.recover(player.maxHp - player.hp);
+ player.draw(n);
+ }
+ player.storage.shulin_juexing = false;
+ player.node.name.innerHTML = player.storage.shulin_name;
+ player.awakenSkill("zioy_shulin");
+ }
+ },
+ group:["zioy_shulin_count"],
+ subSkill:{
+ count:{
+ trigger:{
+ player:["phaseBegin"],
+ },
+ priority:546546,
+ filter:function (event, player) {
+ return player.storage.shulin_juexing;
+ },
+ direct:true,
+ content:function () {
+ player.storage.shulin_countphase++;
+ },
+ sub:true,
+ "_priority":54654600,
+ },
+ },
+ "_priority":0,
+ },
+ "zioy_huangyi":{
+ trigger:{
+ source:"damageBegin1",
+ },
+ priority:0,
+ forced:true,
+ locked:true,
+ filter:function (card, player, target) {
+ return player.storage.huangyi_locked == false;
+ },
+ init:function (player) {
+ player.storage.huangyi_locked = false;
+ },
+ content:function () {
+ "step 0"
+ if (player.storage.shulin_juexing == false) {
+ player.recover();
+ trigger.num -= 1;
+ event.finish();
+ } else {
+ player.storage.huangyi_locked = true;
+ if (trigger.player.storage.enhancementArray["locked"] == true) {
+ trigger.player.unlockEnhancement();
+ }
+ }
+ "step 1"
+ target = trigger.player;
+ num = 0;
+ c = ["strike", "attack", "defend", "miss", "hit"];
+ for (var i = 0; i < c.length; ++i) {
+ if (Math.abs(trigger.player.storage.enhancementArray[c[i]]) != 0) num++;
+ trigger.player.changeEnhancement(c[i], -2 * trigger.player.storage.enhancementArray[c[i]]);
+ }
+ trigger.num += num;
+ // trigger.player.damage(trigger.num, trigger.nature);
+ "step 2"
+ player.storage.huangyi_locked = false;
+ // trigger.cancel();
+ },
+ "_priority":0,
+ },
+ "zioy_t":{
+ enable:"phaseUse",
+ frequent:false,
+ filter:function (event, player) {
+ return true;
+ },
+ content:function () {
+ player.addDamageMitigationer(0.25,'zioy_t')
+ if([true,false].randomGet()){
+ player.removeDamageMitigationer('zioy_t')
+ }
+ // player.addMark("zioy_t",0.5)
+ // game.log(player.countMark('zioy_t'))
+ // game.changeGlobalStatus("test", 2, false)
+ // game.changeGlobalStatus(["xiyu", "rerang"].randomGet(), 5, 4, "phase");
+ // if([false,true].randomGet())
+ // player.addDamageLimiter(1,'test123456')
+ // else{
+ // player.removeDamageLimiter('test123456')
+ // }
+ // for(var i in _status.event){
+ // game.log(i," ==> ",_status.event[i])
+ // }
+ // game.log(_status.event.name)
+ // game.changeGlobalStatusEnd(-1, -999);
+ // // game.changeGlobalStatus("mizhang", 2, 1, true)
+ // // game.clearGlobalStatus(false)
+ // // game.clearGlobalStatus(true)
+ // // game.changeGlobalStatus("mizhang", 2, 1)
+ // // player.addBuffImmune(["shuimian", "ranshao"]);
+ // player.addBuffImmune("all", true);
+ // if ([true, false].randomGet()) player.removeBuffImmune("all");
+ // player.addBuff(["shuimian", "bingdong"].randomGet(), [null, player].randomGet(), [true, false].randomGet());
+ // // player.removeBuff('all');
+ // num = 6;
+ // if (player.storage.enhancementArray["miss"] != 0) num = -6;
+ // player.changeEnhancement("all", num);
+ // player.lockEnhancement(1, "round");
+ // player.addSkill('jiang');
+ // var p = player.next;
+ // while(p != player){
+ // game.log(p,p.storage.enhancementArray['miss']);
+ // p = p.next;
+ // }
+ },
+ init:function (player) {},
+ subSkill:{
+ "t1":{
+ trigger:{
+ player:"damageBegin3",
+ },
+ frequent:false,
+ filter:function (event, player) {
+ return false;
+ },
+ content:function () {
+ // trigger.cancel();
+ // player.say("test");
+ // trigger.num /= 10
+ },
+ sub:true,
+ "_priority":0,
+ },
+ },
+ group:["zioy_t_t1"],
+ "_priority":0,
+ },
+ "zioy_shuohui":{
+ trigger:{
+ player:["dieBefore","dying"],
+ },
+ direct:true,
+ unique:true,
+ forceunique:true,
+ filter:function (event, player) {
+ return player.hp < player.maxHp;
+ },
+ init:function (player) {
+ player.storage.shuohui_locked = false;
+ },
+ logTarget:"player",
+ content:function () {
+ trigger.cancel();
+ for(var i = 0; i < _status.dying.length;++i){
+ if(_status.dying[i] == player){
+ _status.dying.splice(i,1)
+ }
+ }
+ },
+ group:["zioy_shuohui_damageBegin","zioy_shuohui_recoverBegin","zioy_shuohui_phase","zioy_shuohui_phaseJieshu"],
+ mod:{
+ maxHandcard:function (player, num) {
+ return player.maxHp - player.hp;
+ },
+ },
+ subSkill:{
+ damageBegin:{
+ trigger:{
+ player:["loseHpBegin","damageBegin1"],
+ },
+ priority:43,
+ direct:true,
+ unique:true,
+ forceunique:true,
+ filter:function (event, player) {
+ return player.storage.shuohui_locked == false;
+ },
+ logTarget:"player",
+ content:function () {
+ "step 0"
+ player.storage.shuohui_locked = true;
+ "step 1"
+ trigger.cancel();
+ if(trigger.source != null)player.recover(trigger.num, trigger.source, trigger.cards, trigger.card);
+ "step 2"
+ player.storage.shuohui_locked = false;
+ "step 3"
+ event.forceDie = true;
+ if ((_status.dying.contains(player) && player.isAlive()) || player.hp < player.maxHp) {
+ event.finish();
+ return;
+ }
+ _status.dying.unshift(player);
+ game.broadcast(function (list) {
+ _status.dying = list;
+ }, _status.dying);
+ event.trigger("dying");
+ game.log(player, "濒死");
+ "step 4"
+ delete event.filterStop;
+ if (player.hp < player.maxHp || event.nodying) {
+ _status.dying.remove(player);
+ game.broadcast(function (list) {
+ _status.dying = list;
+ }, _status.dying);
+ event.finish();
+ } else if (!event.skipTao) {
+ var next = game.createEvent("_save");
+ var start = false;
+ var starts = [_status.currentPhase, event.source, event.player, game.me, game.players[0]];
+ for (var i = 0; i < starts.length; i++) {
+ if (get.itemtype(starts[i]) == "player") {
+ start = starts[i];
+ break;
+ }
+ }
+ next.player = start;
+ next._trigger = event;
+ next.triggername = "_save";
+ next.forceDie = true;
+ next.setContent(function () {
+ "step 0"
+ event.dying = trigger.player;
+ if (!event.acted) event.acted = [];
+ "step 1"
+ if (trigger.player.isDead()) {
+ event.finish();
+ return;
+ }
+ event.acted.push(player);
+ if (
+ lib.config.tao_enemy &&
+ event.dying.side != player.side &&
+ lib.config.mode != "identity" &&
+ lib.config.mode != "guozhan" &&
+ !event.dying.hasSkillTag("revertsave")
+ ) {
+ event._result = {
+ bool: false
+ };
+ } else if (player.canSave(event.dying)) {
+ player.chooseToUse({
+ filterCard: function (card, player, event) {
+ event = event || _status.event;
+ return lib.filter.cardSavable(card, player, event.dying);
+ },
+ dyingPlayer: trigger.player,
+ filterTarget: function (card, player, target) {
+ if (target != _status.event.dying) return false;
+ if (!card) return false;
+ var info = get.info(card);
+ if (!info.singleCard || ui.selected.targets.length == 0) {
+ var mod = game.checkMod(card, player, target, "unchanged", "playerEnabled", player);
+ if (mod == false) return false;
+ var mod = game.checkMod(card, player, target, "unchanged", "targetEnabled", target);
+ if (mod != "unchanged") return mod;
+ }
+ return true;
+ },
+ prompt: function (event) {
+ var handTip = event.handTip;
+ var player = event.player;
+ var target = event.dyingPlayer;
+ if (player != target) {
+ handTip.appendText(get.translation(target), "player");
+ handTip.appendText("濒死,需要");
+ handTip.appendText(1, "number");
+ handTip.appendText("个桃,是否对其使用桃?");
+ } else {
+ handTip.appendText("你当前体力值为");
+ handTip.appendText(target.hp, "number");
+ handTip.appendText(",需要");
+ handTip.appendText(1, "number");
+ handTip.appendText("个桃,是否出桃?");
+ }
+ return "";
+ },
+ ai1: function (card) {
+ if (typeof card == "string") {
+ var info = get.info(card);
+ if (info.ai && info.ai.order) {
+ if (typeof info.ai.order == "number") {
+ return info.ai.order;
+ } else if (typeof info.ai.order == "function") {
+ return info.ai.order();
+ }
+ }
+ }
+ return 1;
+ },
+ ai2: get.effect_use,
+ type: "dying",
+ targetRequired: true,
+ dying: event.dying
+ });
+ } else {
+ event._result = {
+ bool: false
+ };
+ }
+ "step 2"
+ if (result.bool) {
+ var player = trigger.player;
+ player.hp--;
+ if (player.hp >= player.maxHp && !trigger.nodying && !player.nodying && player.isAlive() && !player.isOut() && !player.removed)
+ event.goto(0);
+ else trigger.untrigger();
+ } else {
+ for (var i = 0; i < 20; i++) {
+ if (event.acted.contains(event.player.next)) {
+ break;
+ } else {
+ event.player = event.player.next;
+ if (!event.player.isOut()) {
+ event.goto(1);
+ break;
+ }
+ }
+ }
+ }
+ });
+ }
+ "step 5"
+ _status.dying.remove(player);
+ game.broadcast(function (list) {
+ _status.dying = list;
+ }, _status.dying);
+ if (player.hp >= player.maxHp && !event.nodying && !player.nodying) player.die(event.reason);
+ },
+ sub:true,
+ "_priority":4300,
+ },
+ recoverBegin:{
+ trigger:{
+ player:["recoverBegin"],
+ },
+ direct:true,
+ unique:true,
+ forceunique:true,
+ filter:function (event, player) {
+ return player.storage.shuohui_locked == false;
+ },
+ logTarget:"player",
+ content:function () {
+ "step 0"
+ player.storage.shuohui_locked = true;
+ "step 1"
+ trigger.cancel();
+ if(trigger.source != null){
+ player.loseHp(trigger.num, trigger.source, trigger.cards, trigger.card);
+ }
+ // player.hp -=trigger.num;
+ "step 2"
+ player.storage.shuohui_locked = false;
+ game.log(player.hp);
+ },
+ sub:true,
+ "_priority":0,
+ },
+ phase:{
+ trigger:{
+ player:"phaseBegin",
+ },
+ direct:true,
+ content:function () {
+ var next = player.phaseDiscard();
+ event.next.remove(next);
+ trigger.next.push(next);
+ var next = player.phaseUse();
+ event.next.remove(next);
+ trigger.next.push(next);
+ var next = player.phaseDraw();
+ event.next.remove(next);
+ trigger.next.push(next);
+ var next = player.phaseJudge();
+ event.next.remove(next);
+ trigger.next.push(next);
+ var next = player.phaseJieshu();
+ event.next.remove(next);
+ trigger.next.push(next);
+ },
+ sub:true,
+ "_priority":0,
+ },
+ phaseJieshu:{
+ trigger:{
+ player:"phaseJieshu",
+ },
+ direct:true,
+ content:function () {
+ var evt = _status.event.getParent("phase");
+ if (evt) {
+ game.resetSkills();
+ _status.event = evt;
+ _status.event.finish();
+ _status.event.untrigger(true);
+ }
+ },
+ sub:true,
+ "_priority":0,
+ },
+ },
+ "_priority":0,
+ },
+ "zioy_hexuchongxiang":{
+ trigger:{
+ player:["loseHpBegin","damageBegin3"],
+ },
+ filter:function (event, player) {
+ return event.num > player.storage.hxcx_x;
+ },
+ priority:13,
+ forced:true,
+ charlotte:true,
+ unique:true,
+ init:function (player) {
+ var p = player;
+ p.storage.hxcx_x = 0;
+ p.storage.hxcx_count1 = 0;
+ p.storage.hxcx_count2 = 0;
+ p.storage.yzyw_count1 = 0;
+ p.gainShenqi = function (num) {
+ if (num > 999) num = 999;
+ var p = this;
+ var mark = "zioy_hexuchongxiang_mark";
+ var mark_count = p.countMark(mark);
+ var num_gain = 0;
+ var num_hp = 0;
+ var num_hx = 0;
+ while (num != 0) {
+ num--;
+ if (mark_count + num_gain + 1 <= p.maxHp) {
+ num_gain++;
+ } else if (p.hp + num_hp + 1 <= p.maxHp) {
+ num_hp++;
+ } else {
+ num_hx++;
+ }
+ }
+ // game.log(num_gain,num_hp,num_hx);
+ if (num_gain > 0) p.addMark(mark, num_gain);
+ if (num_hp > 0) p.recover(num_hp);
+ // if(p.countMark(mark) > 0)p.markSkill(mark);
+ if (num_hx > 0) {
+ if (game.globalStatus.name != "shenlou") {
+ game.changeGlobalStatus("shenlou", num_hx, "phase");
+ } else {
+ game.changeGlobalStatusEnd(num_hx);
+ }
+ }
+ _status.event.trigger("shenqi");
+ };
+ p.loseShenqi = function (num) {
+ if (num > 999) num = 999;
+ var p = this;
+ var mark = "zioy_hexuchongxiang_mark";
+ var mark_count = p.countMark(mark);
+ var num_lose = num;
+ p.removeMark(mark, num_lose);
+ _status.event.trigger("shenqi");
+ };
+ },
+ content:function () {
+ player.storage.hxcx_count1++;
+ var num1 = trigger.num - player.storage.hxcx_x;
+ player.gainShenqi(num1);
+ trigger.num = player.storage.hxcx_x;
+ if (player.storage.hxcx_count1 > player.storage.hxcx_x + 1) {
+ player.storage.hxcx_x *= 2;
+ if (player.storage.hxcx_x == 0) player.storage.hxcx_x++;
+ player.storage.hxcx_count1 = 0;
+ }
+ },
+ group:["zioy_hexuchongxiang_revive","zioy_hexuchongxiang_damage","zioy_hexuchongxiang_loseMaxHpEnd"],
+ subSkill:{
+ mark:{
+ mark:false,
+ marktext:"蜃气",
+ intro:{
+ name:"蜃气",
+ },
+ sub:true,
+ "_priority":0,
+ },
+ revive:{
+ trigger:{
+ player:"dieBefore",
+ },
+ forced:true,
+ unique:true,
+ forceunique:true,
+ skillAnimation:true,
+ animationColor:"thunder",
+ filter:function (event, player) {
+ var flag = false;
+ var p = player.next;
+ while (p != player) {
+ if (p.maxHp >= player.maxHp) {
+ flag = true;
+ break;
+ }
+ p = p.next;
+ }
+ return player.hp > 0 || flag;
+ },
+ logTarget:"player",
+ content:function () {
+ "step 0"
+ if (player.hp > 0) {
+ trigger.cancel();
+ for(var i = 0; i < _status.dying.length;++i){
+ if(_status.dying[i] == player){
+ _status.dying.splice(i,1)
+ }
+ }
+ player.loseHp(player.hp);
+ event.finish();
+ }
+ "step 1"
+ trigger.cancel();
+ player.storage.hxcx_count2++;
+ player.gainMaxHp(player.storage.hxcx_count2 + 1);
+ var num_mark = player.countMark("zioy_hexuchongxiang_mark");
+ player.removeMark("zioy_hexuchongxiang_mark", num_mark);
+ player.changeHujia(num_mark);
+ player.draw(num_mark);
+ player.storage.hxcx_x = player.storage.hxcx_count2 - 1;
+ player.storage.hxcx_count1 = 0;
+ if (player.storage.yzyw_eq_flag) player.storage.yzyw_eq_flag = true;
+ "step 2"
+ player.recover(player.maxHp - player.hp);
+ },
+ sub:true,
+ "_priority":0,
+ },
+ damage:{
+ trigger:{
+ player:["loseHpBegin","damageBegin2","phaseDrawBegin2"],
+ source:["damageBegin2"],
+ },
+ filter:function (event, player) {
+ return player.storage.hxcx_count2 > 0;
+ },
+ priority:-301727,
+ forced:true,
+ charlotte:true,
+ unique:true,
+ direct:true,
+ content:function () {
+ trigger.num = parseInt(trigger.num * (player.storage.hxcx_count2 * 0.80001 + 1 + player.storage.yzyw_count1 * 0.2001));
+ },
+ sub:true,
+ "_priority":-30172700,
+ },
+ loseMaxHpEnd:{
+ trigger:{
+ player:["loseMaxHpEnd"],
+ },
+ filter:function (event, player) {
+ return player.countMark("zioy_hexuchongxiang_mark") > player.maxHp;
+ },
+ priority:-301727,
+ forced:true,
+ charlotte:true,
+ unique:true,
+ direct:true,
+ content:function () {
+ player.loseShenqi(player.countMark("zioy_hexuchongxiang_mark") - player.maxHp);
+ },
+ sub:true,
+ "_priority":-30172700,
+ },
+ },
+ "_priority":1300,
+ },
+ "zioy_yuezhuiyunwei":{
+ enable:"phaseUse",
+ usable:1,
+ filter:function (event, player) {
+ return player.countMark("zioy_hexuchongxiang_mark") > 0;
+ },
+ init:function (player) {
+ player.addBuffImmune("shuimian", Infinity);
+ player.storage.shenlou_noLoseHp = true
+ if (!player.storage.yzyw_count1) player.storage.yzyw_count1 = 0;
+ player.storage.yzyw_eq_flag = true;
+ },
+ content:function () {
+ "step 0"
+ num = player.countMark("zioy_hexuchongxiang_mark");
+ event.num = num;
+ player.loseShenqi(num);
+ if (game.globalStatus.name != "shenlou") {
+ game.changeGlobalStatus("shenlou", num, "phase");
+ } else {
+ game.changeGlobalStatusEnd(num);
+ }
+ c = ["attack", "miss", "defend", "hit", "strike"];
+ for (var i = 0; i < c.length; ++i) {
+ if (player.storage.enhancementArray[c[i]] > 0) continue;
+ player.changeEnhancement(c[i], -2 * player.storage.enhancementArray[c[i]]);
+ }
+ player.removeBuff("all");
+ player
+ .chooseTarget(
+ "令一名角色获得" + event.num + "点护甲",
+ function (card, player, target) {
+ return true;
+ },
+ true
+ )
+ .set("ai", function (target) {
+ var att = get.attitude(_status.event.player, target);
+ return att;
+ });
+ "step 1"
+ var target = result.targets[0];
+ target.changeHujia(event.num);
+ player
+ .chooseTarget(
+ "令一名角色恢复" + event.num + "点体力",
+ function (card, player, target) {
+ return true;
+ },
+ true
+ )
+ .set("ai", function (target) {
+ var att = get.attitude(_status.event.player, target);
+ return att;
+ });
+ "step 2"
+ var target = result.targets[0];
+ target.recover(event.num);
+ },
+ group:["zioy_yuezhuiyunwei_0","zioy_yuezhuiyunwei_501","zioy_yuezhuiyunwei_502","zioy_yuezhuiyunwei_1","zioy_yuezhuiyunwei_6","zioy_yuezhuiyunwei_eq"],
+ subSkill:{
+ "0":{
+ trigger:{
+ global:["phaseBegin"],
+ },
+ filter:function (event, player) {
+ return player.countMark("zioy_hexuchongxiang_mark") <= 0.5 * player.maxHp;
+ },
+ direct:true,
+ priority:4544684,
+ content:function () {
+ player.changeEnhancement("attack", "defend", -1);
+ },
+ sub:true,
+ "_priority":454468400,
+ },
+ "1":{
+ trigger:{
+ target:"useCardToTargeted",
+ },
+ filter:function (event, player) {
+ return player.countMark("zioy_hexuchongxiang_mark") > 0.25 * player.maxHp;
+ },
+ direct:true,
+ priority:45411284,
+ content:function () {
+ target = trigger.player;
+ c = target.getCards("hej");
+ for (let i = 0; i < c.length; ++i) {
+ if (c[i].name == trigger.card.name) {
+ target.discard(c[i]);
+ break;
+ }
+ }
+ },
+ sub:true,
+ "_priority":4541128400,
+ },
+ "6":{
+ trigger:{
+ source:"damageEnd",
+ },
+ filter:function (event, player) {
+ return event.num > 1 && player.countMark("zioy_hexuchongxiang_mark") > 6;
+ },
+ direct:true,
+ priority:4584184,
+ content:function () {
+ player.loseMaxHp(1);
+ trigger.player.gainMaxHp(1);
+ player.storage.yzyw_count1++;
+ },
+ sub:true,
+ "_priority":458418400,
+ },
+ "501":{
+ trigger:{
+ global:["shenqi","roundStart"],
+ },
+ filter:function (event, player) {
+ return true;
+ },
+ direct:true,
+ priority:44684,
+ content:function () {
+ if (player.countMark("zioy_hexuchongxiang_mark") <= 0.5 * player.maxHp) {
+ if (!player.storage._disableJudge) player.disableJudge();
+ for (let i in lib.buffMiao) {
+ if (i != "shuimian") player.addBuffImmune(i, Infinity);
+ }
+ } else {
+ if (player.storage._disableJudge) player.enableJudge();
+ for (let i in lib.buffMiao) {
+ if (i != "shuimian") player.removeBuffImmune(i, Infinity);
+ }
+ }
+ },
+ sub:true,
+ "_priority":4468400,
+ },
+ "502":{
+ trigger:{
+ player:"turnOverBefore",
+ },
+ priority:21220,
+ direct:true,
+ filter:function (event, player) {
+ return !player.isTurnedOver() && player.countMark("zioy_hexuchongxiang_mark") <= 0.5 * player.maxHp;
+ },
+ content:function () {
+ trigger.cancel();
+ game.log(player, "取消了翻面");
+ },
+ sub:true,
+ "_priority":2122000,
+ },
+ eq:{
+ trigger:{
+ player:"useCardToTargeted",
+ },
+ filter:function (event, player) {
+ return player.countMark("zioy_hexuchongxiang_mark") == player.maxHp && player.storage.yzyw_eq_flag == true;
+ },
+ direct:true,
+ priority:4521284,
+ content:function () {
+ target = trigger.target;
+ var num = Math.abs(player.maxHp - target.maxHp);
+ var limit = player.storage.hxcx_count2;
+ if (num > limit) num = limit;
+ if (num != 0) {
+ if (player.maxHp < target.maxHp) {
+ player.gainMaxHp(num);
+ target.loseMaxHp(num);
+ } else if (player.maxHp > target.maxHp) {
+ player.loseMaxHp(num);
+ target.gainMaxHp(num);
+ }
+ }
+ num = Math.abs(player.hp - target.hp);
+ if (num > limit) num = limit;
+ if (num != 0) {
+ if (player.hp < target.hp) {
+ player.recover(num);
+ target.loseHp(num);
+ } else if (player.hp > target.hp) {
+ player.loseHp(num);
+ target.recover(num);
+ }
+ }
+ player.storage.yzyw_eq_flag = false;
+ },
+ sub:true,
+ "_priority":452128400,
+ },
+ },
+ "_priority":0,
+ },
+ "zioy_pianhongxiusao":{
+ "_priority":0,
+ },
+ "zioy_hanbosuliu":{
+ "_priority":0,
+ },
+ "zioy_zhumingxiangan":{
+ "_priority":0,
+ },
+ "zioy_yujin":{
+ mark:false,
+ marktext:"烬",
+ intro:{
+ name:"烬",
+ },
+ init:function(player){
+ player.addMark('zioy_yujin',5);
+ player.addDamageLimiter(1,'zioy_yujin');
+ player.storage.zioy_yujin_gainhujia = 0;
+ player.storage.zioy_yujin_hujia = player.hujia > 0;
+ },
+ trigger:{
+ player:"damageLimit",
+ },
+ forced:true,
+ filter:function(event, player){
+ return player.countMark('zioy_yujin') > 0
+ },
+ content:function(){
+ player.removeMark('zioy_yujin',2);
+ player.storage.zioy_yujin_gainhujia++
+ if(player.countMark('zioy_yujin') <= 0){
+ player.removeDamageLimiter('zioy_yujin')
+ }
+ },
+ group:["zioy_yujin_gainHujia","zioy_yujin_hujiaBroken","zioy_yujin_damageEnd","zioy_yujin_loseHp"],
+ subSkill:{
+ loseHp:{
+ trigger:{
+ player:"loseHpBegin",
+ },
+ forced:true,
+ filter:function(event, player){
+ return player.countMark('zioy_yujin') > 0
+ },
+ content:function(){
+ trigger.num = 0;
+ player.removeMark('zioy_yujin',2);
+ player.storage.zioy_yujin_gainhujia++
+ if(player.countMark('zioy_yujin') <= 0){
+ player.removeDamageLimiter('zioy_yujin')
+ }
+ },
+ sub:true,
+ "_priority":0,
+ },
+ gainHujia:{
+ trigger:{
+ player:"changeHujiaEnd",
+ },
+ filter:function(event, player){
+ return player.hujia > 0
+ },
+ direct:true,
+ content:function(){
+ player.storage.zioy_yujin_hujia = true;
+ },
+ sub:true,
+ "_priority":0,
+ },
+ hujiaBroken:{
+ trigger:{
+ player:"damageEnd",
+ },
+ forced:true,
+ filter:function(event, player){
+ return player.storage.zioy_yujin_hujia&&player.hujia==0
+ },
+ priority:212241231350,
+ content:function(){
+ player.storage.zioy_yujin_hujia = false;
+ player.recover();
+ if(trigger.source != null){
+ player.discardPlayerCard(trigger.source,'hej',false,'visible',[1,2]);
+ trigger.source.damage(1,'fire');
+ }
+ },
+ sub:true,
+ "_priority":21224123135000,
+ },
+ damageEnd:{
+ trigger:{
+ player:"damageEnd",
+ },
+ forced:true,
+ priority:-212240,
+ filter:function(event, player){
+ return player.storage.zioy_yujin_gainhujia && player.storage.zioy_yujin_gainhujia > 0
+ },
+ content:function(){
+ player.changeHujia(1);
+ player.storage.zioy_yujin_gainhujia--
+ },
+ sub:true,
+ "_priority":-21224000,
+ },
+ },
+ "_priority":0,
+ },
+ "zioy_xumie":{
+ trigger:{
+ source:"damageEnd",
+ },
+ forced:true,
+ filter:function(event,player){
+ // return event.getParent(2).name!='zioy_xumie';
+ return player.storage.zioy_xumie_flag
+ },
+ init:function(player){
+ player.storage.zioy_xumie_flag = true;
+ },
+ content:function(){
+ 'step 0'
+ player.storage.zioy_xumie_flag = false;
+ 'step 1'
+ if(!trigger.player.storage.zioy_xumie){
+ trigger.player.storage.zioy_xumie = 0
+ }
+ trigger.player.storage.zioy_xumie++;
+ if(trigger.player.storage.zioy_xumie > 1){
+ player.discardPlayerCard(trigger.player,'hej',false,'visible',[1,2]);
+ }
+ if(trigger.player.storage.zioy_xumie > 2){
+ trigger.player.addSkill('zioy_xumie_1');
+ }
+ if(trigger.player.storage.zioy_xumie > 3){
+ trigger.player.damage(1);
+ }
+ if(trigger.player.storage.zioy_xumie > 4){
+ player.addMark('zioy_yujin',1)
+ player.addDamageLimiter(1,'zioy_yujin');
+ }
+ 'step 2'
+ player.storage.zioy_xumie_flag = true;
+ },
+ mod:{
+ inRange:function(from,to){
+ if(to.storage.zioy_xumie && to.storage.zioy_xumie > 0) return true;
+ },
+ },
+ group:["zioy_xumie_0"],
+ subSkill:{
+ "0":{
+ trigger:{
+ player:"useCard",
+ },
+ direct:true,
+ filter:function(event,player){
+ return event.card.name == 'sha' && game.hasPlayer(current=>{
+ return current!=player&¤t.storage.zioy_xumie&¤t.storage.zioy_xumie > 0;
+ });
+ },
+ content:function(){
+ trigger.directHit.addArray(game.filterPlayer(current=>{
+ return current!=player&¤t.storage.zioy_xumie&¤t.storage.zioy_xumie > 0;
+ }));
+ },
+ sub:true,
+ "_priority":0,
+ },
+ "1":{
+ trigger:{
+ source:"damageBegin1",
+ },
+ forced:true,
+ filter:function(event,player){
+ return true
+ },
+ priority:32.01,
+ content:function(){
+ trigger.num-=1;
+ player.removeSkill('zioy_xumie_1');
+ },
+ sub:true,
+ "_priority":3201,
+ },
+ },
+ "_priority":0,
+ },
+ "zioy_v07yuxie":{
+ trigger:{
+ global:"phaseBefore",
+ player:"enterGame",
+ },
+ forced:true,
+ filter:function(event,player){
+ return (event.name!='phase'||game.phaseNumber==0);
+ },
+ mark:true,
+ marktext:"驭械",
+ intro:{
+ name:"驭械",
+ mark:function (dialog, storage, player) {
+ if(player.countCards('h') < player.hp)
+ return "当前处于冷却状态";
+ return "当前处于暴走状态"
+ },
+ },
+ init:function(player){
+ player.unmarkSkill('zioy_v07yuxie');
+ },
+ content:function(){
+ player.changeHujia(4);
+ player.addSkill('zioy_v07yuxie_yuxie');
+ },
+ group:["zioy_v07yuxie_exitYuxie"],
+ subSkill:{
+ exitYuxie:{
+ trigger:{
+ player:["damageEnd","changeHujiaEnd"],
+ },
+ direct:true,
+ filter:function(event, player){
+ return player.hasSkill('zioy_v07yuxie_yuxie')&&player.hujia==0
+ },
+ priority:22,
+ content:function(){
+ player.removeSkill('zioy_v07yuxie_yuxie')
+ },
+ sub:true,
+ "_priority":2200,
+ },
+ yuxie:{
+ init:function(player){
+ player.markSkill('zioy_v07yuxie')
+ player.removeDamageLimiter(1,'zioy_v07yuxie_yuxie');
+ c = ["strike", "attack", "defend", "miss", "hit"];
+ for (var i = 0; i < c.length; ++i) {
+ player.changeEnhancement(c[i], -1 * player.storage.enhancementArray[c[i]]);
+ }
+ player.removeBuff("all");
+ var cards=player.getCards('j');
+ if(cards.length){
+ player.gain(cards);
+ }
+ game.log(player,'已进入驭械状态')
+ },
+ onremove:function(player){
+ player.unmarkSkill('zioy_v07yuxie')
+ player.addDamageLimiter(1,'zioy_v07yuxie_yuxie');
+ c = ["strike", "attack", "defend", "miss", "hit"];
+ for (var i = 0; i < c.length; ++i) {
+ player.changeEnhancement(c[i], -1 * player.storage.enhancementArray[c[i]]);
+ }
+ player.removeBuff("all");
+ var cards=player.getCards('j');
+ if(cards.length){
+ player.gain(cards);
+ }
+ game.log(player,'已退出驭械状态')
+ },
+ mod:{
+ globalFrom:function(from,to,current){
+ if(from.hp<=from.countCards('h')) return current-2;
+ },
+ cardUsable:function(card,player){
+ if(player.hp<=player.countCards('h')) return true;
+ },
+ maxHandcard:function(player,num){
+ return num+player.hujia;
+ },
+ },
+ group:["zioy_v07yuxie_yuxie1","zioy_v07yuxie_yuxie2","zioy_v07yuxie_yuxie3","zioy_v07yuxie_yuxie4","zioy_v07yuxie_yuxie5","zioy_v07yuxie_yuxie6","zioy_v07yuxie_yuxie7"],
+ sub:true,
+ "_priority":0,
+ },
+ "yuxie1":{
+ trigger:{
+ player:"useCard",
+ },
+ direct:true,
+ filter:function(event,player){
+ if(player.countCards('h') < player.hp)return false;
+ return event.card.name == 'sha' && game.hasPlayer(current=>{
+ return current!=player;
+ });
+ },
+ content:function(){
+ trigger.directHit.addArray(game.filterPlayer(current=>{
+ return current!=player;
+ }));
+ },
+ sub:true,
+ "_priority":0,
+ },
+ "yuxie2":{
+ trigger:{
+ player:"useCardToPlayer",
+ },
+ forced:true,
+ filter:function(event,player){
+ if(player.countCards('h') >= player.hp)return false;
+ if(get.type2(event.card)!='trick') return false;
+ return player != event.target//event.targets.some(i=>i!=player);
+ },
+ content:function(){
+ player.discardPlayerCard(trigger.target,'hej',false,[1,2]);
+ },
+ sub:true,
+ "_priority":0,
+ },
+ "yuxie3":{
+ trigger:{
+ player:"damageBegin1",
+ },
+ direct:true,
+ filter:function(event,player){
+ if(player.countCards('h') >= player.hp)return false;
+ return event.num>1;
+ },
+ priority:0.4547,
+ content:function(){
+ trigger.num--;
+ player.recover()
+ },
+ sub:true,
+ "_priority":45.47,
+ },
+ "yuxie4":{
+ trigger:{
+ player:"useCard",
+ },
+ forced:true,
+ priority:0.4457,
+ filter:function(event,player){
+ if(player.countCards('he')==0) return false;
+ if(player.countCards('h') < player.hp)return false;
+ // if(event.card.name=='sha') return true;
+ return true;
+ },
+ autodelay:true,
+ content:function(){
+ player.chooseToDiscard(true,'hej');
+ },
+ sub:true,
+ "_priority":44.57,
+ },
+ "yuxie5":{
+ trigger:{
+ player:"useCardEnd",
+ },
+ forced:true,
+ filter:function(event,player){
+ if(player.countCards('h') >= player.hp)return false;
+ for(var i = 0;i < player.storage.zioy_yuxie5_cards.length;i++){
+ for(var c of event.cards){
+ if (player.storage.zioy_yuxie5_cards[i] == c){
+ return false;
+ }
+ }
+ }
+ return event.cards && player.storage.zioy_yuxie5_flag && get.type(event.card)!='equip'
+ },
+ init:function(player){
+ player.storage.zioy_yuxie5_flag = true;
+ player.storage.zioy_yuxie5_cards = [];
+ },
+ content:function(){
+ player.gain(trigger.cards);
+ for(var c of trigger.cards){
+ player.storage.zioy_yuxie5_cards.push(c);
+ }
+ player.storage.zioy_yuxie5_flag = false;
+ },
+ sub:true,
+ "_priority":0,
+ },
+ "yuxie6":{
+ trigger:{
+ global:"phaseEnd",
+ },
+ direct:true,
+ filter:function(event,player){
+ return true;
+ },
+ priority:0.6854,
+ autodelay:true,
+ content:function(){
+ player.storage.zioy_yuxie5_flag = true;
+ player.storage.zioy_yuxie5_cards = [];
+ },
+ sub:true,
+ "_priority":68.54,
+ },
+ "yuxie7":{
+ trigger:{
+ player:"gainEnd",
+ },
+ direct:true,
+ filter:function(event,player){
+ return player.countCards('h') > player.hp
+ },
+ autodelay:true,
+ content:function(){
+ player.storage.zioy_yuxie5_flag = true;
+ },
+ sub:true,
+ "_priority":0,
+ },
+ },
+ "_priority":0,
+ },
+ "zioy_f42chongzai":{
+ enable:"phaseUse",
+ usable:1,
+ filter:function (event, player) {
+ return player.hasSkill('zioy_v07yuxie_yuxie');
+ },
+ check:function (event, player) {
+ return player.countCards('h') < player.hp;
+ },
+ init:function(player){
+ player.storage.zioy_f42chongzai_hp = 0
+ player.storage.zioy_f42chongzai_hujia = 0
+ },
+ content:function () {
+ 'step 0'
+ event.i = 0
+ 'step 1'
+ game.players[event.i].damage(1,'nosource','nocard')
+ player.line(game.players[event.i])
+ event.i ++ ;
+ 'step 2'
+ if(event.i < game.players.length){
+ event.goto(1)
+ }
+ else{
+ player.draw(3)
+ if(player.hp == player.maxHp){
+ player.hp-=1
+ player.storage.zioy_f42chongzai_hp+=1
+ }
+ if(player.hujia && player.hujia > 0){
+ player.changeHujia(-1)
+ player.storage.zioy_f42chongzai_hujia+=1
+ }
+ }
+ },
+ ai:{
+ order:1,
+ result:{
+ player:2.5,
+ },
+ },
+ group:["zioy_f42chongzai_1"],
+ subSkill:{
+ "1":{
+ enable:"phaseUse",
+ usable:1,
+ filter:function (event, player) {
+ // return true;
+ return !player.hasSkill('zioy_v07yuxie_yuxie');
+ },
+ filterCard:function(card){
+ var suit=get.suit(card);
+ for(var i=0;i 1){
+ player.addMark('zioy_f42chongzai_1',player.hp-1)
+ player.hp = 1
+ }
+ player.addSkill('zioy_f42chongzai_2')
+ 'step 1'
+ if(player.storage.zioy_f42chongzai_hp > 0){
+ player.recover(player.storage.zioy_f42chongzai_hp);
+ player.storage.zioy_f42chongzai_hp = 0
+ }
+ },
+ ai:{
+ order:1,
+ result:{
+ player:1,
+ },
+ },
+ sub:true,
+ "_priority":0,
+ },
+ "2":{
+ trigger:{
+ global:"phaseEnd",
+ },
+ direct:true,
+ priority:3254,
+ filter:function(event,player){
+ return player.countMark('zioy_f42chongzai_1') < player.maxHp;
+ },
+ content:function(){
+ player.addMark('zioy_f42chongzai_1',1)
+ },
+ group:["zioy_f42chongzai_3"],
+ sub:true,
+ "_priority":325400,
+ },
+ "3":{
+ trigger:{
+ global:"phaseEnd",
+ },
+ forced:true,
+ skillAnimation:true,
+ animationColor:"thunder",
+ unique:true,
+ priority:3278,
+ filter:function(event,player){
+ return player.countMark('zioy_f42chongzai_1') >= player.maxHp;
+ },
+ autodelay:true,
+ content:function(){
+ num = player.countMark('zioy_f42chongzai_1')
+ player.removeMark('zioy_f42chongzai_1',num)
+ num+=player.storage.zioy_f42chongzai_hujia
+ player.changeHujia(num)
+ player.storage.zioy_f42chongzai_hujia = 0
+ if(num > player.maxHp){
+ player.gainMaxHp(1)
+ }
+ player.removeSkill('zioy_f42chongzai_2')
+ player.addSkill('zioy_v07yuxie_yuxie')
+ },
+ sub:true,
+ "_priority":327800,
+ },
+ },
+ "_priority":0,
+ },
+ "zioy_yuemai":{
+ trigger:{
+ source:"damageEnd",
+ },
+ locked:true,
+ forced:true,
+ filter:function(event,player){
+ return get.status(game.globalStatus.name).type != "environment"
+ },
+ content:function(){
+ 'step 0'
+ game.changeGlobalStatus('mizhang',8)
+ 'step 1'
+ if(game.globalStatus.name == 'mizhang'){
+ player.changeHujia(2)
+ }
+ },
+ mod:{
+ globalFrom:function (from, to, distance) {
+ if(game.globalStatus.name == 'mizhang') return distance - 1;
+ },
+ },
+ group:["zioy_yuemai_jianshang"],
+ subSkill:{
+ jianshang:{
+ trigger:{
+ global:"changeGlobalStatus_End",
+ },
+ direct:true,
+ filter:function(){
+ return true
+ },
+ content:function(){
+ if(game.globalStatus.name == 'mizhang'){
+ player.addDamageMitigationer(0.5,'zioy_yuemai_jianshang')
+ }
+ else{
+ player.removeDamageMitigationer('zioy_yuemai_jianshang')
+ }
+ },
+ sub:true,
+ "_priority":0,
+ },
+ },
+ "_priority":0,
+ },
+ "zioy_liechenyuyou_water":{
+ init:function(player){
+ player.storage.kami_protect = "water";
+ },
+ forced:true,
+ unique:true,
+ charlotte:true,
+ locked:true,
+ priority:52345,
+ trigger:{
+ player:"phaseDrawBegin",
+ },
+ content:function(){
+ trigger.num+=2
+ },
+ group:["zioy_liechenyuyou_water_draw1","zioy_liechenyuyou_water_damage"],
+ subSkill:{
+ "draw1":{
+ forced:true,
+ unique:true,
+ charlotte:true,
+ locked:true,
+ priority:52345,
+ trigger:{
+ player:["phaseEnd","roundStart"],
+ },
+ content:function(){
+ player.draw(1);
+ },
+ sub:true,
+ "_priority":5234500,
+ },
+ damage:{
+ forced:true,
+ unique:true,
+ charlotte:true,
+ locked:true,
+ priority:52345,
+ trigger:{
+ source:"damageBegin1",
+ },
+ filter:function(event,player){
+ if(event.player.group=='shen')
+ return false;
+ return !event.player.storage.kami_protect || event.player.storage.kami_protect == 'fire';
+ },
+ content:function(){
+ trigger.num+=1;
+ },
+ sub:true,
+ "_priority":5234500,
+ },
+ },
+ "_priority":5234500,
+ },
+ "zioy_pinghuqiuyue":{
+ init:function(player){
+ player.addDamageLimiter(2,"zioy_pinghuqiuyue");
+ player.storage.pinghuqiuyue_targetHasHujia = false
+ },
+ onremove:function(player){
+ player.removeDamageLimiter('zioy_pinghuqiuyue')
+ },
+ trigger:{
+ player:"loseHpEnd",
+ },
+ mod:{
+ maxHandcardBase:function(player,num){
+ num-=4;
+ if(num < 3)num = 3;
+ return num;
+ },
+ },
+ forced:true,
+ direct:true,
+ priority:52345,
+ mark:true,
+ marktext:"怒气",
+ intro:{
+ name:"怒气",
+ },
+ content:function(){
+ player.addTempSkill("zioy_pinghuqiuyue_noLoseHp",'roundStart');
+ player.zioy_get_nuqi = function(){
+ return this.countMark("zioy_pinghuqiuyue");
+ }
+ },
+ group:["zioy_pinghuqiuyue_damage2hujia","zioy_pinghuqiuyue_damageEndS","zioy_pinghuqiuyue_damageEndP","zioy_pinghuqiuyue_damageLimit","zioy_pinghuqiuyue_phaseEnd","zioy_pinghuqiuyue_dyingBegin"],
+ subSkill:{
+ noLoseHp:{
+ trigger:{
+ player:"loseHpBegin",
+ },
+ forced:true,
+ direct:true,
+ priority:52345,
+ content:function(){
+ trigger.cancel();
+ },
+ sub:true,
+ "_priority":5234500,
+ },
+ "damage2hujia":{
+ trigger:{
+ source:"damageBegin1",
+ },
+ forced:true,
+ priority:523245,
+ filter:function(event,player){
+ return event.player && event.player.hujia > 0;
+ },
+ content:function(){
+ trigger.num+=1;
+ player.storage.pinghuqiuyue_targetHasHujia = true
+ },
+ sub:true,
+ "_priority":52324500,
+ },
+ damageEndS:{
+ trigger:{
+ source:"damageEnd",
+ },
+ forced:true,
+ priority:52345,
+ filter:function(event,player){
+ return true;
+ },
+ content:function(){
+ if(player.storage.pinghuqiuyue_targetHasHujia){
+ player.storage.pinghuqiuyue_targetHasHujia = false;
+ if(trigger.player.hujia == 0){
+ player.addMark("zioy_pinghuqiuyue",7);
+ }
+ }
+ player.addMark("zioy_pinghuqiuyue",trigger.num);
+ },
+ sub:true,
+ "_priority":5234500,
+ },
+ damageEndP:{
+ trigger:{
+ player:"damageEnd",
+ },
+ forced:true,
+ priority:524345,
+ filter:function(event,player){
+ return true;
+ },
+ content:function(){
+ player.addMark("zioy_pinghuqiuyue",trigger.num);
+ },
+ sub:true,
+ "_priority":52434500,
+ },
+ dyingBegin:{
+ trigger:{
+ source:"dyingBegin",
+ },
+ forced:true,
+ priority:524545,
+ filter:function(event,player){
+ return true;
+ },
+ content:function(){
+ player.addMark("zioy_pinghuqiuyue",7);
+ },
+ sub:true,
+ "_priority":52454500,
+ },
+ phaseEnd:{
+ trigger:{
+ player:"phaseEnd",
+ },
+ forced:true,
+ priority:523415,
+ filter:function(event,player){
+ return player.countMark('zioy_pinghuqiuyue') > 0;
+ },
+ content:function(){
+ player.removeMark('zioy_pinghuqiuyue',1)
+ },
+ sub:true,
+ "_priority":52341500,
+ },
+ damageLimit:{
+ trigger:{
+ player:"damageLimit",
+ },
+ forced:true,
+ priority:5415,
+ content:function(){
+ player.addMark("zioy_pinghuqiuyue",7);
+ },
+ sub:true,
+ "_priority":541500,
+ },
+ },
+ "_priority":5234500,
+ },
+ "zioy_yurangzhijian":{
+ enable:"phaseUse",
+ usable:1,
+ unique:true,
+ init:function(player){
+ player.storage.yurangzhijian_nuqi = 0.0;
+ player.storage.yurangzhijian_count = 0;
+ },
+ content:function(){
+ nuqi = player.countMark('zioy_pinghuqiuyue')
+ player.removeMark('zioy_pinghuqiuyue',nuqi)
+ m = 0
+ if(player.hasSkill('zioy_yurangzhijian_chengsheng')){
+ m = player.countMark('zioy_yurangzhijian_chengsheng')
+ if(m < 4){
+ m = m - 1
+ }
+ else{
+ m = 3
+ }
+ player.removeMark('zioy_yurangzhijian_chengsheng',m)
+ }
+ game.changeGlobalStatus('xiyu',5,'round');
+ player.addBuffImmune('all',5,'round');
+ x = player.storage.yurangzhijian_count;
+ y = parseInt(0 - x + parseInt(nuqi/3) + m);
+ if(y > 0){
+ player.recover(y)
+ }else if(y < 0){
+ if(player.hasSkill('zioy_yurangzhijian_chengsheng')){
+ player.chooseToDiscard('h',Math.min(player.countCards('h'),-y),true)
+ }else{
+ player.chooseToDiscard('he',Math.min(player.countCards('he'),-y),true)
+ }
+ }
+ if(player.hasSkill('zioy_yurangzhijian_chengsheng')){
+ player.addSkill('zioy_yurangzhijian_damage');
+ }
+ if(player.storage.yurangzhijian_nuqi + nuqi >= 10 && !player.hasSkill('zioy_yurangzhijian_chengsheng')){
+ player.addSkill('zioy_yurangzhijian_chengsheng');
+ player.addMark('zioy_yurangzhijian_chengsheng',1);
+ }
+ player.storage.yurangzhijian_nuqi += nuqi/3
+ player.storage.yurangzhijian_count+=1.5;
+ },
+ ai:{
+ order:1,
+ result:{
+ player:function(player){
+ x = player.storage.yurangzhijian_count;
+ n = player.countMark('zioy_pinghuqiuyue');
+ m = player.countMark('zioy_yurangzhijian_chengsheng');
+ y = parseInt(0 - x + n/3 + m);
+ if(player.storage.yurangzhijian_nuqi + n >= 10 && !player.hasSkill('zioy_yurangzhijian_chengsheng')){
+ return 100;
+ }
+ if(player.hp < 3 && y > 0){
+ return 100;
+ }
+ return Math.min(y,player.maxHp - player.hp) - 1;
+ },
+ },
+ },
+ subSkill:{
+ damage:{
+ trigger:{
+ player:"damageBegin",
+ },
+ forced:true,
+ priority:54145,
+ content:function(){
+ trigger.num = 0;
+ player.removeSkill('zioy_yurangzhijian_damage');
+ },
+ sub:true,
+ "_priority":5414500,
+ },
+ chengsheng:{
+ mark:true,
+ marktext:"盛怒",
+ charlotte:true,
+ unique:true,
+ direct:true,
+ intro:{
+ name:"盛怒",
+ },
+ init:function(player){
+ game.log(player,'已进入盛怒')
+ },
+ trigger:{
+ player:"useCard",
+ },
+ filter:function(event,player){
+ return event.card &&(get.tag(event.card,'damage')) ;
+ },
+ content:function(){
+ if(player.countMark('zioy_yurangzhijian_chengsheng') < 7){
+ player.addMark('zioy_yurangzhijian_chengsheng',1);
+ }
+ },
+ mod:{
+ cardUsable:function(card,player,num){
+ if(card.name=='sha') return num+parseInt(player.countMark('zioy_yurangzhijian_chengsheng')*0.43);
+ },
+ canBeDiscarded:function(card){
+ if(get.position(card)=='e') return false;
+ },
+ },
+ group:["zioy_yurangzhijian_wushuang","zioy_yurangzhijian_damageEnd","zioy_yurangzhijian_damageBegin"],
+ sub:true,
+ "_priority":0,
+ },
+ wushuang:{
+ trigger:{
+ player:"useCardToPlayered",
+ },
+ forced:true,
+ filter:function(event,player){
+ return event.card.name=='sha'&&!event.getParent().directHit.contains(event.target);
+ },
+ logTarget:"target",
+ content:function(){
+ var id=trigger.target.playerid;
+ var map=trigger.getParent().customArgs;
+ if(!map[id]) map[id]={};
+ if(typeof map[id].shanRequired=='number'){
+ n = parseInt(player.countMark('zioy_yurangzhijian_chengsheng')/2.3);
+ if(n == 0){
+ n = 1
+ }
+ map[id].shanRequired+=n;
+ }
+ else{
+ map[id].shanRequired=2;
+ }
+ },
+ ai:{
+ "directHit_ai":true,
+ skillTagFilter:function(player,tag,arg){
+ if(arg.card.name!='sha'||arg.target.countCards('h','shan')>parseInt(player.countMark('zioy_yurangzhijian_chengsheng')/2.3)) return false;
+ },
+ },
+ sub:true,
+ "_priority":0,
+ },
+ damageEnd:{
+ trigger:{
+ source:"damageEnd",
+ },
+ forced:true,
+ priority:5243145,
+ filter:function(event,player){
+ return true;
+ },
+ content:function(){
+ player.recover(parseInt(trigger.num*0.05*player.countMark('zioy_yurangzhijian_chengsheng')));
+ if(parseInt(trigger.num*0.15*player.countMark('zioy_yurangzhijian_chengsheng')) > 0)
+ player.discardPlayerCard(trigger.player,'hej',true,Math.min(trigger.player.countCards('hej'),parseInt(trigger.num*0.15*player.countMark('zioy_yurangzhijian_chengsheng'))));
+ },
+ sub:true,
+ "_priority":524314500,
+ },
+ damageBegin:{
+ trigger:{
+ source:"damageBegin1",
+ },
+ direct:true,
+ priority:5045,
+ filter:function(event,player){
+ return true;
+ },
+ content:function(){
+ trigger.num+=parseInt(0.58*player.countMark('zioy_yurangzhijian_chengsheng'));
+ },
+ sub:true,
+ "_priority":504500,
+ },
+ },
+ "_priority":0,
+ },
+ "zioy_liechenyuyou_fire":{
+ init:function(player){
+ player.storage.kami_protect = "fire";
+ },
+ forced:true,
+ unique:true,
+ charlotte:true,
+ locked:true,
+ priority:52345,
+ trigger:{
+ player:"phaseDrawBegin",
+ },
+ content:function(){
+ trigger.num+=2
+ },
+ group:["zioy_liechenyuyou_fire_draw1","zioy_liechenyuyou_fire_damage"],
+ subSkill:{
+ "draw1":{
+ forced:true,
+ unique:true,
+ charlotte:true,
+ locked:true,
+ priority:52345,
+ trigger:{
+ player:["phaseEnd","roundStart"],
+ },
+ content:function(){
+ player.draw(1);
+ },
+ sub:true,
+ "_priority":5234500,
+ },
+ damage:{
+ forced:true,
+ unique:true,
+ charlotte:true,
+ locked:true,
+ priority:52345,
+ trigger:{
+ source:"damageBegin1",
+ },
+ filter:function(event,player){
+ if(event.player.group=='shen')
+ return false;
+ return !event.player.storage.kami_protect || event.player.storage.kami_protect == 'wood';
+ },
+ content:function(){
+ trigger.num+=1;
+ },
+ sub:true,
+ "_priority":5234500,
+ },
+ },
+ "_priority":5234500,
+ },
+ "zioy_zhuxingwuchang":{
+ filter:function(event,player){
+ return player.countMark("zioy_yongyeqingxiao") == 0;
+ },
+ direct:true,
+ locked:true,
+ trigger:{
+ source:"damageEnd",
+ },
+ content:function(){
+ 'step 0'
+ player.loseHp(1);
+ 'step 1'
+ if(game.globalStatus.name != 'huoshan'){
+ player.recover(2);
+ }
+ else{
+ player.recover(4);
+ }
+ 'step 2'
+ if(game.roundNumber%2 == 1){
+ game.changeGlobalStatus('rerang',2);
+ }
+ else{
+ game.changeGlobalStatus('huoshan',2);
+ }
+ },
+ group:["zioy_zhuxingwuchang_damageBegin","zioy_zhuxingwuchang_damageEnd","zioy_zhuxingwuchang_useCard"],
+ subSkill:{
+ damageBegin:{
+ filter:function(event,player){
+ return get.status(game.globalStatus.name).type == "weather";
+ },
+ direct:true,
+ locked:true,
+ trigger:{
+ player:["useCardToBefore"],
+ },
+ content:function(){
+ trigger.card.nature = 'fire';
+ },
+ "_priority":165463463456,
+ sub:true,
+ },
+ useCard:{
+ trigger:{
+ player:"useCard",
+ },
+ direct:true,
+ locked:true,
+ filter:function(event,player){
+ return get.status(game.globalStatus.name).type == "environment";
+ },
+ content:function(){
+ trigger.directHit.addArray(game.filterPlayer());
+ },
+ sub:true,
+ "_priority":0,
+ },
+ damageEnd:{
+ filter:function(event,player){
+ return get.status(game.globalStatus.name).type == "weather";
+ },
+ direct:true,
+ locked:true,
+ trigger:{
+ source:"damageEnd",
+ },
+ content:function(){
+ 'step 0'
+ if(trigger.player.countCards('hej') > 0)
+ player.discardPlayerCard(trigger.player,'hej',true,1);
+ },
+ sub:true,
+ "_priority":0,
+ },
+ },
+ "_priority":16,
+ },
+ "zioy_zhufashengmie":{
+ trigger:{
+ player:"dieBefore",
+ },
+ forced:true,
+ unique:true,
+ forceunique:true,
+ skillAnimation:true,
+ animationColor:"thunder",
+ filter:function (event, player) {
+ return true;
+ },
+ content:function(){
+ 'step 0'
+ player.awakenSkill("zioy_zhufashengmie");
+ trigger.cancel();
+ 'step 1'
+ player.hp = player.maxHp;
+ 'step 2'
+ player.addTempSkill('zioy_lockHp',{player:"phaseUseEnd"});
+ 'step 3'
+ player.update()
+ },
+ "_priority":0,
+ },
+ "zioy_yongyeqingxiao":{
+ init:function(player){
+ player.addMark("zioy_yongyeqingxiao",5);
+ // player.storage.huoshan_no = true;
+ },
+ usable:null,
+ mark:false,
+ marktext:"无瞋",
+ intro:{
+ name:"无瞋",
+ mark:function(){
+ return "复有三法,谓三善根:一者不贪,二者不恚,三者不痴。"
+ },
+ },
+ enable:"phaseUse",
+ filter:function(event,player){
+ return player.countMark("zioy_yongyeqingxiao") > 0 && player.countMark("zioy_yongyeqingxiao") != 5;
+ },
+ content:function(){
+ var n = player.countMark("zioy_yongyeqingxiao");
+ n = 5 - n;
+ player.addMark('zioy_yongyeqingxiao',n);
+ player.draw(parseInt(n*1.25+0.01));
+ if(parseInt(n/1.5+0.01) > 0 && !player.hasSkill('zioy_yongyeqingxiao_recoverMark')){
+ player.recover(parseInt(n/2+0.01));
+ player.addTempSkill('zioy_yongyeqingxiao_recoverMark')
+ }
+ player.addBuffImmune('all',n);
+ if(game.roundNumber%2 == 1){
+ game.changeGlobalStatus('rerang',n);
+ }
+ else{
+ game.changeGlobalStatus('huoshan',n);
+ }
+ },
+ mod:{
+ globalFrom:function(from,to,distance){
+ if(from.countMark("zioy_yongyeqingxiao") == 0)
+ return distance-1;
+ },
+ cardUsable:function(card,player,num){
+ // if(player.countMark("zioy_yongyeqingxiao") == 0)
+ // if(card.name=='sha') return num+1;
+ },
+ },
+ ai:{
+ order:1,
+ result:{
+ player:function(player){
+ var n = player.countMark("zioy_yongyeqingxiao");
+ n = 5 - n;
+ return 5*(n - 2);
+ },
+ },
+ },
+ group:["zioy_yongyeqingxiao_useCard"],
+ subSkill:{
+ useCard:{
+ trigger:{
+ player:"useCardEnd",
+ },
+ filter:function(event,player){
+ return player.countMark("zioy_yongyeqingxiao") > 0;
+ },
+ direct:true,
+ content:function(){
+ 'step 0'
+ player.removeMark('zioy_yongyeqingxiao');
+ if(player.countCards('he') > 0){
+ player.chooseToDiscard('he',1,true);
+ }
+ 'step 1'
+ if(player.countMark("zioy_yongyeqingxiao") == 0){
+ player.disableJudge();
+ player.addBuffImmune('all',Infinity);
+ }
+ },
+ sub:true,
+ "_priority":0,
+ },
+ recoverMark:{
+ sub:true,
+ "_priority":0,
+ },
+ },
+ "_priority":0,
+ },
+ "zioy_anyuningfeng":{
+ "_priority":0,
+ },
+ "zioy_nongying":{
+ trigger:{
+ player:["chooseToRespondBegin","chooseToUseBegin"],
+ },
+ filter:function(event,player){
+ if(event.responded) return false;
+ if(!event.filterCard({name:'shan'},player,event)) return false;
+ return true;
+ },
+ content:function(){
+ trigger.untrigger();
+ // game.log(trigger)
+ trigger.responded=true;
+ trigger.result={bool:true,card:{name:'shan'}}
+ if(player.hp < player.maxHp){
+ player.recover()
+ player.loseMaxHp()
+ }else{
+ player.loseHp()
+ player.gainMaxHp()
+ }
+ },
+ mod:{
+ cardname:function(card){
+ if(card.name=='shan') return 'sha';
+ },
+ },
+ group:['zioy_nongying_2'],
+ subSkill:{
+ 2:{
+ trigger:{
+ player:['useCard',"respond"]
+ },
+ filter:function(event,player){
+ if(event.card.name != 'sha')return false
+ for(var c of event.cards){
+ if(c.name == 'shan') return true
+ }
+ return false
+ },
+ forced:true,
+ content:function(){
+ if(player.hp < player.maxHp){
+ player.recover()
+ player.loseMaxHp()
+ }else{
+ player.loseHp()
+ player.gainMaxHp()
+ }
+ }
+ }
+ },
+ "_priority":0,
+ },
+ "zioy_chanjuan":{
+ trigger:{
+ player:'recoverEnd'
+ },
+ filter:function(event,player){
+ return event && event.num > 0;
+ },
+ direct:true,
+ content:function(){
+ 'step 0'
+ player
+ .chooseTarget(
+ "令任意名其他角色恢复" + trigger.num + "点体力",
+ function (card, player, target) {
+ return target.hp < target.maxHp && target != player;
+ },[1,game.countPlayer(function (target) {
+ return target.hp < target.maxHp;
+ })],
+ false
+ )
+ .set("ai", function (target) {
+ var att = get.attitude(_status.event.player, target);
+ return att;
+ });
+ 'step 1'
+ if(result.bool){
+ for(var p of result.targets){
+ p.recover(trigger.num)
+ }
+ }
+ },
+ "_priority":0,
+ },
+ },
+ translate:{
+ "zioy_xixue":"汲血",
+ "zioy_xixue_info":"出牌阶段,你可以弃置一张牌并选择一名非上一回合以此法选择角色,你偷取其一点体力值。",
+ "zioy_shiyi":"石翼",
+ "zioy_shiyi_info":"锁定技
①:当你造成伤害时,你获得一点护甲。
②:你的与其他角色的距离-X,其他角色与你的距离+X,你的手牌上限+X(X为你的护甲值)",
+ "zioy_jinjia":"晶甲",
+ "zioy_jinjia_info":"锁定技,一轮游戏开始时,若你没有护甲,你获得两点护甲。",
+ "zioy_jinsui":"晶髓",
+ "zioy_jinsui_info":"出牌阶段,你可以消耗你所有的护甲并选择一名角色,直到你的回合结束,若该角色受到伤害,该角色翻面。",
+ "zioy_jinsui2":"晶髓",
+ "zioy_jinsui2_info":"若你受到伤害,你翻面。",
+ "zioy_chenmeng":"尘梦",
+ "zioy_chenmeng_info":"锁定技,其他角色造成伤害时,你令其失去一点体力上限并获得〖尘〗标记,然后你获得一点体力上限。你对拥有〖尘〗标记的角色造成伤害时,你移除其〖尘〗标记,恢复其以此法失去的体力上限,然后其失去一点体力,你获得其一张手牌,回复1点体力并失去以此法获得的体力上限。",
+ "zioy_chenmeng1":"尘梦",
+ "zioy_chenmeng1_info":"当你受到由〖长野原神乐〗造成的伤害时,你回复一点体力上限并失去一点体力,其失去一点体力上限,回复一点体力并获得你一张牌。",
+ "zioy_eye":"厄夜",
+ "zioy_eye_info":"锁定技,你即将对其他角色造成的伤害改为抹除体力。",
+ "zioy_damie":"大灭",
+ "zioy_damie_info":"一轮游戏开始时,若场上已有角色死亡,则你可以抹除一名角色的所有体力,你以此法无法使该角色死亡。",
+ "zioy_heiyi":"黑疫",
+ "zioy_heiyi_info":"锁定技,当你成为【杀】的目标时,此【杀】的来源获得技能〖黑死〗。",
+ "zioy_duyi":"黑死",
+ "zioy_duyi_info":"锁定技,回合开始时,你失去一点体力,若你体力值为1,则改为失去一点体力上限。",
+ "zioy_eji":"恶剂",
+ "zioy_eji_info":"限定技,出牌阶段,你可以获得3点体力与体力上限,摸3张牌,接下来的每个回合开始阶段,你失去一点体力上限直到你的体力上限等于1。",
+ "zioy_huashou":"花狩",
+ "zioy_huashou_info":"锁定技,你的回合开始阶段,你随机标记一名敌人并将其区域内随机2/3数量的牌(向上取整)置于其武将牌上。若你回合内对被标记者造成伤害,你移除其标记,对其造成X点伤害,回复X/2(向下取整)点体力,若X/2大于你已损失体力则将你的护甲置为1,然后获得其以此法置于武将牌上的所有牌。若回合结束时其未受到伤害,其获得其武将牌上的所有牌。(X为受伤角色已损失体力)",
+ "zioy_huashou2":"花狩",
+ "zioy_huashou2_info":"若你本回合未受到伤害,回合结束时获得被〖花狩〗置于武将牌上的牌。",
+ "zioy_huashou3":"花狩",
+ "zioy_huashou3_info":"",
+ "zioy_longyue":"胧月",
+ "zioy_longyue_info":"游戏开始时,你摸一张牌并创建一张【月光】,你的出牌阶段开始时,你装备你游戏开始时创建的【月光】。你对被〖花狩〗标记的角色造成伤害会提升你的基础属性: 第一次造成伤害时:你装备的【月光】提供的攻击范围+1,每2次造成伤害:你的手牌上限+1,每3次造成伤害:你的摸牌阶段摸牌数+1,每4次造成伤害:你的体力上限+1。",
+ "zioy_longyue2":"胧月",
+ "zioy_longyue2_info":"",
+ "zioy_jike":"棘壳",
+ "zioy_jike_info":"锁定技,当你受到伤害时,若伤害来源不为你,你对其造成等额的伤害。",
+ "zioy_longyue3":"胧月",
+ "zioy_longyue3_info":"摸牌",
+ "zioy_happyNewYear":"逡游",
+ "zioy_happyNewYear_info":"锁定技,当你失去牌时,你获得一个\"春\"标记。当你的\"春\"标记数量发生变化时,若标记数量为偶数,你摸一张牌。当你于你的回合内使用【杀】指定目标时,若你的\"春\"标记数量大于等于X,你需弃置X个\"春\"标记,并使你此次使用的【杀】不计入出牌阶段使用次数(X在你的出牌阶段第一次使用牌时被赋值为4,且每次使用此技能令【杀】不计入次数时+2)。",
+ "zioy_qunyou2":"逡游",
+ "zioy_qunyou2_info":"春节快乐,于2023.1.21,8:37。",
+ "zioy_qianlong":"潜龙",
+ "zioy_qianlong_info":"当你使用或打出一张【杀】或【闪】时,若你区域内有牌,你可以弃置一张牌,然后你摸一张牌并获得一点护甲",
+ "zioy_jianlong":"见龙",
+ "zioy_jianlong_info":"出牌阶段,若你护甲值大于0,你可以摸一张牌并移去一点护甲。若此做,你的下一张【杀】无视距离且若此【杀】造成伤害,你将此技能替换为〖飞龙〗。",
+ "zioy_feilong":"飞龙",
+ "zioy_feilong_info":"锁定技,除非该角色死亡,你的【杀】只能对你上一次使用【杀】造成伤害的角色使用。你的下一张【杀】无距离限制且无法被响应。若你使用【杀】对一名角色造成伤害,你失去【飞龙】并获得【亢龙】,【见龙】,然后你摸一张牌。",
+ "zioy_kanglong":"亢龙",
+ "zioy_kanglong_info":"限定技,出牌阶段,你可以选择一名角色,你摸一张牌,并对该角色造成X点伤害,若该角色因〖亢龙〗死亡,则你的〖亢龙〗视为未使用(X为你当前体力值与该角色当前体力值的差值且至少为1)",
+ "zioy_jianlong2":"见龙",
+ "zioy_jianlong2_info":"你的杀无视距离",
+ "zioy_jianlong4":"见龙",
+ "zioy_jianlong4_info":"你的下一张【杀】无视距离。",
+ "zioy_kanglong2":"亢龙",
+ "zioy_kanglong2_info":"",
+ "zioy_yixiang":"燚祥",
+ "zioy_yixiang_info":"你造成的伤害均视为火属性,你受到的火属性伤害-1。",
+ "zioy_yixiang2":"燚祥",
+ "zioy_yixiang2_info":"",
+ "zioy_yuyan":"驭煙",
+ "zioy_yuyan_info":"锁定技,你废除你的坐骑栏,你与其他角色的距离-1,其他角色与你的距离+1。",
+ "zioy_chuixing":"吹星",
+ "zioy_chuixing_info":"你每使用两张【杀】,就可以视为使用一张无实体牌且无视距离的【火杀】,你初始视为使用过一张【杀】。",
+ "zioy_zhijin":"掷金",
+ "zioy_zhijin_info":"当你不因〖掷金〗而获得牌时,你随机摸一定数量的牌,该数量与你本次摸牌数成正相关且可能等于零。",
+ "zioy_xuanzhuan":"璇转",
+ "zioy_xuanzhuan_info":"出牌阶段限一次,你可以令场上所有有手牌的角色将一张手牌置于你的武将牌上,然后对于你武将牌上的每张牌,你令随机一名刚才有将牌置入你的武将牌上的角色获得之,你有更大的概率获得。",
+ "zioy_leiye1":"累业",
+ "zioy_leiye1_info":"当你造成伤害时,你获得一个\"墨\"标记,当你受到伤害或回复体力时,你获得一个\"霜\"标记。",
+ "zioy_leiye2":"累业",
+ "zioy_leiye2_info":"霜",
+ "zioy_mosha":"霜杀墨染雪",
+ "zioy_mosha_info":"觉醒技,与〖墨残霜伴樱〗共用次数。出牌阶段,若你的\"墨\"标记达到3,你可以选择一名角色,然后你失去一点体力上限并对其造成3点伤害。",
+ "zioy_shuangsha":"墨残霜伴樱",
+ "zioy_shuangsha_info":"觉醒技,与〖霜杀墨染雪〗共用次数。出牌阶段,若你的\"霜\"标记达到3,你可以获得一点体力上限,回复2点体力并选择一名角色,你对其造成一点伤害。",
+ "zioy_lieying":"裂影",
+ "zioy_lieying_info":"当你造成伤害时,你可以摸一张牌。若你使用过〖霜杀墨染雪〗,你的【杀】不可被响应且你造成的伤害+1。若你使用过〖墨残霜伴樱〗,你的【杀】可以额外指定一个目标,当你造成伤害时,你回复X点体力值(X为你已损失体力值/2,向下取整)",
+ "zioy_lieying1":"裂影",
+ "zioy_lieying1_info":"",
+ "zioy_wrjzc":"无人机侦查",
+ "zioy_wrjzc_info":"回合开始阶段,你观看随机一名角色的手牌。",
+ "zioy_zsyhj":"自适应护甲",
+ "zioy_zsyhj_info":"锁定技,你的手牌上限等于你的护甲,每个回合开始阶段,你大于1的体力上限会被转化为护甲。当你受到一次属性伤害,你免疫下一次属性伤害。当你受到一次无属性伤害,你免疫下一次无属性伤害。两种免疫效果不能同时存在。",
+ "zioy_weixiang":"伪像",
+ "zioy_weixiang_info":"游戏开始时,你选择一名角色,然后你将你的武将牌替换成你选择角色的武将牌,同时修改自己的体力,体力上限,护甲与其一致。",
+ "zioy_zsyhjn":"护甲",
+ "zioy_zsyhjn_info":"抵消下一次受到的属性伤害",
+ "zioy_fansheng":"反生",
+ "zioy_fansheng_info":"锁定技,你死亡时,杀死你的角色获得〖年种〗标记并将体力上限减少至1,然后你废除其防具栏,+1马栏,宝物栏。若拥有你给予的〖年种〗标记的角色死亡,你复活并令你回复X点体力,增加X点体力上限,摸X张牌,然后你与其交换座位并进行一个额外的回合(X为〖年种〗标记的角色原有的体力上限)",
+ "zioy_nianzhong":"年种",
+ "zioy_nianzhong_info":"锁定技,你死亡时,'年'复活并与你交换座位并额外进行一个回合。",
+ "zioy_jifou":"祭否",
+ "zioy_jifou_info":"一轮游戏开始时,你可以选择一名角色,你使该角色摸牌阶段摸牌数+2,体力上限+3,回复体力至体力上限,并摸5张牌。然后你死亡。",
+ "zioy_jifou2":"祭否",
+ "zioy_jifou2_info":"你已获得赐福",
+ "zioy_liubo":"流波",
+ "zioy_liubo_info":"你记录最后一张因弃置进入弃牌堆的牌。当你使用牌指定一名角色为目标时,你可以为此牌额外指定一名目标,并获得〖流波〗记录的牌。",
+ "zioy_liubo2":"流波",
+ "zioy_liubo2_info":"使用牌",
+ "zioy_shuiyue":"水月",
+ "zioy_shuiyue_info":"回合结束阶段,你可以摸X张牌,然后将X/1.5且向下取整(X为你本局游戏中发动〖流波〗的次数)",
+ "zioy_moying":"末影",
+ "zioy_moying_info":"出牌阶段限一次,你可以将一张黑色牌置于一名角色的武将牌上,称为\"末影\",当你使用牌指定一名其他角色为唯一目标时,拥有\"末影\"且不为目标的角色视为对目标使用一张与你使用牌相同的牌。场上至多同时存在2个由你产生的\"末影\",当\"末影\"超出限制时,你获得已存在最早产生的\"末影\"。",
+ "zioy_yingdun":"影遁",
+ "zioy_yingdun_info":"当你成为一名角色使用牌的目标时,你可以选择一名不为此牌目标且拥有\"末影\"的角色,你将此牌目标转移为该角色并与其交换座位,每个\"末影\"限一次,重新赋予\"末影\"可刷新限制。",
+ "zioy_moying2":"末影",
+ "zioy_moying2_info":"当该影使用牌指定一名其他角色为唯一目标时,若该目标是你的合法目标,你视为对其使用一张与该影使用牌相同的牌。",
+ "zioy_jianying":"渐影",
+ "zioy_jianying_info":"隐匿技,当你亮出武将牌时,你可以将一张无限点数的黑桃【杀】加入游戏并当作\"末影\"置于一名其他角色的武将牌上。",
+ "zioy_moying3":"末影",
+ "zioy_moying3_info":"死",
+ "zioy_yuexiang":"月相",
+ "zioy_yuexiang_info":"获得此技能时,你随机获得一个月相,每轮开始时月相会按规律进行变化,摸牌阶段,你的摸牌数根据月相增加0~2张。",
+ "zioy_yuexiang2":"月相",
+ "zioy_yuexiang2_info":"一轮开始时",
+ "zioy_douzhuan":"斗转",
+ "zioy_douzhuan_info":"游戏开始时,你随机指定一名角色并将7张牌置于其武将牌上,称为“星斗”。每轮游戏开始时,星斗将转移至拥有者下家。当“星斗”拥有者死亡或一轮游戏开始时你为满月且与“星斗”拥有者的座位相邻时,你获得“星斗”中的所有牌,使你月相的额外摸牌效果翻倍并使你的手牌上限+7。",
+ "zioy_xingdou":"星斗",
+ "zioy_xingdou_info":"闲云潭影日悠悠,物转星移几度秋",
+ "zioy_shengyue":"神月",
+ "zioy_shengyue_info":"限定技,出牌阶段,若\"星斗\"不位于你的区域内,你可以与你的下家交换座位并重复此流程直到你的上家区域内拥有\"星斗\"。",
+ "zioy_xiaoxiang":"消香",
+ "zioy_xiaoxiang_info":"限定技,一轮游戏开始时,对每个拥有〖尘〗的角色,你移去其的〖尘〗,令其翻面并令你回复一点体力。",
+ "zioy_douzhuan2":"斗转",
+ "zioy_douzhuan2_info":"死了",
+ "zioy_nianxi":"年袭",
+ "zioy_nianxi_info":"出牌阶段,你可以弃置一张非红色牌,视为打出一张【杀】,若此杀未造成伤害,你受到由目标角色对你造成的X点伤害(X为你因此技能受到伤害的次数+1)",
+ "zioy_nianxi2":"年袭",
+ "zioy_nianxi2_info":"",
+ "zioy_xiantong":"显瞳",
+ "zioy_xiantong_info":"一轮游戏开始或你的摸牌阶段结束时,你可以将一张非装备牌置于你的武将牌上,称为“瞳”。你拥有的“瞳”的数量不能超过你的体力上限。你的回合结束阶段,对于你的每张“瞳”,你视为对随机一名其他角色使用一张虚拟的同名牌。",
+ "zioy_xiane":"显厄",
+ "zioy_xiane_info":"回合结束阶段,若你的“瞳”达到3张,你可以依次获得你的所有“瞳”,你每以此法获得一张“瞳”,随机一名其他角色受到由你造成的2点雷电伤害。",
+ "zioy_xiantong2":"显瞳",
+ "zioy_xiantong2_info":"结束阶段",
+ "zioy_wuya":"雾鸦",
+ "zioy_wuya_info":"出牌阶段,你可以失去一点体力上限并选择一名角色,你令其获得“鸦”标记。拥有“鸦”标记的角色所有技能失效。拥有“鸦”标记的角色即将受到伤害时,防止此伤害并移去“鸦”标记。拥有“鸦”标记的角色的回合开始阶段,你需将此标记转移给一名未拥有“鸦”的角色。你以此法转移“鸦”标记时,原被标记者失去一点体力。若你以此法将“鸦”标记转移到自己区域内,你失去“鸦”标记,回复X点体力,并获得X点“黑血”标记(X为此“鸦”标记转移的次数+1)",
+ "zioy_sheji":"摄脊",
+ "zioy_sheji_info":"当你使用【杀】指定一名角色为目标时,你可以失去一点“黑血”,然后令【杀】失效,你偷取目标角色一点体力值。",
+ "zioy_puai":"瀑霭",
+ "zioy_puai_info":"限定技,回合结束阶段,你可以移去任意点“黑血”并失去等量体力上限,然后从下轮游戏开始,持续X轮,获得以下效果:
①.“鸦”不被强制要求抵挡伤害
②.“鸦”不被强制要求移动
③.发动〖雾鸦〗时失去体力上限改为获得体力上限。
④.你与其他角色的距离为负无穷大,其他角色与你的距离为无穷大,防止你成为伤害类卡牌的目标。",
+ "zioy_wuya2":"雾鸦",
+ "zioy_wuya2_info":"",
+ "zioy_wuya3":"雾鸦",
+ "zioy_wuya3_info":"",
+ "zioy_wuya4":"雾鸦",
+ "zioy_wuya4_info":"",
+ "zioy_puai2":"瀑霭",
+ "zioy_puai2_info":"",
+ "zioy_puai3":"瀑霭",
+ "zioy_puai3_info":"",
+ "zioy_xingchi":"行持",
+ "zioy_xingchi_info":"锁定技,当你使用或打出一张【杀】或【闪】时,你获得1点“正觉”。
当你即将造成/受到伤害时,你移去3点“正觉”并令此伤害+1/-1。",
+ "zioy_xingchi2":"行持",
+ "zioy_xingchi2_info":"",
+ "zioy_xingchi3":"行持",
+ "zioy_xingchi3_info":"",
+ "zioy_cangzhen":"沧震",
+ "zioy_cangzhen_info":"锁定技,每名角色限一次,你对一名角色造成伤害前,你令其翻面且此伤害+1。",
+ "zioy_cangzhen2":"沧震",
+ "zioy_cangzhen2_info":"",
+ "zioy_shangqin":"上觐",
+ "zioy_shangqin_info":"锁定技,①当有其他非“虚空虫”角色死亡后,你可令其复活并将武将牌替换为“虚空虫”,其体力上限与体力值为2,身份与你同阵营,操控者为你。然后你获得一点体力上限并回复一半已损失体力(向上取整)
②“虚空虫”死亡后,你获得其所有牌。",
+ "zioy_hanshou":"颔首",
+ "zioy_hanshou_info":"限定技,一轮游戏开始时,你可以令所有已死亡的“虚空虫”满体力复活,然后你失去X点体力上限并令所有“虚空虫”摸X张牌(X为以此法复活的“虚空虫”数量)",
+ "zioy_shangqin2":"上觐",
+ "zioy_shangqin2_info":"",
+ "zioy_shangqin3":"上觐",
+ "zioy_shangqin3_info":"",
+ "zioy_longzi":"溶紫",
+ "zioy_longzi_info":"",
+ "zioy_yingyuan":"隐渊",
+ "zioy_yingyuan_info":"①其他角色的回合结束阶段开始时,若你的武将牌为正面朝上,你可以将你的武将牌翻面。
②每轮游戏限一次,已受伤角色的回合结束阶段,若你武将牌翻面,你可以重复和你的下家交换位置直到你成为此受伤角色的上家,然后你将武将牌翻面并立即执行一个额外的回合
③若你武将牌背面向上,你即将受到的伤害-1。",
+ "zioy_hey":"嘿!",
+ "zioy_hey_info":"每名角色每轮限一次,回合开始与结束阶段,你选择一种颜色并观看一名角色的手牌,若其手牌中你选择颜色数量占优/不占优,你与其各摸/弃置一张牌并令其/你“光芒”标记拥有状态取反。获得此技能时你获得“光芒”。",
+ "zioy_ya":"呀!",
+ "zioy_ya_info":"你即将受到伤害时,若你没有“光芒”,你可以将一枚“光芒”移动至你的区域内并防止此次伤害。",
+ "zioy_ha":"哈!",
+ "zioy_ha_info":"你造成伤害后,你可以移动一枚“光芒”标记。",
+ "zioy_guangmang":"光芒",
+ "zioy_guangmang_info":"锁定技,①受到伤害结算后,若场上存在其他拥有“光芒”的角色,你移去“光芒”并对其中随机一名角色造成等于本次伤害值的伤害。
②无“光芒”角色与你的距离为无穷大。",
+ "zioy_shihong":"拾虹",
+ "zioy_shihong_info":"锁定技,摸牌阶段,未觉醒状态下你可以额外摸0~Y张牌,并弃置一名角色X张牌,觉醒状态下召唤曙光天气N回合(N为当前存活角色数,Y为N/2且向上取整,X为Y-本回合以此法额外摸牌的数量)",
+ "zioy_cuiyi":"皠翊",
+ "zioy_cuiyi_info":"回合开始阶段,未觉醒状态下令一名角色“皠翊”标记拥有状态取反,然后根据游戏轮数强化拥有“皠翊”标记的角色2项属性1级。觉醒状态下锁定所有拥有“皠翊”标记的角色强化N回合(N为当前存活角色数)",
+ "zioy_shulin":"倏翷",
+ "zioy_shulin_info":"觉醒技,每局游戏限2次。出牌阶段开始时,你可以回复所有已损失体力并进入觉醒状态。再次使用此技能时回复X点体力并将多出的回复值转化为摸牌数,然后你退出觉醒状态(X为觉醒状态持续时间)",
+ "zioy_huangyi":"煌熠",
+ "zioy_huangyi_info":"锁定技,你即将造成伤害时,未觉醒状态下你令伤害-1并回复1点体力,觉醒状态下若目标角色强化锁定则解除锁定,然后倒置目标角色强化,令伤害+X(X为你以此法倒置的强化项数之和)",
+ "zioy_t":"测试",
+ "zioy_t_info":"测试技能",
+ "zioy_t1":"测试",
+ "zioy_t1_info":"sadadwadwaedaw",
+ "zioy_shuohui":"朔回",
+ "zioy_shuohui_info":"锁定技
①防止你在已损失体力时死亡,你在未损失体力时进入濒死状态。
②你不以此法失去体力与受到伤害均改为回复体力,不以此法回复体力均改为失去体力。
③除开始阶段与结束阶段,你的回合阶段执行顺序与正常顺序相反。
④你的手牌上限等于你已损失体力。",
+ "zioy_hexuchongxiang":"鹤墟重香",
+ "zioy_hexuchongxiang_info":"清香更何用,犹发去年枝。
①将你即将受到伤害/流失体力时伤害/流失值超过X点的部分转化为“蜃气”,触发此效果超过X+1次后令X翻倍(若X=0则令X加1)并重置计数(获得此技能时令X=0)
②当你死亡时,若你体力值不小于0则改为失去所有体力,否则:若你体力上限不为场上唯一最多,你复活,获得N+1点体力上限,回复所有体力,移去所有“蜃气”并获得等量护盾,摸等量的牌,令X等于N-1,重置①效果计数,令你本局游戏摸牌阶段摸牌数,造成/受到伤害,失去体力的数值永久增加80%(向下取整)(N为〖鹤墟重香②〗发动的次数)
③你的“蜃气”数量不会超过你体力上限,获得“蜃气”时根据你是否受伤将多余的“蜃气”转换为体力值或“海市蜃楼”天气回合数。",
+ "zioy_hexuchongxiang_mark":"鹤墟重香③",
+ "zioy_hexuchongxiang_revive":"鹤墟重香②",
+ "zioy_yuezhuiyunwei":"月坠云微",
+ "zioy_yuezhuiyunwei_info":"梦回芳草思依依,天远雁声稀。
①根据当前“蜃气”的数量执行下列效果:
不大于50%体力上限:一名角色的回合开始阶段你失去1级防御,攻击强化,你的判定区视为被废除,你免疫任何异常状态,你的武将牌始终正面向上。
大于25%体力上限:当你成为其他角色使用牌的目标时,其弃置一张与此牌同名的手牌(没有则不弃)
大于6:当你造成超过1点伤害后,你失去1点体力上限并令其获得1点体力上限,令你本局游戏摸牌阶段摸牌数,造成/受到伤害,失去体力的数值永久增加20%(与〖鹤墟重香〗同乘区)。
等于体力上限:每局游戏限一次,发动〖鹤墟重香②〗或〖月坠云微②〗时重置计数。当你使用牌对指定一名角色为唯一目标时,你与其交换体力与体力上限。以此法交换的体力和体力上限不超过X点(X为你发动〖鹤墟重香③〗的次数)
②每回合限1次,出牌阶段,若你有“蜃气”,你可以主动发动此技能:你失去所有“蜃气”,倒置负面强化并清除所有异常状态,召唤等量回合的“海市蜃楼”天气,令一名角色获得等量护盾,令一名角色回复等量体力(X=你的体力上限/2且向下取整)
③你永久免疫“睡眠”异常,永久免疫“海市蜃楼”的任何效果。",
+ "zioy_zhumingxiangan":"烛明香暗",
+ "zioy_zhumingxiangan_info":"凭阑半日独无言,依旧竹声新月似当年。
①。",
+ "zioy_hanbosuliu":"寒波泝流",
+ "zioy_hanbosuliu_info":"琼窗春断双蛾皱,回首边头。",
+ "zioy_pianhongxiusao":"片红休埽",
+ "zioy_pianhongxiusao_info":"啼莺散,馀花乱,寂寞画堂深院。",
+ "zioy_yujin":"余烬",
+ "zioy_yujin_info":"①获得此技能时你获得5点“烬”,若你有“烬”,限制你受到的伤害不超过1点且防止你失去体力。每次触发限伤或防止失去体力时你失去2点“烬”并在下次受到伤害后获得1点护甲。
②你的护甲被击破时,你恢复1点体力,弃置伤害来源至多2张牌并令其受到由你造成的1点火属性伤害。",
+ "zioy_xumie":"虚灭",
+ "zioy_xumie_info":"当你造成伤害时,根据你对该受伤角色造成伤害的次数追加以下效果:
大于0次:其始终在你攻击范围内且不能响应你使用的【杀】。
大于1次:你弃置其至多2张牌。
大于2次:其下一次造成的伤害-1。
大于3次:你对其追加1点伤害,此伤害无法触发〖虚灭〗。
大于4次:你获得1点“烬”",
+ "zioy_v07yuxie":"V07-驭械",
+ "zioy_v07yuxie_info":"①游戏开始时你获得4点护甲并进入“驭械”状态,当你的护甲被击破时你退出“驭械”状态。
②“驭械”状态为你提供以下增益:
1.你的手牌上限+X(X为你的护甲值)。
·>当你手牌数不小于体力值时,你为暴走状态,获得以下增益:
1.你的进攻距离+2。
2.你的【杀】无法被响应。
3.你使用牌没有次数限制。
4.你使用牌时需额外弃置1张牌。
·>当你手牌数小于体力值时,你为冷却状态,获得以下增益:
1.你使用锦囊牌指定角色为目标时,你可以弃置目标角色至多2张牌。
2.你使用非装备牌结算完成后,你收回此牌。每回合限1次,获得手牌时若手牌数大于体力值则重置此计数。每张牌每回合限1次。
3.你即将受到超过1点的伤害时令此伤害值-1并恢复你1点体力。
③非“驭械”状态下限制你受到的伤害不超过1点。
④切换“驭械”状态时清除自身任何强化与异常状态并获得判定区内的所有牌。",
+ "zioy_f42chongzai":"F42-重载",
+ "zioy_f42chongzai_info":"出牌阶段各限1次:
①若你为“驭械”状态,你令所有角色受到1点无来源伤害,然后你摸3张牌,然后若你未损失体力则储存1点体力,若你拥有护甲则储存1点护甲。
②若你不为“驭械”状态,你可以弃置至少2张花色各不同的手牌,根据你弃置的手牌数执行以下效果:
不为4张:你获得等同于弃置手牌数-1枚“能量”标记。
4张:你获得4枚“能量”标记。
然后将当前体力值超过1的部分转化为等量“能量”标记,之后释放你储存的体力值。使用此技能后的每个的回合结束阶段,根据你的“能量”标记数量,执行以下效果:
小于体力上限:你获得1枚“能量”标记。
不小于体力上限:你弃置所有“能量”标记,获得等量护甲并释放储存的护甲,进入“驭械”状态,若你以此法获得的护甲值大于你的体力上限,你获得1点体力上限。",
+ "zioy_yuemai":"岳衇",
+ "zioy_yuemai_info":"锁定技,①你造成伤害后,若场上没有环境,则尝试召唤“迷嶂”环境8轮,召唤成功则获得2点护甲。
②“迷嶂”环境中你进攻距离+1,“迷嶂”环境下你获得50%免伤。",
+ "zioy_liechenyuyou_water":"列辰御佑",
+ "zioy_liechenyuyou_water_info":"血脉技,免疫失效。
①令你获得“泷之神佑”。
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.
③你使用【杀】对非神势力非拥有“神佑”或拥有“燚之神佑”的角色造成的伤害+1。",
+ "zioy_pinghuqiuyue":"平湖秋月",
+ "zioy_pinghuqiuyue_info":"①限制你受到的伤害最大为2点。
②当你流失体力后,防止你于本轮游戏流失体力。
③你的手牌上限-4且不小于3。
④你对拥有护甲的角色造成的伤害+1。
⑤触发限伤效果/击破一名角色护甲/令一名角色进入濒死状态时获得7点怒气,受到/造成伤害时获得等额怒气。
⑥你的回合结束阶段,你失去1点怒气。",
+ "zioy_yurangzhijian":"与浪之间",
+ "zioy_yurangzhijian_info":"出牌阶段限一次,依次结算以下效果:
①消耗你所有“怒气”,减少你至多3层“盛怒”层数(最多减少至1层)。
②召唤5轮“细雨”天气,获得5回合全异常免疫。
③令Y=M-1.5X+N/3(向下取整),若Y大于零则回复Y点体力,否则弃置Y张牌(X为本局游戏〖与浪之间〗累计使用次数,N为本次消耗怒气值,M为本次消耗“盛怒”层数)。
④若累计记录消耗怒气数+N达到10点则进入盛怒状态并获得1点“盛怒”层数,此效果一局游戏限1次。
⑤盛怒状态下使你下一次受到的伤害基础值等于0。
⑥记录N/3点消耗怒气数。
盛怒状态:盛怒状态最多达到7层,盛怒状态中每次使用伤害类型牌时获得1层“盛怒”层数,盛怒状态为你提供以下增益:
>①你出牌阶段可以多使用X*0.43(向下取整)张【杀】
>②你使用【杀】时对方需多使用X*0.43(向下取整且至少为1)张【闪】
>③你的【杀】造成的伤害+X*0.58(向下取整)
>④造成伤害时你回复0.05*X*伤害值(向下取整)点伤害值并弃置受伤角色0.15*X*伤害值(向下取整)张牌。
>⑤你装备区的牌无法被弃置。",
+ "zioy_liechenyuyou_fire":"列辰御佑",
+ "zioy_liechenyuyou_fire_info":"血脉技,免疫失效。
①令你获得“燚之神佑”。
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.
③你使用【杀】对非神势力非拥有“神佑”或拥有“苏之神佑”的角色造成的伤害+1。",
+ "zioy_zhuxingwuchang":"诸行无常",
+ "zioy_zhuxingwuchang_info":"锁定技,若场上为天气,你造成的伤害视为火属性伤害且造成伤害后弃置受伤角色1张牌;若场上为环境,你的牌不可被响应;若你没有“无瞋”:造成伤害后你失去1点体力然后恢复2点体力,“风林火山”环境下提升至4点,若当前为奇数轮则召唤2轮“热浪”天气,否则召唤2轮“风林火山”环境。。",
+ "zioy_zhufashengmie":"诸法生灭",
+ "zioy_zhufashengmie_info":"一局游戏限一次,你死亡时,取消之,然后你令你的体力值等于体力上限并锁定体力直到你的下个出牌阶段结束。",
+ "zioy_yongyeqingxiao":"永夜清宵",
+ "zioy_yongyeqingxiao_info":"①获得此技能时你获得5个“无瞋”标记。若你有“无瞋”,你使用牌结算后需弃置1张牌(没有则不弃)并失去1个“无瞋”。
②出牌阶段,若你有“无瞋”标记且不为5个,你可以将“无瞋”补至5个,记补充数量为X,你摸X*1.25(向下取整)张牌,回复X/2(向下取整)点体力(回复体力效果每回合限1次),获得X轮异常免疫,若当前为奇数轮则召唤X轮“热浪”天气,否则召唤X轮“风林火山”环境。
③若你没有“无瞋”,你废弃你的判定区,永久获得全异常免疫,攻击距离+1。",
+ "zioy_anyuningfeng":"黯喻凝风",
+ "zioy_anyuningfeng_info":"",
+ "zioy_nongying":"弄影",
+ "zioy_nongying_info":"起舞弄清影,何似在人间。
①你的【闪】均视为【杀】,当你需要使用或打出【闪】时,你可以视为打出一张【闪】。
②每当你使用〖弄影①〗或将【闪】视为【杀】使用或打出时,若你已受伤,你失去1点体力上限并恢复1点体力,否则你获得1点体力上限并失去1点体力。",
+ "zioy_chanjuan":"婵娟",
+ "zioy_chanjuan_info":"但愿人长久,千里共婵娟。
当你回复体力时,你可令任意名已受伤的其他角色回复等量体力。",
+ },
+ },
+ intro:"??????????????????????????",
+ author:"喵喵",
+ diskURL:"",
+ forumURL:"",
+ version:"23.08.13.01.39",
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