diff --git a/extension.js b/extension.js index 1f43b60..a63a153 100644 --- a/extension.js +++ b/extension.js @@ -2566,7 +2566,7 @@ game.import("extension", function (lib, game, ui, get, ai, _status) { "zioy_shuijinxiezi": ["male", "qun", 3, ["zioy_jinjia", "zioy_jinsui"], []], "zioy_dreamaker": ["female", "jin", 4, ["zioy_chenmeng", "zioy_xiaoxiang"], []], "zioy_drugdoctor": ["male", "qun", 4, ["zioy_heiyi"], []], - "zioy_zhigaotian": ["female", "shen", 3, ["zioy_eye", "zioy_damie"], ["hiddenSkill"]], + "zioy_zhigaotian": ["female", "shen", '4/16', ["zioy_eye","zioy_minjian","zioy_damie"], []], "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"]], @@ -2856,7 +2856,197 @@ target.storage.jss.changeHujia(1); }, "_priority": 0 }, - "zioy_eye": { + 'zioy_minjian':{ + trigger:{ + global:'roundStart' + }, + content:function(){ + 'step 0' + player.chooseTarget(()=>true,get.prompt(event.name),true).set('ai',function(target){ + // return 1 + return get.attitude(_status.event.player,target); + }); + 'step 1' + if(result&&result.bool){ + let target = result.targets[0] + let num = game.roundNumber + // game.log(target,num) + target.gainMaxHp(num) + // target.recover(num) + if(player.storage.minjian_lastTarget !== undefined){ + player.storage.minjian_lastTarget.loseMaxHp(num) + } + player.storage.minjian_lastTarget = target + } + } + }, + 'zioy_eye':{ + trigger: { + source: "damageBegin4" + }, + locked:true, + forced: true, + charlotte: true, + filter: function (event, player) { + return true + }, + content: function () { + // trigger.cancel() + // trigger.player.loseHp() + trigger.player.gainMaxHp(trigger.num) + player.loseMaxHp(trigger.num) + }, + "_priority": 0, + group:['zioy_eye_player','zioy_eye_draw','zioy_eye_draw_dying','zioy_eye_draw_loseMaxHp1','zioy_eye_draw_loseMaxHp2'], + subSkill:{ + player:{ + trigger: { + player: "damageBegin4" + }, + locked:true, + forced: true, + charlotte: true, + filter: function (event, player) { + return event.source + }, + content: function () { + // trigger.cancel() + // trigger.player.loseHp() + trigger.source.gainMaxHp(trigger.num) + player.loseMaxHp(trigger.num) + }, + }, + draw:{ + trigger: { + global: "changeHp" + }, + forced: true, + charlotte: true, + filter:(event)=>{ + // game.log(event.getParent().name) + return event.getParent().name !== 'damage' && event.getParent().name !== 'recover' + }, + content:function(){ + 'step 0' + event.num = trigger.getParent().num + 'step 1' + player.draw(1) + player.recover() + 'step 2' + event.num-- + if(event.num > 0)event.goto(1) + } + }, + draw_dying:{ + trigger: { + global: "dying" + }, + forced: true, + charlotte: true, + filter:(event)=>{ + return true + }, + content:function(){ + // 'step 1' + player.draw(1) + player.recover() + } + }, + draw_loseMaxHp1:{ + trigger: { + global: "loseMaxHpBefore" + }, + forced: true, + charlotte: true, + filter:(event,player)=>true, + content:function(){ + // game.log(trigger.player.hp) + trigger.player.eye_hp = trigger.player.hp + } + }, + draw_loseMaxHp2:{ + trigger: { + global: "loseMaxHpEnd" + }, + forced: true, + charlotte: true, + filter:(event,player)=>{ + // game.log(event.player,event.player.eye_hp) + return event.player.eye_hp !== undefined + }, + content:function(){ + 'step 0' + event.num = 0 + if(trigger.player.eye_hp > trigger.player.hp){ + event.num = trigger.player.eye_hp - trigger.player.hp + // player.draw(trigger.player.eye_hp - trigger.player.hp) + } + delete trigger.player.eye_hp + if(event.num <= 0){ + event.finish() + } + 'step 1' + player.draw(1) + player.recover() + 'step 2' + event.num-- + if(event.num > 0)event.goto(1) + } + } + } + + }, + 'zioy_damie':{ + usable:1, + skillAnimation:"epic", + animationColor:"fire", + audio:2, + enable:"phaseUse", + // limited:true, + line:"fire", + content:function(){ + 'step 0' + // player.awakenSkill(event.name) + event.p = player + 'step 1' + if(event.p.getDamagedHp() > 0) + event.p.loseHp(event.p.getDamagedHp()) + 'step 2' + if(event.p.isAlive()||1){ + event.p = event.p.next + if(event.p !== player){ + event.goto(1) + } + } + 'step 3' + let hp = 4,mhp = 16 + // if(player.hp > hp){ + // player.loseHp(player.hp-hp) + // }else{ + // player.recover(hp-player.hp) + // } + if(player.maxHp > mhp){ + player.loseMaxHp(player.maxHp - mhp) + }else{ + player.gainMaxHp(mhp - player.maxHp) + } + }, + ai:{ + order:1, + result:{ + player:function(player){ + var num=0,players=game.filterPlayer(); + for(var i=0;i②一名角色不因受到伤害或回复体力而变化1点体力或进入濒死状态时,你摸1张牌并回复1点体力。", "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_damie_info": "出牌阶段限1次。你可令从你开始的每名角色依次失去X点体力,然后你将你的体力上限调整至16。(X为其已损失体力)。", + "zioy_eye_old": "厄夜", + "zioy_eye_old_info": "锁定技,你即将造成的伤害均视为抹除体力。", + "zioy_damie_old": "大灭", + "zioy_damie_old_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",