重做至高天

This commit is contained in:
539943419 committed 2024-05-11 15:28:10 +08:00
1 parent cdee1df3af
commit be3710765d
1 file changed
+201 -5
+201 -5
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@@ -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;i<players.length;i++){
var att=get.attitude(player,players[i]);
if(players[i] === player) att = 3
num -= att*players[i].getDamagedHp()
}
return num
},
},
},
},
"zioy_eye_old": {
trigger: {
source: "damageBefore"
},
@@ -2875,7 +3065,7 @@ target.storage.jss.changeHujia(1);
},
"_priority": 0
},
"zioy_damie": {
"zioy_damie_old": {
trigger: {
global: "roundStart"
},
@@ -10512,10 +10702,16 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
"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_minjian':'瞑渐',
'zioy_minjian_info':'一轮游戏开始时,你可以令一名角色加X点体力上限,然后你令你上一次以此法选择的角色减X点体力上限(X为当前游戏轮数)。',
"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_eye_info": "锁定技。①当你对一名角色造成伤害或受到一名角色造成的伤害时,你与该角色各减/加X点体力上限(X为本次造成的伤害值)。<br>②一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",