From cd33724374fe069a473fa89dbaf14d77de545922 Mon Sep 17 00:00:00 2001
From: Miao_Spring <539943419@qq.com>
Date: Sun, 14 Jul 2024 13:35:30 +0800
Subject: [PATCH] =?UTF-8?q?=E5=AE=8C=E5=96=84=E8=8E=AB=E6=B4=9B=E5=A8=9C?=
=?UTF-8?q?=E9=83=A8=E5=88=86=E6=8A=80=E8=83=BD=EF=BC=8C=E4=BF=AE=E5=A4=8D?=
=?UTF-8?q?bug?=
MIME-Version: 1.0
Content-Type: text/plain; charset=UTF-8
Content-Transfer-Encoding: 8bit
---
content.js | 2 +-
extension.js | 3783 ++++++++++++++++++++++++++------------------------
miaoTool.js | 2 +-
3 files changed, 1999 insertions(+), 1788 deletions(-)
diff --git a/content.js b/content.js
index de57856..9ab1e00 100644
--- a/content.js
+++ b/content.js
@@ -2,7 +2,7 @@ import miaoTool from "./miaoTool.js";
export default (lib, game, ui, get, ai, _status) => (config, pack) => {
lib.miaoTool = miaoTool(lib, game, ui, get, ai, _status)
- console.log(666,miaoTool(lib, game, ui, get, ai, _status))
+ // console.log(666,miaoTool(lib, game, ui, get, ai, _status))
/*---------------------------------------------------------------以下为杂项---------------------------------------------------------------*/
get.is.xuemai = function (skill) {
var info = lib.skill[skill];
diff --git a/extension.js b/extension.js
index 0b3c44c..caae832 100644
--- a/extension.js
+++ b/extension.js
@@ -1,11 +1,11 @@
import content from "./content.js";
import _miaoTool from "./miaoTool.js";
-import {skillFactory} from "./miaoTool.js";
+import { skillFactory } from "./miaoTool.js";
game.import("extension", function (lib, game, ui, get, ai, _status) {
- const mtool = _miaoTool(lib, game, ui, get, ai, _status)
+ const mtool = _miaoTool(lib, game, ui, get, ai, _status);
return {
name: "喵喵喵喵",
- content:content(lib, game, ui, get, ai, _status),
+ content: content(lib, game, ui, get, ai, _status),
precontent: function () {},
help: {},
config: {},
@@ -17,7 +17,7 @@ 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", '6/24', ["zioy_eye","zioy_damie"], []],
+ "zioy_zhigaotian": ["female", "shen", "6/24", ["zioy_eye", "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"]],
@@ -55,18 +55,24 @@ game.import("extension", function (lib, game, ui, get, ai, _status) {
"zioy_purangsigai": ["none", "wu", 4, ["zioy_jisuishengjin"], ["des:plus黄盖"]],
"zioy_bidu": ["female", "jin", "3/14/2", ["zioy_biubiubiu"], []],
"zioy_dacongming": ["male", "qun", "6/6/6", ["zioy_shoufa"], ["des:聪明手法的角色"]],
- "zioy_exchel": ["female", "wei", "2/4", ["zioy_liwuyaomiao","zioy_zhifenghuifang","zioy_liechenyuyou_wood"], []],
- "zioy_sushuang": ["male", "wei", "4/5/1", ['zioy_jietian','zioy_yunshuang'], []],
+ "zioy_exchel": ["female", "wei", "2/4", ["zioy_liwuyaomiao", "zioy_zhifenghuifang", "zioy_liechenyuyou_wood"], []],
+ "zioy_sushuang": ["male", "wei", "4/5/1", ["zioy_jietian", "zioy_yunshuang"], []],
"zioy_kaixier": ["female", "qun", "2/4/3", ["zioy_helu"], []],
- "zioy_ji1": ["male", "jin", "3", ["zioy_shimeng",'zioy_heimeng'], ["hiddenSkill"]],
- "zioy_tianqi": ["female", "daqin", "2", ["zioy_junling","zioy_junming","zioy_junci","zioy_junnu","zioy_junyun"], ["hiddenSkill"]],
- "zioy_pangxian": ["female", "shu", "20/24", ["zioy_zhu","zioy_bian1","zioy_bian2","zioy_bian3","zioy_bian4","zioy_gui"], ["des:新春特典.2024
春风又绿江南岸"]],
- "zioy_guanyu_cai": ["male", "shu", "6", ["zioy_zhaocai","zioy_jinbao"], []],
- "zioy_zhi": ["female", "shu", "3/6", ["zioy_yuansi","zioy_yuanshen"], []],
+ "zioy_ji1": ["male", "jin", "3", ["zioy_shimeng", "zioy_heimeng"], ["hiddenSkill"]],
+ "zioy_tianqi": ["female", "daqin", "2", ["zioy_junling", "zioy_junming", "zioy_junci", "zioy_junnu", "zioy_junyun"], ["hiddenSkill"]],
+ "zioy_pangxian": [
+ "female",
+ "shu",
+ "20/24",
+ ["zioy_zhu", "zioy_bian1", "zioy_bian2", "zioy_bian3", "zioy_bian4", "zioy_gui"],
+ ["des:新春特典.2024
春风又绿江南岸"]
+ ],
+ "zioy_guanyu_cai": ["male", "shu", "6", ["zioy_zhaocai", "zioy_jinbao"], []],
+ "zioy_zhi": ["female", "shu", "3/6", ["zioy_yuansi", "zioy_yuanshen"], []],
zioy_jingwu: ["female", "shu", "1/3/5", ["zioy_que"], []],
- zioy_sanjijie:["male", "qun", "3/3/3", ["zioy_fouzhiyu",'zioy_ningguxi'], []],
- zioy_yuze:["none", "wei", "2", ["zioy_juhun"], []],
- zioy_luosa:["male", "wu", '4', ["zioy_minchao", "zioy_kuangyong"]]
+ zioy_sanjijie: ["male", "qun", "3/3/3", ["zioy_fouzhiyu", "zioy_ningguxi"], []],
+ zioy_yuze: ["none", "wei", "2", ["zioy_juhun"], []],
+ zioy_luosa: ["male", "wu", "4", ["zioy_minchao", "zioy_kuangyong"]]
},
translate: {
"zioy_xixuegui": "弗拉基米尔",
@@ -112,18 +118,18 @@ game.import("extension", function (lib, game, ui, get, ai, _status) {
"zioy_purangsigai": "普琅斯盖",
"zioy_bidu": "别西卜",
"zioy_dacongming": "大聪明",
- "zioy_exchel":"伊珂玺尔",
- "zioy_sushuang":'鹔鹴',
- "zioy_kaixier":'凯希儿',
- "zioy_ji1": '畸',
- "zioy_pangxian": '逄暹',
- "zioy_tianqi":'天启',
- "zioy_guanyu_cai":`财神·关羽`,
- zioy_zhi:'徵',
- zioy_jingwu:'靖芜',
- zioy_sanjijie:'三畿界',
- zioy_yuze:'羽泽',
- zioy_luosa:'罗萨'
+ "zioy_exchel": "伊珂玺尔",
+ "zioy_sushuang": "鹔鹴",
+ "zioy_kaixier": "凯希儿",
+ "zioy_ji1": "畸",
+ "zioy_pangxian": "逄暹",
+ "zioy_tianqi": "天启",
+ "zioy_guanyu_cai": `财神·关羽`,
+ zioy_zhi: "徵",
+ zioy_jingwu: "靖芜",
+ zioy_sanjijie: "三畿界",
+ zioy_yuze: "羽泽",
+ zioy_luosa: "罗萨"
}
},
card: {
@@ -315,220 +321,222 @@ target.storage.jss.changeHujia(1);
},
"_priority": 0
},
- 'zioy_minjian':{
- trigger:{
- global:'roundStart'
+ "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
+ 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.gainMaxHp(num);
// target.recover(num)
- if(player.storage.minjian_lastTarget !== undefined){
- player.storage.minjian_lastTarget.loseMaxHp(num)
+ if (player.storage.minjian_lastTarget !== undefined) {
+ player.storage.minjian_lastTarget.loseMaxHp(num);
}
- player.storage.minjian_lastTarget = target
+ player.storage.minjian_lastTarget = target;
}
}
},
- 'zioy_eye':{
+ "zioy_eye": {
trigger: {
source: "damageBegin4"
},
- locked:true,
+ locked: true,
forced: true,
charlotte: true,
filter: function (event, player) {
- return true
+ return true;
},
content: function () {
// trigger.cancel()
// trigger.player.loseHp()
- trigger.player.gainMaxHp(2*trigger.num)
- player.loseMaxHp(2*trigger.num)
+ trigger.player.gainMaxHp(2 * trigger.num);
+ player.loseMaxHp(2 * 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:{
+ 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,
+ locked: true,
forced: true,
charlotte: true,
filter: function (event, player) {
- return event.source
+ return event.source;
},
content: function () {
// trigger.cancel()
// trigger.player.loseHp()
- trigger.source.gainMaxHp(2*trigger.num)
- player.loseMaxHp(2*trigger.num)
- },
+ trigger.source.gainMaxHp(2 * trigger.num);
+ player.loseMaxHp(2 * trigger.num);
+ }
},
- draw:{
+ draw: {
trigger: {
global: "changeHp"
},
forced: true,
charlotte: true,
- filter:(event,player)=>{
+ filter: (event, player) => {
// game.log(event.getParent().name)
- return event.getParent().name !== 'damage' && event.getParent().name !== 'recover'
+ 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)
+ 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:{
+ draw_dying: {
trigger: {
global: "dying"
},
forced: true,
charlotte: true,
- filter:(event,player)=>{
- return event.player !== player
+ filter: (event, player) => {
+ return event.player !== player;
},
- content:function(){
+ content: function () {
// 'step 1'
- player.draw(1)
- player.recover()
+ player.draw(1);
+ player.recover();
}
},
- draw_loseMaxHp1:{
+ draw_loseMaxHp1: {
trigger: {
global: "loseMaxHpBefore"
},
forced: true,
charlotte: true,
- filter:(event,player)=>true,
- content:function(){
+ filter: (event, player) => true,
+ content: function () {
// game.log(trigger.player.hp)
- trigger.player.eye_hp = trigger.player.hp
+ trigger.player.eye_hp = trigger.player.hp;
}
},
- draw_loseMaxHp2:{
+ draw_loseMaxHp2: {
trigger: {
global: "loseMaxHpEnd"
},
forced: true,
charlotte: true,
- filter:(event,player)=>{
+ filter: (event, player) => {
// game.log(event.player,event.player.eye_hp)
- return event.player.eye_hp !== undefined
+ 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
+ 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()
+ 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)
+ "step 1"
+ player.draw(1);
+ player.recover();
+ "step 2"
+ event.num--;
+ if (event.num > 0) event.goto(1);
}
}
}
-
},
- 'zioy_damie':{
- usable:24,
- skillAnimation:"epic",
- animationColor:"fire",
- audio:2,
- enable:"phaseUse",
+ "zioy_damie": {
+ usable: 24,
+ skillAnimation: "epic",
+ animationColor: "fire",
+ audio: 2,
+ enable: "phaseUse",
// limited:true,
- line:"fire",
- filter:function(event,player){
+ line: "fire",
+ filter: function (event, player) {
// return player.getDamagedHp() > 0
- return true
+ return true;
},
- content:function(){
- 'step 0'
- player.storage.isDamie = true
+ content: function () {
+ "step 0"
+ player.storage.isDamie = true;
// player.awakenSkill(event.name)
- event.p = player
- 'step 1'
- if(event.p.getDamagedHp() > 0){
- player.line(event.p)
- event.p.loseHp(event.p.getDamagedHp())
+ event.p = player;
+ "step 1"
+ if (event.p.getDamagedHp() > 0) {
+ player.line(event.p);
+ 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 2"
+ if (event.p.isAlive() || 1) {
+ event.p = event.p.next;
+ if (event.p !== player) {
+ event.goto(1);
}
}
- 'step 3'
- let hp = 4,mhp = 24
+ "step 3"
+ let hp = 4,
+ mhp = 24;
// if(player.hp > hp){
// player.loseHp(player.hp-hp)
// }else{
// player.recover(hp-player.hp)
// }
- player.storage.isDamie = false
- if(player.maxHp > mhp){
- player.loseMaxHp(player.maxHp - mhp)
- }else{
- player.gainMaxHp(mhp - player.maxHp)
-
+ player.storage.isDamie = false;
+ if (player.maxHp > mhp) {
+ player.loseMaxHp(player.maxHp - mhp);
+ } else {
+ player.gainMaxHp(mhp - player.maxHp);
}
},
- group:['zioy_damie_banRecover'],
- subSkill:{
- banRecover:{
- trigger:{
- global:'recoverBefore'
+ group: ["zioy_damie_banRecover"],
+ subSkill: {
+ banRecover: {
+ trigger: {
+ global: "recoverBefore"
},
- direct:true,
- filter:(event,player)=>{
- return player.storage.isDamie === true
+ direct: true,
+ filter: (event, player) => {
+ return player.storage.isDamie === true;
},
- content:function(){
- trigger.cancel()
+ content: function () {
+ trigger.cancel();
}
}
},
- ai:{
- order:10086,
- result:{
- player:function(player){
- return player.hp - player.getDamagedHp()
- var num=0,players=game.filterPlayer();
- for(var i=0;i 0){
+ if (event.count > 0) {
// for(var j = 0;j < event.count;j++){
// player.chooseUseTarget({ name: "sha", nature: "fire" }, false, false, "nodistance");
// }
player
- .chooseTarget(1, true, "对一名角色使用"+event.count+"张【杀】", function (card, player, target) {
- return target != player;
- })
- .set("ai", function (target) {
- var player = _status.event.player;
- return -1;
- });
- }
- else{
+ .chooseTarget(1, true, "对一名角色使用" + event.count + "张【杀】", function (card, player, target) {
+ return target != player;
+ })
+ .set("ai", function (target) {
+ var player = _status.event.player;
+ return -1;
+ });
+ } else {
player.storage.yyUsable = true;
- event.finish()
+ event.finish();
}
- 'step 3'
+ "step 3"
var target = result.targets[0];
- while(event.count > 0){
- if(target.isAlive()){
+ while (event.count > 0) {
+ if (target.isAlive()) {
player.useCard({ name: "sha", nature: "fire" }, target);
- event.count-=1
- }else{
+ event.count -= 1;
+ } else {
event.goto(2);
break;
}
@@ -1217,7 +1224,7 @@ return false;*/
// target.damage(event.count,player,'fire')
"step 4"
player.storage.yyUsable = true;
- event.finish()
+ event.finish();
// player.addMark("zioy_chuixing", 1);
// var i = 0;
// player.storage.yynum[0]++;
@@ -1648,7 +1655,7 @@ return false;*/
a.disableEquip("equip5");
},
ai: {
- revertsave:true,
+ revertsave: true,
threaten: function (player, target) {
if (target.hp == 1) return 0.2;
return 1.5;
@@ -2298,7 +2305,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
var target = player.next;
player.awakenSkill(event.name);
while (target != player) {
- if(target.hasSkill("zioy_chenmeng1")){
+ if (target.hasSkill("zioy_chenmeng1")) {
player.storage.cmnum--;
target.removeSkill("zioy_chenmeng1");
target.removeMark("zioy_chenmeng");
@@ -2473,7 +2480,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
"step 1"
var ts = game.players;
var target = player;
- event.target = target
+ event.target = target;
do {
target = ts.randomGet();
} while (target == player);
@@ -2482,7 +2489,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
"step 2"
var c = event.cs[0];
// if(event.target.hp > 0){
- player.gain(c)
+ player.gain(c);
// }
event.goto(0);
},
@@ -2593,7 +2600,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
player.recover();
}
"step 1"
- trigger.getParent().excluded.addArray(trigger.targets)
+ trigger.getParent().excluded.addArray(trigger.targets);
// trigger.targets.remove(trigger.targets);
// trigger.getParent().triggeredTargets2.remove(trigger.targets);
trigger.untrigger();
@@ -2621,7 +2628,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
player.chooseControl(choices).set("prompt", "请选择移去的“黑血”数量");
"step 1"
player.storage.puai_round = result.control;
- game.changeGlobalStatus('heiwu',parseInt(player.storage.puai_round),'round')
+ game.changeGlobalStatus("heiwu", parseInt(player.storage.puai_round), "round");
// player.loseMaxHp(result.control);
player.removeMark("zioy_wuya", result.control);
player.addSkill("zioy_puai2");
@@ -3472,7 +3479,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
var p1 = p;
do {
if (p1.countMark("zioy_cuiyi") > 0) {
- p1.recover()
+ p1.recover();
var c = ["strike", "attack", "defend", "miss", "hit"];
p1.changeEnhancement(c[(2 * game.roundNumber - 1) % 5], c[(2 * game.roundNumber) % 5], 1);
}
@@ -3515,7 +3522,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
player.storage.shulin_juexing = false;
player.node.name.innerHTML = player.storage.shulin_name;
player.awakenSkill("zioy_shulin");
- player.removeSkill("zioy_huangyi")
+ player.removeSkill("zioy_huangyi");
player.removeBuffImmune("all", Infinity);
}
},
@@ -3565,63 +3572,69 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
}
}
"step 1"
- if(player.storage.shulin_juexing == false){
- if(trigger.player){
- var target = trigger.player
- var targets=game.filterPlayer(current=>{
- if(current==target) return false;
- var hs=target.getCards('h');
- if(hs.length) return true;
- var js=target.getCards('j');
- for(var i=0;i {
+ if (current == target) return false;
+ var hs = target.getCards("h");
+ if (hs.length) return true;
+ var js = target.getCards("j");
+ for (var i = 0; i < js.length; i++) {
+ if (current.canAddJudge(js[i])) return true;
}
- if(current.isMin()) return false;
- var es=target.getCards('e');
- for(var i=0;i0) return att;
+ if (
+ i == es.length &&
+ (!from.countCards("j", function (card) {
+ return target.canAddJudge(card);
+ }) ||
+ att2 <= 0)
+ ) {
+ if (from.countCards("h") > 0) return att;
return 0;
}
- return -att*att2;
+ return -att * att2;
});
- next.set('targetprompt','移动目标');
- next.set('prompt','是否移动'+get.translation(target)+'的一张牌?');
- }
- else event.finish();
- }
- else{
+ next.set("targetprompt", "移动目标");
+ next.set("prompt", "是否移动" + get.translation(target) + "的一张牌?");
+ } else event.finish();
+ } else {
event.finish();
}
- }else{
+ } else {
target = trigger.player;
num = 0;
var c = ["strike", "attack", "defend", "miss", "hit"];
@@ -3632,74 +3645,77 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
trigger.num += num;
}
"step 2"
- if(player.storage.shulin_juexing == false){
- if(result.bool){
- var target2=result.targets[0];
- var target = trigger.player
- event.targets=[target,target2];
- player.line2(event.targets,'green');
- }else{
- event.finish()
+ if (player.storage.shulin_juexing == false) {
+ if (result.bool) {
+ var target2 = result.targets[0];
+ var target = trigger.player;
+ event.targets = [target, target2];
+ player.line2(event.targets, "green");
+ } else {
+ event.finish();
return;
}
- }else{
+ } else {
player.storage.huangyi_locked = false;
- event.finish()
+ event.finish();
return;
}
"step 3"
- if(targets.length==2){
- player.choosePlayerCard('hej',"visible",true,function(button){
- var player=_status.event.player;
- var targets0=_status.event.targets0;
- var targets1=_status.event.targets1;
- if(get.attitude(player,targets0)>0&&get.attitude(player,targets1)<0){
- if(get.position(button.link)=='j') return 12;
- if(get.value(button.link,targets0)<0&&get.effect(targets1,button.link,player,targets1)>0) return 10;
- return 0;
- }
- else{
- if(get.position(button.link)=='j') return -10;
- if(get.position(button.link)=='h') return 10;
- return get.value(button.link)*get.effect(targets1,button.link,player,targets1);
- }
- },targets[0]).set('targets0',targets[0]).set('targets1',targets[1]).set('filterButton',function(button){
- var targets1=_status.event.targets1;
- if(get.position(button.link)=='h'){
- return true;
- }
- else if(get.position(button.link)=='j'){
- return targets1.canAddJudge(button.link);
- }
- else{
- return targets1.canEquip(button.link);
- }
- });
- }
- else{
+ if (targets.length == 2) {
+ player
+ .choosePlayerCard(
+ "hej",
+ "visible",
+ true,
+ function (button) {
+ var player = _status.event.player;
+ var targets0 = _status.event.targets0;
+ var targets1 = _status.event.targets1;
+ if (get.attitude(player, targets0) > 0 && get.attitude(player, targets1) < 0) {
+ if (get.position(button.link) == "j") return 12;
+ if (get.value(button.link, targets0) < 0 && get.effect(targets1, button.link, player, targets1) > 0) return 10;
+ return 0;
+ } else {
+ if (get.position(button.link) == "j") return -10;
+ if (get.position(button.link) == "h") return 10;
+ return get.value(button.link) * get.effect(targets1, button.link, player, targets1);
+ }
+ },
+ targets[0]
+ )
+ .set("targets0", targets[0])
+ .set("targets1", targets[1])
+ .set("filterButton", function (button) {
+ var targets1 = _status.event.targets1;
+ if (get.position(button.link) == "h") {
+ return true;
+ } else if (get.position(button.link) == "j") {
+ return targets1.canAddJudge(button.link);
+ } else {
+ return targets1.canEquip(button.link);
+ }
+ });
+ } else {
event.finish();
- return
+ return;
}
- 'step 4'
- if(result.bool&&result.links.length){
- var link=result.links[0];
- if(get.position(link)=='h'){
+ "step 4"
+ if (result.bool && result.links.length) {
+ var link = result.links[0];
+ if (get.position(link) == "h") {
event.targets[1].gain(link);
- }
- else if(get.position(link)=='e'){
+ } else if (get.position(link) == "e") {
event.targets[1].equip(link);
- }
- else if(link.viewAs){
- event.targets[1].addJudge({name:link.viewAs},[link]);
- }
- else{
+ } else if (link.viewAs) {
+ event.targets[1].addJudge({ name: link.viewAs }, [link]);
+ } else {
event.targets[1].addJudge(link);
}
- event.targets[0].$give(link,event.targets[1],false);
- game.log(event.targets[0],'的',link,'被移动给了',event.targets[1]);
- event.count++
- if(event.count < 2){
- event.goto(1)
+ event.targets[0].$give(link, event.targets[1], false);
+ game.log(event.targets[0], "的", link, "被移动给了", event.targets[1]);
+ event.count++;
+ if (event.count < 2) {
+ event.goto(1);
}
}
},
@@ -3712,27 +3728,32 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
return true;
},
content: function () {
- 'step 0'
- player.chooseControl([1,2,3,4,5])
- 'step 1'
- var c = result.control
- if(c == 1){
- player.next.damage(1)
- }else if(c == 2){
- player.removeBuffImmune("all",'id=testtest')
- }else if(c == 3){
- console.log(player.storage.immuneBuffArray,player.storage.immuneBuffRemover)
- }else if(c == 4){
- player.addBuffImmune("all",2,'id=testtest')
- }else if(c == 5){
- player.changeHujia(999)
+ "step 0"
+ player.chooseControl([1, 2, 3, 4, 5]);
+ "step 1"
+ var c = result.control;
+ if (c == 1) {
+ player.next.damage(1);
+ } else if (c == 2) {
+ player.removeBuffImmune("all", "id=testtest");
+ } else if (c == 3) {
+ console.log(player.storage.immuneBuffArray, player.storage.immuneBuffRemover);
+ } else if (c == 4) {
+ player.addBuffImmune("all", 2, "id=testtest");
+ } else if (c == 5) {
+ player.changeHujia(999);
}
},
init: function (player) {},
- group: ['yingzi'],
- subSkill:{
- test:{
-
+ group: ["yingzi", "zioy_t_test"],
+ subSkill: {
+ test: {
+ group: ["zioy_t_test_test"],
+ subSkill: {
+ test: {
+ group: ["biyue"]
+ }
+ }
}
},
autoSubSkill: {
@@ -3745,15 +3766,15 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
return true;
},
content: function () {
- player.draw()
+ player.draw();
},
sub: true,
"_priority": 0
}
},
- autoTranslate:{
- name:'测试技能',
- info:'测试自动导入翻译'
+ autoTranslate: {
+ name: "测试技能",
+ info: "测试自动导入翻译"
},
"_priority": 0
},
@@ -3779,13 +3800,13 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
}
}
},
- group: ["zioy_shuohui_damageBegin", "zioy_shuohui_recoverBegin", "zioy_shuohui_phase", "zioy_shuohui_phaseJieshu"],
+ // group: ["zioy_shuohui_damageBegin", "zioy_shuohui_recoverBegin", "zioy_shuohui_phase", "zioy_shuohui_phaseJieshu"],
mod: {
maxHandcard: function (player, num) {
return player.maxHp - player.hp;
}
},
- subSkill: {
+ autoSubSkill: {
damageBegin: {
trigger: {
player: ["loseHpBegin", "damageBegin1"]
@@ -4107,13 +4128,13 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
player.storage.hxcx_count1 = 0;
}
},
- group: [
- "zioy_hexuchongxiang_revive",
- "zioy_hexuchongxiang_damage",
- "zioy_hexuchongxiang_loseMaxHpEnd",
- "zioy_hexuchongxiang_phaseEnd",
- "zioy_hexuchongxiang_useCardAfter"
- ],
+ // group: [
+ // "zioy_hexuchongxiang_revive",
+ // "zioy_hexuchongxiang_damage",
+ // "zioy_hexuchongxiang_loseMaxHpEnd",
+ // "zioy_hexuchongxiang_phaseEnd",
+ // "zioy_hexuchongxiang_useCardAfter"
+ // ],
subSkill: {
mark: {
mark: false,
@@ -4123,7 +4144,9 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
},
sub: true,
"_priority": 0
- },
+ }
+ },
+ autoSubSkill: {
revive: {
trigger: {
player: "dieBefore"
@@ -4281,7 +4304,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
event.num = num;
player.loseShenqi(num);
if (game.globalStatus.name != "shenlou") {
- game.changeGlobalStatus("shenlou", num, "phase",true);
+ game.changeGlobalStatus("shenlou", num, "phase", true);
} else {
game.changeGlobalStatusEnd(num);
}
@@ -4318,88 +4341,88 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
var att = get.attitude(_status.event.player, target);
return att;
});
- "step 2"
+ "step 2"
+ var target = result.targets[0];
+ target.recover(event.num);
+ player
+ .chooseTarget(
+ "令一名角色摸" + event.num + "张牌",
+ function (card, player, target) {
+ return true;
+ },
+ true
+ )
+ .set("ai", function (target) {
+ var att = get.attitude(_status.event.player, target);
+ return att;
+ });
+ "step 3"
+ var target = result.targets[0];
+ target.draw(event.num);
+
+ "step 4"
+ player
+ .chooseTarget(
+ "对一名角色造成" + event.num + "点伤害",
+ function (card, player, target) {
+ return true;
+ },
+ true
+ )
+ .set("ai", function (target) {
+ var att = get.attitude(_status.event.player, target);
+ return -att;
+ });
+ "step 5"
+ var target = result.targets[0];
+ target.damage(event.num);
+
+ "step 6"
+ player
+ .chooseTarget(
+ "弃置一名角色至多" + event.num + "张牌",
+ function (card, player, target) {
+ return target.countCards() > 0;
+ },
+ false
+ )
+ .set("ai", function (target) {
+ var att = get.attitude(_status.event.player, target);
+ return -att;
+ });
+ "step 7"
+ if (result.bool) {
var target = result.targets[0];
- target.recover(event.num);
- player
- .chooseTarget(
- "令一名角色摸" + event.num + "张牌",
- function (card, player, target) {
- return true;
- },
- true
- )
- .set("ai", function (target) {
- var att = get.attitude(_status.event.player, target);
- return att;
- });
- "step 3"
- var target = result.targets[0];
- target.draw(event.num);
-
- "step 4"
- player
- .chooseTarget(
- "对一名角色造成" + event.num + "点伤害",
- function (card, player, target) {
- return true;
- },
- true
- )
- .set("ai", function (target) {
- var att = get.attitude(_status.event.player, target);
- return -att;
- });
- "step 5"
- var target = result.targets[0];
- target.damage(event.num);
-
- "step 6"
- player
- .chooseTarget(
- "弃置一名角色至多" + event.num + "张牌",
- function (card, player, target) {
- return target.countCards() > 0;
- },
- false
- )
- .set("ai", function (target) {
- var att = get.attitude(_status.event.player, target);
- return -att;
- });
- "step 7"
- if(result.bool){
- var target = result.targets[0];
- player.discardPlayerCard(target, "hej", false, "visible", [1, event.num])
- }
-
- // "step 8"
- // player
- // .chooseTarget(
- // "弃置一名角色至多" + event.num + "张牌",
- // function (card, player, target) {
- // return target.countCards() > 0;
- // },
- // false
- // )
- // .set("ai", function (target) {
- // var att = get.attitude(_status.event.player, target);
- // return -att;
- // });
- // "step 9"
- // if(result.bool){
- // var target = result.targets[0];
- // player.discardPlayerCard(target, "hej", false, "visible", [1, event.num])
- // }
+ player.discardPlayerCard(target, "hej", false, "visible", [1, event.num]);
+ }
+
+ // "step 8"
+ // player
+ // .chooseTarget(
+ // "弃置一名角色至多" + event.num + "张牌",
+ // function (card, player, target) {
+ // return target.countCards() > 0;
+ // },
+ // false
+ // )
+ // .set("ai", function (target) {
+ // var att = get.attitude(_status.event.player, target);
+ // return -att;
+ // });
+ // "step 9"
+ // if(result.bool){
+ // var target = result.targets[0];
+ // player.discardPlayerCard(target, "hej", false, "visible", [1, event.num])
+ // }
},
- group: [
- "zioy_yuezhuiyunwei_0",
- "zioy_yuezhuiyunwei_501",
- "zioy_yuezhuiyunwei_502",
- "zioy_yuezhuiyunwei_1",
- "zioy_yuezhuiyunwei_6",
- "zioy_yuezhuiyunwei_eq"
- ],
+ // group: [
+ // "zioy_yuezhuiyunwei_0",
+ // "zioy_yuezhuiyunwei_501",
+ // "zioy_yuezhuiyunwei_502",
+ // "zioy_yuezhuiyunwei_1",
+ // "zioy_yuezhuiyunwei_6",
+ // "zioy_yuezhuiyunwei_eq"
+ // ],
ai: {
order: 1,
result: {
@@ -4413,7 +4436,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
}
}
},
- subSkill: {
+ autoSubSkill: {
"0": {
trigger: {
global: ["phaseBegin"]
@@ -4816,7 +4839,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
if (cards.length) {
player.gain(cards);
}
- player.removeBuffImmune("all", Infinity,'id=zioy_v07yuxie');
+ player.removeBuffImmune("all", Infinity, "id=zioy_v07yuxie");
game.log(player, "已退出驭械状态");
},
mod: {
@@ -4999,9 +5022,9 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
content: function () {
"step 0"
// event.i = 0;
- event.players = [...game.players].reverse()
+ event.players = [...game.players].reverse();
"step 1"
- var p = event.players.pop()
+ var p = event.players.pop();
p.damage(1, "nosource", "nocard");
player.line(p);
"step 2"
@@ -5017,7 +5040,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
player.changeHujia(-1);
player.storage.zioy_f42chongzai_hujia += 1;
}
- player.update()
+ player.update();
}
},
ai: {
@@ -5070,7 +5093,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
player.recover(player.storage.zioy_f42chongzai_hp);
player.storage.zioy_f42chongzai_hp = 0;
}
- player.update()
+ player.update();
},
ai: {
order: 1,
@@ -5092,7 +5115,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
return player.countMark("zioy_f42chongzai_1") < player.maxHp;
},
content: function () {
- player.recover()
+ player.recover();
player.addMark("zioy_f42chongzai_1", 1);
},
group: ["zioy_f42chongzai_3"],
@@ -5184,7 +5207,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
unique: true,
charlotte: true,
locked: true,
- silent:false,
+ silent: false,
priority: 523451,
trigger: {
player: "phaseDrawBegin"
@@ -5199,7 +5222,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
unique: true,
charlotte: true,
locked: true,
- silent:false,
+ silent: false,
priority: 523452,
trigger: {
player: ["phaseEnd", "roundStart"]
@@ -5215,7 +5238,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
unique: true,
charlotte: true,
locked: true,
- silent:false,
+ silent: false,
priority: 523453,
trigger: {
source: "damageBegin1"
@@ -5253,7 +5276,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
},
forced: true,
direct: true,
- silent:false,
+ silent: false,
priority: 523445,
mark: true,
marktext: "怒气",
@@ -5285,7 +5308,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
forced: true,
direct: true,
charlotte: true,
- silent:false,
+ silent: false,
priority: 523455,
content: function () {
trigger.cancel();
@@ -5365,23 +5388,23 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
player: "phaseEnd"
},
forced: true,
- nolog:true,
+ nolog: true,
priority: 523415,
filter: function (event, player) {
return player.countMark("zioy_pinghuqiuyue") > 0;
},
content: function () {
- 'step 0'
+ "step 0"
player.removeMark("zioy_pinghuqiuyue", 1);
- player.draw(2)
- 'step 1'
+ player.draw(2);
+ "step 1"
if (player.countMark("zioy_yurangzhijian_chengsheng") > 0) {
- let n = player.countMark("zioy_yurangzhijian_chengsheng")
- let loss = Math.min(n,player.countMark("zioy_pinghuqiuyue"))
- if(loss > 0)player.removeMark("zioy_pinghuqiuyue",loss)
- if(n > loss){
- if(player.countMark("zioy_yurangzhijian_chengsheng") > 1){
- player.removeMark("zioy_yurangzhijian_chengsheng",1)
+ let n = player.countMark("zioy_yurangzhijian_chengsheng");
+ let loss = Math.min(n, player.countMark("zioy_pinghuqiuyue"));
+ if (loss > 0) player.removeMark("zioy_pinghuqiuyue", loss);
+ if (n > loss) {
+ if (player.countMark("zioy_yurangzhijian_chengsheng") > 1) {
+ player.removeMark("zioy_yurangzhijian_chengsheng", 1);
}
}
}
@@ -5406,12 +5429,11 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
},
"zioy_yurangzhijian": {
enable: ["chooseToUse"],
- filter:function(event,player){
- if(event.type=='dying'){
- if(player!=event.dying) return false;
+ filter: function (event, player) {
+ if (event.type == "dying") {
+ if (player != event.dying) return false;
return true;
- }
- else if(event.parent.name=='phaseUse'){
+ } else if (event.parent.name == "phaseUse") {
return true;
}
return false;
@@ -5433,7 +5455,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
} else {
m = 3;
}
- if(m > 0)player.removeMark("zioy_yurangzhijian_chengsheng", m);
+ if (m > 0) player.removeMark("zioy_yurangzhijian_chengsheng", m);
}
game.changeGlobalStatus("xiyu", 5, "round");
player.addBuffImmune("all", 5, "round");
@@ -5455,13 +5477,13 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
player.addSkill("zioy_yurangzhijian_chengsheng");
player.addMark("zioy_yurangzhijian_chengsheng", 1);
}
- player.storage.yurangzhijian_nuqi += nuqi / 3+0.001;
- player.draw(Math.min(parseInt(nuqi +0.001),7))
+ player.storage.yurangzhijian_nuqi += nuqi / 3 + 0.001;
+ player.draw(Math.min(parseInt(nuqi + 0.001), 7));
player.storage.yurangzhijian_count += 1.5;
},
ai: {
order: 1,
- save:true,
+ save: true,
result: {
player: function (player) {
var x = player.storage.yurangzhijian_count;
@@ -5474,7 +5496,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
if (player.hp < 3 && y > 0) {
return 100;
}
- if(player.hp <= 0){
+ if (player.hp <= 0) {
return 999;
}
return Math.min(y, player.maxHp - player.hp) - 1;
@@ -5525,9 +5547,9 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
canBeDiscarded: function (card) {
if (get.position(card) == "e") return false;
},
- attackFrom:function(from,to,distance){
- if(!from.getEquip(1)) return -Infinity;
- },
+ attackFrom: function (from, to, distance) {
+ if (!from.getEquip(1)) return -Infinity;
+ }
},
group: ["zioy_yurangzhijian_wushuang", "zioy_yurangzhijian_damageEnd", "zioy_yurangzhijian_damageBegin"],
sub: true,
@@ -5553,7 +5575,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
if (typeof map[id].shanRequired == "number") {
map[id].shanRequired += n;
} else {
- map[id].shanRequired = n+1;
+ map[id].shanRequired = n + 1;
}
},
ai: {
@@ -5672,7 +5694,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
},
content: function () {
"step 0"
- if(player.hp != 1)player.loseHp(1);
+ if (player.hp != 1) player.loseHp(1);
"step 1"
if (game.globalStatus.name != "huoshan") {
player.recover(2);
@@ -5801,8 +5823,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
if (from.countMark("zioy_yongyeqingxiao") == 0) return distance - 4;
},
cardUsable: function (card, player, num) {
- if(player.countMark("zioy_yongyeqingxiao") == 0)
- if(card.name=='sha') return num+1;
+ if (player.countMark("zioy_yongyeqingxiao") == 0) if (card.name == "sha") return num + 1;
}
},
ai: {
@@ -5959,7 +5980,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
intro: {
name: "鸣雷"
},
- unique:true,
+ unique: true,
forced: true,
content: function () {
"step 0"
@@ -5981,7 +6002,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
"zioy_leimingqiangu_updateDamageLimiter"
],
subSkill: {
- damageBegin:{
+ damageBegin: {
trigger: {
source: ["damageBegin"]
},
@@ -6706,27 +6727,32 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
"_priority": 0
},
"zioy_shoufa": {
- frequent: true,
- unique: true,
- priority: 5234105,
- trigger: {
- source: "damageBegin1"
- },
- filter: function (event, player) {
- return true;
- },
- content: function () {
- 'step 0'
- player.chooseControl([1,2,3],true).set("prompt", "请选择你认为1+1=?的答案").set('ai',()=>{return '2'});
+ frequent: true,
+ unique: true,
+ priority: 5234105,
+ trigger: {
+ source: "damageBegin1"
+ },
+ filter: function (event, player) {
+ return true;
+ },
+ content: function () {
+ "step 0"
+ player
+ .chooseControl([1, 2, 3], true)
+ .set("prompt", "请选择你认为1+1=?的答案")
+ .set("ai", () => {
+ return "2";
+ });
"step 1"
- if(result.control == 2){
- var num = 100;
- while(num < trigger.player.maxHp)num *= 10
- trigger.num = num*10-1;
- }
- },
- sub: true,
- "_priority": 52345004248
+ if (result.control == 2) {
+ var num = 100;
+ while (num < trigger.player.maxHp) num *= 10;
+ trigger.num = num * 10 - 1;
+ }
+ },
+ sub: true,
+ "_priority": 52345004248
},
"zioy_liechenyuyou_wood": {
init: function (player) {
@@ -6782,93 +6808,96 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
},
"_priority": 5234500697
},
- "zioy_zhifenghuifang":{
+ "zioy_zhifenghuifang": {
enable: "phaseUse",
filter: function (event, player) {
- return true
+ return true;
},
- usable:1,
+ usable: 1,
content: function () {
"step 0"
- if(game.roundNumber%2 == 1 ){if(game.globalStatus.name != 'fenfang')game.changeGlobalStatus("fenfang",3)}
- else if(get.status(game.globalStatus.name).type == 'weather'){
- game.changeGlobalStatus("senluowanxiang",true,3)
+ if (game.roundNumber % 2 == 1) {
+ if (game.globalStatus.name != "fenfang") game.changeGlobalStatus("fenfang", 3);
+ } else if (get.status(game.globalStatus.name).type == "weather") {
+ game.changeGlobalStatus("senluowanxiang", true, 3);
}
"step 1"
- var str = ''
- if(get.status(game.globalStatus.name).type == 'weather'){
- str = '选择一名角色令其获得“华予”'
- }else if(get.status(game.globalStatus.name).type == 'environment'){
- str = '选择一名角色令其获得“篁蔓”'
- }else{
- return event.finish()
+ var str = "";
+ if (get.status(game.globalStatus.name).type == "weather") {
+ str = "选择一名角色令其获得“华予”";
+ } else if (get.status(game.globalStatus.name).type == "environment") {
+ str = "选择一名角色令其获得“篁蔓”";
+ } else {
+ return event.finish();
}
- player.chooseTarget(str,1,false).set("ai", function (target) {
+ player.chooseTarget(str, 1, false).set("ai", function (target) {
var att = get.attitude(_status.event.player, target);
- var index = get.status(game.globalStatus.name).type == 'weather' ? 1 : -1;
- if(get.status(game.globalStatus.name).type == 'weather'){
- if(target.hasSkill('zioy_zhifenghuifang_huayu')){
- index *= 0.5
+ var index = get.status(game.globalStatus.name).type == "weather" ? 1 : -1;
+ if (get.status(game.globalStatus.name).type == "weather") {
+ if (target.hasSkill("zioy_zhifenghuifang_huayu")) {
+ index *= 0.5;
}
- }else{
- if(target.hasSkill('zioy_zhifenghuifang_huangman')){
- index *= 0.5
+ } else {
+ if (target.hasSkill("zioy_zhifenghuifang_huangman")) {
+ index *= 0.5;
}
}
- return att*index;
+ return att * index;
});
"step 2"
-
+
// game.log(result,result.bool,result.targets,result.targets[0])
- if(result.bool){
+ if (result.bool) {
// game.log(123)
- let tgt = result.targets[0]
+ let tgt = result.targets[0];
// game.log(tgt)
- if(get.status(game.globalStatus.name).type == 'weather'){
- if(!tgt.hasSkill('zioy_zhifenghuifang_huayu')){
- let hj = tgt.hujia
- tgt.changeHujia(-hj)
- tgt.recover(hj+1)
- tgt.draw(3)
+ if (get.status(game.globalStatus.name).type == "weather") {
+ if (!tgt.hasSkill("zioy_zhifenghuifang_huayu")) {
+ let hj = tgt.hujia;
+ tgt.changeHujia(-hj);
+ tgt.recover(hj + 1);
+ tgt.draw(3);
}
- lib.skill['zioy_zhifenghuifang'].addH('huayu',tgt)
- }else if(get.status(game.globalStatus.name).type == 'environment'){
- if(!tgt.hasSkill('zioy_zhifenghuifang_huangman')){
- let hp = tgt.hp
+ lib.skill["zioy_zhifenghuifang"].addH("huayu", tgt);
+ } else if (get.status(game.globalStatus.name).type == "environment") {
+ if (!tgt.hasSkill("zioy_zhifenghuifang_huangman")) {
+ let hp = tgt.hp;
// game.log(hp,tgt)
- tgt.loseHp(hp-1)
- tgt.changeHujia(hp-1)
- player.discardPlayerCard(tgt,[1,Math.min(tgt.countCards("hej"),3)],"hej")
+ tgt.loseHp(hp - 1);
+ tgt.changeHujia(hp - 1);
+ player.discardPlayerCard(tgt, [1, Math.min(tgt.countCards("hej"), 3)], "hej");
}
- lib.skill['zioy_zhifenghuifang'].addH('huangman',tgt)
+ lib.skill["zioy_zhifenghuifang"].addH("huangman", tgt);
}
}
},
- addH:function(type,player){
- if(type == "huayu"){
- if(player.hasSkill('zioy_zhifenghuifang_huangman')){
- player.removeSkill("zioy_zhifenghuifang_huangman")
+ addH: function (type, player) {
+ if (type == "huayu") {
+ if (player.hasSkill("zioy_zhifenghuifang_huangman")) {
+ player.removeSkill("zioy_zhifenghuifang_huangman");
}
- player.storage.huayu_index = 0.75
- player.addSkill('zioy_zhifenghuifang_huayu')
- game.log(player,"获得了华予")
- }else{
- if(player.hasSkill('zioy_zhifenghuifang_huayu')){
- player.removeSkill("zioy_zhifenghuifang_huayu")
+ player.storage.huayu_index = 0.75;
+ player.addSkill("zioy_zhifenghuifang_huayu");
+ game.log(player, "获得了华予");
+ } else {
+ if (player.hasSkill("zioy_zhifenghuifang_huayu")) {
+ player.removeSkill("zioy_zhifenghuifang_huayu");
}
- player.addSkill('zioy_zhifenghuifang_huangman')
+ player.addSkill("zioy_zhifenghuifang_huangman");
}
},
ai: {
order: 50,
- result:{
- player:()=>{return 9999}
+ result: {
+ player: () => {
+ return 9999;
+ }
}
},
sub: true,
- group: ['zioy_zhifenghuifang_gainHuayuPhaseBegin'],
+ group: ["zioy_zhifenghuifang_gainHuayuPhaseBegin"],
subSkill: {
- "gainHuayuPhaseBegin":{
+ "gainHuayuPhaseBegin": {
forced: true,
unique: true,
charlotte: true,
@@ -6878,217 +6907,219 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
global: "phaseBegin"
},
filter: function (event, player) {
- return !player.hasSkill('zioy_zhifenghuifang_huayu')
+ return !player.hasSkill("zioy_zhifenghuifang_huayu");
},
content: function () {
- lib.skill['zioy_zhifenghuifang'].addH('huayu',player)
+ lib.skill["zioy_zhifenghuifang"].addH("huayu", player);
},
sub: true,
"_priority": 52305151541575878
},
- "huayu":{
- mark:true,
- marktext:'华予',
+ "huayu": {
+ mark: true,
+ marktext: "华予",
intro: {
name: "华予",
mark: function (dialog, storage, player) {
- return ">>①你获得全异常免疫。
>>②受到伤害后,你有"+parseInt(player.storage.huayu_index*100+0.001)+"%几率回复1点体力。
>>③当你即将受到伤害时,若此伤害值不小于你当前体力值,限制你受到的伤害不超过1直到任意伤害结算完成。
>>④防止你的手牌于回合外被弃置。
>>⑤当你受到伤害后,伤害来源获得“篁蔓”。"
+ return (
+ ">>①你获得全异常免疫。
>>②受到伤害后,你有" +
+ parseInt(player.storage.huayu_index * 100 + 0.001) +
+ "%几率回复1点体力。
>>③当你即将受到伤害时,若此伤害值不小于你当前体力值,限制你受到的伤害不超过1直到任意伤害结算完成。
>>④防止你的手牌于回合外被弃置。
>>⑤当你受到伤害后,伤害来源获得“篁蔓”。"
+ );
}
},
- init:function(player){
- player.addBuffImmune("all", Infinity,'id=zioy_zhifenghuifang_huayu');
+ init: function (player) {
+ player.addBuffImmune("all", Infinity, "id=zioy_zhifenghuifang_huayu");
},
- onremove:function(player){
- player.removeBuffImmune("all", Infinity,'id=zioy_zhifenghuifang_huayu');
+ onremove: function (player) {
+ player.removeBuffImmune("all", Infinity, "id=zioy_zhifenghuifang_huayu");
},
trigger: {
player: ["damageBegin3"]
},
filter: function (event, player) {
var min = Infinity;
- if(player.storage._damageLimiter_Miao){
+ if (player.storage._damageLimiter_Miao) {
for (var i = 0; i < player.storage._damageLimiter_Miao.length; ++i) {
var limiter = player.storage._damageLimiter_Miao[i];
if (player.storage._damageLimiter_Miao[i].num < min) min = player.storage._damageLimiter_Miao[i].num;
}
}
- return Math.min(event.num,min) >= player.hp;
+ return Math.min(event.num, min) >= player.hp;
},
priority: -705830,
forced: true,
charlotte: true,
unique: true,
content: function () {
- player.addDamageLimiter(1,'zioy_zhifenghuifang_huayu')
+ player.addDamageLimiter(1, "zioy_zhifenghuifang_huayu");
},
- group:['zioy_zhifenghuifang_huayu_damageEnd','zioy_zhifenghuifang_huayu_loseBegin']
+ group: ["zioy_zhifenghuifang_huayu_damageEnd", "zioy_zhifenghuifang_huayu_loseBegin"]
},
- "huayu_damageEnd":{
+ "huayu_damageEnd": {
trigger: {
player: ["damageEnd"]
},
filter: function (event, player) {
- return true
+ return true;
},
priority: 67452453,
forced: true,
charlotte: true,
unique: true,
content: function () {
- player.removeDamageLimiter('zioy_zhifenghuifang_huayu')
- if(Math.random() < player.storage.huayu_index){
- player.recover(1)
- player.storage.huayu_index *= 0.75
+ player.removeDamageLimiter("zioy_zhifenghuifang_huayu");
+ if (Math.random() < player.storage.huayu_index) {
+ player.recover(1);
+ player.storage.huayu_index *= 0.75;
}
- if(trigger.source)lib.skill['zioy_zhifenghuifang'].addH('huangman',trigger.source)
+ if (trigger.source) lib.skill["zioy_zhifenghuifang"].addH("huangman", trigger.source);
}
},
- 'huayu_loseBegin':{
- trigger:{
- player:"loseBefore",
+ "huayu_loseBegin": {
+ trigger: {
+ player: "loseBefore"
},
- forced:true,
- filter:function(event,player){
- return _status.currentPhase!=player && event.type=='discard'
+ forced: true,
+ filter: function (event, player) {
+ return _status.currentPhase != player && event.type == "discard";
},
- content:function(){
+ content: function () {
// player.say('gagagag')
- cardh = player.getCards('h')
+ cardh = player.getCards("h");
// console.log(trigger.cards)
- trigger.cards = trigger.cards.filter(c=>!cardh.includes(c))
+ trigger.cards = trigger.cards.filter(c => !cardh.includes(c));
// game.log('666')
// console.log(trigger.cards)
// for(var c of trigger.cards){
// console.log(c,Object.getOwnPropertyDescriptors(c))
// }
// trigger.cancel()
- },
+ }
},
- "huangman":{
- mark:true,
- marktext:'篁蔓',
+ "huangman": {
+ mark: true,
+ marktext: "篁蔓",
intro: {
name: "篁蔓",
- mark:function (dialog, storage, player) {
- return ">>①你计算与其他角色的距离+2。
>>②当你造成伤害后,你弃置等同于你本回合造成过伤害值总和数量的牌。
>>③当你造成伤害后,受伤角色获得“华予”"
+ mark: function (dialog, storage, player) {
+ return ">>①你计算与其他角色的距离+2。
>>②当你造成伤害后,你弃置等同于你本回合造成过伤害值总和数量的牌。
>>③当你造成伤害后,受伤角色获得“华予”";
}
},
- mod:{
- globalFrom(from,to,distance){
- return distance+2;
- },
+ mod: {
+ globalFrom(from, to, distance) {
+ return distance + 2;
+ }
},
trigger: {
source: ["damageEnd"]
},
filter: function (event, player) {
- return true
+ return true;
},
priority: 674523,
forced: true,
charlotte: true,
unique: true,
content: function () {
- lib.skill['zioy_zhifenghuifang'].addH('huayu',trigger.player)
- if(player.countCards('he') > 0)player.chooseToDiscard('he',Math.min(player.countCards('he'),player.getStat('damage')),true)
+ lib.skill["zioy_zhifenghuifang"].addH("huayu", trigger.player);
+ if (player.countCards("he") > 0) player.chooseToDiscard("he", Math.min(player.countCards("he"), player.getStat("damage")), true);
}
- },
+ }
},
"_priority": 52345007865
},
- "zioy_liwuyaomiao":{
+ "zioy_liwuyaomiao": {
trigger: {
global: "roundStart"
},
filter: function (event, player) {
- return game.roundNumber % player.hp == 0
+ return game.roundNumber % player.hp == 0;
},
- forced:true,
+ forced: true,
content: function () {
- player.recover(1)
+ player.recover(1);
},
"_priority": 52345007865,
- group:['zioy_liwuyaomiao_damageBegin1','zioy_liwuyaomiao_judge'],
- subSkill:{
- damageBegin1:{
+ group: ["zioy_liwuyaomiao_damageBegin1", "zioy_liwuyaomiao_judge"],
+ subSkill: {
+ damageBegin1: {
trigger: {
player: "damageBegin1"
},
- silent:true,
- direct:true,
- init:(p)=>p.storage.liwuyaomiao_dff = false,
- filter(event,player){
+ silent: true,
+ direct: true,
+ init: p => (p.storage.liwuyaomiao_dff = false),
+ filter(event, player) {
// if(p.storage.liwuyaomiao_dff === true){
// return false
// }
// p.storage.liwuyaomiao_dff = true
-
- for(let i = 0;i < 20;++i){
- if(event.getParent(i) && event.getParent(i).name === 'phase'){
- if(event.getParent(i).player === player)
- return false
+
+ for (let i = 0; i < 20; ++i) {
+ if (event.getParent(i) && event.getParent(i).name === "phase") {
+ if (event.getParent(i).player === player) return false;
}
}
- return true
+ return true;
},
- async content(event,trigger,player){
- for(let i = 0;i < 20;++i){
- if(event.getParent(i) && event.getParent(i).name === 'phase'){
- event.getParent(i).player = player
+ async content(event, trigger, player) {
+ for (let i = 0; i < 20; ++i) {
+ if (event.getParent(i) && event.getParent(i).name === "phase") {
+ event.getParent(i).player = player;
}
}
}
},
- judge:{
+ judge: {
trigger: {
global: "roundStart"
},
filter: function (event, player) {
- return game.roundNumber === 2
+ return game.roundNumber === 2;
},
- silent:true,
- direct:true,
- init:(player)=>
- player.disableJudge(),
- async content(event,trigger,player){
- player.enableJudge()
+ silent: true,
+ direct: true,
+ init: player => player.disableJudge(),
+ async content(event, trigger, player) {
+ player.enableJudge();
}
}
}
},
- "zioy_jietian":{
+ "zioy_jietian": {
trigger: {
player: "phaseBegin"
},
filter: function (event, player) {
- return player.hujia < player.hp
+ return player.hujia < player.hp;
},
- forced:true,
- locked:true,
+ forced: true,
+ locked: true,
content: function () {
- 'step 0'
- player.damage(1)
- 'step 1'
- player.changeHujia(1)
+ "step 0"
+ player.damage(1);
+ "step 1"
+ player.changeHujia(1);
},
"_priority": 1245275511
},
- "zioy_yunshuang":{
+ "zioy_yunshuang": {
trigger: {
global: "damageBegin2"
},
filter: function (event, player) {
- if(player.storage.zioy_yunshuang_roundNumber < game.roundNumber){
- player.storage.zioy_yunshuang_roundNumber = game.roundNumber
- player.storage.zioy_yunshuang_count = 0
+ if (player.storage.zioy_yunshuang_roundNumber < game.roundNumber) {
+ player.storage.zioy_yunshuang_roundNumber = game.roundNumber;
+ player.storage.zioy_yunshuang_count = 0;
}
- return event.source&&event.source.isIn()&&player.storage.zioy_yunshuang_count < 2
+ return event.source && event.source.isIn() && player.storage.zioy_yunshuang_count < 2;
// &&event.player.getCards('hej').length>1;
},
- direct:true,
- init:function(player){
- player.storage.zioy_yunshuang_count = 0
- player.storage.zioy_yunshuang_roundNumber = 0
+ direct: true,
+ init: function (player) {
+ player.storage.zioy_yunshuang_count = 0;
+ player.storage.zioy_yunshuang_roundNumber = 0;
},
content: function () {
"step 0"
@@ -7096,607 +7127,647 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
player
.chooseControl(choices)
// .set("prompt", "陨霜:请选择一项")
- .set("prompt", '是否防止'+get.translation(trigger.source)+'对'+get.translation(trigger.player)+'造成伤害并令'+get.translation(trigger.source)+'弃置'+get.translation(trigger.player)+'至多2张牌')
+ .set(
+ "prompt",
+ "是否防止" +
+ get.translation(trigger.source) +
+ "对" +
+ get.translation(trigger.player) +
+ "造成伤害并令" +
+ get.translation(trigger.source) +
+ "弃置" +
+ get.translation(trigger.player) +
+ "至多2张牌"
+ )
.set("ai", () => {
- var target=trigger.player;
+ var target = trigger.player;
var player = trigger.source;
- var eff=get.damageEffect(target,player,player,trigger.nature);
+ var eff = get.damageEffect(target, player, player, trigger.nature);
// game.log(target,eff)
- if(get.attitude(player,target)>0){
- if(target.countCards('j')>0){
- return '是'
+ if (get.attitude(player, target) > 0) {
+ if (target.countCards("j") > 0) {
+ return "是";
}
- if(eff>=0) return '否';
- return '是';
+ if (eff >= 0) return "否";
+ return "是";
}
- if(eff<=0) return '是';
- if(target.hp==1) return '否';
- if(trigger.num>1||player.hasSkill('tianxianjiu')||
- player.hasSkill('luoyi2')||player.hasSkill('reluoyi2')) return '否';
- if(target.countCards('hej')<2) return '否';
- var num=0;
- var cards=target.getCards('hej');
- for(var i=0;i6) num++;
+ if (eff <= 0) return "是";
+ if (target.hp == 1) return "否";
+ if (trigger.num > 1 || player.hasSkill("tianxianjiu") || player.hasSkill("luoyi2") || player.hasSkill("reluoyi2")) return "否";
+ if (target.countCards("hej") < 2) return "否";
+ var num = 0;
+ var cards = target.getCards("hej");
+ for (var i = 0; i < cards.length; i++) {
+ if (get.value(cards[i]) > 6) num++;
}
- if(num>=2) return '是';
- return '否';
+ if (num >= 2) return "是";
+ return "否";
});
"step 1"
if (result.control == "否") event.finish();
"step 2"
- game.log(player,'发动了',''+get.translation(event.name)+'')
- player.storage.zioy_yunshuang_count++
- trigger.cancel()
+ game.log(player, "发动了", '' + get.translation(event.name) + "");
+ player.storage.zioy_yunshuang_count++;
+ trigger.cancel();
trigger.source.line(trigger.player);
- trigger.source.discardPlayerCard('hej',trigger.player,[0,2],true);
-
+ trigger.source.discardPlayerCard("hej", trigger.player, [0, 2], true);
},
"_priority": 124527551144
},
- 'zioy_helu':{
- trigger:{
- player:"useCardToPlayered",
+ "zioy_helu": {
+ trigger: {
+ player: "useCardToPlayered"
},
- check:function(event,player){
+ check: function (event, player) {
return true;
},
- filter:function(event,player){
- return event.target != player && player.countCards('h') > 0;
+ filter: function (event, player) {
+ return event.target != player && player.countCards("h") > 0;
},
- init:function(player){
+ init: function (player) {
// player.storage.zioy_helu_map = {}
},
- content:function(){
+ content: function () {
"step 0"
- player.chooseCard('h',1)
+ player.chooseCard("h", 1);
"step 1"
- if(result.bool){
- var c = result.cards[0]
+ if (result.bool) {
+ var c = result.cards[0];
trigger.getParent().directHit.add(trigger.target);
- trigger.target.gain(c)
- if(!trigger.target.storage.zioy_helu_num){
- trigger.target.storage.zioy_helu_num = 0
+ trigger.target.gain(c);
+ if (!trigger.target.storage.zioy_helu_num) {
+ trigger.target.storage.zioy_helu_num = 0;
}
- trigger.target.storage.zioy_helu_num++
+ trigger.target.storage.zioy_helu_num++;
}
},
- group:['zioy_helu_draw'],
- subSkill:{
- draw:{
- trigger:{
- global:"phaseEnd",
+ group: ["zioy_helu_draw"],
+ subSkill: {
+ draw: {
+ trigger: {
+ global: "phaseEnd"
},
- forced:true,
- filter:function(event,player){
- return event.player.storage.zioy_helu_num
+ forced: true,
+ filter: function (event, player) {
+ return event.player.storage.zioy_helu_num;
},
- content:function(){
- player.draw(2*trigger.player.storage.zioy_helu_num)
- trigger.player.storage.zioy_helu_num = 0
+ content: function () {
+ player.draw(2 * trigger.player.storage.zioy_helu_num);
+ trigger.player.storage.zioy_helu_num = 0;
}
}
}
},
- 'zioy_shimeng':{
- init:function(player){
- player.storage.shidai_layer = 0
+ "zioy_shimeng": {
+ init: function (player) {
+ player.storage.shidai_layer = 0;
},
- trigger:{
- global:['die','roundStart'],
+ trigger: {
+ global: ["die", "roundStart"]
},
- filter:()=>{return true},
- content:function(){
- player.storage.shidai_layer++
+ filter: () => {
+ return true;
+ },
+ content: function () {
+ player.storage.shidai_layer++;
// game.log(player.storage.shidai_layer)
},
- direct:true,
- group:['zioy_shimeng_1','zioy_shimeng_2','zioy_shimeng_7','zioy_shimeng_5'],
- "_priority":456486748,
- mod:{
- selectTarget:function (card, player, range) {
- if (3-game.roundNumber > 0 && player.storage.shidai_layer < 4 && get.type(card) != 'equip' && !['nanman','wanjian','jiu','tao','lebu','bingliang','wuzhong'].includes(card.name) && game.filterPlayer(current=>{
- return lib.filter.targetEnabled2(card,player,current);
- }).length > 1) return range[1] += 3-game.roundNumber
+ direct: true,
+ group: ["zioy_shimeng_1", "zioy_shimeng_2", "zioy_shimeng_7", "zioy_shimeng_5"],
+ "_priority": 456486748,
+ mod: {
+ selectTarget: function (card, player, range) {
+ if (
+ 3 - game.roundNumber > 0 &&
+ player.storage.shidai_layer < 4 &&
+ get.type(card) != "equip" &&
+ !["nanman", "wanjian", "jiu", "tao", "lebu", "bingliang", "wuzhong"].includes(card.name) &&
+ game.filterPlayer(current => {
+ return lib.filter.targetEnabled2(card, player, current);
+ }).length > 1
+ )
+ return (range[1] += 3 - game.roundNumber);
},
- globalFrom:function(from,to,distance){
- if(3-game.roundNumber > 0 && from.storage.shidai_layer < 3){
- return distance-(3-game.roundNumber);
+ globalFrom: function (from, to, distance) {
+ if (3 - game.roundNumber > 0 && from.storage.shidai_layer < 3) {
+ return distance - (3 - game.roundNumber);
}
- },
+ }
},
- subSkill:{
- 1:{
- trigger:{
- player:"useCard",
+ subSkill: {
+ 1: {
+ trigger: {
+ player: "useCard"
},
- direct:true,
- silent:true,
- filter:function (event, player) {
+ direct: true,
+ silent: true,
+ filter: function (event, player) {
return player.storage.shidai_layer < 1;
},
- content:function () {
+ content: function () {
trigger.directHit.addArray(
game.filterPlayer(current => {
return true;
})
);
},
- sub:true,
- "_priority":45648678,
+ sub: true,
+ "_priority": 45648678
},
- 2:{
- trigger:{
- source:"damageBegin1",
+ 2: {
+ trigger: {
+ source: "damageBegin1"
},
- direct:true,
- silent:true,
- init:function(player){
- player.storage.shidai_2_roundN = -1
- player.storage.shidai_2_flag = false
+ direct: true,
+ silent: true,
+ init: function (player) {
+ player.storage.shidai_2_roundN = -1;
+ player.storage.shidai_2_flag = false;
},
- filter:function (event, player) {
- if(player.storage.shidai_2_roundN < game.roundNumber){
- player.storage.shidai_2_roundN = game.roundNumber
- player.storage.shidai_2_flag = true
+ filter: function (event, player) {
+ if (player.storage.shidai_2_roundN < game.roundNumber) {
+ player.storage.shidai_2_roundN = game.roundNumber;
+ player.storage.shidai_2_flag = true;
}
return player.storage.shidai_layer < 2 && player.storage.shidai_2_flag;
},
- content:function () {
- if(3-game.roundNumber > 0){
- trigger.num += 3-game.roundNumber
- player.storage.shidai_2_flag = false
+ content: function () {
+ if (3 - game.roundNumber > 0) {
+ trigger.num += 3 - game.roundNumber;
+ player.storage.shidai_2_flag = false;
}
},
- sub:true,
- "_priority":45648678,
+ sub: true,
+ "_priority": 45648678
},
- 5:{
- trigger:{
- source:"dieBefore",
+ 5: {
+ trigger: {
+ source: "dieBefore"
},
- direct:true,
- silent:true,
- filter:function (event, player) {
+ direct: true,
+ silent: true,
+ filter: function (event, player) {
return player.storage.shidai_layer < 5;
},
- content:function () {
- player.gain(trigger.player.getCards('hej'))
+ content: function () {
+ player.gain(trigger.player.getCards("hej"));
},
- sub:true,
- "_priority":45648678,
+ sub: true,
+ "_priority": 45648678
},
- 6:{
- trigger:{
- source:"damageEnd",
+ 6: {
+ trigger: {
+ source: "damageEnd"
},
- direct:true,
- silent:true,
- filter:function (event, player) {
+ direct: true,
+ silent: true,
+ filter: function (event, player) {
return player.storage.shidai_layer < 6;
},
- content:function () {
- player.recover()
+ content: function () {
+ player.recover();
},
- sub:true,
- "_priority":45648678,
+ sub: true,
+ "_priority": 45648678
},
- 7:{
- trigger:{
- player:"useCard",
+ 7: {
+ trigger: {
+ player: "useCard"
},
- direct:true,
- silent:true,
- init:function(player){
- player.storage.shidai_card = null
+ direct: true,
+ silent: true,
+ init: function (player) {
+ player.storage.shidai_card = null;
},
- filter:function (event, player) {
- if(event.getParent(2).name == 'zioy_shimeng_7')return false
+ filter: function (event, player) {
+ if (event.getParent(2).name == "zioy_shimeng_7") return false;
return player.storage.shidai_layer < 7;
},
- content:function () {
- 'step 0'
- if(player.storage.shidai_card != null && (game.filterPlayer(current=>{
- return lib.filter.targetEnabled2(player.storage.shidai_card,event.player,current);
- }).length != 0 || player.storage.shidai_card.name == 'jiu') && get.type(player.storage.shidai_card) != 'equip'){
-
+ content: function () {
+ "step 0"
+ if (
+ player.storage.shidai_card != null &&
+ (game.filterPlayer(current => {
+ return lib.filter.targetEnabled2(player.storage.shidai_card, event.player, current);
+ }).length != 0 ||
+ player.storage.shidai_card.name == "jiu") &&
+ get.type(player.storage.shidai_card) != "equip"
+ ) {
// player.useCard({ name: "sha", isCard: false }, target, false);
- player.chooseUseTarget({name:player.storage.shidai_card.name,isCard:false},'视为使用一张【'+get.translation(player.storage.shidai_card)+'】',false);
- };
- 'step 1'
- if(get.type(trigger.card) != 'equip')player.storage.shidai_card = trigger.card
+ player.chooseUseTarget(
+ { name: player.storage.shidai_card.name, isCard: false },
+ "视为使用一张【" + get.translation(player.storage.shidai_card) + "】",
+ false
+ );
+ }
+ "step 1"
+ if (get.type(trigger.card) != "equip") player.storage.shidai_card = trigger.card;
},
- sub:true,
- "_priority":456448678,
+ sub: true,
+ "_priority": 456448678
}
}
},
- 'zioy_heimeng':{
- trigger:{
- player:"showCharacterAfter",
+ "zioy_heimeng": {
+ trigger: {
+ player: "showCharacterAfter"
},
- forced:true,
- hiddenSkill:true,
+ forced: true,
+ hiddenSkill: true,
// silent:true,
- filter:function(event,player){
- return event.toShow&&event.toShow.includes(player.name);
+ filter: function (event, player) {
+ return event.toShow && event.toShow.includes(player.name);
},
- content:function(){
- player.gain(player.getCards('j'))
+ content: function () {
+ player.gain(player.getCards("j"));
},
// ai:{
// expose:0.2,
// },
- "_priority":0,
+ "_priority": 0
},
- 'zioy_zhu':{
- group:['zioy_zhu_use','zioy_zhu_damage'],
- locked:true,
- charlotte:true,
- unique:true,
- subSkill:{
- use:{
- trigger:{
- player:["useCardAfter","respondAfter"],
+ "zioy_zhu": {
+ group: ["zioy_zhu_use", "zioy_zhu_damage"],
+ locked: true,
+ charlotte: true,
+ unique: true,
+ subSkill: {
+ use: {
+ trigger: {
+ player: ["useCardAfter", "respondAfter"]
},
- forced:true,
- filter:()=>true,
- content:function(){
- 'step 0'
- event.hp = player.hp
- 'step 1'
- let n = player.maxHp - 2 > 4 ? 2 : player.maxHp - 4
- if(n > 0)
- player.loseMaxHp(n)
- 'step 2'
- if(event.hp != player.hp){
- var card=trigger.card,cards=[],func=['type2'];
- for(var fn of func){
- var cardx=get.cardPile2(cardxx=>{
- if(get[fn](card,player)==get[fn](cardxx,player)&&!cards.includes(cardxx)&& card.name != cardxx.name){
+ forced: true,
+ filter: () => true,
+ content: function () {
+ "step 0"
+ event.hp = player.hp;
+ "step 1"
+ let n = player.maxHp - 2 > 4 ? 2 : player.maxHp - 4;
+ if (n > 0) player.loseMaxHp(n);
+ "step 2"
+ if (event.hp != player.hp) {
+ var card = trigger.card,
+ cards = [],
+ func = ["type2"];
+ for (var fn of func) {
+ var cardx = get.cardPile2(cardxx => {
+ if (get[fn](card, player) == get[fn](cardxx, player) && !cards.includes(cardxx) && card.name != cardxx.name) {
return true;
}
});
}
- if(cardx) cards.push(cardx);
- if(cards.length) player.gain(cards,'gain2')
+ if (cardx) cards.push(cardx);
+ if (cards.length) player.gain(cards, "gain2");
}
},
- "_priority":20,
+ "_priority": 20
},
- damage:{
- trigger:{
- player:["damageEnd","loseHpEnd"],
+ damage: {
+ trigger: {
+ player: ["damageEnd", "loseHpEnd"]
},
- forced:true,
- filter:()=>true,
- content:function(){
- 'step 0'
- event.hp = player.hp
- 'step 1'
- let n = player.maxHp - 4 > 2 ? 4 : player.maxHp - 2
- if(n > 0)
- player.loseMaxHp(n)
- 'step 2'
- if(event.hp != player.hp){
- if(player.storage.gui_usedSkill.length > 0){
- var skill = player.storage.gui_usedSkill.randomGet()
- player.restoreSkill(skill)
- player.storage.gui_usedSkill = player.storage.gui_usedSkill.filter(s=>{return s!=skill})
+ forced: true,
+ filter: () => true,
+ content: function () {
+ "step 0"
+ event.hp = player.hp;
+ "step 1"
+ let n = player.maxHp - 4 > 2 ? 4 : player.maxHp - 2;
+ if (n > 0) player.loseMaxHp(n);
+ "step 2"
+ if (event.hp != player.hp) {
+ if (player.storage.gui_usedSkill.length > 0) {
+ var skill = player.storage.gui_usedSkill.randomGet();
+ player.restoreSkill(skill);
+ player.storage.gui_usedSkill = player.storage.gui_usedSkill.filter(s => {
+ return s != skill;
+ });
}
}
},
- "_priority":24,
+ "_priority": 24
}
}
},
- 'zioy_bian1':{
- trigger:{
- player:["phaseEnd"],
+ "zioy_bian1": {
+ trigger: {
+ player: ["phaseEnd"]
},
- forced:false,
- limited:true,
- skillAnimation:true,
- animationColor:"soil",
- marktext:'Ⅰ',
- check:()=>true,
- filter:()=>true,
- content:function(){
- 'step 0'
- player.storage.gui_recordf()
- player.storage.gui_usedSkill.push(event.name)
- player.awakenSkill(event.name)
- 'step 1'
- player.chooseTarget(true,function (card, player, target) {
+ forced: false,
+ limited: true,
+ skillAnimation: true,
+ animationColor: "soil",
+ marktext: "Ⅰ",
+ check: () => true,
+ filter: () => true,
+ content: function () {
+ "step 0"
+ player.storage.gui_recordf();
+ player.storage.gui_usedSkill.push(event.name);
+ player.awakenSkill(event.name);
+ "step 1"
+ player.chooseTarget(true, function (card, player, target) {
return target != player;
- },)
- 'step 2'
- if(result.bool&&result.targets.length > 0){
- event.target = result.targets[0]
- event.target.draw(2)
- }else{
- event.finish()
+ });
+ "step 2"
+ if (result.bool && result.targets.length > 0) {
+ event.target = result.targets[0];
+ event.target.draw(2);
+ } else {
+ event.finish();
}
- 'step 3'
- event.target.showHandcards()
- let cs = event.target.getCards('h')
- var suits=new Set();
- for(let c of cs){
- var suit=get.suit(c);
- if(suit) suits.add(suit);
+ "step 3"
+ event.target.showHandcards();
+ let cs = event.target.getCards("h");
+ var suits = new Set();
+ for (let c of cs) {
+ var suit = get.suit(c);
+ if (suit) suits.add(suit);
}
- if(suits.size > 3){
+ if (suits.size > 3) {
player.insertPhase();
}
-
},
- "_priority":20,
+ "_priority": 20
},
- 'zioy_bian2':{
- trigger:{
- source:["damageEnd"],
+ "zioy_bian2": {
+ trigger: {
+ source: ["damageEnd"]
},
- forced:false,
- limited:true,
- skillAnimation:true,
- animationColor:"soil",
- marktext:'Ⅱ',
- check:(event,player)=>player.countCards('h') < event.player.countCards('h'),
- filter:()=>true,
- content:function(){
- 'step 0'
- player.storage.gui_recordf()
- player.storage.gui_usedSkill.push(event.name)
- player.awakenSkill(event.name)
- 'step 1'
- let cp = player.getCards('h')
- let ct = trigger.player.getCards('h')
- for(let c of ct){
- player.gain(c)
+ forced: false,
+ limited: true,
+ skillAnimation: true,
+ animationColor: "soil",
+ marktext: "Ⅱ",
+ check: (event, player) => player.countCards("h") < event.player.countCards("h"),
+ filter: () => true,
+ content: function () {
+ "step 0"
+ player.storage.gui_recordf();
+ player.storage.gui_usedSkill.push(event.name);
+ player.awakenSkill(event.name);
+ "step 1"
+ let cp = player.getCards("h");
+ let ct = trigger.player.getCards("h");
+ for (let c of ct) {
+ player.gain(c);
}
- for(let c of cp){
- trigger.player.gain(c)
+ for (let c of cp) {
+ trigger.player.gain(c);
}
- 'step 2'
- if(Math.min(2,player.countCards('hej')) > 0)
- player.chooseCard('hej',`${get.translation(event.name)}:选择两张牌`,Math.min(2,player.countCards('hej')),true)
- 'step 3'
- event.cards = []
- if(result&&result.cards)
- event.cards = [...result.cards]
- if(Math.min(2,trigger.player.countCards('hej')) > 0)
- trigger.player.chooseCard('hej',`${get.translation(event.name)}:选择两张牌`,Math.min(2,trigger.player.countCards('hej')),true)
- 'step 4'
- if(result&&result.cards){
- for(let c of result.cards){
- event.cards.push(c)
+ "step 2"
+ if (Math.min(2, player.countCards("hej")) > 0)
+ player.chooseCard("hej", `${get.translation(event.name)}:选择两张牌`, Math.min(2, player.countCards("hej")), true);
+ "step 3"
+ event.cards = [];
+ if (result && result.cards) event.cards = [...result.cards];
+ if (Math.min(2, trigger.player.countCards("hej")) > 0)
+ trigger.player.chooseCard("hej", `${get.translation(event.name)}:选择两张牌`, Math.min(2, trigger.player.countCards("hej")), true);
+ "step 4"
+ if (result && result.cards) {
+ for (let c of result.cards) {
+ event.cards.push(c);
}
}
player.chooseTarget(true).set("ai", function (target) {
var att = get.attitude(_status.event.player, target);
- return att*999;
+ return att * 999;
});
- 'step 5'
- for(let c of event.cards){
- game.log(c)
- result.targets[0].gain(c)
+ "step 5"
+ for (let c of event.cards) {
+ game.log(c);
+ result.targets[0].gain(c);
}
},
- "_priority":20,
+ "_priority": 20
},
- 'zioy_bian3':{
- enable:"phaseUse",
- forced:false,
- limited:true,
- skillAnimation:true,
- animationColor:"soil",
- marktext:'Ⅲ',
- filter:()=>true,
- content:function(){
- 'step 0'
- player.storage.gui_recordf()
- player.storage.gui_usedSkill.push(event.name)
- player.awakenSkill(event.name)
- 'step 1'
- var suits = new Set()
- event.cards = []
- while(1){
- let c = get.cards(1)[0]
+ "zioy_bian3": {
+ enable: "phaseUse",
+ forced: false,
+ limited: true,
+ skillAnimation: true,
+ animationColor: "soil",
+ marktext: "Ⅲ",
+ filter: () => true,
+ content: function () {
+ "step 0"
+ player.storage.gui_recordf();
+ player.storage.gui_usedSkill.push(event.name);
+ player.awakenSkill(event.name);
+ "step 1"
+ var suits = new Set();
+ event.cards = [];
+ while (1) {
+ let c = get.cards(1)[0];
// game.cardsGotoOrdering(c);
- game.log(player,'展示了',c)
- event.cards.push(c)
- let suit=get.suit(c);
- if(suit) suits.add(suit);
- if(suits.size > 3)break;
+ game.log(player, "展示了", c);
+ event.cards.push(c);
+ let suit = get.suit(c);
+ if (suit) suits.add(suit);
+ if (suits.size > 3) break;
}
- 'step 2'
- player.chooseButton([`${get.translation(event.name)}:请选择要使用的牌`,event.cards],[1,2]).set("filterButton", function (button) {
- return game.filterPlayer(current=>{
- return lib.filter.targetEnabled2(button.link,player,current);
- }).length != 0;
- })
- 'step 3'
- if(result.bool){
- let cs = result.links
- for(let c of cs){
- if(game.filterPlayer(current=>{
- return lib.filter.targetEnabled2(c,player,current);
- }).length != 0){
- player.chooseUseTarget(c,true)
- }else{
- player.gain(c)
+ "step 2"
+ player.chooseButton([`${get.translation(event.name)}:请选择要使用的牌`, event.cards], [1, 2]).set("filterButton", function (button) {
+ return (
+ game.filterPlayer(current => {
+ return lib.filter.targetEnabled2(button.link, player, current);
+ }).length != 0
+ );
+ });
+ "step 3"
+ if (result.bool) {
+ let cs = result.links;
+ for (let c of cs) {
+ if (
+ game.filterPlayer(current => {
+ return lib.filter.targetEnabled2(c, player, current);
+ }).length != 0
+ ) {
+ player.chooseUseTarget(c, true);
+ } else {
+ player.gain(c);
}
}
}
},
ai: {
order: 2024,
- result:{
- player:()=>{return 2024}
+ result: {
+ player: () => {
+ return 2024;
+ }
}
- },
+ }
},
- 'zioy_bian4':{
- trigger:{
- player:["phaseBegin"],
+ "zioy_bian4": {
+ trigger: {
+ player: ["phaseBegin"]
},
- forced:false,
- limited:true,
- skillAnimation:true,
- animationColor:"soil",
- marktext:'Ⅳ',
- check:()=>true,
- filter:()=>true,
- content:function(){
- 'step 0'
- player.storage.gui_recordf()
- player.storage.gui_usedSkill.push(event.name)
- player.awakenSkill(event.name)
- 'step 1'
- player.chooseTarget(true,function (card, player, target) {
+ forced: false,
+ limited: true,
+ skillAnimation: true,
+ animationColor: "soil",
+ marktext: "Ⅳ",
+ check: () => true,
+ filter: () => true,
+ content: function () {
+ "step 0"
+ player.storage.gui_recordf();
+ player.storage.gui_usedSkill.push(event.name);
+ player.awakenSkill(event.name);
+ "step 1"
+ player.chooseTarget(true, function (card, player, target) {
return target != player;
- })
- 'step 2'
- event.target = result.targets[0]
- player.chooseToDebate([event.target,player]).set('callback',function(){
- var result=event.debateResult;
- var target=event.getParent(2).target
- if(result.bool&&result.opinion){
- var opinion=result.opinion;
- if(opinion=='red') {
- player.draw(2)
- target.draw(2)
- }
- else{
- for(let p of [player,target]){
- for(let i = 0;i < 4;i++){
- let c = get.cards(1)[0]
- game.log(p,'展示了',c)
- if(game.filterPlayer(current=>{
- return lib.filter.targetEnabled2(c,p,current);
- }).length != 0){
- p.chooseUseTarget(c)
+ });
+ "step 2"
+ event.target = result.targets[0];
+ player
+ .chooseToDebate([event.target, player])
+ .set("callback", function () {
+ var result = event.debateResult;
+ var target = event.getParent(2).target;
+ if (result.bool && result.opinion) {
+ var opinion = result.opinion;
+ if (opinion == "red") {
+ player.draw(2);
+ target.draw(2);
+ } else {
+ for (let p of [player, target]) {
+ for (let i = 0; i < 4; i++) {
+ let c = get.cards(1)[0];
+ game.log(p, "展示了", c);
+ if (
+ game.filterPlayer(current => {
+ return lib.filter.targetEnabled2(c, p, current);
+ }).length != 0
+ ) {
+ p.chooseUseTarget(c);
+ }
}
}
}
- };
- }else{
- for(let p of [player,target]){
- p.loseHp(2)
+ } else {
+ for (let p of [player, target]) {
+ p.loseHp(2);
+ }
}
- }
- }).set('target',event.target);
- 'step 3'
-
+ })
+ .set("target", event.target);
+ "step 3"
},
- "_priority":20,
+ "_priority": 20
},
- 'zioy_gui':{
- init:function(player){
- player.storage.gui_recordArray=[]
- player.storage.gui_usedSkill=[]
- player.storage.gui_recordf = function(){
- let c = player.getCards('h'),
+ "zioy_gui": {
+ init: function (player) {
+ player.storage.gui_recordArray = [];
+ player.storage.gui_usedSkill = [];
+ player.storage.gui_recordf = function () {
+ let c = player.getCards("h"),
hp = player.hp,
maxHp = player.maxHp,
skillMap = [...player.storage.gui_usedSkill];
player.storage.gui_recordArray.push({
- c: c,hp:hp,maxHp:maxHp,skillMap:skillMap
- })
- }
+ c: c,
+ hp: hp,
+ maxHp: maxHp,
+ skillMap: skillMap
+ });
+ };
},
- filter:function(event,player){
- let countSuit = (arr)=>{
- let suits = new Set()
- for(let c of arr){
- let suit=get.suit(c);
- if(suit) suits.add(suit);
+ filter: function (event, player) {
+ let countSuit = arr => {
+ let suits = new Set();
+ for (let c of arr) {
+ let suit = get.suit(c);
+ if (suit) suits.add(suit);
}
- return suits.size
- }
- let flag1 = game.players.filter(p=>{
- return p != player && p.hp >= player.hp
- }).length != 0
-
- let flag2 = game.players.filter(p=>{
- return p != player && countSuit(p.getCards('h')) >= countSuit(player.getCards('h'))
- }).length != 0
-
- let flag3 = player.storage.gui_recordArray.length > 0
- console.log(flag1,flag2,flag3,player.storage.gui_recordArray,player.storage.gui_recordArray.length)
- return flag1 && flag2 && flag3
+ return suits.size;
+ };
+ let flag1 =
+ game.players.filter(p => {
+ return p != player && p.hp >= player.hp;
+ }).length != 0;
+
+ let flag2 =
+ game.players.filter(p => {
+ return p != player && countSuit(p.getCards("h")) >= countSuit(player.getCards("h"));
+ }).length != 0;
+
+ let flag3 = player.storage.gui_recordArray.length > 0;
+ console.log(flag1, flag2, flag3, player.storage.gui_recordArray, player.storage.gui_recordArray.length);
+ return flag1 && flag2 && flag3;
},
- trigger:{
- global:'phaseEnd'
+ trigger: {
+ global: "phaseEnd"
},
- forced:true,
- skillAnimation:true,
- animationColor:"soil",
- content:function(){
- 'step 0'
- player.discard(player.getCards('h'))
- 'step 1'
- let r = player.storage.gui_recordArray[0]
- player.storage.gui_recordArray.splice(0,1)
- for(let c of r.c){
- player.gain(c)
+ forced: true,
+ skillAnimation: true,
+ animationColor: "soil",
+ content: function () {
+ "step 0"
+ player.discard(player.getCards("h"));
+ "step 1"
+ let r = player.storage.gui_recordArray[0];
+ player.storage.gui_recordArray.splice(0, 1);
+ for (let c of r.c) {
+ player.gain(c);
}
- player.hp = r.hp
- player.maxHp = r.maxHp
- for(let i = 1;i < 5;i++){
- skill = `zioy_bian${i}`
- if(!r.skillMap.includes(skill)){
- player.restoreSkill(skill)
- }else{
- player.awakenSkill(skill)
+ player.hp = r.hp;
+ player.maxHp = r.maxHp;
+ for (let i = 1; i < 5; i++) {
+ skill = `zioy_bian${i}`;
+ if (!r.skillMap.includes(skill)) {
+ player.restoreSkill(skill);
+ } else {
+ player.awakenSkill(skill);
}
}
- player.storage.skillMap = r.skillMap
- 'step 3'
- player.update()
+ player.storage.skillMap = r.skillMap;
+ "step 3"
+ player.update();
},
ai: {
- threaten:2024,
- },
+ threaten: 2024
+ }
},
- "zioy_junling":{
- trigger:{
- player:"showCharacterAfter",
+ "zioy_junling": {
+ trigger: {
+ player: "showCharacterAfter"
},
- forced:true,
- hiddenSkill:true,
+ forced: true,
+ hiddenSkill: true,
// silent:true,
- filter:function(event,player){
- return event.toShow&&event.toShow.includes(player.name);
+ filter: function (event, player) {
+ return event.toShow && event.toShow.includes(player.name);
},
- content:function(){
+ content: function () {
"step 0"
- for(var p of game.players){
- if(p === player){
- p.gainMaxHp(3)
- p.draw(3)
- }else{
- p.gainMaxHp(2)
- p.recover(2)
- p.draw(4)
- if(!p.isTurnedOver()){
+ for (var p of game.players) {
+ if (p === player) {
+ p.gainMaxHp(3);
+ p.draw(3);
+ } else {
+ p.gainMaxHp(2);
+ p.recover(2);
+ p.draw(4);
+ if (!p.isTurnedOver()) {
p.turnOver();
}
}
}
"step 1"
- if(player!=_status.currentPhase){
- var cards=Array.from(ui.ordering.childNodes);
- while(cards.length){
+ if (player != _status.currentPhase) {
+ var cards = Array.from(ui.ordering.childNodes);
+ while (cards.length) {
cards.shift().discard();
}
}
"step 2"
- if(player!=_status.currentPhase){
- var evt=_status.event.getParent('phase');
- if(evt){
+ if (player != _status.currentPhase) {
+ var evt = _status.event.getParent("phase");
+ if (evt) {
game.resetSkills();
- _status.event=evt;
+ _status.event = evt;
_status.event.finish();
_status.event.untrigger(true);
}
@@ -7705,908 +7776,1027 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
// trigger.getParent(2).phaseList.splice(trigger.num,0,'phaseUse|zioy_junling');
// trigger.getParent(2).phaseList.splice(trigger.num,0,'phaseDiscard|zioy_junling');
},
- "_priority":0,
+ "_priority": 0
},
- "zioy_junming":{
- trigger:{
- global:"roundStart",
+ "zioy_junming": {
+ trigger: {
+ global: "roundStart"
},
- filter:()=>{return game.players.filter(p=>p.hp < p.maxHp).length > 0},
- direct:true,
- content:function(){
- 'step 0'
- var max = -1
- for(var p of game.players){
- max = Math.max(max,p.maxHp - p.hp)
+ filter: () => {
+ return game.players.filter(p => p.hp < p.maxHp).length > 0;
+ },
+ direct: true,
+ content: function () {
+ "step 0"
+ var max = -1;
+ for (var p of game.players) {
+ max = Math.max(max, p.maxHp - p.hp);
}
- event.pArray = []
- for(var p of game.players){
- if(p.maxHp - p.hp == max)event.pArray.push(p)
+ event.pArray = [];
+ for (var p of game.players) {
+ if (p.maxHp - p.hp == max) event.pArray.push(p);
}
- var str = ''
- for(var p of event.pArray){
- if(str != ''){
- str = str + ','
+ var str = "";
+ for (var p of event.pArray) {
+ if (str != "") {
+ str = str + ",";
}
- str = str + get.translation(p)
+ str = str + get.translation(p);
}
- str = '是否对' + str + "发动【" + get.translation(event.name) + '】'
- player.chooseBool(str).set('ai',()=>{
+ str = "是否对" + str + "发动【" + get.translation(event.name) + "】";
+ player.chooseBool(str).set("ai", () => {
// game.log(event.pArray.filter((p)=>{p === player}).length , max , player.hp)
- if(player.maxHp - player.hp == max && max < player.hp)return false
+ if (player.maxHp - player.hp == max && max < player.hp) return false;
// if(event.pArray.filter((p)=>{p !== player}).length == 0 && max < player.hp)return false
- return player.hp + player.hujia < 3 || event.pArray.filter((p)=>{p === player}).length == 0
- })
- 'step 1'
- if(result.bool){
- game.log(player,'发动了','【'+get.translation(event.name)+'】')
- var max = -1
- for(var p of event.pArray){
- if(p.maxHp > 1)p.loseMaxHp(1)
- max = Math.max(p.maxHp - p.hp,max)
- p.recover(p.maxHp - p.hp)
+ return (
+ player.hp + player.hujia < 3 ||
+ event.pArray.filter(p => {
+ p === player;
+ }).length == 0
+ );
+ });
+ "step 1"
+ if (result.bool) {
+ game.log(player, "发动了", '【' + get.translation(event.name) + "】");
+ var max = -1;
+ for (var p of event.pArray) {
+ if (p.maxHp > 1) p.loseMaxHp(1);
+ max = Math.max(p.maxHp - p.hp, max);
+ p.recover(p.maxHp - p.hp);
}
- if(max - player.hujia != 0)player.changeHujia(max - player.hujia)
- player.draw(max)
+ if (max - player.hujia != 0) player.changeHujia(max - player.hujia);
+ player.draw(max);
}
},
ai: {
- threaten:95,
- },
+ threaten: 95
+ }
},
- "zioy_junci":{
- trigger:{
- global:"damageEnd",
+ "zioy_junci": {
+ trigger: {
+ global: "damageEnd"
},
- filter:function(event,player){
- if(player.hasSkill('zioy_junci_phase'))return false
- if(!event.source) return false
- var f = false
- for(var p of [event.source,event.player,player]){
- if(p.countCards('hej') > 0){
- f = true
- break
+ filter: function (event, player) {
+ if (player.hasSkill("zioy_junci_phase")) return false;
+ if (!event.source) return false;
+ var f = false;
+ for (var p of [event.source, event.player, player]) {
+ if (p.countCards("hej") > 0) {
+ f = true;
+ break;
}
}
- return event.source && event.player != player && f && event.player != event.source
+ return event.source && event.player != player && f && event.player != event.source;
},
- direct:true,
- content:function(){
- 'step 0'
- player.chooseTarget('请选择移出牌的目标',1,false, (card, player, target)=> {
- if(!trigger.player.isAlive()) return target == player
- return [player,trigger.player,trigger.source].includes(target) && target.countCards('hej') > 0;
- }).set('ai', target => {
- var att = get.attitude(player, target);
- // game.log(1+att)
- return 1+att > 0;
- });
- 'step 1'
- if(result.bool){
+ direct: true,
+ content: function () {
+ "step 0"
+ player
+ .chooseTarget("请选择移出牌的目标", 1, false, (card, player, target) => {
+ if (!trigger.player.isAlive()) return target == player;
+ return [player, trigger.player, trigger.source].includes(target) && target.countCards("hej") > 0;
+ })
+ .set("ai", target => {
+ var att = get.attitude(player, target);
+ // game.log(1+att)
+ return 1 + att > 0;
+ });
+ "step 1"
+ if (result.bool) {
// player.say('1213')
- event.plose = result.targets[0]
- if(event.plose == player && player != trigger.player && player != trigger.source){
- player.chooseTarget('请选择移入牌的目标',1,true, (card, player, target)=> {
- return [trigger.player,trigger.source].includes(target);
- }).set('ai', target => {
- var att = get.attitude(player, target);
- return -att;
- });
- }else{
- event.pgain = event.plose == trigger.player ? trigger.source : trigger.player
- event.goto(3)
+ event.plose = result.targets[0];
+ if (event.plose == player && player != trigger.player && player != trigger.source) {
+ player
+ .chooseTarget("请选择移入牌的目标", 1, true, (card, player, target) => {
+ return [trigger.player, trigger.source].includes(target);
+ })
+ .set("ai", target => {
+ var att = get.attitude(player, target);
+ return -att;
+ });
+ } else {
+ event.pgain = event.plose == trigger.player ? trigger.source : trigger.player;
+ event.goto(3);
}
- }else{
- event.finish()
+ } else {
+ event.finish();
}
- 'step 2'
+ "step 2"
// game.log(result.targets)
- event.pgain = result.targets[0]
- 'step 3'
+ event.pgain = result.targets[0];
+ "step 3"
// game.log(event.plose,event.pgain)
- player.choosePlayerCard(event.plose,'hej',true).set('ai',get.buttonValue);
- 'step 4'
- player.addTempSkill('zioy_junci_phase')
- var card = result.cards[0]
- if(get.position(card)=='e'){
+ player.choosePlayerCard(event.plose, "hej", true).set("ai", get.buttonValue);
+ "step 4"
+ player.addTempSkill("zioy_junci_phase");
+ var card = result.cards[0];
+ if (get.position(card) == "e") {
event.pgain.equip(card);
- event.finish()
- }
- else if(get.position(card)=='j'){
+ event.finish();
+ } else if (get.position(card) == "j") {
event.pgain.addJudge(card);
- event.finish()
+ event.finish();
+ } else {
+ event.pgain.gain(card);
+ event.card = card;
}
- else {
- event.pgain.gain(card)
- event.card = card
+ "step 5"
+ if (
+ game.filterPlayer(current => {
+ return lib.filter.targetEnabled2(player.storage.shidai_card, event.player, current);
+ }).length != 0
+ ) {
+ event.bool = true;
+ event.pgain.chooseBool("是否使用【" + get.translation(event.card) + "】").set("ai", () => {
+ return true;
+ });
+ } else {
+ event.bool = false;
}
- 'step 5'
- if(game.filterPlayer(current=>{
- return lib.filter.targetEnabled2(player.storage.shidai_card,event.player,current);
- }).length != 0){
- event.bool = true
- event.pgain.chooseBool('是否使用【' + get.translation(event.card) + '】').set('ai',()=>{return true})
- }else{
- event.bool = false
+ "step 6"
+ if (event.bool && result.bool) {
+ event.pgain.chooseUseTarget(event.card);
+ event.finish();
+ } else if (event.pgain == player) {
+ event.finish();
}
- 'step 6'
- if(event.bool && result.bool){
- event.pgain.chooseUseTarget(event.card)
- event.finish()
- }else if(event.pgain == player){
- event.finish()
- }
- 'step 7'
- player.chooseBool('是否对' + get.translation(event.pgain) + '造成1点伤害')
- .set('ai',()=>{return get.attitude(event.pgain,player) <= 0})
- 'step 8'
- if(result.bool){
- event.pgain.damage(1)
- event.finish()
- }
- },
- subSkill:{
- 'phase':{}
- },
- ai: {
- threaten:95,
- },
- },
- "zioy_junnu":{
- trigger:{
- source:"damageBegin1",
- player:'damageBegin1'
- },
- filter:()=>{return true},
- content:function(){
- 'step 0'
- player.showHandcards();
- var nr = player.getCards('h').filter(c=>get.color(c) == 'red').length
- var nb = player.getCards('h').filter(c=>get.color(c) == 'black').length
- var nc = player.getCards('h').length
- // game.log(nr,nb)
- if(nr >= nb){
- trigger.num += 1
- if(nc > 0 && trigger.source)trigger.source.chooseToDiscard(Math.min(trigger.source.countCards('he'),nc),'he',true)
- }
- if(nb >= nr){
- trigger.num += 1
- if(nc > 0)trigger.player.chooseToDiscard(Math.min(trigger.player.countCards('he'),nc),'he',true)
- }
- },
- check:function(event,player){
- var nr = player.getCards('h').filter(c=>get.color(c) == 'red').length
- var nb = player.getCards('h').filter(c=>get.color(c) == 'black').length
- if(event.player==player){
- if(player.hp + player.hujia <= 5){
- return false
- }
- if(nb >= nr)return false
- if(nr >= nb){
- if(!event.source)return false
- }
- }else{
- if(get.attitude(event.player,player) > 0)return false
- }
- if((event.player==player) == (nb >= nr) && player.hp > 0)return false
- return true
- },
- ai: {
- threaten:15,
- damageBonus:true,
- },
- },
- "zioy_junyun":{
- trigger:{
- player:"dieBefore",
- },
- filter:function(event,player){
- return true
- },
- forced:true,
- limited:true,
- direct:true,
- forceDie:true,
- skillAnimation:true,
- animationColor:"soil",
- content:function(){
- 'step 0'
- player.awakenSkill(event.name)
- event.max = parseInt(player.maxHp/2+0.01 - player.hp)
- player.chooseTarget('请选择〖君陨〗的目标',[1,event.max],false,function (card, player, target) {
- return player != target;
- }).set('ai', target => {
- var att = get.attitude(player, target);
- return -att;
+ "step 7"
+ player.chooseBool("是否对" + get.translation(event.pgain) + "造成1点伤害").set("ai", () => {
+ return get.attitude(event.pgain, player) <= 0;
});
- 'step 1'
- if(!result.bool){
- event.finish()
- }else{
- event.targets = result.targets
+ "step 8"
+ if (result.bool) {
+ event.pgain.damage(1);
+ event.finish();
}
- 'step 2'
- event.t = event.targets.pop()
- buttoms = []
- for(var i = 1;i < event.max - event.targets.length + 1;i++){
- buttoms.push(i)
+ },
+ subSkill: {
+ "phase": {}
+ },
+ ai: {
+ threaten: 95
+ }
+ },
+ "zioy_junnu": {
+ trigger: {
+ source: "damageBegin1",
+ player: "damageBegin1"
+ },
+ filter: () => {
+ return true;
+ },
+ content: function () {
+ "step 0"
+ player.showHandcards();
+ var nr = player.getCards("h").filter(c => get.color(c) == "red").length;
+ var nb = player.getCards("h").filter(c => get.color(c) == "black").length;
+ var nc = player.getCards("h").length;
+ // game.log(nr,nb)
+ if (nr >= nb) {
+ trigger.num += 1;
+ if (nc > 0 && trigger.source) trigger.source.chooseToDiscard(Math.min(trigger.source.countCards("he"), nc), "he", true);
}
- if(buttoms.length === 1){
- event.t.damage(1)
- event.goto(4)
- }else{
- player.chooseControl(buttoms).set("prompt",'请选择对'+get.translation(event.t)+'造成的伤害值').set('ai',()=>{return buttoms.length})
+ if (nb >= nr) {
+ trigger.num += 1;
+ if (nc > 0) trigger.player.chooseToDiscard(Math.min(trigger.player.countCards("he"), nc), "he", true);
}
- 'step 3'
- event.t.damage(result.control)
- event.max -= result.control
- 'step 4'
- if(event.targets.length > 0){
- event.goto(2)
+ },
+ check: function (event, player) {
+ var nr = player.getCards("h").filter(c => get.color(c) == "red").length;
+ var nb = player.getCards("h").filter(c => get.color(c) == "black").length;
+ if (event.player == player) {
+ if (player.hp + player.hujia <= 5) {
+ return false;
+ }
+ if (nb >= nr) return false;
+ if (nr >= nb) {
+ if (!event.source) return false;
+ }
+ } else {
+ if (get.attitude(event.player, player) > 0) return false;
+ }
+ if ((event.player == player) == nb >= nr && player.hp > 0) return false;
+ return true;
+ },
+ ai: {
+ threaten: 15,
+ damageBonus: true
+ }
+ },
+ "zioy_junyun": {
+ trigger: {
+ player: "dieBefore"
+ },
+ filter: function (event, player) {
+ return true;
+ },
+ forced: true,
+ limited: true,
+ direct: true,
+ forceDie: true,
+ skillAnimation: true,
+ animationColor: "soil",
+ content: function () {
+ "step 0"
+ player.awakenSkill(event.name);
+ event.max = parseInt(player.maxHp / 2 + 0.01 - player.hp);
+ player
+ .chooseTarget("请选择〖君陨〗的目标", [1, event.max], false, function (card, player, target) {
+ return player != target;
+ })
+ .set("ai", target => {
+ var att = get.attitude(player, target);
+ return -att;
+ });
+ "step 1"
+ if (!result.bool) {
+ event.finish();
+ } else {
+ event.targets = result.targets;
+ }
+ "step 2"
+ event.t = event.targets.pop();
+ buttoms = [];
+ for (var i = 1; i < event.max - event.targets.length + 1; i++) {
+ buttoms.push(i);
+ }
+ if (buttoms.length === 1) {
+ event.t.damage(1);
+ event.goto(4);
+ } else {
+ player
+ .chooseControl(buttoms)
+ .set("prompt", "请选择对" + get.translation(event.t) + "造成的伤害值")
+ .set("ai", () => {
+ return buttoms.length;
+ });
+ }
+ "step 3"
+ event.t.damage(result.control);
+ event.max -= result.control;
+ "step 4"
+ if (event.targets.length > 0) {
+ event.goto(2);
}
},
ai: {
- threaten:95,
- },
+ threaten: 95
+ }
},
- zioy_zhaocai:{
- trigger:{
- player:"phaseDrawBegin"
+ zioy_zhaocai: {
+ trigger: {
+ player: "phaseDrawBegin"
},
- filter:()=>true,
- direct:true,
- init:function(player){
- game.addGlobalSkillMiao('zioy_zhaocai_ignoredHandcard')
+ filter: () => true,
+ direct: true,
+ init: function (player) {
+ game.addGlobalSkillMiao("zioy_zhaocai_ignoredHandcard");
},
- content:function(){
- 'step 0'
- player.chooseTarget(`${get.translation(event.name)}:摸牌阶段开始时,你可选择一名角色,你令其将手牌摸至X张,若该角色不为你,你摸等量的牌。你可将你以此法获得的牌当作任意基本牌使用或打出。(X为其体力上限)}`,1,function (card, player, target) {
- return target.countCards('h') < target.maxHp
- }).set('ai', target => {
- var att = get.attitude(player, target);
- var index = target.maxHp - target.countCards('h')
- return att * index;
- })
- 'step 1'
- if(result.bool){
+ content: function () {
+ "step 0"
+ player
+ .chooseTarget(
+ `${get.translation(
+ event.name
+ )}:摸牌阶段开始时,你可选择一名角色,你令其将手牌摸至X张,若该角色不为你,你摸等量的牌。你可将你以此法获得的牌当作任意基本牌使用或打出。(X为其体力上限)}`,
+ 1,
+ function (card, player, target) {
+ return target.countCards("h") < target.maxHp;
+ }
+ )
+ .set("ai", target => {
+ var att = get.attitude(player, target);
+ var index = target.maxHp - target.countCards("h");
+ return att * index;
+ });
+ "step 1"
+ if (result.bool) {
player.logSkill(event.name);
- game.log(player,'发动了','【'+get.translation(event.name)+'】')
- let target = result.targets[0]
- let drawNum = target.maxHp - target.countCards('h')
- target.draw(drawNum).gaintag=[event.name]
- if(target !== player){
- player.draw(drawNum).gaintag=[event.name]
+ game.log(player, "发动了", '【' + get.translation(event.name) + "】");
+ let target = result.targets[0];
+ let drawNum = target.maxHp - target.countCards("h");
+ target.draw(drawNum).gaintag = [event.name];
+ if (target !== player) {
+ player.draw(drawNum).gaintag = [event.name];
}
}
},
- group:['zioy_zhaocai_use'],
- subSkill:{
- use:{
- enable:["chooseToUse","chooseToRespond"],
- filter:function(event,player){
- if(!event.player.hasCard(card=>card.hasGaintag('zioy_zhaocai'),'h')) return false;
- for(var name of lib.inpile){
- if(get.type2(name)!='basic') continue;
- var card={name:name};
- if(event.filterCard(card,player,event)) return true;
- if(name=='sha'){
- for(var nature of lib.inpile_nature){
- card.nature=nature;
- if(event.filterCard(card,player,event)) return true;
+ group: ["zioy_zhaocai_use"],
+ subSkill: {
+ use: {
+ enable: ["chooseToUse", "chooseToRespond"],
+ filter: function (event, player) {
+ if (!event.player.hasCard(card => card.hasGaintag("zioy_zhaocai"), "h")) return false;
+ for (var name of lib.inpile) {
+ if (get.type2(name) != "basic") continue;
+ var card = { name: name };
+ if (event.filterCard(card, player, event)) return true;
+ if (name == "sha") {
+ for (var nature of lib.inpile_nature) {
+ card.nature = nature;
+ if (event.filterCard(card, player, event)) return true;
}
}
}
return false;
},
- chooseButton:{
- dialog:function(event,player){
- var list=[];
- for(var name of lib.inpile){
- if(name=='sha'){
- if(event.filterCard({name:name},player,event)) list.push(['基本','','sha']);
- for(var nature of lib.inpile_nature){
- if(event.filterCard({name:name,nature:nature},player,event)) list.push(['基本','','sha',nature]);
+ chooseButton: {
+ dialog: function (event, player) {
+ var list = [];
+ for (var name of lib.inpile) {
+ if (name == "sha") {
+ if (event.filterCard({ name: name }, player, event)) list.push(["基本", "", "sha"]);
+ for (var nature of lib.inpile_nature) {
+ if (event.filterCard({ name: name, nature: nature }, player, event)) list.push(["基本", "", "sha", nature]);
}
- }
- else if(get.type(name)=='basic'&&event.filterCard({name:name},player,event)) list.push(['基本','',name]);
+ } else if (get.type(name) == "basic" && event.filterCard({ name: name }, player, event)) list.push(["基本", "", name]);
}
- var dialog=ui.create.dialog('招财',[list,'vcard']);
- dialog.direct=true;
+ var dialog = ui.create.dialog("招财", [list, "vcard"]);
+ dialog.direct = true;
return dialog;
},
- filter:function(button,player){
- return _status.event.getParent().filterCard({name:button.link[2],nature:button.link[3]},player,_status.event.getParent());
+ filter: function (button, player) {
+ return _status.event.getParent().filterCard({ name: button.link[2], nature: button.link[3] }, player, _status.event.getParent());
},
- check:function(button){
- if(_status.event.getParent().type!='phase') return 1;
- var player=_status.event.player;
- if(['wugu','zhulu_card','yiyi','lulitongxin','lianjunshengyan','diaohulishan'].includes(button.link[2])) return 0;
+ check: function (button) {
+ if (_status.event.getParent().type != "phase") return 1;
+ var player = _status.event.player;
+ if (["wugu", "zhulu_card", "yiyi", "lulitongxin", "lianjunshengyan", "diaohulishan"].includes(button.link[2])) return 0;
return player.getUseValue({
- name:button.link[2],
- nature:button.link[3],
+ name: button.link[2],
+ nature: button.link[3]
});
},
- backup:function(links,player){
+ backup: function (links, player) {
return {
filterCard: function (card) {
- return card.hasGaintag('zioy_zhaocai');
+ return card.hasGaintag("zioy_zhaocai");
},
- popname:true,
- check:function(card){
- return 8-get.value(card);
+ popname: true,
+ check: function (card) {
+ return 8 - get.value(card);
},
- position:'hes',
- viewAs:{name:links[0][2],nature:links[0][3]},
- precontent:function(){
+ position: "hes",
+ viewAs: { name: links[0][2], nature: links[0][3] },
+ precontent: function () {
delete event.result.skill;
- var card=event.result.card;
- },
- }
- },
- prompt:function(links,player){
- return '将一张牌当做'+(get.translation(links[0][3])||'')+get.translation(links[0][2])+'使用';
+ var card = event.result.card;
+ }
+ };
},
+ prompt: function (links, player) {
+ return "将一张牌当做" + (get.translation(links[0][3]) || "") + get.translation(links[0][2]) + "使用";
+ }
},
- hiddenCard:function(player,name){
- if(!lib.inpile.includes(name)) return false;
- var type=get.type2(name);
- return type=='basic'&&player.countCards('hes')>0&&!player.hasSkill('jsrgnianen_blocker');
+ hiddenCard: function (player, name) {
+ if (!lib.inpile.includes(name)) return false;
+ var type = get.type2(name);
+ return type == "basic" && player.countCards("hes") > 0 && !player.hasSkill("jsrgnianen_blocker");
},
- ai:{
- fireAttack:true,
- respondSha:true,
- respondShan:true,
- order:1,
- result:{
- player:function(player){
- if(_status.event.dying) return get.attitude(player,_status.event.dying);
+ ai: {
+ fireAttack: true,
+ respondSha: true,
+ respondShan: true,
+ order: 1,
+ result: {
+ player: function (player) {
+ if (_status.event.dying) return get.attitude(player, _status.event.dying);
return 1;
- },
- },
- },
+ }
+ }
+ }
},
- ignoredHandcard:{
- mod:{
- ignoredHandcard:function(card,player){
- if(card.hasGaintag('zioy_zhaocai')){
+ ignoredHandcard: {
+ mod: {
+ ignoredHandcard: function (card, player) {
+ if (card.hasGaintag("zioy_zhaocai")) {
return true;
}
},
- cardDiscardable:function(card,player,name){
- if(name=='phaseDiscard'&&card.hasGaintag('zioy_zhaocai')){
+ cardDiscardable: function (card, player, name) {
+ if (name == "phaseDiscard" && card.hasGaintag("zioy_zhaocai")) {
return false;
}
- },
+ }
}
}
}
},
- zioy_jinbao:{
- enable:"phaseUse",
- usable:1,
- discard:false,
- lose:false,
- delay:false,
- filterTarget:function(card,player,target){
+ zioy_jinbao: {
+ enable: "phaseUse",
+ usable: 1,
+ discard: false,
+ lose: false,
+ delay: false,
+ filterTarget: function (card, player, target) {
return player.canCompare(target);
},
- filter:function(event,player){
- return player.countCards('h')>0;
+ filter: function (event, player) {
+ return player.countCards("h") > 0;
},
- content:function(){
+ content: function () {
"step 0"
- player.chooseToCompare(target)
+ player.chooseToCompare(target);
"step 1"
- if(result.bool){
- player.chooseTarget('令一名角色获得基本牌,锦囊牌,装备牌各一张。',true).set('ai', target => {
- var att = get.attitude(player, target);
- return att;
- })
- }
- else{
- target.gainPlayerCard('h', player, true).set('target',player).set('ai',lib.card.shunshou.ai.button);
- target.gainPlayerCard('e', player, true).set('target',player).set('ai',lib.card.shunshou.ai.button);
- event.goto(3)
- }
- "step 2"
- let target1 = result.targets[0]
- var cards=[],types=['basic','trick','equip'];
- for(var i of types){
- var card=get.cardPile2(function(card){
- return get.type2(card,false)==i;
+ if (result.bool) {
+ player.chooseTarget("令一名角色获得基本牌,锦囊牌,装备牌各一张。", true).set("ai", target => {
+ var att = get.attitude(player, target);
+ return att;
});
- if(card) cards.push(card);
+ } else {
+ target.gainPlayerCard("h", player, true).set("target", player).set("ai", lib.card.shunshou.ai.button);
+ target.gainPlayerCard("e", player, true).set("target", player).set("ai", lib.card.shunshou.ai.button);
+ event.goto(3);
}
- if(cards.length) target1.gain(cards,'gain2');
- 'step 3'
- player.chooseTarget(`令一名手牌数不多于你的角色获得本次拼点的牌。`,true,function (card, player, target) {
- return target.countCards('h') <= player.countCards('h')
- }).set('ai', target => {
- var att = get.attitude(player, target);
- return att;
- })
- 'step 4'
- result.targets[0].gain(player.storage.zioy_jinbao_cards,'gain2','log');
+ "step 2"
+ let target1 = result.targets[0];
+ var cards = [],
+ types = ["basic", "trick", "equip"];
+ for (var i of types) {
+ var card = get.cardPile2(function (card) {
+ return get.type2(card, false) == i;
+ });
+ if (card) cards.push(card);
+ }
+ if (cards.length) target1.gain(cards, "gain2");
+ "step 3"
+ player
+ .chooseTarget(`令一名手牌数不多于你的角色获得本次拼点的牌。`, true, function (card, player, target) {
+ return target.countCards("h") <= player.countCards("h");
+ })
+ .set("ai", target => {
+ var att = get.attitude(player, target);
+ return att;
+ });
+ "step 4"
+ result.targets[0].gain(player.storage.zioy_jinbao_cards, "gain2", "log");
},
- subSkill:{
- gain:{
- trigger:{
- player:["chooseToCompareAfter","compareMultipleAfter"],
+ subSkill: {
+ gain: {
+ trigger: {
+ player: ["chooseToCompareAfter", "compareMultipleAfter"]
},
- filter(event,player){
- if(event.getParent().name != 'zioy_jinbao')return false
- if(event.preserve) return false;
- return [event.card1,event.card2].filterInD('od').length>0;
+ filter(event, player) {
+ if (event.getParent().name != "zioy_jinbao") return false;
+ if (event.preserve) return false;
+ return [event.card1, event.card2].filterInD("od").length > 0;
},
- direct:true,
- content(){
- player.storage.zioy_jinbao_cards = [trigger.card1,trigger.card2]
+ direct: true,
+ content() {
+ player.storage.zioy_jinbao_cards = [trigger.card1, trigger.card2];
},
- sub:true,
- "_priority":0,
- },
+ sub: true,
+ "_priority": 0
+ }
},
- group:['zioy_jinbao_gain'],
- ai:{
- result:{
- player:function(player){
+ group: ["zioy_jinbao_gain"],
+ ai: {
+ result: {
+ player: function (player) {
return 2024;
},
- target:function(player,target){
+ target: function (player, target) {
return -0.5;
- },
+ }
},
- order:9,
+ order: 9
},
- "_priority":0,
+ "_priority": 0
},
- 'zioy_yuansi':{
- direct:true,
- trigger:{
- player:"damageBegin3",
- source:'damageBegin3'
+ "zioy_yuansi": {
+ direct: true,
+ trigger: {
+ player: "damageBegin3",
+ source: "damageBegin3"
},
- filter:()=>true,
- init:function(player){
- let pl = player
- player.storage.checkOnly=function(dp){
- for(let p of game.players){
+ filter: () => true,
+ init: function (player) {
+ let pl = player;
+ player.storage.checkOnly = function (dp) {
+ for (let p of game.players) {
// if(p===dp) continue
- if(p.identity === pl.identity && p !== pl){
- return false
+ if (p.identity === pl.identity && p !== pl) {
+ return false;
}
}
- return true
- }
+ return true;
+ };
},
- content:function(){
- 'step 0'
- if(player.storage.checkOnly() === true){
- player.chooseBool(`是否对${get.translation(trigger.player)}发动〖${get.translation(event.name)}〗?`).set('ai',()=>{
- return get.attitude(trigger.player,player)<0;
- })
- }else{
- event.goto(2)
+ content: function () {
+ "step 0"
+ if (player.storage.checkOnly() === true) {
+ player.chooseBool(`是否对${get.translation(trigger.player)}发动〖${get.translation(event.name)}〗?`).set("ai", () => {
+ return get.attitude(trigger.player, player) < 0;
+ });
+ } else {
+ event.goto(2);
}
- 'step 1'
- if(result && result.bool === true){
- ;
- }else{
- event.finish()
+ "step 1"
+ if (result && result.bool === true) {
+ } else {
+ event.finish();
}
- 'step 2'
- let target = trigger.player
- target.loseHp(1)
- target.turnOver()
+ "step 2"
+ let target = trigger.player;
+ target.loseHp(1);
+ target.turnOver();
}
-
},
- 'zioy_yuanshen':{
- direct:true,
- trigger:{
- global:'dying'
+ "zioy_yuanshen": {
+ direct: true,
+ trigger: {
+ global: "dying"
},
- filter:function(event,player){
- if(player.storage.yuanshen.includes(event.player))return false
- return true
+ filter: function (event, player) {
+ if (player.storage.yuanshen.includes(event.player)) return false;
+ return true;
},
- init:function(player){
- player.storage.yuanshen = []
+ init: function (player) {
+ player.storage.yuanshen = [];
},
- content:function(){
- 'step 0'
- if(trigger.player !== player){
- player.chooseBool(`是否对${get.translation(trigger.player)}发动〖${get.translation(event.name)}〗?`).set('ai',()=>{
+ content: function () {
+ "step 0"
+ if (trigger.player !== player) {
+ player.chooseBool(`是否对${get.translation(trigger.player)}发动〖${get.translation(event.name)}〗?`).set("ai", () => {
return true;
- })
- }else{
- event.goto(2)
+ });
+ } else {
+ event.goto(2);
}
- 'step 1'
- if(result && result.bool === true){
- ;
- }else{
- event.finish()
+ "step 1"
+ if (result && result.bool === true) {
+ } else {
+ event.finish();
}
- 'step 2'
+ "step 2"
player.storage.yuanshen.push(trigger.player);
- if(player.storage.checkOnly(trigger.player) === true){
- player.gainMaxHp(1)
- }else{
- trigger.player.die()
- event.finish()
+ if (player.storage.checkOnly(trigger.player) === true) {
+ player.gainMaxHp(1);
+ } else {
+ trigger.player.die();
+ event.finish();
}
- 'step 3'
- player.recover(player.maxHp - player.hp)
- player.draw(player.maxHp)
+ "step 3"
+ player.recover(player.maxHp - player.hp);
+ player.draw(player.maxHp);
}
},
- zioy_que:{
- trigger:{
- player:'loseHpBefore'
+ zioy_que: {
+ trigger: {
+ player: "loseHpBefore"
},
- filter:()=>true,
- forced:true,
- content:function(){
- trigger.cancel()
- player.damage(1)
+ filter: () => true,
+ forced: true,
+ content: function () {
+ trigger.cancel();
+ player.damage(1);
},
- group:['zioy_que_2','zioy_que_2_1','zioy_que_3','zioy_que_3_1','zioy_que_4','zioy_que_4_1'],
- subSkill:{
- 2:{
- trigger:{
- player:'damageEnd',
- source:'damageEnd'
+ group: ["zioy_que_2", "zioy_que_2_1", "zioy_que_3", "zioy_que_3_1", "zioy_que_4", "zioy_que_4_1"],
+ subSkill: {
+ 2: {
+ trigger: {
+ player: "damageEnd",
+ source: "damageEnd"
},
- filter:(event,player)=>player.storage.zioy_que2,
- forced:true,
- content:function(){
- player.recover(1)
- player.draw(1)
- player.storage.zioy_que2 = false
+ filter: (event, player) => player.storage.zioy_que2,
+ forced: true,
+ content: function () {
+ player.recover(1);
+ player.draw(1);
+ player.storage.zioy_que2 = false;
},
- "_priority":123564,
+ "_priority": 123564
},
- '2_1':{
- trigger:{
- global:'phaseBegin'
+ "2_1": {
+ trigger: {
+ global: "phaseBegin"
},
- filter:()=>true,
- forced:true,
- init:(player)=>player.storage.zioy_que2 = true,
- content:function(){
- player.storage.zioy_que2 = true
+ filter: () => true,
+ forced: true,
+ init: player => (player.storage.zioy_que2 = true),
+ content: function () {
+ player.storage.zioy_que2 = true;
},
- "_priority":1123564,
+ "_priority": 1123564
},
- 3:{
- mod:{
- targetInRange(card,player){
- if(player.getDamagedHp() === 0) return true;
- },
- cardUsable(card,player){
- if(player.getDamagedHp() === 0) return Infinity;
+ 3: {
+ mod: {
+ targetInRange(card, player) {
+ if (player.getDamagedHp() === 0) return true;
},
+ cardUsable(card, player) {
+ if (player.getDamagedHp() === 0) return Infinity;
+ }
},
- trigger:{
- player:"useCard",
+ trigger: {
+ player: "useCard"
},
- forced:true,
- filter:function(event,player){
- return player.getDamagedHp() === 0
+ forced: true,
+ filter: function (event, player) {
+ return player.getDamagedHp() === 0;
},
- content:function(){
- trigger.directHit.addArray(game.filterPlayer(function(current){
- return current!=player;
- }));
+ content: function () {
+ trigger.directHit.addArray(
+ game.filterPlayer(function (current) {
+ return current != player;
+ })
+ );
},
- "_priority":-150,
+ "_priority": -150
},
- '3_1':{
- trigger:{
- source:"damageBegin1",
+ "3_1": {
+ trigger: {
+ source: "damageBegin1"
},
- filter:function (event,player) {
- return player.getDamagedHp() === 0 && event.card && event.card.name == "sha"
+ filter: function (event, player) {
+ return player.getDamagedHp() === 0 && event.card && event.card.name == "sha";
},
- forced:true,
- content:function () {
- trigger.num += player.hp - 1
+ forced: true,
+ content: function () {
+ trigger.num += player.hp - 1;
},
- ai:{
+ ai: {
// damageBonus:true,
},
- "_priority":-300,
+ "_priority": -300
},
- 4:{
- trigger:{
- player:"useCardToBefore",
+ 4: {
+ trigger: {
+ player: "useCardToBefore"
},
- filter:function (event,player) {
+ filter: function (event, player) {
// game.log(event.target,event.player,event.to)
- return player.getDamagedHp() === 0 && event.target !== player
+ return player.getDamagedHp() === 0 && event.target !== player;
},
- forced:true,
- init:function(player){
- player.storage.zioy_que4 = false
+ forced: true,
+ init: function (player) {
+ player.storage.zioy_que4 = false;
},
- content:function () {
+ content: function () {
// game.log(111)
- player.storage.zioy_que4 = true
+ player.storage.zioy_que4 = true;
},
- "_priority":1564654300,
+ "_priority": 1564654300
},
- "4_1":{
- trigger:{
- player:"useCardToEnd",
+ "4_1": {
+ trigger: {
+ player: "useCardToEnd"
},
- filter:function (event,player) {
+ filter: function (event, player) {
// game.log(event.target,event.player,event.to)
- return player.storage.zioy_que4 === true
+ return player.storage.zioy_que4 === true;
},
- forced:true,
- content:function () {
- player.changeHujia(player.hp-1)
- player.hp = 1
- player.update()
- player.storage.zioy_que4 = false
+ forced: true,
+ content: function () {
+ player.changeHujia(player.hp - 1);
+ player.hp = 1;
+ player.update();
+ player.storage.zioy_que4 = false;
},
- "_priority":1564654300,
+ "_priority": 1564654300
}
}
},
- zioy_fouzhiyu:{
- trigger:{
- player:['loseHpBefore','recoverBefore']
+ zioy_fouzhiyu: {
+ trigger: {
+ player: ["loseHpBefore", "recoverBefore"]
},
- filter:()=>true,
- forced:true,
- content:function(){
- trigger.cancel()
+ filter: () => true,
+ forced: true,
+ content: function () {
+ trigger.cancel();
},
- group:['zioy_fouzhiyu_1'],
- subSkill:{
- 1:{
- trigger:{
- player:['damageBefore']
+ group: ["zioy_fouzhiyu_1"],
+ subSkill: {
+ 1: {
+ trigger: {
+ player: ["damageBefore"]
},
- filter:(event,player)=>(player.hujia > 0) === (game.roundNumber % 2 === 1),
- forced:true,
- content:function(){
- trigger.cancel()
- },
- ai:{
- effect:{
- target:function(card,player,target){
- if((target.hujia > 0) === (game.roundNumber % 2 === 1)) return 'zerotarget';
- },
- },
+ filter: (event, player) => player.hujia > 0 === (game.roundNumber % 2 === 1),
+ forced: true,
+ content: function () {
+ trigger.cancel();
},
+ ai: {
+ effect: {
+ target: function (card, player, target) {
+ if (target.hujia > 0 === (game.roundNumber % 2 === 1)) return "zerotarget";
+ }
+ }
+ }
}
}
},
- zioy_ningguxi:{
- trigger:{
- player:['phaseBegin']
+ zioy_ningguxi: {
+ trigger: {
+ player: ["phaseBegin"]
},
- _priority:85465165,
- filter:()=>true,
- direct:true,
- content:async function(event,trigger,player){
+ _priority: 85465165,
+ filter: () => true,
+ direct: true,
+ content: async function (event, trigger, player) {
// lib.translate.zioy_ningguxi_info
- let c = await player.chooseTarget(`对一名角色造成${game.roundNumber}点伤害`,false,function (card, player, target) {
- return true
- }).set('ai', target => {
- // var att = get.attitude(player, target);
- // return -att;
- let eff = get.damageEffect(target,player,player)
- return eff
- })
- if(c.result.bool){
- let tg = c.result.targets[0]
- player.logSkill(event.name,c.result.targets)
- tg.damage(game.roundNumber)
+ let c = await player
+ .chooseTarget(`对一名角色造成${game.roundNumber}点伤害`, false, function (card, player, target) {
+ return true;
+ })
+ .set("ai", target => {
+ // var att = get.attitude(player, target);
+ // return -att;
+ let eff = get.damageEffect(target, player, player);
+ return eff;
+ });
+ if (c.result.bool) {
+ let tg = c.result.targets[0];
+ player.logSkill(event.name, c.result.targets);
+ tg.damage(game.roundNumber);
}
},
- ai:{
- threaten:5415341,
- },
+ ai: {
+ threaten: 5415341
+ }
},
- zioy_juhun:{
- trigger:{
- global:'roundStart'
+ zioy_juhun: {
+ trigger: {
+ global: "roundStart"
},
- init:function(p){
+ init: function (p) {
p.storage.zioy_juhun_count = 0;
},
- filter:(event,p)=>p.storage.zioy_juhun_count <= 1,
- direct:true,
- async content(event,trigger,player){
- let res = await player.chooseTarget(`选点人死掉`,false,[1,2-player.storage.zioy_juhun_count],function (card, player, target) {
- return player !== target
- }).set('ai', target => {
- var att = get.attitude(player, target);
- return att;
- })
- res = res.result
- if(res.bool){
- player.logSkill(event.name,res.targets)
- for(let p of res.targets){
- let resp = await p.chooseBool('死不死').set('ai',()=>{
+ filter: (event, p) => p.storage.zioy_juhun_count <= 1,
+ direct: true,
+ async content(event, trigger, player) {
+ let res = await player
+ .chooseTarget(`选点人死掉`, false, [1, 2 - player.storage.zioy_juhun_count], function (card, player, target) {
+ return player !== target;
+ })
+ .set("ai", target => {
+ var att = get.attitude(player, target);
+ return att;
+ });
+ res = res.result;
+ if (res.bool) {
+ player.logSkill(event.name, res.targets);
+ for (let p of res.targets) {
+ let resp = await p.chooseBool("死不死").set("ai", () => {
// game.log(get.attitude(p, player))
return get.attitude(p, player) > 0;
- })
- resp = resp.result
- if(resp.bool){
- player.storage.zioy_juhun_count++
- let list=[];
- if(lib.character[p.name]) list.addArray(lib.character[p.name][3]);
- if(lib.character[p.name1]) list.addArray(lib.character[p.name1][3]);
- if(lib.character[p.name2]) list.addArray(lib.character[p.name2][3]);
+ });
+ resp = resp.result;
+ if (resp.bool) {
+ player.storage.zioy_juhun_count++;
+ let list = [];
+ if (lib.character[p.name]) list.addArray(lib.character[p.name][3]);
+ if (lib.character[p.name1]) list.addArray(lib.character[p.name1][3]);
+ if (lib.character[p.name2]) list.addArray(lib.character[p.name2][3]);
player.addSkills(list);
- player.hp += p.hp
- player.maxHp += p.maxHp
- player.hujia += p.hujia
- p.hp = p.maxHp = p.hujia = 0
- player.update()
- p.die()
+ player.hp += p.hp;
+ player.maxHp += p.maxHp;
+ player.hujia += p.hujia;
+ p.hp = p.maxHp = p.hujia = 0;
+ player.update();
+ p.die();
}
}
}
}
},
- zioy_minchao:{
- trigger:{
- global:'phaseBegin'
+ zioy_minchao: {
+ trigger: {
+ global: "phaseBegin"
},
- forced:true,
- marktext:'涌',
+ forced: true,
+ marktext: "涌",
intro: {
- name: "涌",
+ name: "涌"
},
- slient:true,
- filter:function(event,player){
- const num = Math.min(3+player.getAttackRange()-player.countMark('zioy_minchao'),9)
- return player.countMark('zioy_minchao') !== num
+ slient: true,
+ filter: function (event, player) {
+ const num = Math.min(3 + player.getAttackRange(true) - player.countMark("zioy_minchao"), 9);
+ return player.countMark("zioy_minchao") !== num;
},
- content:async function(event,trigger,player){
- const num = Math.min(3+player.getAttackRange()-player.countMark('zioy_minchao'),9)
- if(num > 0){
- player.addMark('zioy_minchao',num)
- }else{
- player.removeMark('zioy_minchao',-num)
+ content: async function (event, trigger, player) {
+ const num = Math.min(3 + player.getAttackRange(true) - player.countMark("zioy_minchao"), 9);
+ if (num > 0) {
+ player.addMark("zioy_minchao", num);
+ } else {
+ player.removeMark("zioy_minchao", -num);
}
},
- mod:{
- globalFrom(from,to,distance){
- return distance-from.countMark('zioy_minchao');
+ mod: {
+ globalFrom(from, to, distance) {
+ return distance - from.countMark("zioy_minchao");
},
- playerEnabled(card,player,target){
- if(!player.inRange(target) && target !== player){
- return false
+ playerEnabled(card, player, target) {
+ if (!player.inRange(target) && target !== player) {
+ return false;
}
}
- },
+ }
},
- zioy_kuangyong:{
- trigger:{
- player:"useCardToPlayered",
+ zioy_kuangyong: {
+ trigger: {
+ player: "useCardToPlayered"
},
- filter:function(event,player){
- var type=get.type(event.card);
- if(type!='basic'&&type!='trick') return false;
- if(event.targets && event.targets.length > 1) return false
+ filter: function (event, player) {
+ var type = get.type(event.card);
+ if (type != "basic" && type != "trick") return false;
+ if (event.targets && event.targets.length > 1) return false;
// if(event.target === player) return false;
- return player.countMark('zioy_minchao') > 0
+ return player.countMark("zioy_minchao") > 0;
},
- content:async function(event,trigger,player){
- let num = 0
- for(let i = 0; i < player.countMark('zioy_minchao');i++){
- if(Math.random() > 0.5){
- num += 1
+ content: async function (event, trigger, player) {
+ let num = 0;
+ for (let i = 0; i < player.countMark("zioy_minchao"); i++) {
+ if (Math.random() > 0.5) {
+ num += 1;
}
}
- trigger.getParent().effectCount+=num;
- player.removeMark('zioy_minchao');
+ trigger.getParent().effectCount += num;
+ player.removeMark("zioy_minchao");
},
+ ai: {
+ threaten: 3
+ }
},
"zioy_lanzhiyuane": {
- autoTranslate:{
+ autoTranslate: {
"name": "滥蛭垣厄",
- "info":"锁定技,你使用【杀】造成的伤害+X(X为log2(目标角色当前体力)且向下取整),若造成伤害后目标角色体力值不小于其最大体力值*0.5则你弃置2张牌并弃置其至多2张牌,否则倒置其下次回复体力效果并令此技能本轮游戏无法再对其发动。",
+ "info":
+ "锁定技,你使用【杀】造成的伤害+X(X为log2(目标角色当前体力)且向下取整),若造成伤害后目标角色体力值不小于其最大体力值*0.5则你弃置2张牌并弃置其至多2张牌,否则倒置其下次回复体力效果并令此技能本轮游戏无法再对其发动。"
},
- trigger:{
- source:'damageBegin1'
+ trigger: {
+ source: "damageBegin1"
},
- filter(event,player){
- if(event.player.hasSkill('zioy_lanzhiyuane_block')){
- return false
+ filter(event, player) {
+ if (event.player.hasSkill("zioy_lanzhiyuane_block")) {
+ return false;
}
- return event.card && event.card.name==='sha'
+ return event.card && event.card.name === "sha";
},
- forced:true,
- locked:true,
- content:async function(event,trigger,player){
- const num = Math.floor(Math.log2(trigger.player.hp))
- trigger.num += num
+ forced: true,
+ locked: true,
+ content: async function (event, trigger, player) {
+ const num = Math.floor(Math.log2(trigger.player.hp));
+ trigger.num += num;
},
- _priority:115615684,
- subSkill:{
- targetRecover:{
- trigger:{
- player:'recoverBefore'
+ _priority: 115615684,
+ subSkill: {
+ targetRecover: {
+ trigger: {
+ player: "recoverBefore"
},
- direct:true,
- mark:true,
- marktext:'蛭',
- intro:{
- name:'滥蛭垣厄',
- mark:()=>'回复体力改为失去体力'
+ direct: true,
+ mark: true,
+ marktext: "蛭",
+ intro: {
+ name: "滥蛭垣厄",
+ mark: () => "回复体力改为失去体力"
},
- content:async function(event,trigger,player){
- const num = trigger.num
- trigger.cancel()
- trigger.player.loseHp(num)
- trigger.player.removeSkill('zioy_lanzhiyuane_targetRecover')
+ content: async function (event, trigger, player) {
+ const num = trigger.num;
+ trigger.cancel();
+ trigger.player.loseHp(num);
+ trigger.player.removeSkill("zioy_lanzhiyuane_targetRecover");
},
- _priority:115615684,
+ _priority: 115615684
},
- block:{
- trigger:{
- global:'roundStart'
+ block: {
+ trigger: {
+ global: "roundStart"
},
- content:async function (event,trigger,player){
- player.removeSkill('zioy_lanzhiyuane_block')
+ content: async function (event, trigger, player) {
+ player.removeSkill("zioy_lanzhiyuane_block");
},
- _priority:115615684,
+ _priority: 115615684
}
},
- autoSubSkill:{
- damageEnd:{
- trigger:{
- source:'damageEnd'
+ autoSubSkill: {
+ damageEnd: {
+ trigger: {
+ source: "damageEnd"
},
- forced:true,
- locked:true,
- filter(event,player){
- if(event.player.hasSkill('zioy_lanzhiyuane_block')){
- return false
+ forced: true,
+ locked: true,
+ filter(event, player) {
+ if (event.player.hasSkill("zioy_lanzhiyuane_block")) {
+ return false;
}
- return event.card && event.card.name==='sha'
+ return event.card && event.card.name === "sha";
},
- content:async function(event,trigger,player){
- let target = trigger.player
- if(target.hp >= target.maxHp/2){
- player.chooseToDiscard(2,'he',true)
- player.discardPlayerCard('hej',trigger.player,[1,2],false)
- }else{
- trigger.player.addSkill('zioy_lanzhiyuane_targetRecover')
- trigger.player.removeSkill('zioy_lanzhiyuane_block')
-
+ content: async function (event, trigger, player) {
+ let target = trigger.player;
+ if (target.hp >= target.maxHp / 2) {
+ player.chooseToDiscard(2, "he", true);
+ player.discardPlayerCard("hej", trigger.player, [1, 2], false);
+ } else {
+ trigger.player.addSkill("zioy_lanzhiyuane_targetRecover");
+ trigger.player.removeSkill("zioy_lanzhiyuane_block");
}
},
- _priority:115615684,
+ _priority: 115615684
}
- },
+ }
},
"zioy_liuzhenxiongxiang": {
- autoTranslate:{
+ autoTranslate: {
"name": "流鸩汹飨",
- "info":"",
- },
+ "info": ""
+ }
},
"zioy_yinhuxiaowu": {
- autoTranslate:{
+ autoTranslate: {
"name": "饮蛊销污",
- "info":"",
+ "info": `
①隐匿技。当你亮出武将牌时,你获得3枚“蛊”标记,若当前回合角色不为你,则你额外获得1枚“蛊”标记。
+
②出牌阶段:若你有“蛊”,你可以移去1枚“蛊”,然后选择至多X名角色,你与这些角色各恢复X点体力并摸X张牌;
+ 若你没有“蛊”,你可以对自己造成9点伤害并失去〖饮蛊销污〗
+ (X为2^(你的“蛊”的数量)且不大于5)。`
},
- },
+ enable: "phaseUse",
+ usable: 1,
+ mark: false,
+ marktext: "蛊",
+ intro: {
+ name: "蛊"
+ },
+ content: async function (event, trigger, player) {
+ if (player.countMark("zioy_yinhuxiaowu") === 0) {
+ player.removeSkill("zioy_yinhuxiaowu");
+ player.damage(9);
+ return;
+ }
+ player.removeMark("zioy_yinhuxiaowu");
+ const num = Math.min(2 ** player.countMark("zioy_yinhuxiaowu"), 5);
+ const { result } = await player
+ .chooseTarget(
+ (card, player, target) => target !== player,
+ [1, num],
+ false,
+ `选择至多${num}名角色,你与这些角色各恢复${num}点体力并摸${num}张牌`
+ )
+ .set("ai", target => {
+ if (target.hasSkill("zioy_lanzhiyuane_targetRecover")) return num - 1;
+ var att = get.attitude(player, target);
+ return att;
+ });
+ const targets = [player];
+ if (result.bool) {
+ targets.push(...result.targets);
+ }
+ for (let target of targets) {
+ player.line(target);
+ target.recover(num);
+ target.draw(num);
+ }
+ },
+ ai: {
+ order: 1,
+ result: {
+ player: function (player) {
+ if (player.countMark("zioy_yinhuxiaowu") === 0) {
+ return -111;
+ }
+ let count = 0;
+ for (let target of game.players) {
+ if (target.hasSkill("zioy_lanzhiyuane_targetRecover")) {
+ count += 2;
+ continue;
+ }
+ count += get.recoverEffect(target, player, player);
+ }
+ return count - 1;
+ }
+ }
+ },
+ autoSubSkill: {
+ gainMark: {
+ trigger: {
+ player: "showCharacterAfter"
+ },
+ forced: true,
+ hiddenSkill: true,
+ silent: true,
+ filter: function (event, player) {
+ return event.toShow && event.toShow.includes(player.name);
+ },
+ direct: true,
+ content: async function (event, trigger, player) {
+ let num = 3;
+ if (_status.currentPhase !== player) {
+ num += 1;
+ }
+ player.addMark("zioy_yinhuxiaowu", num);
+ }
+ }
+ }
+ }
},
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1点伤害时,你获得1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_shiyi_info":
+ "锁定技
①:当你造成1点伤害时,你获得1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",
@@ -8618,12 +8808,14 @@ 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_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。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2X点体力上限(X为本次造成的伤害值)。
②一名角色不因受到伤害或回复体力而变化1点体力或其他角色进入濒死状态时,你摸1张牌并回复1点体力。",
+ "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2X点体力上限(X为本次造成的伤害值)。
②一名角色不因受到伤害或回复体力而变化1点体力或其他角色进入濒死状态时,你摸1张牌并回复1点体力。",
"zioy_damie": "大灭",
- "zioy_damie_info": "出牌阶段限24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24。技能结算期间防止非濒死状态的角色回复体力。(X为其已损失体力)。",
+ "zioy_damie_info":
+ "出牌阶段限24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24。技能结算期间防止非濒死状态的角色回复体力。(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",
@@ -8679,7 +8871,8 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
"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": "游戏开始时记数组A=[1],当你使用杀时A[0]+=1,之后令Y=0,遍历数组,对于A[i],若A[i]==2,你令A[i]=0,令Y+=3 ^ i,之后你选择一名角色,你视为对其使用Y张火【杀】。",
+ "zioy_chuixing_info":
+ "游戏开始时记数组A=[1],当你使用杀时A[0]+=1,之后令Y=0,遍历数组,对于A[i],若A[i]==2,你令A[i]=0,令Y+=3 ^ i,之后你选择一名角色,你视为对其使用Y张火【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",
@@ -8910,62 +9103,80 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
"zioy_liechenyuyou_wood": "列辰御佑",
"zioy_liechenyuyou_wood_info":
"血脉技,免疫失效。
①令你获得“苏之神佑”。
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“泷之神佑”的角色造成的伤害+1。",
- "zioy_zhifenghuifang":"栉风绘芳",
- "zioy_zhifenghuifang_info":"
①出牌阶段限1次,若为奇数轮且场上不为“芬芳”则尝试召唤3轮“芬芳”,若为偶数轮且场上为天气,则强制召唤3轮“森罗万象”。然后若当前场上存在天气,则你可以选择1名角色,若其没有“华予”,你令其失去所有护甲,回复等同于失去护甲量+1点体力,摸3张牌。然后你令其获得/重置“华予”。若当前场上存在环境,则你可以选择则你可以选择1名角色,若其没有“篁蔓”,你令其失去体力至1点并获得等量的护甲,弃置手牌至1张牌。然后你令其获得“篁蔓”。一名角色获得“华予”/“篁蔓”时会自动失去“篁蔓”/“华予”。
②一名角色的回合开始时,若你未拥有“华予”,你获得“华予”。
·“华予”状态下使拥有者获得以下效果:
>>①你获得全异常免疫。
>>②受到伤害后,你有100*0.75^(N+1)%几率回复1点体力(N为此效果触发次数,每次获得“华予”时重置为0)
>>③当你即将受到伤害时,若此伤害值不小于你当前体力值,限制你受到的伤害不超过1直到任意伤害结算完成。
>>④防止你的手牌于回合外被弃置。
>>⑤当你受到伤害后,伤害来源获得“篁蔓”。
·“篁蔓”状态下使拥有者获得以下效果:
>>①你计算与其他角色的距离+2。
>>②当你造成伤害后,你弃置等同于你本回合造成过伤害值总和数量的牌。
>>③当你造成伤害后,受伤角色获得“华予”。",
- "zioy_liwuyaomiao":"鹂舞要眇",
- "zioy_liwuyaomiao_info":"
①一轮游戏开始时,若当前轮数是你当前体力的整数倍,你回复1点体力。
②当你于一名角色的出牌阶段外受到伤害后,当前回合角色改为你。
③废除你的判定区直到第二轮游戏开始时。",
- "zioy_jietian":'嗟天',
- "zioy_jietian_info":'锁定技,你的回合开始时,若你的护甲小于你的体力,你对自己造成1点伤害,然后获得1点护甲',
- "zioy_yunshuang":'陨霜',
- "zioy_yunshuang_info":'每轮游戏限2次,一名角色即将造成伤害时,你可以防止此伤害,改为造成伤害的角色弃置受伤角色至多2张牌。',
- "zioy_helu":'吓赂',
- "zioy_helu_info":'当你使用牌指定一名其他角色为目标时,你可以选择一张手牌,其获得此牌并无法响应你本次对其使用的牌。其回合结束阶段,你摸2X张牌并令X=0(X为其通过〖吓赂〗从你的区域内获得的牌的数量)。',
- "zioy_shimeng":'逝梦',
- "zioy_shimeng_info":'你拥有以下效果,当一名角色死亡或一轮游戏开始时,你按顺序移去你拥有的序号最小的效果。
①你使用的牌无法被响应。
②你每轮第一次造成的伤害+X。(X=3-游戏轮数)
③你的进攻距离+X。(X=3-游戏轮数)
④你使用的牌可以额外指定X名角色为目标。(X=3-游戏轮数)
⑤你获得你杀死的角色区域内的所有牌。
⑥当你造成伤害后,你回复1点体力。
⑦当你使用牌时,你可以视为使用一张与你上一次使用的非虚拟非装备牌牌名相同的无属性虚拟牌。',
- "zioy_heimeng":'黑梦',
- "zioy_heimeng_info":'隐匿技,锁定技。当你登场后,你获得你判定区内的牌。',
- "zioy_zhu":'烛',
- 'zioy_zhu_info':'锁定技。
①当你使用或打出牌时,你失去2点体力上限(至多失去至4点),然后若你的体力因此发生变化,你从牌堆中获得1张与你使用/打出的牌类型相同,牌名不同的牌。
②当你受到伤害/失去体力时,你失去4点体力上限(至多失去至2点),然后若你的体力因此发生变化,你恢复一个已使用的“彼岸式”。',
- "zioy_bian1":'彼岸式·Ⅰ',
- "zioy_bian1_info":'限定技,回合结束时,你可以令一名其他角色摸2张牌并展示其所有手牌,然后若其手牌中包含4种花色,你进行一个额外的回合。',
- "zioy_bian2":'彼岸式·Ⅱ',
- "zioy_bian2_info":'限定技,当你造成伤害后,你可以与受伤角色交换手牌,然后你与其各选择两张区域内牌(不足则全选)并令一名角色获得之。',
- "zioy_bian3":'彼岸式·Ⅲ',
- "zioy_bian3_info":'限定技,出牌阶段,你可以重复展示牌堆顶第一张牌直至已展示4种花色,然后你可以使用其中至多2张牌。',
- "zioy_bian4":'彼岸式·Ⅳ',
- "zioy_bian4_info":'限定技,回合开始阶段,你可以与一名角色议事,若结果为:红色,你与其各摸2张牌;黑色:你与其各展示并使用牌堆顶的4张牌;失败:你与其各失去2点体力。',
- "zioy_gui":'归',
- "zioy_gui_info":'①当你发动“彼岸式”时,你立即记录你当前手牌,体力,体力上限,“彼岸式”已发动状态。
②锁定技。一名角色的回合结束时,若你:1.体力值不为场上唯一最多;2.手牌中花色数不为场上唯一最多;3.此技能①效果有记录内容,则你可以将你的手牌,体力,体力上限,“彼岸式”已发动状态调整至此技能①效果的最早记录相同并删除此次记录。',
- "zioy_junling":'君临',
- "zioy_junling_info":'隐匿技,锁定技。当你登场时,若当前回合角色不为你则终止一切结算,当前回合结束。然后你增加3点体力上限,摸3张牌;其他角色增加2点体力上限,回复2点体力,摸4张牌,并将武将牌翻至背面朝上。',
- "zioy_junming":'君命',
- "zioy_junming_info":'一轮游戏开始时,若场上有受伤角色,你可以令场上已损失体力值最多的所有角色失去1点体力上限(最多失去至1点)并将体力值回复至体力上限,然后你将你的护甲值调整为N并摸N张牌。(N为技能结算前场上角色已损失体力值的最大值)',
- "zioy_junci":'君赐',
- "zioy_junci_info":'每回合限1次,当一名角色对一名其他角色造成伤害时,你可以将你或受伤角色/伤害来源区域内的一张牌移动至伤害来源/受伤角色区域内的相应位置,若此牌被移入手牌区且时机合法,其须选择是否立即使用此牌,若时机不合法或该角色选择不立即使用且该角色不为你,你可以对其造成1点伤害。',
- "zioy_junnu":'君怒',
- "zioy_junnu_info":'当你即将受到/造成伤害时,你可以展示你的所有手牌,若其中红色牌数量不小于黑色牌,你令此伤害+1且造成伤害的角色弃置等同于你手牌数的牌(不足则全弃);若其中黑色牌数量不小于红色牌,你令此伤害+1且受到伤害的角色弃置等同于你手牌数的牌(不足则全弃)。',
- "zioy_junyun":'君陨',
- "zioy_junyun_info":'限定技。当你即将死亡时,你可以对任意名角色造成至多共X点无属性伤害。(X为你已损失体力/2且向下取整)',
- "zioy_zhaocai":"招财",
- "zioy_zhaocai_info":"摸牌阶段开始时,你可选择一名角色,你令其将手牌摸至X张,若该角色不为你,你摸等量的牌。以此法获得的牌不计入手牌上限。你可将你以此法获得的牌当作任意基本牌使用或打出。(X为其体力上限)",
- "zioy_jinbao":"进宝",
- "zioy_jinbao_info":"出牌阶段限1次,你可以与一名角色拼点,若你赢,你令一名角色获得基本牌,锦囊牌,装备牌各一张。若你没赢,你可令该角色获得你手牌区,装备区的牌各一张。你可将本次拼点双方的牌交给一名手牌数不多于你的角色。",
- "zioy_yuansi":"怨肆",
- "zioy_yuansi_info":'当你造成/受到伤害时,受伤角色失去1点体力并将其武将牌翻面。若场上没有与你相同身份的其他角色,你可以选择不发动此技能。',
- "zioy_yuanshen":"怨晟",
- "zioy_yuanshen_info":'每名角色限1次。一名角色进入濒死状态时,若场上没有与你相同身份的其他角色,你获得1点体力上限,将体力回复至体力上限,摸等同于体力上限的牌,否则其死亡。若进入濒死状态的角色不为你,你可以选择不发动此技能。',
- zioy_que:'袪恶',
- zioy_que_info:'锁定技。
①你即将失去体力时,取消之,改为受到1点无来源伤害。
②每回合限1次,当你造成/受到伤害后,你回复1点体力并摸1张牌。
③当你未受伤时,你使用牌无距离/次数限制,其他角色不能响应你使用的牌,你使用【杀】造成的伤害+X(X为你当前体力-1)。
④当你对其他角色使用一张牌时,若你未受伤,此牌结算后你获得X点护甲并将你的体力修改为1点(X为你当前体力-1)。',
- zioy_fouzhiyu:'否知域',
- zioy_fouzhiyu_info:'锁定技。防止你回复体力,防止你体力流失。若[你拥有护盾]异或[游戏轮数为奇数]为1,防止你受到伤害。',
- zioy_ningguxi:'宁古息',
- zioy_ningguxi_info:'回合开始阶段,你可对一名角色造成X点伤害(X为游戏轮数)。',
- zioy_juhun:'聚魂',
- zioy_juhun_info:'一轮游戏开始时,你可选择至多X名角色,你依次询问该角色是否令你获得其死亡前的体力,护甲,体力上限,技能并令其死亡(X为2-因你以此法选择“是”的角色)。',
- zioy_minchao:'冥潮',
- zioy_minchao_info:'
①一名角色的回合开始阶段,你将“涌”标记获得/弃置至X枚(X为3+你的攻击范围,至多为9)。
②你计算与其他角色的距离时-X(X为你“涌”标记的数量)。
③你攻击范围外的角色无法成为你使用牌的目标。',
- zioy_kuangyong:'狂涌',
- zioy_kuangyong_info:'当你使用基本牌或普通锦囊牌指定一名角色为唯一目标时,你可以结算X次以下效果:你有50%概率令此牌额外结算一次。然后弃置1枚“涌”(X为你“涌”标记的数量)。',
+ "zioy_zhifenghuifang": "栉风绘芳",
+ "zioy_zhifenghuifang_info":
+ "
①出牌阶段限1次,若为奇数轮且场上不为“芬芳”则尝试召唤3轮“芬芳”,若为偶数轮且场上为天气,则强制召唤3轮“森罗万象”。然后若当前场上存在天气,则你可以选择1名角色,若其没有“华予”,你令其失去所有护甲,回复等同于失去护甲量+1点体力,摸3张牌。然后你令其获得/重置“华予”。若当前场上存在环境,则你可以选择则你可以选择1名角色,若其没有“篁蔓”,你令其失去体力至1点并获得等量的护甲,弃置手牌至1张牌。然后你令其获得“篁蔓”。一名角色获得“华予”/“篁蔓”时会自动失去“篁蔓”/“华予”。
②一名角色的回合开始时,若你未拥有“华予”,你获得“华予”。
·“华予”状态下使拥有者获得以下效果:
>>①你获得全异常免疫。
>>②受到伤害后,你有100*0.75^(N+1)%几率回复1点体力(N为此效果触发次数,每次获得“华予”时重置为0)
>>③当你即将受到伤害时,若此伤害值不小于你当前体力值,限制你受到的伤害不超过1直到任意伤害结算完成。
>>④防止你的手牌于回合外被弃置。
>>⑤当你受到伤害后,伤害来源获得“篁蔓”。
·“篁蔓”状态下使拥有者获得以下效果:
>>①你计算与其他角色的距离+2。
>>②当你造成伤害后,你弃置等同于你本回合造成过伤害值总和数量的牌。
>>③当你造成伤害后,受伤角色获得“华予”。",
+ "zioy_liwuyaomiao": "鹂舞要眇",
+ "zioy_liwuyaomiao_info":
+ "
①一轮游戏开始时,若当前轮数是你当前体力的整数倍,你回复1点体力。
②当你于一名角色的出牌阶段外受到伤害后,当前回合角色改为你。
③废除你的判定区直到第二轮游戏开始时。",
+ "zioy_jietian": "嗟天",
+ "zioy_jietian_info": "锁定技,你的回合开始时,若你的护甲小于你的体力,你对自己造成1点伤害,然后获得1点护甲",
+ "zioy_yunshuang": "陨霜",
+ "zioy_yunshuang_info": "每轮游戏限2次,一名角色即将造成伤害时,你可以防止此伤害,改为造成伤害的角色弃置受伤角色至多2张牌。",
+ "zioy_helu": "吓赂",
+ "zioy_helu_info":
+ "当你使用牌指定一名其他角色为目标时,你可以选择一张手牌,其获得此牌并无法响应你本次对其使用的牌。其回合结束阶段,你摸2X张牌并令X=0(X为其通过〖吓赂〗从你的区域内获得的牌的数量)。",
+ "zioy_shimeng": "逝梦",
+ "zioy_shimeng_info":
+ "你拥有以下效果,当一名角色死亡或一轮游戏开始时,你按顺序移去你拥有的序号最小的效果。
①你使用的牌无法被响应。
②你每轮第一次造成的伤害+X。(X=3-游戏轮数)
③你的进攻距离+X。(X=3-游戏轮数)
④你使用的牌可以额外指定X名角色为目标。(X=3-游戏轮数)
⑤你获得你杀死的角色区域内的所有牌。
⑥当你造成伤害后,你回复1点体力。
⑦当你使用牌时,你可以视为使用一张与你上一次使用的非虚拟非装备牌牌名相同的无属性虚拟牌。",
+ "zioy_heimeng": "黑梦",
+ "zioy_heimeng_info": "隐匿技,锁定技。当你登场后,你获得你判定区内的牌。",
+ "zioy_zhu": "烛",
+ "zioy_zhu_info":
+ "锁定技。
①当你使用或打出牌时,你失去2点体力上限(至多失去至4点),然后若你的体力因此发生变化,你从牌堆中获得1张与你使用/打出的牌类型相同,牌名不同的牌。
②当你受到伤害/失去体力时,你失去4点体力上限(至多失去至2点),然后若你的体力因此发生变化,你恢复一个已使用的“彼岸式”。",
+ "zioy_bian1": "彼岸式·Ⅰ",
+ "zioy_bian1_info": "限定技,回合结束时,你可以令一名其他角色摸2张牌并展示其所有手牌,然后若其手牌中包含4种花色,你进行一个额外的回合。",
+ "zioy_bian2": "彼岸式·Ⅱ",
+ "zioy_bian2_info": "限定技,当你造成伤害后,你可以与受伤角色交换手牌,然后你与其各选择两张区域内牌(不足则全选)并令一名角色获得之。",
+ "zioy_bian3": "彼岸式·Ⅲ",
+ "zioy_bian3_info": "限定技,出牌阶段,你可以重复展示牌堆顶第一张牌直至已展示4种花色,然后你可以使用其中至多2张牌。",
+ "zioy_bian4": "彼岸式·Ⅳ",
+ "zioy_bian4_info":
+ "限定技,回合开始阶段,你可以与一名角色议事,若结果为:红色,你与其各摸2张牌;黑色:你与其各展示并使用牌堆顶的4张牌;失败:你与其各失去2点体力。",
+ "zioy_gui": "归",
+ "zioy_gui_info":
+ "①当你发动“彼岸式”时,你立即记录你当前手牌,体力,体力上限,“彼岸式”已发动状态。
②锁定技。一名角色的回合结束时,若你:1.体力值不为场上唯一最多;2.手牌中花色数不为场上唯一最多;3.此技能①效果有记录内容,则你可以将你的手牌,体力,体力上限,“彼岸式”已发动状态调整至此技能①效果的最早记录相同并删除此次记录。",
+ "zioy_junling": "君临",
+ "zioy_junling_info":
+ "隐匿技,锁定技。当你登场时,若当前回合角色不为你则终止一切结算,当前回合结束。然后你增加3点体力上限,摸3张牌;其他角色增加2点体力上限,回复2点体力,摸4张牌,并将武将牌翻至背面朝上。",
+ "zioy_junming": "君命",
+ "zioy_junming_info":
+ "一轮游戏开始时,若场上有受伤角色,你可以令场上已损失体力值最多的所有角色失去1点体力上限(最多失去至1点)并将体力值回复至体力上限,然后你将你的护甲值调整为N并摸N张牌。(N为技能结算前场上角色已损失体力值的最大值)",
+ "zioy_junci": "君赐",
+ "zioy_junci_info":
+ "每回合限1次,当一名角色对一名其他角色造成伤害时,你可以将你或受伤角色/伤害来源区域内的一张牌移动至伤害来源/受伤角色区域内的相应位置,若此牌被移入手牌区且时机合法,其须选择是否立即使用此牌,若时机不合法或该角色选择不立即使用且该角色不为你,你可以对其造成1点伤害。",
+ "zioy_junnu": "君怒",
+ "zioy_junnu_info":
+ "当你即将受到/造成伤害时,你可以展示你的所有手牌,若其中红色牌数量不小于黑色牌,你令此伤害+1且造成伤害的角色弃置等同于你手牌数的牌(不足则全弃);若其中黑色牌数量不小于红色牌,你令此伤害+1且受到伤害的角色弃置等同于你手牌数的牌(不足则全弃)。",
+ "zioy_junyun": "君陨",
+ "zioy_junyun_info": "限定技。当你即将死亡时,你可以对任意名角色造成至多共X点无属性伤害。(X为你已损失体力/2且向下取整)",
+ "zioy_zhaocai": "招财",
+ "zioy_zhaocai_info":
+ "摸牌阶段开始时,你可选择一名角色,你令其将手牌摸至X张,若该角色不为你,你摸等量的牌。以此法获得的牌不计入手牌上限。你可将你以此法获得的牌当作任意基本牌使用或打出。(X为其体力上限)",
+ "zioy_jinbao": "进宝",
+ "zioy_jinbao_info":
+ "出牌阶段限1次,你可以与一名角色拼点,若你赢,你令一名角色获得基本牌,锦囊牌,装备牌各一张。若你没赢,你可令该角色获得你手牌区,装备区的牌各一张。你可将本次拼点双方的牌交给一名手牌数不多于你的角色。",
+ "zioy_yuansi": "怨肆",
+ "zioy_yuansi_info": "当你造成/受到伤害时,受伤角色失去1点体力并将其武将牌翻面。若场上没有与你相同身份的其他角色,你可以选择不发动此技能。",
+ "zioy_yuanshen": "怨晟",
+ "zioy_yuanshen_info":
+ "每名角色限1次。一名角色进入濒死状态时,若场上没有与你相同身份的其他角色,你获得1点体力上限,将体力回复至体力上限,摸等同于体力上限的牌,否则其死亡。若进入濒死状态的角色不为你,你可以选择不发动此技能。",
+ zioy_que: "袪恶",
+ zioy_que_info:
+ "锁定技。
①你即将失去体力时,取消之,改为受到1点无来源伤害。
②每回合限1次,当你造成/受到伤害后,你回复1点体力并摸1张牌。
③当你未受伤时,你使用牌无距离/次数限制,其他角色不能响应你使用的牌,你使用【杀】造成的伤害+X(X为你当前体力-1)。
④当你对其他角色使用一张牌时,若你未受伤,此牌结算后你获得X点护甲并将你的体力修改为1点(X为你当前体力-1)。",
+ zioy_fouzhiyu: "否知域",
+ zioy_fouzhiyu_info: "锁定技。防止你回复体力,防止你体力流失。若[你拥有护盾]异或[游戏轮数为奇数]为1,防止你受到伤害。",
+ zioy_ningguxi: "宁古息",
+ zioy_ningguxi_info: "回合开始阶段,你可对一名角色造成X点伤害(X为游戏轮数)。",
+ zioy_juhun: "聚魂",
+ zioy_juhun_info:
+ "一轮游戏开始时,你可选择至多X名角色,你依次询问该角色是否令你获得其死亡前的体力,护甲,体力上限,技能并令其死亡(X为2-因你以此法选择“是”的角色)。",
+ zioy_minchao: "冥潮",
+ zioy_minchao_info:
+ "
①一名角色的回合开始阶段,你将“涌”标记获得/弃置至X枚(X为3+你的攻击范围,至多为9)。
②你计算与其他角色的距离时-X(X为你“涌”标记的数量)。
③你攻击范围外的角色无法成为你使用牌的目标。",
+ zioy_kuangyong: "狂涌",
+ zioy_kuangyong_info:
+ "当你使用基本牌或普通锦囊牌指定一名角色为唯一目标时,你可以结算X次以下效果:你有50%概率令此牌额外结算一次。然后弃置1枚“涌”(X为你“涌”标记的数量)。"
}
}),
intro: "??????????????????????????
拒绝规范描述",
diff --git a/miaoTool.js b/miaoTool.js
index a9962e4..7fa4132 100644
--- a/miaoTool.js
+++ b/miaoTool.js
@@ -4,8 +4,8 @@ export function skillFactory(skill) {
const skill_content = skill.skill[skill_name];
// 自动导入在autoSubSkill下的子技能
if (skill_content.autoSubSkill) {
- skill_content.subSkill || (skill_content.subSkill = {})
skill_content.group || (skill_content.group = []);
+ skill_content.subSkill || (skill_content.subSkill = {});
// skill_content.subSkill = skill_content.subSkill ?? {};
// skill_content.group = skill_content.group ?? [];
for (let autoSubSkillName in skill_content.autoSubSkill) {