diff --git a/LICENSE b/LICENSE new file mode 100644 index 0000000..94a9ed0 --- /dev/null +++ b/LICENSE @@ -0,0 +1,674 @@ + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. By contrast, +the GNU General Public License is intended to guarantee your freedom to +share and change all versions of a program--to make sure it remains free +software for all its users. We, the Free Software Foundation, use the +GNU General Public License for most of our software; it applies also to +any other work released this way by its authors. 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If not, see . + +Also add information on how to contact you by electronic and paper mail. + + If the program does terminal interaction, make it output a short +notice like this when it starts in an interactive mode: + + Copyright (C) + This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it + under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate +parts of the General Public License. Of course, your program's commands +might be different; for a GUI interface, you would use an "about box". + + You should also get your employer (if you work as a programmer) or school, +if any, to sign a "copyright disclaimer" for the program, if necessary. +For more information on this, and how to apply and follow the GNU GPL, see +. + + The GNU General Public License does not permit incorporating your program +into proprietary programs. If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +. diff --git a/extension.js b/extension.js index f4f5ba5..3891764 100644 --- a/extension.js +++ b/extension.js @@ -923,6 +923,9 @@ game.import("extension",function(lib,game,ui,get,ai,_status){return {name:"喵 trigger: { source: "damageBegin1" }, + filter:function(event){ + return event.hasNature('fire'); + }, priority: -5, content: function () { trigger.nature = null; @@ -937,6 +940,9 @@ game.import("extension",function(lib,game,ui,get,ai,_status){return {name:"喵 trigger: { source: "damageBegin1" }, + filter:function(event){ + return event.hasNature('fire'); + }, priority: -5, content: function () { trigger.num += 1; @@ -2149,8 +2155,9 @@ game.import("extension",function(lib,game,ui,get,ai,_status){return {name:"喵 "zioy_badun":["male","qun","8/8/8",["zioy_yuemai"],[]], "zioy_nemesis":["female","wu","4/7",["zioy_pinghuqiuyue","zioy_yurangzhijian","zioy_liechenyuyou_water"],[]], "zioy_osiris":["male","shu",4,["zioy_zhuxingwuchang","zioy_zhufashengmie","zioy_yongyeqingxiao","zioy_liechenyuyou_fire"],[]], - "zioy_morana":["female","jin",6,[],["hiddenSkill"]], + "zioy_morana":["female","jin",6,["zioy_lanzhiyuane","zioy_liuzhenxiongxiang","zioy_yinhuxiaowu"],["hiddenSkill"]], "zioy_guanghan":["female","wu","2/9",["zioy_nongying","zioy_chanjuan"],["des:2023中秋"]], + "zioy_xuanhu":["male","wei",1,["zioy_noname1"],[]], }, translate:{ "zioy_xixuegui":"弗拉基米尔", @@ -2191,6 +2198,7 @@ game.import("extension",function(lib,game,ui,get,ai,_status){return {name:"喵 "zioy_osiris":"奥曦里斯", "zioy_morana":"莫洛娜", "zioy_guanghan":"广寒", + "zioy_xuanhu":"翾狐", }, }, card:{ @@ -6235,25 +6243,25 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true; }, forced:true, filter:function(event,player){ - return (event.name!='phase'||game.phaseNumber==0); - }, + return (event.name!='phase'||game.phaseNumber==0); + }, mark:true, marktext:"驭械", intro:{ name:"驭械", mark:function (dialog, storage, player) { - if(player.countCards('h') < player.hp) - return "当前处于冷却状态"; - return "当前处于暴走状态" - }, + if(player.countCards('h') < player.hp) + return "当前处于冷却状态"; + return "当前处于暴走状态" + }, }, init:function(player){ - player.unmarkSkill('zioy_v07yuxie'); - }, + player.unmarkSkill('zioy_v07yuxie'); + }, content:function(){ - player.changeHujia(4); - player.addSkill('zioy_v07yuxie_yuxie'); - }, + player.changeHujia(4); + player.addSkill('zioy_v07yuxie_yuxie'); + }, group:["zioy_v07yuxie_exitYuxie"], subSkill:{ exitYuxie:{ @@ -6262,54 +6270,54 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true; }, direct:true, filter:function(event, player){ - return player.hasSkill('zioy_v07yuxie_yuxie')&&player.hujia==0 - }, + return player.hasSkill('zioy_v07yuxie_yuxie')&&player.hujia==0 + }, priority:22, content:function(){ - player.removeSkill('zioy_v07yuxie_yuxie') - }, + player.removeSkill('zioy_v07yuxie_yuxie') + }, sub:true, "_priority":2200, }, yuxie:{ init:function(player){ - player.markSkill('zioy_v07yuxie') - player.removeDamageLimiter(1,'zioy_v07yuxie_yuxie'); - c = ["strike", "attack", "defend", "miss", "hit"]; - for (var i = 0; i < c.length; ++i) { - player.changeEnhancement(c[i], -1 * player.storage.enhancementArray[c[i]]); - } - player.removeBuff("all"); - var cards=player.getCards('j'); - if(cards.length){ - player.gain(cards); - } - game.log(player,'已进入驭械状态') - }, + player.markSkill('zioy_v07yuxie') + player.removeDamageLimiter(1,'zioy_v07yuxie_yuxie'); + c = ["strike", "attack", "defend", "miss", "hit"]; + for (var i = 0; i < c.length; ++i) { + player.changeEnhancement(c[i], -1 * player.storage.enhancementArray[c[i]]); + } + player.removeBuff("all"); + var cards=player.getCards('j'); + if(cards.length){ + player.gain(cards); + } + game.log(player,'已进入驭械状态') + }, onremove:function(player){ - player.unmarkSkill('zioy_v07yuxie') - player.addDamageLimiter(1,'zioy_v07yuxie_yuxie'); - c = ["strike", "attack", "defend", "miss", "hit"]; - for (var i = 0; i < c.length; ++i) { - player.changeEnhancement(c[i], -1 * player.storage.enhancementArray[c[i]]); - } - player.removeBuff("all"); - var cards=player.getCards('j'); - if(cards.length){ - player.gain(cards); - } - game.log(player,'已退出驭械状态') - }, + player.unmarkSkill('zioy_v07yuxie') + player.addDamageLimiter(1,'zioy_v07yuxie_yuxie'); + c = ["strike", "attack", "defend", "miss", "hit"]; + for (var i = 0; i < c.length; ++i) { + player.changeEnhancement(c[i], -1 * player.storage.enhancementArray[c[i]]); + } + player.removeBuff("all"); + var cards=player.getCards('j'); + if(cards.length){ + player.gain(cards); + } + game.log(player,'已退出驭械状态') + }, mod:{ globalFrom:function(from,to,current){ - if(from.hp<=from.countCards('h')) return current-2; - }, + if(from.hp<=from.countCards('h')) return current-2; + }, cardUsable:function(card,player){ - if(player.hp<=player.countCards('h')) return true; - }, + if(player.hp<=player.countCards('h')) return true; + }, maxHandcard:function(player,num){ - return num+player.hujia; - }, + return num+player.hujia; + }, }, group:["zioy_v07yuxie_yuxie1","zioy_v07yuxie_yuxie2","zioy_v07yuxie_yuxie3","zioy_v07yuxie_yuxie4","zioy_v07yuxie_yuxie5","zioy_v07yuxie_yuxie6","zioy_v07yuxie_yuxie7"], sub:true, @@ -6321,16 +6329,16 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true; }, direct:true, filter:function(event,player){ - if(player.countCards('h') < player.hp)return false; - return event.card.name == 'sha' && game.hasPlayer(current=>{ - return current!=player; - }); - }, + if(player.countCards('h') < player.hp)return false; + return event.card.name == 'sha' && game.hasPlayer(current=>{ + return current!=player; + }); + }, content:function(){ - trigger.directHit.addArray(game.filterPlayer(current=>{ - return current!=player; - })); - }, + trigger.directHit.addArray(game.filterPlayer(current=>{ + return current!=player; + })); + }, sub:true, "_priority":0, }, @@ -6340,13 +6348,13 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true; }, forced:true, filter:function(event,player){ - if(player.countCards('h') >= player.hp)return false; - if(get.type2(event.card)!='trick') return false; - return player != event.target//event.targets.some(i=>i!=player); - }, + if(player.countCards('h') >= player.hp)return false; + if(get.type2(event.card)!='trick') return false; + return player != event.target//event.targets.some(i=>i!=player); + }, content:function(){ - player.discardPlayerCard(trigger.target,'hej',false,[1,2]); - }, + player.discardPlayerCard(trigger.target,'hej',false,[1,2]); + }, sub:true, "_priority":0, }, @@ -6356,14 +6364,14 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true; }, direct:true, filter:function(event,player){ - if(player.countCards('h') >= player.hp)return false; - return event.num>1; - }, + if(player.countCards('h') >= player.hp)return false; + return event.num>1; + }, priority:0.4547, content:function(){ - trigger.num--; - player.recover() - }, + trigger.num--; + player.recover() + }, sub:true, "_priority":45.47, }, @@ -6374,15 +6382,15 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true; forced:true, priority:0.4457, filter:function(event,player){ - if(player.countCards('he')==0) return false; - if(player.countCards('h') < player.hp)return false; - // if(event.card.name=='sha') return true; - return true; - }, + if(player.countCards('he')==0) return false; + if(player.countCards('h') < player.hp)return false; + // if(event.card.name=='sha') return true; + return true; + }, autodelay:true, content:function(){ - player.chooseToDiscard(true,'hej'); - }, + player.chooseToDiscard(true,'hej'); + }, sub:true, "_priority":44.57, }, @@ -6392,27 +6400,27 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true; }, forced:true, filter:function(event,player){ - if(player.countCards('h') >= player.hp)return false; - for(var i = 0;i < player.storage.zioy_yuxie5_cards.length;i++){ - for(var c of event.cards){ - if (player.storage.zioy_yuxie5_cards[i] == c){ - return false; - } - } - } - return event.cards && player.storage.zioy_yuxie5_flag && get.type(event.card)!='equip' - }, + if(player.countCards('h') >= player.hp)return false; + for(var i = 0;i < player.storage.zioy_yuxie5_cards.length;i++){ + for(var c of event.cards){ + if (player.storage.zioy_yuxie5_cards[i] == c){ + return false; + } + } + } + return event.cards && player.storage.zioy_yuxie5_flag && get.type(event.card)!='equip' + }, init:function(player){ - player.storage.zioy_yuxie5_flag = true; - player.storage.zioy_yuxie5_cards = []; - }, + player.storage.zioy_yuxie5_flag = true; + player.storage.zioy_yuxie5_cards = []; + }, content:function(){ - player.gain(trigger.cards); - for(var c of trigger.cards){ - player.storage.zioy_yuxie5_cards.push(c); - } - player.storage.zioy_yuxie5_flag = false; - }, + player.gain(trigger.cards); + for(var c of trigger.cards){ + player.storage.zioy_yuxie5_cards.push(c); + } + player.storage.zioy_yuxie5_flag = false; + }, sub:true, "_priority":0, }, @@ -6422,14 +6430,14 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true; }, direct:true, filter:function(event,player){ - return true; - }, + return true; + }, priority:0.6854, autodelay:true, content:function(){ - player.storage.zioy_yuxie5_flag = true; - player.storage.zioy_yuxie5_cards = []; - }, + player.storage.zioy_yuxie5_flag = true; + player.storage.zioy_yuxie5_cards = []; + }, sub:true, "_priority":68.54, }, @@ -6439,12 +6447,12 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true; }, direct:true, filter:function(event,player){ - return player.countCards('h') > player.hp - }, + return player.countCards('h') > player.hp + }, autodelay:true, content:function(){ - player.storage.zioy_yuxie5_flag = true; - }, + player.storage.zioy_yuxie5_flag = true; + }, sub:true, "_priority":0, }, @@ -6845,62 +6853,62 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true; usable:1, unique:true, init:function(player){ - player.storage.yurangzhijian_nuqi = 0.0; - player.storage.yurangzhijian_count = 0; - }, + player.storage.yurangzhijian_nuqi = 0.0; + player.storage.yurangzhijian_count = 0; + }, content:function(){ - nuqi = player.countMark('zioy_pinghuqiuyue') - player.removeMark('zioy_pinghuqiuyue',nuqi) - m = 0 - if(player.hasSkill('zioy_yurangzhijian_chengsheng')){ - m = player.countMark('zioy_yurangzhijian_chengsheng') - if(m < 4){ - m = m - 1 - } - else{ - m = 3 - } - player.removeMark('zioy_yurangzhijian_chengsheng',m) - } - game.changeGlobalStatus('xiyu',5,'round'); - player.addBuffImmune('all',5,'round'); - x = player.storage.yurangzhijian_count; - y = parseInt(0 - x + parseInt(nuqi/3) + m); - if(y > 0){ - player.recover(y) - }else if(y < 0){ - if(player.hasSkill('zioy_yurangzhijian_chengsheng')){ - player.chooseToDiscard('h',Math.min(player.countCards('h'),-y),true) - }else{ - player.chooseToDiscard('he',Math.min(player.countCards('he'),-y),true) - } - } - if(player.hasSkill('zioy_yurangzhijian_chengsheng')){ - player.addSkill('zioy_yurangzhijian_damage'); - } - if(player.storage.yurangzhijian_nuqi + nuqi >= 10 && !player.hasSkill('zioy_yurangzhijian_chengsheng')){ - player.addSkill('zioy_yurangzhijian_chengsheng'); - player.addMark('zioy_yurangzhijian_chengsheng',1); - } - player.storage.yurangzhijian_nuqi += nuqi/3 - player.storage.yurangzhijian_count+=1.5; - }, + nuqi = player.countMark('zioy_pinghuqiuyue') + player.removeMark('zioy_pinghuqiuyue',nuqi) + m = 0 + if(player.hasSkill('zioy_yurangzhijian_chengsheng')){ + m = player.countMark('zioy_yurangzhijian_chengsheng') + if(m < 4){ + m = m - 1 + } + else{ + m = 3 + } + player.removeMark('zioy_yurangzhijian_chengsheng',m) + } + game.changeGlobalStatus('xiyu',5,'round'); + player.addBuffImmune('all',5,'round'); + x = player.storage.yurangzhijian_count; + y = parseInt(0 - x + parseInt(nuqi/3) + m); + if(y > 0){ + player.recover(y) + }else if(y < 0){ + if(player.hasSkill('zioy_yurangzhijian_chengsheng')){ + player.chooseToDiscard('h',Math.min(player.countCards('h'),-y),true) + }else{ + player.chooseToDiscard('he',Math.min(player.countCards('he'),-y),true) + } + } + if(player.hasSkill('zioy_yurangzhijian_chengsheng')){ + player.addSkill('zioy_yurangzhijian_damage'); + } + if(player.storage.yurangzhijian_nuqi + nuqi >= 10 && !player.hasSkill('zioy_yurangzhijian_chengsheng')){ + player.addSkill('zioy_yurangzhijian_chengsheng'); + player.addMark('zioy_yurangzhijian_chengsheng',1); + } + player.storage.yurangzhijian_nuqi += nuqi/3 + player.storage.yurangzhijian_count+=1.5; + }, ai:{ order:1, result:{ player:function(player){ - x = player.storage.yurangzhijian_count; - n = player.countMark('zioy_pinghuqiuyue'); - m = player.countMark('zioy_yurangzhijian_chengsheng'); - y = parseInt(0 - x + n/3 + m); - if(player.storage.yurangzhijian_nuqi + n >= 10 && !player.hasSkill('zioy_yurangzhijian_chengsheng')){ - return 100; - } - if(player.hp < 3 && y > 0){ - return 100; - } - return Math.min(y,player.maxHp - player.hp) - 1; - }, + x = player.storage.yurangzhijian_count; + n = player.countMark('zioy_pinghuqiuyue'); + m = player.countMark('zioy_yurangzhijian_chengsheng'); + y = parseInt(0 - x + n/3 + m); + if(player.storage.yurangzhijian_nuqi + n >= 10 && !player.hasSkill('zioy_yurangzhijian_chengsheng')){ + return 100; + } + if(player.hp < 3 && y > 0){ + return 100; + } + return Math.min(y,player.maxHp - player.hp) - 1; + }, }, }, subSkill:{ @@ -6911,9 +6919,9 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true; forced:true, priority:54145, content:function(){ - trigger.num = 0; - player.removeSkill('zioy_yurangzhijian_damage'); - }, + trigger.num = 0; + player.removeSkill('zioy_yurangzhijian_damage'); + }, sub:true, "_priority":5414500, }, @@ -6927,26 +6935,26 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true; name:"盛怒", }, init:function(player){ - game.log(player,'已进入盛怒') - }, + game.log(player,'已进入盛怒') + }, trigger:{ player:"useCard", }, filter:function(event,player){ - return event.card &&(get.tag(event.card,'damage')) ; - }, + return event.card &&(get.tag(event.card,'damage')) ; + }, content:function(){ - if(player.countMark('zioy_yurangzhijian_chengsheng') < 7){ - player.addMark('zioy_yurangzhijian_chengsheng',1); - } - }, + if(player.countMark('zioy_yurangzhijian_chengsheng') < 7){ + player.addMark('zioy_yurangzhijian_chengsheng',1); + } + }, mod:{ cardUsable:function(card,player,num){ - if(card.name=='sha') return num+parseInt(player.countMark('zioy_yurangzhijian_chengsheng')*0.43); - }, + if(card.name=='sha') return num+parseInt(player.countMark('zioy_yurangzhijian_chengsheng')*0.43); + }, canBeDiscarded:function(card){ - if(get.position(card)=='e') return false; - }, + if(get.position(card)=='e') return false; + }, }, group:["zioy_yurangzhijian_wushuang","zioy_yurangzhijian_damageEnd","zioy_yurangzhijian_damageBegin"], sub:true, @@ -6958,29 +6966,29 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true; }, forced:true, filter:function(event,player){ - return event.card.name=='sha'&&!event.getParent().directHit.contains(event.target); - }, + return event.card.name=='sha'&&!event.getParent().directHit.contains(event.target); + }, logTarget:"target", content:function(){ - var id=trigger.target.playerid; - var map=trigger.getParent().customArgs; - if(!map[id]) map[id]={}; - if(typeof map[id].shanRequired=='number'){ - n = parseInt(player.countMark('zioy_yurangzhijian_chengsheng')/2.3); - if(n == 0){ - n = 1 - } - map[id].shanRequired+=n; - } - else{ - map[id].shanRequired=2; - } - }, + var id=trigger.target.playerid; + var map=trigger.getParent().customArgs; + if(!map[id]) map[id]={}; + if(typeof map[id].shanRequired=='number'){ + n = parseInt(player.countMark('zioy_yurangzhijian_chengsheng')/2.3); + if(n == 0){ + n = 1 + } + map[id].shanRequired+=n; + } + else{ + map[id].shanRequired=2; + } + }, ai:{ "directHit_ai":true, skillTagFilter:function(player,tag,arg){ - if(arg.card.name!='sha'||arg.target.countCards('h','shan')>parseInt(player.countMark('zioy_yurangzhijian_chengsheng')/2.3)) return false; - }, + if(arg.card.name!='sha'||arg.target.countCards('h','shan')>parseInt(player.countMark('zioy_yurangzhijian_chengsheng')/2.3)) return false; + }, }, sub:true, "_priority":0, @@ -6992,13 +7000,13 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true; forced:true, priority:5243145, filter:function(event,player){ - return true; - }, + return true; + }, content:function(){ - player.recover(parseInt(trigger.num*0.05*player.countMark('zioy_yurangzhijian_chengsheng'))); - if(parseInt(trigger.num*0.15*player.countMark('zioy_yurangzhijian_chengsheng')) > 0) - player.discardPlayerCard(trigger.player,'hej',true,Math.min(trigger.player.countCards('hej'),parseInt(trigger.num*0.15*player.countMark('zioy_yurangzhijian_chengsheng')))); - }, + player.recover(parseInt(trigger.num*0.05*player.countMark('zioy_yurangzhijian_chengsheng'))); + if(parseInt(trigger.num*0.15*player.countMark('zioy_yurangzhijian_chengsheng')) > 0) + player.discardPlayerCard(trigger.player,'hej',true,Math.min(trigger.player.countCards('hej'),parseInt(trigger.num*0.15*player.countMark('zioy_yurangzhijian_chengsheng')))); + }, sub:true, "_priority":524314500, }, @@ -7009,11 +7017,11 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true; direct:true, priority:5045, filter:function(event,player){ - return true; - }, + return true; + }, content:function(){ - trigger.num+=parseInt(0.58*player.countMark('zioy_yurangzhijian_chengsheng')); - }, + trigger.num+=parseInt(0.58*player.countMark('zioy_yurangzhijian_chengsheng')); + }, sub:true, "_priority":504500, }, @@ -7077,45 +7085,45 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true; }, "zioy_zhuxingwuchang":{ filter:function(event,player){ - return player.countMark("zioy_yongyeqingxiao") == 0; - }, + return player.countMark("zioy_yongyeqingxiao") == 0; + }, direct:true, locked:true, trigger:{ source:"damageEnd", }, content:function(){ - 'step 0' - player.loseHp(1); - 'step 1' - if(game.globalStatus.name != 'huoshan'){ - player.recover(2); - } - else{ - player.recover(4); - } - 'step 2' - if(game.roundNumber%2 == 1){ - game.changeGlobalStatus('rerang',2); - } - else{ - game.changeGlobalStatus('huoshan',2); - } - }, + 'step 0' + player.loseHp(1); + 'step 1' + if(game.globalStatus.name != 'huoshan'){ + player.recover(2); + } + else{ + player.recover(4); + } + 'step 2' + if(game.roundNumber%2 == 1){ + game.changeGlobalStatus('rerang',2); + } + else{ + game.changeGlobalStatus('huoshan',2); + } + }, group:["zioy_zhuxingwuchang_damageBegin","zioy_zhuxingwuchang_damageEnd","zioy_zhuxingwuchang_useCard"], subSkill:{ damageBegin:{ filter:function(event,player){ - return get.status(game.globalStatus.name).type == "weather"; - }, + return get.status(game.globalStatus.name).type == "weather"; + }, direct:true, locked:true, trigger:{ player:["useCardToBefore"], }, content:function(){ - trigger.card.nature = 'fire'; - }, + trigger.card.nature = 'fire'; + }, "_priority":165463463456, sub:true, }, @@ -7126,28 +7134,28 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true; direct:true, locked:true, filter:function(event,player){ - return get.status(game.globalStatus.name).type == "environment"; - }, + return get.status(game.globalStatus.name).type == "environment"; + }, content:function(){ - trigger.directHit.addArray(game.filterPlayer()); - }, + trigger.directHit.addArray(game.filterPlayer()); + }, sub:true, "_priority":0, }, damageEnd:{ filter:function(event,player){ - return get.status(game.globalStatus.name).type == "weather"; - }, + return get.status(game.globalStatus.name).type == "weather"; + }, direct:true, locked:true, trigger:{ source:"damageEnd", }, content:function(){ - 'step 0' - if(trigger.player.countCards('hej') > 0) - player.discardPlayerCard(trigger.player,'hej',true,1); - }, + 'step 0' + if(trigger.player.countCards('hej') > 0) + player.discardPlayerCard(trigger.player,'hej',true,1); + }, sub:true, "_priority":0, }, @@ -7266,94 +7274,105 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true; }, "_priority":0, }, - "zioy_anyuningfeng":{ - "_priority":0, - }, "zioy_nongying":{ trigger:{ player:["chooseToRespondBegin","chooseToUseBegin"], }, filter:function(event,player){ - if(event.responded) return false; - if(!event.filterCard({name:'shan'},player,event)) return false; - return true; - }, + if(event.responded) return false; + if(!event.filterCard({name:'shan'},player,event)) return false; + return true; + }, content:function(){ - trigger.untrigger(); - // game.log(trigger) - trigger.responded=true; - trigger.result={bool:true,card:{name:'shan'}} - if(player.hp < player.maxHp){ - player.recover() - player.loseMaxHp() - }else{ - player.loseHp() - player.gainMaxHp() - } - }, + trigger.untrigger(); + // game.log(trigger) + trigger.responded=true; + trigger.result={bool:true,card:{name:'shan'}} + if(player.hp < player.maxHp){ + player.recover() + player.loseMaxHp() + }else{ + player.loseHp() + player.gainMaxHp() + } + }, mod:{ cardname:function(card){ - if(card.name=='shan') return 'sha'; - }, + if(card.name=='shan') return 'sha'; + }, }, - group:['zioy_nongying_2'], + group:["zioy_nongying_2"], subSkill:{ - 2:{ + "2":{ trigger:{ - player:['useCard',"respond"] + player:["useCard","respond"], }, filter:function(event,player){ - if(event.card.name != 'sha')return false - for(var c of event.cards){ - if(c.name == 'shan') return true - } - return false - }, + if(event.card.name != 'sha')return false + for(var c of event.cards){ + if(c.name == 'shan') return true + } + return false + }, forced:true, content:function(){ - if(player.hp < player.maxHp){ - player.recover() - player.loseMaxHp() - }else{ - player.loseHp() - player.gainMaxHp() - } - } - } + if(player.hp < player.maxHp){ + player.recover() + player.loseMaxHp() + }else{ + player.loseHp() + player.gainMaxHp() + } + }, + sub:true, + "_priority":0, + }, }, "_priority":0, }, "zioy_chanjuan":{ trigger:{ - player:'recoverEnd' + player:"recoverEnd", }, filter:function(event,player){ - return event && event.num > 0; - }, + return event && event.num > 0; + }, direct:true, content:function(){ - 'step 0' - player - .chooseTarget( - "令任意名其他角色恢复" + trigger.num + "点体力", - function (card, player, target) { - return target.hp < target.maxHp && target != player; - },[1,game.countPlayer(function (target) { - return target.hp < target.maxHp; - })], - false - ) - .set("ai", function (target) { - var att = get.attitude(_status.event.player, target); - return att; - }); - 'step 1' - if(result.bool){ - for(var p of result.targets){ - p.recover(trigger.num) - } - } - }, + 'step 0' + player + .chooseTarget( + "令任意名其他角色恢复" + trigger.num + "点体力", + function (card, player, target) { + return target.hp < target.maxHp && target != player; + },[1,game.countPlayer(function (target) { + return target.hp < target.maxHp; + })], + false + ) + .set("ai", function (target) { + var att = get.attitude(_status.event.player, target); + return att; + }); + 'step 1' + if(result.bool){ + for(var p of result.targets){ + p.recover(trigger.num) + } + } + }, + "_priority":0, + }, + "zioy_lanzhiyuane":{ + "_priority":0, + }, + "zioy_liuzhenxiongxiang":{ + "_priority":0, + }, + "zioy_yinhuxiaowu":{ + "_priority":0, + }, + "zioy_noname1":{ "_priority":0, }, }, @@ -7571,7 +7590,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true; "zioy_xumie":"虚灭", "zioy_xumie_info":"当你造成伤害时,根据你对该受伤角色造成伤害的次数追加以下效果:
大于0次:其始终在你攻击范围内且不能响应你使用的【杀】。
大于1次:你弃置其至多2张牌。
大于2次:其下一次造成的伤害-1。
大于3次:你对其追加1点伤害,此伤害无法触发〖虚灭〗。
大于4次:你获得1点“烬”", "zioy_v07yuxie":"V07-驭械", - "zioy_v07yuxie_info":"①游戏开始时你获得4点护甲并进入“驭械”状态,当你的护甲被击破时你退出“驭械”状态。
②“驭械”状态为你提供以下增益:
1.你的手牌上限+X(X为你的护甲值)。

·>当你手牌数不小于体力值时,你为暴走状态,获得以下增益:
1.你的进攻距离+2。
2.你的【杀】无法被响应。
3.你使用牌没有次数限制。
4.你使用牌时需额外弃置1张牌。

·>当你手牌数小于体力值时,你为冷却状态,获得以下增益:
1.你使用锦囊牌指定角色为目标时,你可以弃置目标角色至多2张牌。
2.你使用非装备牌结算完成后,你收回此牌。每回合限1次,获得手牌时若手牌数大于体力值则重置此计数。每张牌每回合限1次。
3.你即将受到超过1点的伤害时令此伤害值-1并恢复你1点体力。

③非“驭械”状态下限制你受到的伤害不超过1点。
④切换“驭械”状态时清除自身任何强化与异常状态并获得判定区内的所有牌。", + "zioy_v07yuxie_info":"①游戏开始时你获得4点护甲并进入“驭械”状态,当你的护甲被击破时你退出“驭械”状态。
②“驭械”状态为你提供以下增益:
1.你的手牌上限+X(X为你的护甲值)。

·>当你手牌数不小于体力值时,你为暴走状态,获得以下增益:
1.你的进攻距离+2。
2.你的【杀】无法被响应。
3.你使用牌没有次数限制。
4.你使用牌时需额外弃置1张牌。

·>当你手牌数小于体力值时,你为冷却状态,获得以下增益:
1.你使用锦囊牌指定角色为目标时,你可以弃置目标角色至多2张牌。
2.你使用非装备牌结算完成后,你收回此牌。每回合限1次,获得手牌时若手牌数大于体力值则重置此计数。每张牌每回合限1次。
3.你即将受到超过1点的伤害时令此伤害值-1并恢复你1点体力。

③非“驭械”状态下限制你受到的伤害不超过1点。
④进入或退出“驭械”状态时清除自身任何强化与异常状态并获得判定区内的所有牌。", "zioy_f42chongzai":"F42-重载", "zioy_f42chongzai_info":"出牌阶段各限1次:
①若你为“驭械”状态,你令所有角色受到1点无来源伤害,然后你摸3张牌,然后若你未损失体力则储存1点体力,若你拥有护甲则储存1点护甲。
②若你不为“驭械”状态,你可以弃置至少2张花色各不同的手牌,根据你弃置的手牌数执行以下效果:
不为4张:你获得等同于弃置手牌数-1枚“能量”标记。
4张:你获得4枚“能量”标记。
然后将当前体力值超过1的部分转化为等量“能量”标记,之后释放你储存的体力值。使用此技能后的每个的回合结束阶段,根据你的“能量”标记数量,执行以下效果:
小于体力上限:你获得1枚“能量”标记。
不小于体力上限:你弃置所有“能量”标记,获得等量护甲并释放储存的护甲,进入“驭械”状态,若你以此法获得的护甲值大于你的体力上限,你获得1点体力上限。", "zioy_yuemai":"岳衇", @@ -7581,26 +7600,32 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true; "zioy_pinghuqiuyue":"平湖秋月", "zioy_pinghuqiuyue_info":"①限制你受到的伤害最大为2点。
②当你流失体力后,防止你于本轮游戏流失体力。
③你的手牌上限-4且不小于3。
④你对拥有护甲的角色造成的伤害+1。
⑤触发限伤效果/击破一名角色护甲/令一名角色进入濒死状态时获得7点怒气,受到/造成伤害时获得等额怒气。
⑥你的回合结束阶段,你失去1点怒气。", "zioy_yurangzhijian":"与浪之间", - "zioy_yurangzhijian_info":"出牌阶段限一次,依次结算以下效果:
①消耗你所有“怒气”,减少你至多3层“盛怒”层数(最多减少至1层)。
②召唤5轮“细雨”天气,获得5回合全异常免疫。
③令Y=M-1.5X+N/3(向下取整),若Y大于零则回复Y点体力,否则弃置Y张牌(X为本局游戏〖与浪之间〗累计使用次数,N为本次消耗怒气值,M为本次消耗“盛怒”层数)。
④若累计记录消耗怒气数+N达到10点则进入盛怒状态并获得1点“盛怒”层数,此效果一局游戏限1次。
⑤盛怒状态下使你下一次受到的伤害基础值等于0。
⑥记录N/3点消耗怒气数。
盛怒状态:盛怒状态最多达到7层,盛怒状态中每次使用伤害类型牌时获得1层“盛怒”层数,盛怒状态为你提供以下增益:
>①你出牌阶段可以多使用X*0.43(向下取整)张【杀】
>②你使用【杀】时对方需多使用X*0.43(向下取整且至少为1)张【闪】
>③你的【杀】造成的伤害+X*0.58(向下取整)
>④造成伤害时你回复0.05*X*伤害值(向下取整)点伤害值并弃置受伤角色0.15*X*伤害值(向下取整)张牌。
>⑤你装备区的牌无法被弃置。", + "zioy_yurangzhijian_info":"出牌阶段限一次,依次结算以下效果:
①消耗你所有“怒气”,减少你至多3层“盛怒”层数(最多减少至1层)。
②召唤5轮“细雨”天气,获得5回合全异常免疫。
③令Y=M-1.5X+N/3(向下取整),若Y大于零则回复Y点体力,否则弃置-Y张牌(X为本局游戏〖与浪之间〗累计使用次数,N为本次消耗怒气值,M为本次消耗“盛怒”层数)。
④若累计记录消耗怒气数+N达到10点则进入盛怒状态并获得1点“盛怒”层数,此效果一局游戏限1次。
⑤盛怒状态下使你下一次受到的伤害基础值等于0。
⑥记录N/3点消耗怒气数。
盛怒状态:盛怒状态最多达到7层,盛怒状态中每次使用伤害类型牌时获得1层“盛怒”层数,盛怒状态为你提供以下增益:
>①你出牌阶段可以多使用X*0.43(向下取整)张【杀】
>②你使用【杀】时对方需多使用X*0.43(向下取整且至少为1)张【闪】
>③你的【杀】造成的伤害+X*0.58(向下取整)
>④造成伤害时你回复0.05*X*伤害值(向下取整)点伤害值并弃置受伤角色0.15*X*伤害值(向下取整)张牌。
>⑤你装备区的牌无法被弃置。", "zioy_liechenyuyou_fire":"列辰御佑", "zioy_liechenyuyou_fire_info":"血脉技,免疫失效。
①令你获得“燚之神佑”。
②你的摸牌阶段摸牌数+2,结束阶段与一轮游戏开始时你摸1张牌.
③你使用【杀】对非神势力非拥有“神佑”或拥有“苏之神佑”的角色造成的伤害+1。", "zioy_zhuxingwuchang":"诸行无常", - "zioy_zhuxingwuchang_info":"锁定技,若场上为天气,你造成的伤害视为火属性伤害且造成伤害后弃置受伤角色1张牌;若场上为环境,你的牌不可被响应;若你没有“无瞋”:造成伤害后你失去1点体力然后恢复2点体力,“风林火山”环境下提升至4点,若当前为奇数轮则召唤2轮“热浪”天气,否则召唤2轮“风林火山”环境。。", + "zioy_zhuxingwuchang_info":"锁定技,若场上为天气,你使用的牌视为火属性且造成伤害后弃置受伤角色1张牌;若场上为环境,你的牌不可被响应;若你没有“无瞋”:造成伤害后你失去1点体力然后恢复2点体力,“风林火山”环境下提升至4点,若当前为奇数轮则召唤2轮“热浪”天气,否则召唤2轮“风林火山”环境。。", "zioy_zhufashengmie":"诸法生灭", "zioy_zhufashengmie_info":"一局游戏限一次,你死亡时,取消之,然后你令你的体力值等于体力上限并锁定体力直到你的下个出牌阶段结束。", "zioy_yongyeqingxiao":"永夜清宵", "zioy_yongyeqingxiao_info":"①获得此技能时你获得5个“无瞋”标记。若你有“无瞋”,你使用牌结算后需弃置1张牌(没有则不弃)并失去1个“无瞋”。
②出牌阶段,若你有“无瞋”标记且不为5个,你可以将“无瞋”补至5个,记补充数量为X,你摸X*1.25(向下取整)张牌,回复X/2(向下取整)点体力(回复体力效果每回合限1次),获得X轮异常免疫,若当前为奇数轮则召唤X轮“热浪”天气,否则召唤X轮“风林火山”环境。
③若你没有“无瞋”,你废弃你的判定区,永久获得全异常免疫,攻击距离+1。", - "zioy_anyuningfeng":"黯喻凝风", - "zioy_anyuningfeng_info":"", "zioy_nongying":"弄影", - "zioy_nongying_info":"起舞弄清影,何似在人间。
①你的【闪】均视为【杀】,当你需要使用或打出【闪】时,你可以视为打出一张【闪】。
②每当你使用〖弄影①〗或将【闪】视为【杀】使用或打出时,若你已受伤,你失去1点体力上限并恢复1点体力,否则你获得1点体力上限并失去1点体力。", + "zioy_nongying_info":"起舞弄清影,何似在人间。
①你手牌中的【闪】均视为【杀】,当你需要使用或打出【闪】时,你可以视为打出一张【闪】。
②每当你发动〖弄影①〗或将【闪】视为【杀】使用或打出时,若你已受伤,你失去1点体力上限并恢复1点体力,否则你获得1点体力上限并失去1点体力。", "zioy_chanjuan":"婵娟", - "zioy_chanjuan_info":"但愿人长久,千里共婵娟。
当你回复体力时,你可令任意名已受伤的其他角色回复等量体力。", + "zioy_chanjuan_info":"但愿人长久,千里共婵娟。
你回复体力后,可令任意名已受伤的其他角色回复等量体力。", + "zioy_lanzhiyuane":"滥蛭垣厄", + "zioy_lanzhiyuane_info":"锁定技,你的【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最大体力值*0.5则弃置其2张牌,否则倒置其下次回复体力效果并令此技能无法再对其发动。", + "zioy_liuzhenxiongxiang":"流鸩汹飨", + "zioy_liuzhenxiongxiang_info":"", + "zioy_yinhuxiaowu":"饮蛊销污", + "zioy_yinhuxiaowu_info":"", + "zioy_noname1":"占位", + "zioy_noname1_info":"①记你的体力上限为你的\"尾数\",若你的\"尾数\"不为9,你每次使用进攻类型的牌或即将受到伤害时你获得1点体力上限并回复1点体力值。
②你即将受到的伤害不超过尾数/2(向下取整),你受到的伤害减少尾数*0.05(向上取整),你的摸牌阶段摸牌数+X(X为你的尾数)。
③当你尾数为9时,你造成的任何伤害+1并且附带1点不触发此技能的雷属性伤害。
④每个回合开始阶段将你超过9的体力上限部分与全部护甲转换为体力。", }, }, - intro:"??????????????????????????", + intro:"??????????????????????????
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