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dbaf48e72c
| Author | SHA1 | Date | |
|---|---|---|---|
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dbaf48e72c | ||
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5c35a0c334 |
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+242
-53
@@ -73,7 +73,7 @@ game.import("extension", function (lib, game, ui, get, ai, _status) {
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zioy_sanjijie: ["male", "qun", "3/3/3", ["zioy_fouzhiyu", "zioy_ningguxi"], []],
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zioy_yuze: ["none", "wei", "2", ["zioy_juhun"], []],
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zioy_luosa: ["male", "wu", "4", ["zioy_minchao", "zioy_kuangyong"]],
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zioy_gold: ["male", "qun", "5", ["zioy_shihunzhuo","zioy_nuhuangfeng","zioy_duwenlei"]]
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zioy_gold: ["male", "qun", 5, ["zioy_shihunzhuo","zioy_nuhuangfeng","zioy_duwenlei"]]
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},
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translate: {
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"zioy_xixuegui": "弗拉基米尔",
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@@ -8374,7 +8374,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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global: "phaseBegin"
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},
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filter: () => true,
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forced: true,
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direct: true,
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init: player => (player.storage.zioy_que2 = true),
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content: function () {
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player.storage.zioy_que2 = true;
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@@ -8882,7 +8882,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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④你造成/受到伤害后,你与伤害来源各获得“空”,若其已有“空”则重置“空”的发动次数。<br>
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⑤每个出牌阶段每名角色限10次。一名角色于你的出牌阶段内失去牌时,你令其获得“舍”,若其已有“舍”则重置“舍”的发动次数。<br>
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⑥你的回合开始阶段,以逆时针顺序从你开始的所有角色依次失去“空”与"舍",每有一名角色以此法失去“空”,你获得1枚“隙”,每有一名角色以此法失去“舍”,你获得1枚“嗜”。<br>
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⑦每当你获得4枚“隙”,你失去1点体力上限并将体力回复至体力上限。<br>
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⑦每当你获得4枚“隙”,你失去1点体力上限,若你未处于【灵降】状态,你将体力回复至体力上限。<br>
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⑧每当你获得“嗜”时,你摸一张牌。你的手牌上限-X(X为你“嗜”的数量/3)<br>
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恒:你的体力上限-1。你的体力上限增加无效。<br>
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空:获得此技能时你失去1点体力,失去此技能时你回复1点体力。当你回复体力时,取消之。此技能在发动2次后被失去。<br>
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@@ -9011,36 +9011,6 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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}
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},
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autoSubSkill:{
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damageBegin1:{
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trigger:{
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player:'damageBegin1',
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source:'damageBegin1'
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},
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filter:()=>{
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return false
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return true
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},
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direct:true,
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content:async function(event,trigger,player){
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trigger.num *= 2
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},
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priority:-539943419
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},
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damageBegin3:{
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trigger:{
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player:'damageBegin3',
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source:'damageBegin3'
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},
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filter:(event,player)=>{
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return false
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return event.num < 2
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},
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direct:true,
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content:async function(event,trigger,player){
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trigger.num = 2
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},
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priority:-539943419
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},
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damageEnd:{
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trigger:{
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player:'damageEnd',
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@@ -9049,7 +9019,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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direct:true,
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filter:(event)=>{
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// console.log(event.getParent().name)
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return event.getParent().name !== `zioy_shihunzhuo_damageEnd` && event.num > 1
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return event.getParent().name !== `zioy_shihunzhuo_damageEnd` && event.num > 1 && event.source
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},
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content:async function(event,trigger,player){
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const num = Math.floor(trigger.num / 2)
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@@ -9118,8 +9088,6 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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filter:_=>true,
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async content(_,__,player){
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player.storage.zioy_shihunzhuo_she_gainHistory = {}
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console.log(
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player.storage.zioy_shihunzhuo_she_gainHistory)
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}
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},
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phaseBegin:{
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@@ -9138,9 +9106,11 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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player.addMark('zioy_shihunzhuo_xi')
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if(player.countMark('zioy_shihunzhuo_xi') % 4 === 0){
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player.loseMaxHp(1)
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if(player.storage.zioy_nuhuangfeng_status !== 'lingjiang'){
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player.recover(player.maxHp - player.hp)
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}
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}
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}
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if(current.hasSkill('zioy_shihunzhuo_she')){
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current.removeSkill('zioy_shihunzhuo_she')
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player.addMark('zioy_shihunzhuo_shi')
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@@ -9186,31 +9156,42 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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},
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priority:7058211
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}
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}
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},
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_priority:9579
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},
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zioy_nuhuangfeng:{
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autoTranslate: {
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"name": "笯凰凤",
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"info": `回合结束阶段:<br>
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若你未处于【灵降】状态且场上存在未拥有“恒”的其他角色,你须选择一名未拥有“恒”的其他角色,你令其获得“恒”并根据你选择的角色进入【灵降】状态。<br>
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若你未处于【灵降】状态且场上所有角色均已拥有“恒”,你进入【常灭】状态并进行3个额外的回合。<br>
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"info": `游戏开始时或回合结束阶段:<br>
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若你未处于【灵降】且未进入过【常灭】状态且场上存在未拥有“恒”的其他角色,你须选择一名未拥有“恒”的其他角色,你令其获得“恒”并根据你选择的角色进入【灵降】状态。<br>
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若你未处于【灵降】且未进入过【常灭】状态且场上所有角色均已拥有“恒”,你进入【常灭】状态并进行3个额外的回合。<br>
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<br>【灵降】状态具有以下特性:<br>
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①进入【灵降】状态时,记录你当前的体力,体力上限,区域内的牌。然后将你区域内的所有牌移出游戏。将你的武将牌替换为你进入【灵降】状态时选择的角色的武将牌。
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将你的体力,体力上限调整为与该角色游戏开始时相等。你获得其所有技能并摸4张牌。<br>
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①进入【灵降】状态时,记录你当前的体力,体力上限,区域内的牌。然后将你区域内的所有牌移出游戏。将你的武将牌替换为你进入【灵降】状态时选择的角色的武将牌。将你的体力,体力上限调整为与该角色游戏开始时相等。你获得其所有技能并摸4张牌。<br>
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②【灵降】状态下你即将进入濒死状态时,取消之,改为退出【灵降】状态。<br>
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③退出【灵降】状态时,你失去你区域内的所有牌,失去你于【灵降】状态期间获得的所有技能,将武将牌替换为进入【灵降】状态前的武将牌。将你当前的体力,体力上限
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调整为于进入【灵降】状态前相等。然后将进入【灵降】前区域内的牌移入相应位置。<br>`
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③退出【灵降】状态时,你失去你区域内的所有牌,失去你于【灵降】状态期间获得的所有技能,将武将牌替换为进入【灵降】状态前的武将牌。将你当前的体力,体力上限调整为于进入【灵降】状态前相等。然后将进入【灵降】前区域内的牌移入相应位置。<br>
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<br>【常灭】状态具有以下特性:<br>
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①进入【常灭】状态时,所有其他角色立即获得“空”与“舍”。<br>
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②你的回合开始阶段,你将你的体力与体力上限修改为9,并将你的手牌补至X(X为你“嗜”的数量)。<br>
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③你使用牌没有距离限制。拥有“空”或“舍”的其他角色无法响应你使用的牌。<br>
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④你即将造成/受到的伤害*2且结算时至少为2。<br>
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⑤你造成伤害时,若受伤角色拥有“恒”,你令其失去之,然后你获得1枚“神罪”。<br>
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⑥你杀死一名角色时,你获得3枚“神罪”。<br>
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⑦其他角色的回合开始阶段,你失去所有体力。`
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},
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init:function(player){
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player.storage.zioy_nuhuangfeng_status = null
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},
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direct:true,
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forced:true,
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trigger:{
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player:'phaseEnd'
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player:['phaseEnd','zioy_nuhuangfeng_enterGame']
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},
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filter(event,player){
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// 进入过常灭状态
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if(player.storage.zioy_nuhuangfeng_changmie_flag)return false
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return player.storage.zioy_nuhuangfeng_status === null
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},
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skillAnimation: true,
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animationColor: "thunder",
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async content(_e,_t,player){
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const noneHasHeng = game.players.reduce((f,v)=>{return f && v.hasSkill('zioy_shihunzhuo_heng')},true)
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if(!noneHasHeng){
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@@ -9227,6 +9208,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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return -att;
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});
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const target = result.targets[0]
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player.line(target)
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target.addSkill('zioy_shihunzhuo_heng')
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player.storage.zioy_nuhuangfeng_storage = {
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hp: player.hp,
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@@ -9254,6 +9236,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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_mt.player.setName(player,`降·${target.node.name.innerHTML}`, 'zioy_gold')
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player.changeGroup(target.group)
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player.storage.zioy_nuhuangfeng_status = 'lingjiang'
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player.update()
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// 退出灵降
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player.exitLingjiang = ()=>{
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player.discard(player.getCards('hej'))
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@@ -9280,17 +9263,45 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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_mt.player.changeAvatar(player, 'zioy_gold', 'zioy_gold')
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_mt.player.setName(player,`${storage.name}`, 'zioy_gold')
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player.storage.zioy_nuhuangfeng_status = null
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player.update()
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}
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}else{
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player.storage.zioy_nuhuangfeng_changmie_flag = true
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player.storage.zioy_nuhuangfeng_status = 'changmie'
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for(let i = 0;i < 3;i++){
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player.insertPhase();
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}
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game.players.forEach(current=>{
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player.line(current)
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if(!current.hasSkill('zioy_shihunzhuo_kong')){
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current.addSkill('zioy_shihunzhuo_kong')
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}
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if(!current.hasSkill('zioy_shihunzhuo_she')){
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current.addSkill('zioy_shihunzhuo_she')
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}
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})
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}
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},
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autoSubSkill:{
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lin_dyingBefore:{
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enterGame:{
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trigger:{
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player:'dyingBefore'
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global:'phaseBefore',
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player:['enterGame']
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},
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filter(event,player){
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if(event.name=='phase'&&game.phaseNumber>0) return false;
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return true
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},
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direct:true,
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async content(event,trigger,player){
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_status.event.trigger("zioy_nuhuangfeng_enterGame");
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}
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},
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lin_dyingBefore:{
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trigger:{
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player:['dyingBefore','dieBefore']
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},
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forced:true,
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_priority:5399439705821,
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filter(_e,player){
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return player.storage.zioy_nuhuangfeng_status === 'lingjiang'
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@@ -9298,18 +9309,196 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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async content(_e,_t,player){
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player.exitLingjiang()
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}
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},
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chang_phaseBegin:{
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trigger:{
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player:'phaseBegin'
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},
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filter(event,player){
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return player.storage.zioy_nuhuangfeng_status === 'changmie'
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},
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forced:true,
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async content(_e,_t,player){
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player.hp = 9
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player.maxHp = 9
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player.update()
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const drawTo = player.countMark('zioy_shihunzhuo_shi')
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if(player.countCards('h') < drawTo){
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player.draw(drawTo - player.countCards('h'))
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}
|
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},
|
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_priority:170058
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},
|
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chang_directHit:{
|
||||
trigger:{
|
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player:"useCardToPlayered",
|
||||
},
|
||||
forced:true,
|
||||
filter(event,player){
|
||||
if(event.player === player){
|
||||
return false
|
||||
}
|
||||
if(player.storage.zioy_nuhuangfeng_status === 'changmie'){
|
||||
return false
|
||||
}
|
||||
return event.player.hasSkill('zioy_shihunzhuo_kong') || event.player.hasSkill('zioy_shihunzhuo_she')
|
||||
},
|
||||
_priority:170058,
|
||||
async function (_e,trigger,player){
|
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game.log(player,'令',trigger.card,'不能被',trigger.target,'响应');
|
||||
trigger.directHit.push(trigger.target);
|
||||
}
|
||||
},
|
||||
chang_damageBegin1:{
|
||||
trigger:{
|
||||
player:'damageBegin1',
|
||||
source:'damageBegin1'
|
||||
},
|
||||
filter(event,player){
|
||||
return player.storage.zioy_nuhuangfeng_status === 'changmie'
|
||||
},
|
||||
direct:true,
|
||||
content:async function(event,trigger,player){
|
||||
trigger.num *= 2
|
||||
},
|
||||
priority:-539943419
|
||||
},
|
||||
chang_damageBegin3:{
|
||||
trigger:{
|
||||
player:'damageBegin3',
|
||||
source:'damageBegin3'
|
||||
},
|
||||
filter:(event,player)=>{
|
||||
return player.storage.zioy_nuhuangfeng_status === 'changmie' && event.num < 2
|
||||
},
|
||||
direct:true,
|
||||
content:async function(event,trigger,player){
|
||||
trigger.num = 2
|
||||
},
|
||||
priority:-539943419
|
||||
},
|
||||
chang_damageBeginSource:{
|
||||
trigger:{
|
||||
source:'damageEnd'
|
||||
},
|
||||
forced:true,
|
||||
filter(event,player){
|
||||
return player.storage.zioy_nuhuangfeng_status === 'changmie' && event.player.hasSkill('zioy_shihunzhuo_heng')
|
||||
},
|
||||
async content(_e,trigger,player){
|
||||
trigger.player.removeSkill('zioy_shihunzhuo_heng')
|
||||
player.addMark('zioy_nuhuangfeng_shenzui')
|
||||
},
|
||||
priority:-151654684
|
||||
},
|
||||
chang_dieAfterSource:{
|
||||
trigger:{
|
||||
source:'dieAfter'
|
||||
},
|
||||
forced:true,
|
||||
filter(_e,player){
|
||||
return player.storage.zioy_nuhuangfeng_status === 'changmie'
|
||||
},
|
||||
async content(_e,trigger,player){
|
||||
player.addMark('zioy_nuhuangfeng_shenzui', 3)
|
||||
},
|
||||
priority:-151654684
|
||||
},
|
||||
chang_phaseBegin_other:{
|
||||
trigger:{
|
||||
global:"phaseBegin",
|
||||
},
|
||||
forced:true,
|
||||
filter:function(event,player){
|
||||
return event.player!=player && player.storage.zioy_nuhuangfeng_status === 'changmie';
|
||||
},
|
||||
async content(_,__,player){
|
||||
player.loseHp(player.hp)
|
||||
},
|
||||
priority:-151654684
|
||||
}
|
||||
},
|
||||
subSkill:{
|
||||
shenzui:{
|
||||
mark:false,
|
||||
marktext:'神罪',
|
||||
intro:{
|
||||
name:'神罪',
|
||||
mark(_,__,player){
|
||||
return player.countMark('zioy_nuhuangfeng_shenzui') >= 5 ?
|
||||
'神明反叛':'伪神无赦'
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
mod:{
|
||||
targetInRange(card,player,target){
|
||||
if(player.storage.zioy_nuhuangfeng_status === 'changmie') return true;
|
||||
},
|
||||
},
|
||||
_priority: 8648,
|
||||
},
|
||||
zioy_duwenlei:{
|
||||
autoTranslate: {
|
||||
"name": "独抆泪",
|
||||
"info": `你即将死亡时,若你满足:<br>
|
||||
"info": `每局游戏限1次。你即将死亡时,若你满足:<br>
|
||||
1.你当前体力大于0<br>
|
||||
2.你于【常灭】状态下杀死至少3名其他角色<br>
|
||||
其中任意条,则终止死亡,你失去【常灭】状态并获得〖规神舞〗。<br>
|
||||
若均不满足,你令一名死亡角色复活并回复所有体力,获得你所有牌。`
|
||||
2.你的“神罪”标记数量不小于5<br>
|
||||
其中任意条,则终止死亡,你退出【常灭】状态并使你〖规神舞〗有效。<br>
|
||||
若均不满足,你令一名死亡角色复活并将其体力与体力上限设置为与该角色游戏开始时相等,令其获得你区域内所有牌。`
|
||||
},
|
||||
autoSubSkill:{
|
||||
goDie:{
|
||||
trigger:{
|
||||
player:'dieBefore'
|
||||
},
|
||||
forced:true,
|
||||
filter(event,player){
|
||||
if(player.storage.zioy_duwenlei_used)return false
|
||||
return player.hp < 0 && player.countMark('zioy_nuhuangfeng_shenzui') < 5
|
||||
},
|
||||
forceDie:true,
|
||||
async content(_e,_t,player){
|
||||
player.storage.zioy_duwenlei_used = true
|
||||
const {result} = await player.chooseTarget('令一名死亡角色复活并将其体力与体力上限设置为与该角色游戏开始时相等,令其获得你区域内所有牌。',(_, player, target)=>target.isDead()).set('deadTarget',true)
|
||||
.set("ai", target => {
|
||||
var att = get.attitude(player, target);
|
||||
return att;
|
||||
});
|
||||
if(result.bool){
|
||||
const target = result.targets[0]
|
||||
target.revive()
|
||||
const targetInfo = lib.character[target.name1]
|
||||
target.hp = get.infoHp(targetInfo[2]);
|
||||
target.maxHp = get.infoMaxHp(targetInfo[2]);
|
||||
target.gain(player.getCards('hej'))
|
||||
target.update()
|
||||
}
|
||||
},
|
||||
_priority:7055432
|
||||
},
|
||||
BecomeGod:{
|
||||
trigger:{
|
||||
player:'dieBefore'
|
||||
},
|
||||
forced:true,
|
||||
skillAnimation: true,
|
||||
animationColor: "thunder",
|
||||
forceDie:true,
|
||||
filter(event,player){
|
||||
if(player.storage.zioy_duwenlei_used)return false
|
||||
return player.hp > 0 || player.countMark('zioy_nuhuangfeng_shenzui') >= 5
|
||||
},
|
||||
async content(_e,trigger,player){
|
||||
player.storage.zioy_duwenlei_used = true
|
||||
trigger.cancel()
|
||||
if(player.storage.zioy_nuhuangfeng_status === 'changmie'){
|
||||
player.storage.zioy_nuhuangfeng_status = null
|
||||
}
|
||||
},
|
||||
_priority:7055433
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
translate: {
|
||||
|
||||
+13
-4
@@ -24,10 +24,6 @@ export function skillFactory(skill) {
|
||||
|
||||
export default (lib, game, ui, get, ai, _status) => {
|
||||
return {
|
||||
isAsyncFunction(func) {
|
||||
return func.constructor.name === "AsyncFunction";
|
||||
},
|
||||
watch: function (obj, key, callback) {},
|
||||
game: {},
|
||||
/**
|
||||
* Description 角色相关操作
|
||||
@@ -90,6 +86,19 @@ export default (lib, game, ui, get, ai, _status) => {
|
||||
return (...args) => {
|
||||
console.log(count++, ...args);
|
||||
};
|
||||
},
|
||||
/**
|
||||
* Description 类似python的sleep,配合await使用,使async函数暂停。
|
||||
* @param {number} timeout 暂停时间
|
||||
* @returns {null}
|
||||
*/
|
||||
async sleep(timeout) {
|
||||
await new Promise(r => setTimeout(r, timeout));
|
||||
return;
|
||||
},
|
||||
|
||||
isAsyncFunction(func) {
|
||||
return func.constructor.name === "AsyncFunction";
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
Reference in new issue
Block a user