徐荣技能写法简化
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a9cef4859c
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249
character/sp.js
249
character/sp.js
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@ -24371,102 +24371,25 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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},
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},
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"xinfu_xionghuo":{
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group:["xinfu_xionghuo_damage","xinfu_xionghuo_begin","xinfu_xionghuo_init"],
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subSkill:{
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begin:{
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audio:'xinfu_xionghuo',
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logTarget:'player',
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line:false,
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forced:true,
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trigger:{
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global:"phaseUseBegin",
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},
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filter:function (event,player){
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return event.player.countMark('xionghuo')>0&&event.player!=player;
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},
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content:function (){
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'step 0'
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trigger.player.removeMark('xionghuo',trigger.player.countMark('xionghuo'));
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var list=[1,2,3];
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var num=list.randomGet();
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event.goto(num);
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'step 1'
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player.line(trigger.player,'fire');
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trigger.player.damage('fire');
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if(!trigger.player.storage.xionghuo_disable) trigger.player.storage.xionghuo_disable=[];
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trigger.player.storage.xionghuo_disable.push(player);
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trigger.player.addTempSkill('xionghuo_disable','phaseAfter');
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event.goto(4);
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'step 2'
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player.line(trigger.player,'water');
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trigger.player.loseHp();
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trigger.player.addMark('xionghuo_low',1,false);
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trigger.player.addTempSkill('xionghuo_low','phaseAfter');
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event.goto(4);
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'step 3'
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player.line(trigger.player,'green');
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var card1=trigger.player.getCards('h').randomGet();
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var card2=trigger.player.getCards('e').randomGet();
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var list=[];
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if(card1) list.push(card1);
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if(card2) list.push(card2);
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if(list.length>0){
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player.gain(list,trigger.player,'giveAuto','bySelf');
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}
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'step 4'
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game.delay();
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},
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},
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damage:{
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audio:"xinfu_xionghuo",
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sub:true,
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forced:true,
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trigger:{
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source:"damageBegin1",
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},
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filter:function (event,player){
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return event.player.countMark('xionghuo')>0&&event.player!=player;
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},
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content:function (){
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trigger.num++;
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},
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},
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init:{
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audio:'xinfu_xionghuo',
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trigger:{
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global:"phaseBefore",
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player:"enterGame",
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},
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forced:true,
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locked:false,
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filter:function(event,player){
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return (event.name!='phase'||game.phaseNumber==0);
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},
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content:function(){
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player.addMark("xionghuo",3);
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},
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},
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},
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xinfu_xionghuo:{
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audio:2,
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enable:"phaseUse",
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enable:'phaseUse',
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filter:function(event,player){
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return player.countMark('xionghuo')>0;
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return player.countMark('xinfu_xionghuo')>0;
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},
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filterTarget:function (card,player,target){
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if(target.hasMark('xionghuo')) return false;
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return player!=target>0;
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filterTarget:function(card,player,target){
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return player!=target&&!target.hasMark('xinfu_xionghuo');
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},
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content:function (){
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player.removeMark('xionghuo',1);
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target.addMark('xionghuo',1);
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content:function(){
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player.removeMark('xinfu_xionghuo',1);
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target.addMark('xinfu_xionghuo',1);
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},
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ai:{
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order:11,
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result:{
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target:function(player,target){
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if((player.countMark('xionghuo')>=2||!game.hasPlayer(function(current){
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return current!=player&&get.attitude(player,current)<0&¤t.hasMark('xionghuo');
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if((player.countMark('xinfu_xionghuo')>=2||!game.hasPlayer(function(current){
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return current!=player&&get.attitude(player,current)<0&¤t.hasMark('xinfu_xionghuo');
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}))&&player.countCards('h',function(card){
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return get.tag(card,'damage')&&player.canUse(card,target,null,true)
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&&player.getUseValue(card)>0&&get.effect_use(target,card,player)>0
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@ -24477,7 +24400,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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})) return 3/Math.max(1,target.hp);
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if((!player.hasUnknown()&&game.countPlayer(function(current){
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return get.attitude(player,current)<0;
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})<=1)||player.countMark('xionghuo')>=2){
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})<=1)||player.countMark('xinfu_xionghuo')>=2){
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return -1;
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}
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return 0;
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@ -24485,7 +24408,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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effect:{
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player:function(card,player,target){
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if(player!=target&&get.tag(card,'damage')&&target&&target.hasMark('xionghuo')&&!target.hasSkillTag('filterDamage',null,{
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if(player!=target&&get.tag(card,'damage')&&target&&target.hasMark('xinfu_xionghuo')&&!target.hasSkillTag('filterDamage',null,{
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player:player,
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card:card,
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})) return [1,0,1,-2];
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@ -24493,41 +24416,107 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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threaten:1.6,
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},
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},
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xionghuo:{
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marktext:"戾",
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marktext:'戾',
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intro:{
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name:'暴戾',
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content:"mark",
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content:'mark',
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},
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locked:true,
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},
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"xionghuo_disable":{
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mod:{
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playerEnabled:function (card,player,target){
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if(card.name=='sha'&&(player.storage.xionghuo_disable&&player.storage.xionghuo_disable.contains(target))) return false;
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group:['xinfu_xionghuo_init','xinfu_xionghuo_damage','xinfu_xionghuo_effect'],
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subSkill:{
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init:{
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audio:'xinfu_xionghuo',
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trigger:{
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global:"phaseBefore",
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player:'enterGame',
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},
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filter:function(event,player){
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return event.name!='phase'||game.phaseNumber==0;
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},
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forced:true,
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locked:false,
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content:function(){
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player.addMark('xinfu_xionghuo',3);
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},
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},
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},
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onremove:true,
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charlotte:true,
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mark:true,
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marktext:"禁",
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intro:{
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content:"本回合内不能对$使用【杀】",
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},
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},
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"xionghuo_low":{
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mod:{
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maxHandcard:function (player,num){
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return num-player.countMark('xionghuo_low');
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damage:{
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audio:"xinfu_xionghuo",
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trigger:{source:'damageBegin1'},
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filter:function(event,player){
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return event.player.countMark('xinfu_xionghuo')>0&&event.player!=player;
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},
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forced:true,
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locked:false,
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logTarget:'player',
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content:function(){
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trigger.num++;
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},
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},
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effect:{
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audio:'xinfu_xionghuo',
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trigger:{global:'phaseUseBegin'},
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filter:function(event,player){
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return event.player.countMark('xinfu_xionghuo')>0&&event.player!=player;
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},
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line:false,
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forced:true,
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locked:false,
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logTarget:'player',
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content:function(){
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'step 0'
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trigger.player.removeMark('xinfu_xionghuo',trigger.player.countMark('xinfu_xionghuo'));
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'step 1'
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var num=get.rand(0,2);
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switch(num){
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case 0:
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player.line(trigger.player,'fire');
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trigger.player.damage('fire');
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trigger.player.addTempSkill('xinfu_xionghuo_disable');
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trigger.player.markAuto('xinfu_xionghuo_disable',[player]);
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break;
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case 1:
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player.line(trigger.player,'water');
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trigger.player.loseHp();
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trigger.player.addMark('xinfu_xionghuo_low',1,false);
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trigger.player.addTempSkill('xinfu_xionghuo_low');
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break;
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case 2:
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player.line(trigger.player,'green');
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var card1=trigger.player.getCards('h').randomGet();
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var card2=trigger.player.getCards('e').randomGet();
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var list=[];
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if(card1) list.push(card1);
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if(card2) list.push(card2);
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if(list.length) player.gain(list,trigger.player,'giveAuto','bySelf');
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break;
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}
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'step 2'
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game.delay();
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},
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},
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disable:{
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mod:{
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playerEnabled:function (card,player,target){
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if(card.name=='sha'&&player.getStorage('xinfu_xionghuo_disable').includes(target)) return false;
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},
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},
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charlotte:true,
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onremove:true,
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mark:true,
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marktext:'禁',
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intro:{content:'不能对$使用【杀】'},
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},
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low:{
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mod:{
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maxHandcard:function (player,num){
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return num-player.countMark('xinfu_xionghuo_low');
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},
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},
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charlotte:true,
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onremove:true,
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mark:true,
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marktext:'减',
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intro:{content:'手牌上限-#'},
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},
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},
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marktext:"减",
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mark:true,
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onremove:true,
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charlotte:true,
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intro:{
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content:"本回合内手牌上限-#",
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},
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},
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xinfu_shajue:{
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@ -24538,15 +24527,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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forced:true,
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content:function(){
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player.addMark('xionghuo',1);
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if(trigger.player.hp<0&&trigger.parent.name=='damage'&&get.itemtype(trigger.parent.cards)=='cards'&&get.position(trigger.parent.cards[0],true)=='o'){
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player.addMark('xinfu_xionghuo',1);
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if(trigger.player.hp<0&&get.itemtype(trigger.parent.cards)=='cards'&&get.position(trigger.parent.cards[0],true)=='o'){
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player.gain(trigger.parent.cards,'gain2');
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}
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},
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},
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xinfu_jianjie:{
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audio:3,
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},
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xinfu_jianjie:{audio:3},
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jianjie:{
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group:["jianjie_use","jianjie_die"],
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derivation:['jianjie_huoji','jianjie_lianhuan','jianjie_yeyan'],
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@ -25521,16 +25508,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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"lingren_xingshang_info":"当有角色死亡后,你可以选择一项:1.回复1点体力。2.获得该角色的所有牌。",
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"xinfu_fujian":"伏间",
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"xinfu_fujian_info":"锁定技,结束阶段开始时,你观看一名随机的其他角色的随机X张手牌。(X为场上手牌最少的角色的手牌数)",
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"xinfu_xionghuo":"凶镬",
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"xinfu_xionghuo_info":"游戏开始时,你获得3个“暴戾”标记。出牌阶段,你可以交给一名其他角色一个“暴戾”标记,你对有“暴戾”标记的其他角色造成伤害时,此伤害+1。有“暴戾”的其他角色的出牌阶段开始时,其移去所有“暴戾”标记并随机执行一项:1.受到1点火焰伤害且本回合不能对你使用【杀】;2.失去1点体力且本回合手牌上限-1;3.你随机获得其一张手牌和一张装备区的牌。",
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xionghuo:"凶镬",
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"xionghuo_info":"",
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"xionghuo_disable":"凶镬",
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"xionghuo_disable_info":"",
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"xionghuo_low":"凶镬",
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"xionghuo_low_info":"",
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"xinfu_shajue":"杀绝",
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"xinfu_shajue_info":"锁定技,其他角色进入濒死状态时,你获得一个“暴戾”标记。然后若其体力值小于0,你获得使其进入濒死状态的牌。",
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xinfu_xionghuo:'凶镬',
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xinfu_xionghuo_info:'游戏开始时,你获得3个“暴戾”标记。出牌阶段,你可以交给一名其他角色一个“暴戾”标记。当你对有“暴戾”标记的其他角色造成伤害时,此伤害+1。有“暴戾”标记的其他角色的出牌阶段开始时,其移去所有“暴戾”标记并随机执行一项:1.受到1点火焰伤害且本回合不能对你使用【杀】;2.失去1点体力且本回合手牌上限-1;3.你随机获得其一张手牌和一张装备区的牌。',
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xinfu_shajue:'杀绝',
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xinfu_shajue_info:'锁定技,其他角色进入濒死状态时,你获得一个“暴戾”标记。然后若其体力值小于0,你获得使其进入濒死状态的牌。',
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xinfu_jianjie:"荐杰",
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jianjie:'荐杰',
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jianjie_info:'①你的第一个准备阶段开始时,你令一名其他角色获得“龙印”,然后令另一名其他角色获得“凤印”。②出牌阶段限一次。若当前回合不是你的第一个回合,则你可以移动场上的“龙印”或“凤印”。③拥有“龙印”或“凤印”的其他角色死亡时,你转移该角色的“龙印”和“凤印”。④拥有“龙印”/“凤印”的角色视为拥有〖火计〗/〖连环〗,且同时拥有这两种标记的角色视为拥有〖业炎〗。',
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