调整【武魂】技能过于杂乱的问题

This commit is contained in:
mengxinzxz 2023-11-07 00:31:46 +08:00
parent 3560385b8c
commit dc4bdcdf31
2 changed files with 73 additions and 255 deletions

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@ -41,7 +41,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
shen_taishici:['male','shen',4,['dulie','tspowei'],['wu']], shen_taishici:['male','shen',4,['dulie','tspowei'],['wu']],
shen_guojia:['male','shen',3,['reshuishi','stianyi','resghuishi'],['wei']], shen_guojia:['male','shen',3,['reshuishi','stianyi','resghuishi'],['wei']],
shen_diaochan:['female','shen',3,['meihun','huoxin'],['qun']], shen_diaochan:['female','shen',3,['meihun','huoxin'],['qun']],
shen_guanyu:['male','shen',5,['new_wuhun','wushen'],['shu']], shen_guanyu:['male','shen',5,['wushen','new_wuhun'],['shu']],
shen_zhaoyun:['male','shen',2,['xinjuejing','relonghun'],['shu']], shen_zhaoyun:['male','shen',2,['xinjuejing','relonghun'],['shu']],
shen_zhugeliang:['male','shen',3,['qixing','kuangfeng','dawu'],['shu']], shen_zhugeliang:['male','shen',3,['qixing','kuangfeng','dawu'],['shu']],
shen_lvmeng:['male','shen',3,['shelie','gongxin'],['wu']], shen_lvmeng:['male','shen',3,['shelie','gongxin'],['wu']],
@ -4412,98 +4412,75 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}, },
}, },
wuhun2:{audio:2}, wuhun2:{audio:2},
wuhun21:{ new_wuhun:{
audio:true, audio:'wuhun2',
skillAnimation:true, trigger:{player:'damageEnd'},
animationColor:'soil', filter:function(event,player){
}, return event.source&&event.source.isIn();
wuhun22:{
audio:true,
skillAnimation:true,
animationColor:'soil',
},
wuhun23:{
audio:true,
skillAnimation:true,
animationColor:'soil',
},
"new_wuhun":{
audio:"wuhun2",
group:["new_wuhun_mark","new_wuhun_die","wuhun22","wuhun23"],
trigger:{
player:"damageEnd",
}, },
forced:true, forced:true,
filter:function (event,player){ logTarget:'source',
return event.source!=undefined; content:function(){
trigger.source.addMark('new_wuhun',trigger.num);
}, },
content:function (){ group:'new_wuhun_die',
trigger.source.addMark('new_wuhun_mark',trigger.num); ai:{
threaten:0.01,
notemp:true,
},
marktext:'魇',
intro:{
name:'梦魇',
content:'mark',
onunmark:true,
}, },
subSkill:{ subSkill:{
die:{ die:{
//audio:"wuhun2", audio:'wuhun2',
skillAnimation:true, trigger:{player:'die'},
animationColor:'soil', filter:function(event,player){
trigger:{
player:"die",
},
forced:true,
forceDie:true,
direct:true,
filter:function (event,player){
return game.hasPlayer(function(current){ return game.hasPlayer(function(current){
return current!=player&&current.hasMark('new_wuhun_mark'); return current!=player&&current.hasMark('new_wuhun');
}); });
}, },
content:function (){ forced:true,
"step 0" direct:true,
forceDie:true,
skillAnimation:true,
animationColor:'soil',
content:function(){
'step 0'
var num=0; var num=0;
for(var i=0;i<game.players.length;i++){ for(var i=0;i<game.players.length;i++){
var current=game.players[i]; var current=game.players[i];
if(current!=player&&current.countMark('new_wuhun_mark')>num){ if(current!=player&&current.countMark('new_wuhun')>num){
num=current.countMark('new_wuhun_mark'); num=current.countMark('new_wuhun');
} }
} }
player.chooseTarget(true,'请选择【武魂】的目标',function(card,player,target){ player.chooseTarget(true,'请选择【武魂】的目标','令其进行判定,若判定结果不为【桃】或【桃园结义】,则其死亡',function(card,player,target){
return target!=player&&target.countMark('new_wuhun_mark')==_status.event.num; return target!=player&&target.countMark('new_wuhun')==_status.event.num;
}).set('ai',function(target){ }).set('ai',function(target){
return -get.attitude(_status.event.player,target); return -get.attitude(_status.event.player,target);
}).set('forceDie',true).set('num',num); }).set('forceDie',true).set('num',num);
"step 1" 'step 1'
if(result.bool&&result.targets&&result.targets.length){ if(result.bool){
var target=result.targets[0]; var target=result.targets[0];
event.target=target; event.target=target;
player.logSkill(Math.random()<0.5?'wuhun21':'wuhun22',target); player.logSkill('new_wuhun_die',target);
player.line(target,{color:[255, 255, 0]}); player.line(target,{color:[255, 255, 0]});
game.delay(2); game.delay(2);
} }
"step 2" 'step 2'
target.judge(function(card){ target.judge(function(card){
if(['tao','taoyuan'].contains(card.name)) return 10; if(['tao','taoyuan'].contains(card.name)) return 10;
return -10; return -10;
}).judge2=function(result){ }).judge2=function(result){
return result.bool==false?true:false; return result.bool==false?true:false;
}; };
"step 3" 'step 3'
if(!result.bool){ if(!result.bool) target.die();
lib.element.Player.prototype.die.apply(target,[]);
}
}, },
sub:true,
}, },
mark:{
marktext:"魇",
intro:{
name:"梦魇",
content:"mark",
},
sub:true,
},
},
ai:{
threaten:0.01,
notemp:true,
}, },
}, },
"new_guixin":{ "new_guixin":{
@ -5333,161 +5310,39 @@ game.import('character',function(lib,game,ui,get,ai,_status){
} }
}, },
wuhun:{ wuhun:{
trigger:{ audio:'wuhun2',
player:"damageEnd", trigger:{player:'die'},
},
//alter:true,
filter:function (event,player){
if(event.source==undefined) return false;
if(!get.is.altered('wuhun')) return false
return true;
},
forced:true,
content:function (){
if(!trigger.source.storage.wuhun_mark){
trigger.source.storage.wuhun_mark=0;
}
trigger.source.storage.wuhun_mark+=trigger.num;
trigger.source.syncStorage('wuhun_mark');
trigger.source.markSkill('wuhun_mark');
},
global:["wuhun_mark"],
subSkill:{
mark:{
marktext:"魇",
intro:{
content:"mark",
},
sub:true,
},
},
group:["wuhun2","wuhun4","wuhun5"],
},
wuhun2:{
trigger:{
player:'dieBegin',
},
forced:true,
popup:false,
filter:function (event,player){
for(var i=0;i<game.players.length;i++){
if(game.players[i].storage.wuhun_mark) return true;
}
return false;
},
content:function (){
"step 0"
player.chooseTarget(true,get.prompt('wuhun2'),function(card,player,target){
if(player==target) return false;
if(!target.storage.wuhun_mark) return false;
for(var i=0;i<game.players.length;i++){
if(game.players[i].storage.wuhun_mark>target.storage.wuhun_mark){
return false;
}
}
return true;
}).set('ai',function(target){
return -ai.get.attitude(_status.event.player,target);
});
"step 1"
player.line(result.targets[0],'fire');
result.targets[0].addSkill('wuhun3')
},
ai:{
threaten:0.5,
effect:{
target:function (card,player,target,current){
if(get.tag(card,'damage')){
if(player.hasSkill('jueqing')) return [1,-5];
var hasfriend=false;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=target&&ai.get.attitude(game.players[i],target)>=0){
hasfriend=true;break;
}
}
if(!hasfriend) return;
if(player.hp>2&&ai.get.attitude(player,target)<=0) return [0,2];
return [1,0,0,-player.hp];
}
},
},
},
},
wuhun3:{
audio:3,
trigger:{
global:'dieAfter',
},
forced:true,
content:function (){
"step 0"
player.judge(function(card){
if(card.name=='tao'||card.name=='taoyuan') return 2;
return -2;
})
"step 1"
if(result.judge==-2){
player.die();
}
player.removeSkill('wuhun3');
},
},
wuhun4:{
trigger:{
player:'dieAfter',
},
forced:true,
popup:false,
content:function (){
for(var i=0;i<game.players.length;i++){
if(game.players[i].storage.wuhun_mark){
game.players[i].storage.wuhun_mark=0;
game.players[i].unmarkSkill('wuhun_mark');
}
}
},
},
wuhun5:{
trigger:{player:'dieBegin'},
forced:true,
popup:false,
filter:function(event){ filter:function(event){
if(event.source!=player&&event.source!=undefined&&!get.is.altered('wuhun')) return true return event.source&&event.source.isIn();
return false;
}, },
forced:true,
forceDie:true,
skillAnimation:true,
animationColor:'soil',
logTarget:'source',
content:function(){ content:function(){
trigger.source.addSkill('wuhun6'); var num=trigger.source.getHp();
if(num>0) trigger.source.loseHp(num);
}, },
ai:{ ai:{
threaten:function(player,target){ threaten:function(player,target){
if(target.hp==1) return 0.5; if(target.hp==1){
if(player.getHp()<=0) return 100;
return 0.2;
}
return 0.8;
}, },
effect:{ effect:{
target:function(card,player,target,current){ target:function(card,player,target,current){
if(target.hp<=1&&get.tag(card,'damage')){ if(player.getHp()<=0) return;
if(player.hasSkillTag('jueqing',false,target)) return [1,-5]; if(!target.hasFriend()) return;
if(!target.hasFriend()) return; if(target.hp<=1&&get.tag(card,'damage')) return [1,0,0,-2];
if(player.hp>2&&get.attitude(player,target)<=0) return [0,2]; },
return [1,0,0,-player.hp]; },
} },
}
}
}
}, },
wuhun6:{
audio:3,
trigger:{global:'dieAfter'},
forced:true,
content:function(){
if(player.hp<Infinity){
player.loseHp(player.hp);
}
player.removeSkill('wuhun6');
}
},
guixin:{ guixin:{
audio:2, audio:2,
// alter:true,
trigger:{player:'damageEnd'}, trigger:{player:'damageEnd'},
check:function(event,player){ check:function(event,player){
if(player.isTurnedOver()||event.num>1) return true; if(player.isTurnedOver()||event.num>1) return true;
@ -5502,59 +5357,29 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return num>=2; return num>=2;
}, },
content:function(){ content:function(){
"step 0" 'step 0'
var targets=game.filterPlayer();
targets.remove(player);
targets.sort(lib.sort.seat);
event.targets=targets;
event.count=trigger.num; event.count=trigger.num;
"step 1" 'step 1'
event.num=0; var targets=game.filterPlayer(current=>current!=player).sortBySeat();
player.line(targets,'green'); player.line(targets);
"step 2" player.gainMultiple(targets,'hej');
if(num<event.targets.length){ 'step 2'
if(!get.is.altered('guixin')){
if(event.targets[num].countGainableCards(player,'hej')){
player.gainPlayerCard(event.targets[num],true,'hej');
}
}
else{
var hej=event.targets[num].getCards('hej')
if(hej.length){
var card=hej.randomGet();
player.gain(card,event.targets[num]);
if(get.position(card)=='h'){
event.targets[num].$giveAuto(card,player);
}
else{
event.targets[num].$give(card,player);
}
}
}
event.num++;
event.redo();
}
"step 3"
player.turnOver(); player.turnOver();
"step 4" 'step 3'
event.count--; event.count--;
if(event.count&&player.hasSkill('guixin')){ if(event.count&&player.hasSkill('guixin')){
player.chooseBool(get.prompt2('guixin')); player.chooseBool(get.prompt2('guixin'));
} }
else{ else event.finish();
event.finish(); 'step 4'
} if(event.count&&result.bool) event.goto(1);
"step 5"
if(event.count&&result.bool){
event.goto(1);
}
}, },
ai:{ ai:{
maixie:true, maixie:true,
maixie_hp:true, maixie_hp:true,
threaten:function(player,target){ threaten:function(player,target){
if(target.hp==1) return 2.5; if(target.hp==1) return 2.5;
return 1; return 0.5;
}, },
effect:{ effect:{
target:function(card,player,target){ target:function(card,player,target){
@ -7493,14 +7318,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
longhun_info:'你可以将同花色的X张牌按下列规则使用或打出红桃当【桃】方块当具火焰伤害的【杀】梅花当【闪】黑桃当【无懈可击】X为你当前的体力值且至少为1。', longhun_info:'你可以将同花色的X张牌按下列规则使用或打出红桃当【桃】方块当具火焰伤害的【杀】梅花当【闪】黑桃当【无懈可击】X为你当前的体力值且至少为1。',
juejing_info:'锁定技。①摸牌阶段,你令额定摸牌数+XX为你已损失的体力值。②你的手牌上限+2。', juejing_info:'锁定技。①摸牌阶段,你令额定摸牌数+XX为你已损失的体力值。②你的手牌上限+2。',
wushen:'武神', wushen:'武神',
wushen_info:'锁定技,你的红桃手牌均视为【杀】;锁定技,你使用红桃【杀】无距离和次数限制且不可被响应。', wushen_info:'锁定技。①你的红桃手牌均视为【杀】。②你使用红桃【杀】无距离和次数限制且不可被响应。',
wuhun:'武魂', wuhun:'武魂',
wuhun21:'武魂',
wuhun22:'武魂',
wuhun23:'武魂',
wuhun2:'武魂',
wuhun3:'武魂',
wuhun_info_alter:'锁定技当你受到1点伤害后你令伤害来源获得1枚“梦魇”标记当你死亡时你令拥有最多“梦魇”标记的一名其他角色判定若结果不为【桃】或【桃园结义】则该角色死亡。',
wuhun_info:'锁定技,杀死你的角色立即进入濒死状态。', wuhun_info:'锁定技,杀死你的角色立即进入濒死状态。',
shelie:'涉猎', shelie:'涉猎',
gongxin:'攻心', gongxin:'攻心',
@ -7526,7 +7345,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
shelie_info:'摸牌阶段,你可以改为从牌堆顶亮出五张牌,然后选择获得不同花色的牌各一张。', shelie_info:'摸牌阶段,你可以改为从牌堆顶亮出五张牌,然后选择获得不同花色的牌各一张。',
gongxin_info:'出牌阶段限一次,你可以观看一名其他角色的手牌,并可以展示其中一张红桃牌,然后将其弃置或置于牌堆顶。', gongxin_info:'出牌阶段限一次,你可以观看一名其他角色的手牌,并可以展示其中一张红桃牌,然后将其弃置或置于牌堆顶。',
guixin_info:'当你受到1点伤害后你可以获得每名其他角色区域里的一张牌然后你翻面。', guixin_info:'当你受到1点伤害后你可以获得每名其他角色区域里的一张牌然后你翻面。',
guixin_info_alter:'当你受到1点伤害后你可以随机获得每名其他角色区域里的一张牌然后你翻面。',
qinyin_info:'弃牌阶段结束时若你于此阶段内弃置过两张或更多的牌则你可以选择一项1. 令所有角色各回复1点体力2. 令所有角色各失去1点体力。', qinyin_info:'弃牌阶段结束时若你于此阶段内弃置过两张或更多的牌则你可以选择一项1. 令所有角色各回复1点体力2. 令所有角色各失去1点体力。',
// qinyin_info:'每当你于弃牌阶段内因你的弃置而失去第X张手牌时X至少为2你可以选择一项1.令所有角色各回复1点体力2.令所有角色各失去1点体力。每阶段限一次。', // qinyin_info:'每当你于弃牌阶段内因你的弃置而失去第X张手牌时X至少为2你可以选择一项1.令所有角色各回复1点体力2.令所有角色各失去1点体力。每阶段限一次。',
yeyan_info:'限定技出牌阶段你可以对一至三名角色造成至多共3点火焰伤害你可以任意分配每名目标角色受到的伤害点数若你将对一名角色分配2点或更多的火焰伤害你须先弃置四张不同花色的手牌再失去3点体力。', yeyan_info:'限定技出牌阶段你可以对一至三名角色造成至多共3点火焰伤害你可以任意分配每名目标角色受到的伤害点数若你将对一名角色分配2点或更多的火焰伤害你须先弃置四张不同花色的手牌再失去3点体力。',