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KJ2.js
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KJZR = function (lib, game, ui, get, ai, _status) {
game.KJimport("extension", function (lib, game, ui, get, ai, _status) {
return {
name: "KJ2", content: function (config, pack) {
lib.element.player.changePhasen = function (name) {
if (!name.length) return;
if (!this.name && !this.name) return;
if (name.contains(true)) {
this.changePhasenAllthetime = true;
name.remove(true);
}
if (!this.truephase) this.truephase = this.phase;
this.phase = function (skill) {
var next = game.createEvent('phase');
next.player = this;
this.changePhasenorder = name;
this.changePhasenordermarks = name.slice(0);
this.markSkill('_changePhasen');
if (get.mode() == "guozhan") next.setContent(this.name1 + 'changePhasen');
else next.setContent(this.name + 'changePhasen');
if (!_status.roundStart) {
_status.roundStart = this;
}
if (skill) {
next.skill = skill;
}
return next;
}
if (get.mode() == "guozhan") var b = this.name1;
else var b = this.name;
lib.element.content[b + 'changePhasen'] = function () {
"step 0"
var name = player.changePhasenorder[0];
if (!player[name]) event.goto(2);
player[name]();
"step 1"
if (player.changePhasenorder[0] == "phaseDraw") {
if (!player.noPhaseDelay) {
if (player == game.me) {
game.delay();
}
else {
game.delayx();
}
}
}
if (player.changePhasenorder[0] == "phaseUse") {
game.broadcastAll(function () {
if (ui.tempnowuxie) {
ui.tempnowuxie.close();
delete ui.tempnowuxie;
}
});
}
if (player.changePhasenorder[0] == "phaseDiscard") {
if (!player.noPhaseDelay) game.delayx();
}
"step 2"
player.changePhasenorder.splice(0, 1);
if (player.changePhasenorder.length <= 0) {
delete player.using;
delete player._noSkill;
if (!player.changePhasenAllthetime) {
player.phase = player.truephase;
player.unmarkSkill('_changePhasen');
}
return;
}
else event.goto(0);
}
}
lib.translate.phaseZhunbei = "准备阶段";
lib.translate.phaseJudge = "判定阶段";
lib.translate.phaseDraw = "摸牌阶段";
lib.translate.phaseUse = "出牌阶段";
lib.translate.phaseDiscard = "弃牌阶段";
lib.translate.phaseJieshu = "结束阶段";
lib.translate._changePhasen = '回合顺序';
lib.skill._changePhasen = {
mark: true,
popup: false,
forced: true,
nobracket: true,
superCharlotte: true,
unique: true,
intro: {
content: function (content, player) {
var str = '';
if (player.changePhasenordermarks) {
str = '你现在的回合内阶段顺序分别为:<br>' + get.translation(player.changePhasenordermarks[0]);
for (var i = 1; i < player.changePhasenordermarks.length; i++) {
str += '、' + get.translation(player.changePhasenordermarks[i]);
}
}
return str;
},
},
}
game.otherUseCardTo = function () {
for (var i = 0; i < arguments.length; i++) {
if (typeof arguments[i] === "number") {
var num = arguments[i];
}
else if (get.itemtype(arguments[i]) == 'players') {
var me = arguments[i];
}
else if (get.itemtype(arguments[i]) == 'player') {
var me = arguments[i];
}
else if (get.itemtype(arguments[i]) == 'card') {
var card = arguments[i];
}
else if ((typeof arguments[i] === "object" && arguments[i].name)) {
var suit, number, nature;
if (arguments[i].suit) {
suit = arguments[i].suit;
} else {
suit = '';
}
if (arguments[i].number) {
number = arguments[i].number;
} else {
number = '';
}
if (arguments[i].nature) {
nature = arguments[i].nature;
} else {
nature = '';
}
var card = game.createCard(arguments[i].name, suit, number, nature);
card.destroyed = true;
}
}//参数
var other = [];
if (!me) var me = game.me;
for (var i = 0; i < game.players.length; i++) {
if (game.players[i] !== me) other.add(game.players[i]);
}
if (typeof num === "undefined") var num = 1;
if (num <= 0) return;
if (num === 1) var players = [other.randomGet()];
else var players = other.randomGets(num);
//随机其他人
for (var i = 0; i < players.length; i++) {
players[i].useCard(card, me);
}
}
lib.skill._kj_mianshan = {
popup: false,
forced: true,
unique: true,
locked: true,
priority: 2020,
trigger: {
player: "damageBefore",
},
filter: function (event, player) {
if (!player.storage._kj_mianshang) return false;
var num = player.storage._kj_mianshang / 100;
return Math.random() <= num;
},
content: function () {
trigger.cancel();
player.$damagepop('免疫', 'unknownx');
game.log(trigger.source, '的攻击被', player, '的免伤抵消了');
},
}
lib.skill._kj_physics = {
popup: false,
forced: true,
unique: true,
locked: true,
priority: 2019,
trigger: {
player: "damageBefore",
},
filter: function (event, player) {
if (!player.storage._kj_physics) return false;
if (player.storage._kj_physics >= 100) player.storage._kj_physics = 100;
var num = player.storage._kj_physics;
var newnum = num / 100;
return Math.random() <= newnum && !event.nature;
},
content: function () {
trigger.cancel();
if (trigger.source) {
game.log(trigger.source, '的攻击被', player, '的物理防御抵消了');
}
player.$damagepop('物防', 'unknownx');
},
}
lib.skill._kj_magic = {
popup: false,
forced: true,
unique: true,
locked: true,
priority: 2019,
trigger: {
player: "damageBefore",
},
filter: function (event, player) {
if (!player.storage._kj_magic) return false;
if (player.storage._kj_magic >= 100) player.storage._kj_magic = 100;
var num = player.storage._kj_magic;
var newnum = num / 100;
return Math.random() <= newnum && event.nature;
},
content: function () {
trigger.cancel();
if (trigger.source) {
game.log(trigger.source, '的攻击被', player, '的法术防御抵消了');
}
player.$damagepop('法防', 'unknownx');
},
}
lib.skill._kj_hitspeed = {
trigger: {
player: "useCardAfter",
},
popup: false,
forced: true,
unique: true,
locked: true,
priority: 4000,
direct: true,
filter: function (event, player) {
if (!player.storage._kj_hitspeed) return false;
if (player.storage._kj_hitspeedstop) return false;
if (player.storage._kj_hitspeed >= 100) player.storage._kj_hitspeed = 100;
if (!event.targets || !event.card) return false;
if (player.storage._kj_hitspeed >= 50 && event.card.name == 'sha') return true;
},
content: function () {
'step 0'
player.storage._kj_hitspeedstop = true;
'step 1'
var num = player.storage._kj_hitspeed / 50;
for (var i = 0; i < num; i++) {
var card = game.createCard(trigger.card.name, trigger.card.suit, trigger.card.number, trigger.card.nature);
card.destroyed = true;
player.useCard(card, (trigger._targets || trigger.targets).slice(0));
}
'step 2'
player.storage._kj_hitspeedstop = false;
},
}
}, precontent: function () {
game.import('character',function(){
var KJ2 = {
name: 'KJ2',
connect: false,
character: {
"gezi_Nyaruko": ["female", "wei", 3, ["gezi_hundun", "gezi_bianshenjiamian"], ["ext:东方project/gezi_Nyaruko.jpg", "des:我是始终面带微笑潜行到你身边的混沌,奈亚拉托提普向你问好。<br>出自:潜行吧,奈亚子!"]],
"gezi_jiamian": ["male", "wei", 3, ["yinghun", "xinyongsi", "jigong", "nzry_kuizhu", "xinfu_zuilun"], ["ext:东方project/gezi_jiamian.jpg", "unseen", "des:《假面骑士》系列是由石森章太郎原作、东映株式会社制作的日本特摄系列英雄故事,至今共有36位(重置系列和番外系列未被算入其中)主角骑士。"]],
"gezi_kezi": ["female", "wei", 4, ["gezi_chiyan", "gezi_huoling"], ["ext:东方project/gezi_kezi.jpg", "des:奈亚子的青梅竹马,病娇似地爱着奈亚子,自称是她的妻子。<br>出自:潜行吧,奈亚子!"]],
"gezi_nep": ["female", "shu", 4, ["gezi_ziling"], ["ext:东方project/gezi_nep.jpg", "des:涅普迪努,又称:涅普缇努(妮普禔努),涅普顿。是《超次元游戏:海王星》、《超次元游戏:海王星mk2》等海王星系列游戏中紫耀之都Planeptune的守护女神。"]],
"gezi_Noire": ["female", "shu", 4, ["gezi_heiling"], ["ext:东方project/gezi_Noire.jpg", "des:诺瓦露,《超次元游戏:海王星》、《神次元游戏:海王星V》等海王星系列游戏的角色之一。Lastation的守护女神,喜欢Cosplay(动画中部分COS角色为今井麻美在其他作品内的角色),是个典型的努力型女神。"]],
},
skill: {
"gezi_ziling": {
audio: "ext:东方project:2",
pop: false,
mark: true,
locked: true,
zhuanhuanji: true,
marktext: "紫",
intro: {
content: function (storage, player, skill) {
if (player.storage.gezi_ziling == true) return '当你造成属性伤害后,获得100免伤。';
return '当你造成非属性伤害后,获得50攻击速度。';
},
},
group: ["gezi_ziling_1", "gezi_ziling_2"],
subSkill: {
"1": {
trigger: {
source: "damageSource",
},
"prompt2": "当你造成非属性伤害后,获得50攻击速度。",
filter: function (event, player) {
if (event._notrigger.contains(event.player)) return false;
return (player.storage.gezi_ziling == false || player.storage.gezi_ziling == undefined) && !event.nature;
},
forced: true,
content: function () {
player.logSkill('gezi_ziling');
player.addSkill('gezi_ziling_3');
player.removeSkill('gezi_ziling_4')
player.storage.gezi_ziling = true;
},
sub: true,
},
"2": {
trigger: {
source: "damageSource",
},
"prompt2": "当你造成属性伤害后,获得100免伤。",
filter: function (event, player) {
if (event._notrigger.contains(event.player)) return false;
return event.nature && player.storage.gezi_ziling == true;
},
forced: true,
content: function () {
player.logSkill('gezi_ziling');
player.addTempSkill('gezi_ziling_4', { player: "phaseBegin" });
player.removeSkill('gezi_ziling_3')
player.storage.gezi_ziling = false;
},
sub: true,
},
},
},
"gezi_ziling_3": {
init: function (player) {
if (!player.storage._kj_hitspeed) {
player.storage._kj_hitspeed = 50;
} else {
player.storage._kj_hitspeed += 50;
}
player.markSkill('gezi_ziling_3');
},
marktext: "攻",
intro: {
name: "攻击速度",
content: function (storage, player) {
return "当前有" + player.storage._kj_hitspeed + "点攻击速度";
},
},
onremove: function (player) {
player.storage._kj_hitspeed -= 50;
player.unmarkSkill('gezi_ziling_3');
},
},
"gezi_ziling_4": {
init: function (player) {
//if (!player.storage._kj_mianshang) {
player.storage._kj_mianshang = 100;
//} else {
// player.storage._kj_mianshang += 100;
//}
player.markSkill('gezi_ziling_4');
},
marktext: "防",
intro: {
name: "免伤",
content: function (storage, player) {
return "当前有" + player.storage._kj_mianshang + "点免伤";
},
},
onremove: function (player) {
player.storage._kj_mianshang -= 100;
player.unmarkSkill('gezi_ziling_4');
},
ai: {
nofire: true,
nothunder: true,
nodamage: true,
effect: {
target: function (card, player, target) {
if (get.tag(card, 'damage')) return 'zerotarget';
},
},
},
},
"gezi_heiling": {
audio: "ext:东方project:2",
pop: false,
mark: true,
locked: true,
zhuanhuanji: true,
marktext: "黑",
intro: {
content: function (storage, player, skill) {
if (player.storage.gezi_heiling == true) return '当你受到属性伤害后,获得100法术防御。';
return '当你受到非属性伤害后,获得100物理防御。';
},
},
group: ["gezi_heiling_1", "gezi_heiling_2"],
subSkill: {
"1": {
trigger: {
player: "damageAfter",
},
"prompt2": "当你受到非属性伤害后,获得100物理防御。",
filter: function (event, player) {
return (player.storage.gezi_heiling == false || player.storage.gezi_heiling == undefined) && !event.nature;
},
forced: true,
content: function () {
player.logSkill('gezi_heiling');
player.addTempSkill('gezi_heiling_3', { player: "phaseBegin" });
player.removeSkill('gezi_heiling_4')
player.storage.gezi_heiling = true;
},
sub: true,
},
"2": {
trigger: {
player: "damageAfter",
},
"prompt2": "当你受到属性伤害后,获得100法术防御。",
filter: function (event, player) {
return player.storage.gezi_heiling == true && event.nature;
},
forced: true,
content: function () {
player.logSkill('gezi_heiling');
player.addSkill('gezi_heiling_4');
player.removeSkill('gezi_heiling_3')
player.storage.gezi_heiling = false;
},
sub: true,
},
},
},
"gezi_heiling_3": {
init: function (player) {
//if (!player.storage._kj_physics) {
player.storage._kj_physics = 100;
//} else {
// player.storage._kj_physics += 100;
//}
player.markSkill('gezi_heiling_3');
},
marktext: "物",
intro: {
name: "物理防御",
content: function (storage, player) {
return "当前有" + player.storage._kj_physics + "点物理防御";
},
},
onremove: function (player) {
player.storage._kj_physics -= 100;
player.unmarkSkill('gezi_heiling_3');
},
ai: {
nodamage: true,
effect: {
target: function (card, player, target) {
if (get.tag(card, 'damage') && !get.tag(card, 'natureDamage')) return 'zerotarget';
},
},
},
},
"gezi_heiling_4": {
init: function (player) {
if (!player.storage._kj_magic) {
player.storage._kj_magic = 100;
} else {
player.storage._kj_magic += 100;
}
player.markSkill('gezi_heiling_4');
},
marktext: "法",
intro: {
name: "法术防御",
content: function (storage, player) {
return "当前有" + player.storage._kj_magic + "点法术防御";
},
},
onremove: function (player) {
player.storage._kj_magic -= 100;
player.unmarkSkill('gezi_heiling_4');
},
ai: {
nofire: true,
nothunder: true,
effect: {
target: function (card, player, target) {
if (get.tag(card, 'damage') && get.tag(card, 'natureDamage')) return 'zerotarget';
},
},
},
},
"gezi_chiyan": {
audio: "ext:东方project:2",
trigger: {
player: "phaseZhunbeiBegin",
},
forced: true,
content: function () {
var arr = ['huogong', 'shatang', 'huoshaolianying', 'linghunzhihuo', 'liuxinghuoyu', 'chiyuxi'];
var arr2 = game.players;
function foo(arr) {
var cloneArr = arr.concat();
cloneArr.sort(function (n1, n2) {
return Math.random() - 0.5;
});
return cloneArr;
}
var cards = foo(arr);
var players = foo(arr2);
for (var i = 0; i < Math.min(cards.length, players.length) ; i++) {
//if (players[i].isAlive()) {
game.otherUseCardTo({ name: cards[i] }, players[i]);
//}
}
},
},
"gezi_huoling": {
audio: "ext:东方project:2",
trigger: {
player: "damageBefore",
},
filter: function (event) {
return event.nature == 'fire';
},
forced: true,
content: function () {
trigger.cancel();
},
ai: {
nofire: true,
effect: {
target: function (card, player, target, current) {
if (get.tag(card, 'fireDamage')) return 0;
},
},
},
},
"gezi_hundun": {
audio: "ext:东方project:2",
trigger: {
global: "gameStart",
player: "phaseAfter",
},
forced: true,
content: function () {
var arr = ['phaseZhunbei', 'phaseDraw', 'phaseUse', 'phaseDiscard', 'phaseJieshu'];
function foo(arr) {
var cloneArr = arr.concat();
cloneArr.sort(function (n1, n2) {
return Math.random() - 0.5;
});
return cloneArr;
}
var str = foo(arr);
game.log(get.translation(player) + '下个回合顺序为' + get.translation(str));
player.changePhasen(str);
},
mod: {
targetEnabled: function (card, player, target) {
if (get.type(card) == 'delay') {
return false;
}
},
},
},
"gezi_bianshenjiamian": {
trigger: {
player: "phaseUseEnd",
},
audio: "ext:东方project:2",
group: "gezi_bianshenjiamian2",
spell: ["gezi_bianshenjiamian3"],
frequent: true,
filter: function (event, player) {
var history = player.getHistory('useCard', function (evt) {
return evt.isPhaseUsing();
});
return history.length <= player.hp;
},
content: function () {
player.Fuka();
},
},
"gezi_bianshenjiamian2": {
trigger: {
player: "phaseDiscardEnd",
},
spell: ["gezi_bianshenjiamian3"],
frequent: true,
filter: function (event, player) {
var cards = [];
player.getHistory('lose', function (evt) {
if (evt.type == 'discard' && evt.getParent('phaseDiscard') == event) cards.addArray(evt.cards2);
});
return cards.length >= player.hp;
},
content: function () {
player.logSkill('gezi_bianshenjiamian');
player.Fuka();
},
},
"gezi_bianshenjiamian3": {
init: function (player) {
var name1 = player.name;
player.reinit(name1, 'gezi_jiamian', false);
player.storage.gezi_bianshenjiamian3 = name1;
},
onremove: function (player) {
var name1 = player.storage.gezi_bianshenjiamian3;
var name2 = player.name;
player.reinit(name2, name1, false);
},
},
},
translate: {
"gezi_Nyaruko": "奈亚子",
"gezi_jiamian": "假面骑士",
"gezi_kezi": "克子",
"gezi_nep": "涅普迪努",
"gezi_Noire": "诺瓦露",
"gezi_hundun": "混沌",
"gezi_hundun_info": "锁定技,你始终跳过判定阶段。游戏开始或你的回合结束后,你随机确定你的下个回合准备/摸牌/出牌/弃牌/结束阶段的顺序。",
"gezi_bianshenjiamian": "假面",
"gezi_bianshenjiamian_info": "符卡技<br><li>发动条件:出牌阶段结束时,你于此阶段内使用的牌数小于等于体力值;或弃牌阶段结束时,你于此阶段内弃置的牌数大于等于体力值。<br><li>符卡效果:变身为假面骑士。<br><li>(假面骑士技能:【英魂】【庸肆】【急攻】【溃诛】【罪论】)",
"gezi_bianshenjiamian2": "假面",
"gezi_bianshenjiamian2_info": "变身为假面骑士",
"gezi_bianshenjiamian3": "假面变身",
"gezi_bianshenjiamian3_info": "",
"gezi_chiyan": "炽焰",
"gezi_chiyan_info": "锁定技,准备阶段,随机角色视为对一名未成为过目标的随机其他角色使用一张未使用过的随机卡牌,直到所有卡牌均使用或所有角色均成为过目标。<br><li>随机卡牌:火攻,火烧联营,沙棠,炽羽袭,流星火羽,灵魂之火。",
"gezi_huoling": "火灵",
"gezi_huoling_info": "锁定技,防止你受到的火焰伤害。",
"gezi_ziling": "紫灵",
"gezi_ziling_info": "转换技,锁定技,①你造成非属性伤害后,提升50攻击速度。②你造成属性伤害后,提升100免伤。<br><li>以此法获得的免伤会在你的回合开始时移除。<br><li>攻速:每50攻速额外结算一次杀的效果<br><li>免伤:你受到伤害时,有X%机率免疫,X为免伤数值",
"gezi_ziling_3": "攻速",
"gezi_ziling_4": "免伤",
"gezi_heiling": "黑灵",
"gezi_heiling_info": "转换技,锁定技,①你受到非属性伤害后,提升100物理防御。②你受到属性伤害后,提升100法术防御。<br><li>以此法获得的物防会在你的回合开始时移除。<br><li>物理防御:受到非属性伤害时,有X%机率免疫,X为物理防御数值<br><li>法术防御:受到属性伤害时,有X%机率免疫,X为法术防御数值",
"gezi_heiling_3": "物防",
"gezi_heiling_4": "法防",
"gezi_heiling_4_info": "",
"gezi_heiling_3_info": "",
"gezi_ziling_4_info": "",
"gezi_ziling_3_info": "",
},
};
return KJ2;
})
lib.config.all.characters.push('KJ2');
if (!lib.config.characters.contains('KJ2')) {
lib.config.characters.remove('KJ2');
};
lib.translate['KJ2_character_config'] = '未来科技';
}, help: {}, config: {}, package: {
character: {
character: {
},
translate: {
},
},
card: {
card: {
},
translate: {
},
list: [],
},
skill: {
skill: {
},
translate: {
},
},
intro: "",
author: "",
diskURL: "",
forumURL: "",
version: "1.0",
}, files: { "character": [], "card": [], "skill": [] }
}
})
}