完成武将“逄暹”
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9798699921
commit
391b8f8067
1 file changed
+323
-16
+323
-16
@@ -2608,7 +2608,7 @@ game.import("extension", function (lib, game, ui, get, ai, _status) {
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"zioy_sushuang": ["male", "wei", "4/5/1", ['zioy_jietian','zioy_yunshuang'], []],
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"zioy_kaixier": ["female", "qun", "2/4/3", ["zioy_helu"], []],
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"zioy_ji1": ["male", "jin", "3", ["zioy_shimeng",'zioy_heimeng'], ["hiddenSkill"]],
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"zioy_pangxian": ["female", "shu", "3/4/5", ["zioy_bian1","zioy_bian2","zioy_bian3","zioy_bian4","zioy_biandaogui"], ["hiddenSkill"]],
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"zioy_pangxian": ["female", "shu", "20/24", ["zioy_zhu","zioy_bian1","zioy_bian2","zioy_bian3","zioy_bian4","zioy_gui"], ["des:新春特典.2024<br>春风又绿江南岸"]],
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"zioy_tianqi": ["female", "daqin", "2", ["zioy_junling","zioy_junming","zioy_junci","zioy_junnu","zioy_junyun"], ["hiddenSkill"]],
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},
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translate: {
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@@ -9574,11 +9574,316 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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// },
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"_priority":0,
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},
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'zioy_bian1':{},
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'zioy_bian2':{},
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'zioy_bian3':{},
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'zioy_bian4':{},
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'zioy_biandaogui':{},
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'zioy_zhu':{
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group:['zioy_zhu_use','zioy_zhu_damage'],
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locked:true,
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charlotte:true,
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unique:true,
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subSkill:{
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use:{
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trigger:{
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player:["useCardAfter","respondAfter"],
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},
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forced:true,
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filter:()=>true,
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content:function(){
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'step 0'
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event.hp = player.hp
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'step 1'
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let n = player.maxHp - 2 > 4 ? 2 : player.maxHp - 4
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if(n > 0)
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player.loseMaxHp(n)
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'step 2'
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if(event.hp != player.hp){
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var card=trigger.card,cards=[],func=['type2'];
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for(var fn of func){
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var cardx=get.cardPile2(cardxx=>{
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if(get[fn](card,player)==get[fn](cardxx,player)&&!cards.includes(cardxx)&& card.name != cardxx.name){
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return true;
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}
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});
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}
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if(cardx) cards.push(cardx);
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if(cards.length) player.gain(cards,'gain2')
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}
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},
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"_priority":20,
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},
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damage:{
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trigger:{
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player:["damageEnd","loseHpEnd"],
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},
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forced:true,
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filter:()=>true,
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content:function(){
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'step 0'
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event.hp = player.hp
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'step 1'
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let n = player.maxHp - 4 > 2 ? 4 : player.maxHp - 2
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if(n > 0)
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player.loseMaxHp(n)
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'step 2'
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if(event.hp != player.hp){
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if(player.storage.gui_usedSkill.length > 0){
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var skill = player.storage.gui_usedSkill.randomGet()
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player.restoreSkill(skill)
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player.storage.gui_usedSkill = player.storage.gui_usedSkill.filter(s=>{return s!=skill})
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}
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}
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},
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"_priority":24,
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}
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}
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},
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'zioy_bian1':{
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trigger:{
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player:["phaseEnd"],
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},
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forced:false,
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limited:true,
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skillAnimation:true,
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animationColor:"soil",
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check:()=>true,
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filter:()=>true,
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content:function(){
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'step 0'
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player.storage.gui_recordf()
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player.storage.gui_usedSkill.push(event.name)
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player.awakenSkill(event.name)
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'step 1'
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player.chooseTarget(true,function (card, player, target) {
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return target != player;
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},)
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'step 2'
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event.target = result.targets[0]
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event.target.draw(2)
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'step 3'
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event.target.showHandcards()
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let cs = event.target.getCards('h')
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var suits=new Set();
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for(let c of cs){
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var suit=get.suit(c);
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if(suit) suits.add(suit);
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}
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if(suits.size > 3){
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player.insertPhase();
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}
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},
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"_priority":20,
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},
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'zioy_bian2':{
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trigger:{
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source:["damageEnd"],
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},
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forced:false,
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limited:true,
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skillAnimation:true,
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animationColor:"soil",
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check:(event,player)=>player.countCards('h') < event.player.countCards('h'),
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filter:()=>true,
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content:function(){
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'step 0'
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player.storage.gui_recordf()
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player.storage.gui_usedSkill.push(event.name)
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player.awakenSkill(event.name)
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'step 1'
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let cp = player.getCards('h')
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let ct = trigger.player.getCards('h')
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for(let c of ct){
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player.gain(c)
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}
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for(let c of cp){
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trigger.player.gain(c)
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}
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'step 2'
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if(Math.min(2,player.countCards('h')) > 0)
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player.chooseCard('hej',`${get.translation(event.name)}:选择两张牌`,Math.min(2,player.countCards('h')),true)
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'step 3'
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event.cards = []
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if(result&&result.cards)
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event.cards = [...result.cards]
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if(Math.min(2,trigger.player.countCards('h')) > 0)
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trigger.player.chooseCard('hej',`${get.translation(event.name)}:选择两张牌`,Math.min(2,trigger.player.countCards('h')),true)
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'step 4'
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if(result&&result.cards){
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for(let c of result.cards){
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event.cards.push(c)
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}
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}
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player.chooseTarget(true)
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'step 5'
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for(let c of event.cards){
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game.log(c)
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result.targets[0].gain(c)
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}
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},
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"_priority":20,
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},
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'zioy_bian3':{
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enable:"phaseUse",
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forced:false,
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limited:true,
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skillAnimation:true,
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animationColor:"soil",
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filter:()=>true,
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content:function(){
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'step 0'
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player.storage.gui_recordf()
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player.storage.gui_usedSkill.push(event.name)
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player.awakenSkill(event.name)
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'step 1'
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var suits = new Set()
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event.cards = []
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while(1){
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let c = get.cards(1)[0]
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// game.cardsGotoOrdering(c);
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game.log(player,'展示了',c)
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event.cards.push(c)
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let suit=get.suit(c);
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if(suit) suits.add(suit);
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if(suits.size > 3)break;
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}
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'step 2'
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player.chooseButton([`${get.translation(event.name)}:请选择要使用的牌`,event.cards],[1,2]).set("filterButton", function (button) {
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return game.filterPlayer(current=>{
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return lib.filter.targetEnabled2(button.link,player,current);
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}).length != 0;
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})
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'step 3'
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if(result.bool){
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let cs = result.links
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for(let c of cs){
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if(game.filterPlayer(current=>{
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return lib.filter.targetEnabled2(c,player,current);
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}).length != 0){
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player.chooseUseTarget(c,true)
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}else{
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player.gain(c)
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}
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}
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}
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},
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ai: {
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order: 2024,
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result:{
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player:()=>{return 2024}
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}
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},
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},
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'zioy_bian4':{
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trigger:{
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player:["phaseBegin"],
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},
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forced:false,
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limited:true,
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skillAnimation:true,
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animationColor:"soil",
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check:()=>true,
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filter:()=>true,
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content:function(){
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'step 0'
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player.storage.gui_recordf()
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player.storage.gui_usedSkill.push(event.name)
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player.awakenSkill(event.name)
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'step 1'
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player.chooseTarget(true,function (card, player, target) {
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return target != player;
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})
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'step 2'
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event.target = result.targets[0]
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player.chooseToDebate([event.target,player]).set('callback',function(){
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var result=event.debateResult;
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var target=event.getParent(2).target
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if(result.bool&&result.opinion){
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var opinion=result.opinion;
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if(opinion=='red') {
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player.draw(2)
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target.draw(2)
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}
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else{
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for(let p of [player,target]){
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for(let i = 0;i < 4;i++){
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let c = get.cards(1)[0]
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game.log(p,'展示了',c)
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if(game.filterPlayer(current=>{
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return lib.filter.targetEnabled2(c,p,current);
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}).length != 0){
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p.chooseUseTarget(c)
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}
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}
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}
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};
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}else{
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for(let p of [player,target]){
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p.loseHp()
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}
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}
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}).set('target',event.target);
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'step 3'
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},
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"_priority":20,
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},
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'zioy_gui':{
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init:function(player){
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player.storage.gui_recordArray=[]
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player.storage.gui_usedSkill=[]
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player.storage.gui_recordf = function(){
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let c = player.getCards('h'),
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hp = player.hp,
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maxHp = player.maxHp,
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skillMap = [...player.storage.gui_usedSkill];
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player.storage.gui_recordArray.push({
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c: c,hp:hp,maxHp:maxHp,skillMap:skillMap
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})
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}
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},
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filter:function(event,player){
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let countSuit = (arr)=>{
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let suits = new Set()
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for(let c of arr){
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let suit=get.suit(c);
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if(suit) suits.add(suit);
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}
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return suits.size
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}
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let flag1 = game.players.filter(p=>{
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return p != player && p.hp >= player.hp
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}).length != 0
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let flag2 = game.players.filter(p=>{
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return p != player && countSuit(p.getCards('h')) >= countSuit(player.getCards('h'))
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}).length != 0
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let flag3 = player.storage.gui_recordArray.length > 0
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console.log(flag1,flag2,flag3,player.storage.gui_recordArray,player.storage.gui_recordArray.length)
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return flag1 && flag2 && flag3
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},
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trigger:{
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global:'phaseEnd'
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},
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forced:true,
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content:function(){
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'step 0'
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player.discard(player.getCards('h'))
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'step 1'
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let r = player.storage.gui_recordArray[0]
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player.storage.gui_recordArray.splice(0,1)
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for(let c of r.c){
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player.gain(c)
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}
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player.hp = r.hp
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player.maxHp = r.maxHp
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for(let i = 1;i < 5;i++){
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skill = `zioy_bian${i}`
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if(!r.skillMap.includes(skill)){
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player.restoreSkill(skill)
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}
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}
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player.storage.skillMap = r.skillMap
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}
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},
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"zioy_junling":{
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trigger:{
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player:"showCharacterAfter",
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@@ -10195,16 +10500,18 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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"zioy_shimeng_info":'你拥有以下效果,当一名角色死亡或一轮游戏开始时,你按顺序移去你拥有的序号最小的效果。<br>①你使用的牌无法被响应。<br>②你每轮第一次造成的伤害+X。(X=3-游戏轮数)<br>③你的进攻距离+X。(X=3-游戏轮数)<br>④你使用的牌可以额外指定X名角色为目标。(X=3-游戏轮数)<br>⑤你获得你杀死的角色区域内的所有牌。<br>⑥当你造成伤害后,你回复1点体力。<br>⑦当你使用牌时,若时机合法,你可以视为使用一张与你上一次使用的非虚拟非装备牌牌名相同的无属性虚拟牌。',
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"zioy_heimeng":'黑梦',
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"zioy_heimeng_info":'隐匿技,锁定技。当你登场后,你获得你判定区内的牌。',
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"zioy_bian1":'彼岸式Ⅰ',
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"zioy_bian1_info":'限定技,',
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"zioy_bian2":'彼岸式Ⅱ',
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"zioy_bian2_info":'限定技,',
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"zioy_bian3":'彼岸式Ⅲ',
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"zioy_bian3_info":'限定技,',
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"zioy_bian4":'彼岸式Ⅳ',
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"zioy_bian4_info":'限定技,',
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"zioy_biandaogui":'彼岸道归',
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"zioy_biandaogui_info":'锁定技,',
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"zioy_zhu":'烛',
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'zioy_zhu_info':'锁定技。<br>①当你使用或打出牌时,你失去2点体力上限(至多失去至4点),然后若你的体力因此发生变化,你从牌堆中获得1张与你使用/打出的牌类型相同,牌名不同的牌。<br>②当你受到伤害/失去体力时,你失去4点体力上限(至多失去至2点),然后若你的体力因此发生变化,你恢复一个已使用的“彼岸式”。',
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"zioy_bian1":'彼岸式·Ⅰ',
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"zioy_bian1_info":'限定技,回合结束时,你可以令一名其他角色摸2张牌并展示其所有手牌,然后若其手牌中包含4种花色,你进行一个额外的回合。',
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"zioy_bian2":'彼岸式·Ⅱ',
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"zioy_bian2_info":'限定技,当你造成伤害后,你可以与受伤角色交换手牌,然后你与其各选择两张手牌(不足则全选)并令一名角色获得之。',
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"zioy_bian3":'彼岸式·Ⅲ',
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"zioy_bian3_info":'限定技,出牌阶段,你可以重复展示牌堆顶第一张牌直至已展示4种花色,然后你可以使用其中至多2张牌。',
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"zioy_bian4":'彼岸式·Ⅳ',
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"zioy_bian4_info":'限定技,回合开始阶段,你可以与一名角色议事,若结果为:红色,你与其各摸两张牌;黑色:你与其各展示并使用牌堆顶的4张牌;失败:你与其各失去1点体力。',
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"zioy_gui":'归',
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"zioy_gui_info":'①当你发动“彼岸式”时,你立即记录你当前手牌,体力,体力上限,护甲,“彼岸式”已发动状态。<br>②锁定技。一名角色的回合结束时,若你:1.体力值不为场上唯一最多;2.手牌中花色数不为场上唯一最多;3.此技能①效果有记录内容,则你可以将你的手牌,体力,体力上限,护甲,“彼岸式”已发动状态调整至此技能①效果的最早记录相同并删除此次记录。',
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"zioy_junling":'君临',
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"zioy_junling_info":'隐匿技,锁定技。当你登场时,若当前回合角色不为你则终止一切结算,当前回合结束。然后你增加3点体力上限,摸3张牌;其他角色增加2点体力上限,回复2点体力,摸4张牌,并将武将牌翻至背面朝上。',
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"zioy_junming":'君命',
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