commit 3ff62c51560326971e9c4fbd1b9f6422bae1179a
Author: Miao_Spring <539943419@qq.com>
Date: Tue Mar 12 23:19:48 2024 +0800
init
diff --git a/.gitignore b/.gitignore
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+Prettier Fixer.py
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diff --git a/LICENSE b/LICENSE
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--- /dev/null
+++ b/LICENSE
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+ GNU GENERAL PUBLIC LICENSE
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+DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
+PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
+EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
+SUCH DAMAGES.
+
+ 17. Interpretation of Sections 15 and 16.
+
+ If the disclaimer of warranty and limitation of liability provided
+above cannot be given local legal effect according to their terms,
+reviewing courts shall apply local law that most closely approximates
+an absolute waiver of all civil liability in connection with the
+Program, unless a warranty or assumption of liability accompanies a
+copy of the Program in return for a fee.
+
+ END OF TERMS AND CONDITIONS
+
+ How to Apply These Terms to Your New Programs
+
+ If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+ To do so, attach the following notices to the program. It is safest
+to attach them to the start of each source file to most effectively
+state the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+
+ Copyright (C)
+
+ This program is free software: you can redistribute it and/or modify
+ it under the terms of the GNU General Public License as published by
+ the Free Software Foundation, either version 3 of the License, or
+ (at your option) any later version.
+
+ This program is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU General Public License for more details.
+
+ You should have received a copy of the GNU General Public License
+ along with this program. If not, see .
+
+Also add information on how to contact you by electronic and paper mail.
+
+ If the program does terminal interaction, make it output a short
+notice like this when it starts in an interactive mode:
+
+ Copyright (C)
+ This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
+ This is free software, and you are welcome to redistribute it
+ under certain conditions; type `show c' for details.
+
+The hypothetical commands `show w' and `show c' should show the appropriate
+parts of the General Public License. Of course, your program's commands
+might be different; for a GUI interface, you would use an "about box".
+
+ You should also get your employer (if you work as a programmer) or school,
+if any, to sign a "copyright disclaimer" for the program, if necessary.
+For more information on this, and how to apply and follow the GNU GPL, see
+.
+
+ The GNU General Public License does not permit incorporating your program
+into proprietary programs. If your program is a subroutine library, you
+may consider it more useful to permit linking proprietary applications with
+the library. If this is what you want to do, use the GNU Lesser General
+Public License instead of this License. But first, please read
+.
diff --git a/extension.js b/extension.js
new file mode 100644
index 0000000..4ac5d30
--- /dev/null
+++ b/extension.js
@@ -0,0 +1,717 @@
+game.import("extension", function (lib, game, ui, get, ai, _status) {
+ return {
+ name: "超界Ⅱ期",
+ content: function (config, pack) {},
+ precontent: function () {},
+ help: {},
+ config: {},
+ package: {
+ character: {
+ character: {
+ "sup2_luxun": ["male", "wu", 3, ["qianxun", "sup2_lianying"], []],
+ "sup2_caopi": ["male", "wei", "3/4", ["sup2_xingshang", "sup2_fangzhu", "songwei"], []],
+ "sup2_weiyan": ["male", "shu", "2/4/3", ["sup2_kuanggu", "sup2_qimou"], []],
+ "sup_caiwenji": ["female", "qun", 3, ["sup_beige", "sup_duanchang"], []],
+ "sup2_yuanshu": ["male", "qun", 5, ["sup2_yongsi", "sup2_weidi"], []]
+ },
+ translate: {
+ "sup2_luxun": "超陆逊",
+ "sup2_caopi": "超曹丕",
+ "sup2_weiyan": "超魏延",
+ "sup_caiwenji": "超蔡琰",
+ "sup2_yuanshu": "超袁术"
+ }
+ },
+ card: {
+ card: {},
+ translate: {},
+ list: []
+ },
+ skill: {
+ skill: {
+ "sup2_lianying": {
+ audio: "ext:超界Ⅱ期:2",
+ trigger: {
+ player: "loseAfter"
+ },
+ frequent: true,
+ filter(event, player) {
+ return true;
+ if (player.countCards("h")) return false;
+ const evt = event.getl(player);
+ return evt && evt.player == player && evt.hs && evt.hs.length > 0;
+ },
+ async content(event, trigger, player) {
+ player.draw();
+ },
+ ai: {
+ threaten: 0.8,
+ effect: {
+ target(card) {
+ if (card.name == "guohe" || card.name == "liuxinghuoyu") return 0.5;
+ }
+ },
+ noh: true,
+ skillTagFilter(player, tag) {
+ if (tag == "noh") {
+ if (player.countCards("h") != 1) return false;
+ }
+ }
+ },
+ "_priority": 0
+ },
+ "sup2_fangzhu": {
+ audio: "ext:超界Ⅱ期:2",
+ trigger: {
+ player: "damageBegin4"
+ },
+ filtet: function (event, player) {
+ return 1 || player.getDamagedHp() > 0;
+ },
+ direct: true,
+ preHidden: true,
+ content: function () {
+ "step 0"
+ var draw = player.getDamagedHp() + trigger.num;
+ player
+ .chooseTarget(
+ [1, draw],
+ get.prompt("sup2_fangzhu"),
+ "令至多" + draw + "名其他角色翻面" + (draw > 0 ? "并摸" + get.cnNumber(draw) + "张牌" : ""),
+ function (card, player, target) {
+ return 1 || player != target;
+ }
+ )
+ .setHiddenSkill("fangzhu")
+ .set("ai", target => {
+ if (target.hasSkillTag("noturn")) return 0;
+ var player = _status.event.player;
+ var current = _status.currentPhase;
+ var dis = current ? get.distance(current, target, "absolute") : 1;
+ var draw = player.getDamagedHp();
+ var att = get.attitude(player, target);
+ if (att == 0) return target.hasJudge("lebu") ? Math.random() / 3 : Math.sqrt(get.threaten(target)) / 5 + Math.random() / 2;
+ if (att > 0) {
+ if (target.isTurnedOver()) return att + draw;
+ if (draw < 4) return -1;
+ if (current && target.getSeatNum() > current.getSeatNum()) return att + draw / 3;
+ return (10 * Math.sqrt(Math.max(0.01, get.threaten(target)))) / (3.5 - draw) + dis / (2 * game.countPlayer());
+ } else {
+ if (target.isTurnedOver()) return att - draw;
+ if (draw >= 5) return -1;
+ if (current && target.getSeatNum() <= current.getSeatNum()) return -att + draw / 3;
+ return (4.25 - draw) * 10 * Math.sqrt(Math.max(0.01, get.threaten(target))) + (2 * game.countPlayer()) / dis;
+ }
+ });
+ "step 1"
+ if (result.bool) {
+ player.logSkill("fangzhu", result.targets);
+ var draw = player.getDamagedHp();
+ if (draw == 0) {
+ draw = 1;
+ //return event.finish()
+ }
+ for (let target of result.targets) {
+ if (draw > 0) target.draw(draw);
+ target.turnOver();
+ }
+ }
+ },
+ ai: {
+ maixie: true,
+ "maixie_hp": true,
+ effect: {
+ target: function (card, player, target) {
+ if (get.tag(card, "damage")) {
+ if (player.hasSkillTag("jueqing", false, target)) return [1, -2];
+ if (target.hp <= 1) return;
+ if (!target.hasFriend()) return;
+ var hastarget = false;
+ var turnfriend = false;
+ var players = game.filterPlayer();
+ for (var i = 0; i < players.length; i++) {
+ if (get.attitude(target, players[i]) < 0 && !players[i].isTurnedOver()) {
+ hastarget = true;
+ }
+ if (get.attitude(target, players[i]) > 0 && players[i].isTurnedOver()) {
+ hastarget = true;
+ turnfriend = true;
+ }
+ }
+ if (get.attitude(player, target) > 0 && !hastarget) return;
+ if (turnfriend || target.hp == target.maxHp) return [0.5, 1];
+ if (target.hp > 1) return [1, 0.5];
+ }
+ }
+ }
+ },
+ "_priority": 0
+ },
+ "sup2_xingshang": {
+ audio: "ext:超界Ⅱ期:2",
+ trigger: {
+ global: "die"
+ },
+ filter: function (event, player) {
+ return player.isDamaged() || event.player.countCards("he") > 0;
+ },
+ direct: true,
+ content: function () {
+ "step 0"
+ var choice = [];
+ if (player.isDamaged()) choice.push("回复体力");
+ if (trigger.player.countCards("he")) choice.push("获得牌");
+ choice.push("cancel2");
+
+ player.logSkill(event.name, trigger.player);
+ if (1 || result.control == "获得牌") {
+ event.togain = trigger.player.getCards("he");
+ player.gain(event.togain, trigger.player, "giveAuto", "bySelf");
+ }
+ player.recover();
+ "step 1"
+ player.damage("nosource");
+ },
+ "_priority": 0
+ },
+ "sup2_kuanggu": {
+ audio: "kuanggu",
+ audioname: ["re_weiyan", "ol_weiyan"],
+ trigger: {
+ source: "damageSource"
+ },
+ filter: function (event, player) {
+ return event.num > 0;
+ },
+ frequent: true,
+ preHidden: true,
+ mod: {
+ cardUsable: function (card, player, num) {
+ if (card.name == "sha") return num + player.storage.sup2_kuanggu_num;
+ }
+ },
+ init: function (player) {
+ player.storage.sup2_kuanggu_num = 0;
+ },
+ content: function () {
+ "step 0"
+ event.num = trigger.num;
+ "step 1"
+ if (player.hp == player.maxHp) player.changeHujia(1);
+ player.recover();
+ player.draw([1, 2].randomGet());
+ player.storage.sup2_kuanggu_num += 1;
+ "step 2"
+
+ event.num--;
+ if (event.num > 0) {
+ event.goto(1);
+ }
+ },
+ group: "sup2_kuanggu_1",
+ subSkill: {
+ "1": {
+ trigger: {
+ global: "phaseEnd"
+ },
+ direct: true,
+ content: function () {
+ player.storage.sup2_kuanggu_num = 0;
+ },
+ sub: true,
+ "_priority": 0
+ }
+ },
+ "_priority": 0
+ },
+ "sup2_qimou": {
+ unique: true,
+ limited: true,
+ audio: "ext:超界Ⅱ期:2",
+ enable: "phaseUse",
+ filter: function (event, player) {
+ return !player.storage.sup2_qimou;
+ },
+ init: function (player) {
+ player.storage.sup2_qimou = false;
+ },
+ mark: true,
+ intro: {
+ content: "limited"
+ },
+ skillAnimation: true,
+ animationColor: "orange",
+ content: function () {
+ "step 0"
+ player.loseMaxHp();
+ "step 1"
+ var num = Math.min(player.maxHp - 1, player.hp + player.hujia - 1);
+ if (player.countCards("hs", { name: ["tao", "jiu"] })) {
+ num -= -parseInt(player.countCards("hs", { name: ["tao", "jiu"] }) / 2);
+ }
+ var map = {};
+ var list = [];
+ for (var i = 1; i <= player.hp + player.hujia; i++) {
+ var cn = get.cnNumber(i, true);
+ map[cn] = i;
+ list.push(cn);
+ }
+ event.map = map;
+ player.awakenSkill("sup2_qimou");
+ player.storage.sup2_qimou = true;
+ player
+ .chooseControl(list, function () {
+ return get.cnNumber(_status.event.goon, true);
+ })
+ .set("prompt", "对自己造成任意点伤害")
+ .set("goon", num);
+ "step 2"
+ event.num = event.map[result.control] || 1;
+ //player.storage.reqimou2=num;
+ player.damage(event.num);
+ "step 2"
+ player.loseHp(event.num);
+ //player.draw(num);
+ //player.addTempSkill('reqimou2');
+ },
+ ai: {
+ order: 14,
+ result: {
+ player: function (player) {
+ if (player.hp + player.hujia < 3) return false;
+ var mindist = player.hp;
+ if (player.countCards("hs", card => player.canSaveCard(card, player))) mindist++;
+ if (
+ game.hasPlayer(function (current) {
+ return (
+ get.distance(player, current) <= mindist &&
+ player.canUse("sha", current, false) &&
+ get.effect(current, { name: "sha" }, player, player) > 0
+ );
+ })
+ ) {
+ return 1;
+ }
+ return 0;
+ }
+ }
+ },
+ "_priority": 0
+ },
+ "sup_beige": {
+ audio: "beige",
+ audioname: ["ol_caiwenji"],
+ trigger: {
+ global: ["damageEnd", "dying"]
+ },
+ logTarget: "player",
+ filter: function (event, player) {
+ return event.player.isIn();
+ },
+ "_priority": -13235,
+ check: function (event, player) {
+ if(event.player !== player && event.player.hp > 0)return false
+ let att = get.attitude(player, event.player);
+ //if (event.player.hasSkill("xinleiji")) return att > 0;
+ //if (att > 0 || event.player.isHealthy()) return true;
+ //if (!event.source) return true;
+
+ let att1 = get.attitude(player, event.source);
+ //game.log(att,att1)
+ return att > 0 && att1 < 0
+ //return att <= 0 || event.source.isTurnedOver();
+ },
+ mark: true,
+ marktext: "歌",
+ intro: {
+ markcount: "expansion",
+ mark: function (dialog, storage, player) {
+ var cards = player.getExpansions("sup_beige");
+ if (!cards) cards = [];
+ if (player.isUnderControl(true) && cards.length != 0) dialog.addAuto(cards);
+ else return "共有" + get.cnNumber(cards.length) + "张牌";
+ }
+ },
+ init:()=>{game.addGlobalSkill('sup_beige_hm')},
+ content: function () {
+ "step 0"
+ event.num1 = 0;
+ "step 1"
+ suits = new Set();
+ cards1 = player.getExpansions("sup_beige");
+ for (var i of cards1) {
+ suits.add(get.suit(i, player));
+ }
+ if (suits.size >= 4) {
+ event.goto(2);
+ } else {
+ num = 4 - suits.size;
+ player
+ .chooseCard("h", false, [1, num], "悲歌:你可以选择至多" + num + "张花色各不相同的手牌", (card, player) => {
+ // if(!ui.selected.cards.length) return true;
+ var suit = get.suit(card);
+ for (var i of ui.selected.cards) {
+ if (get.suit(i, player) == suit) return false;
+ }
+ for (var i of player.getExpansions("sup_beige")) {
+ if (get.suit(i, player) == suit) return false;
+ }
+ return true;
+ })
+ .set("complexCard", true)
+ .set("ai", card => 6);
+ }
+ "step 2"
+ if (result.bool&&result.cards) {
+ suits = new Set();
+ cards1 = player.getExpansions("sup_beige");
+ for (var i of cards1) {
+ suits.add(get.suit(i, player));
+ }
+ flag = true
+ for(let c of result.cards){
+ if(suits.has(get.suit(c,player)))flag = false
+ }
+ if(flag)player.addToExpansion("giveAuto", result.cards, player).gaintag.add("sup_beige");
+ }
+ "step 3"
+ cards1 = player.getExpansions("sup_beige");
+ event.total = cards1.length;
+ event.num = 0;
+ "step 4"
+ event.target = trigger.player;
+ event.source = trigger.source;
+ trigger.player.judge(card => {
+ for (let c of player.getExpansions("sup_beige")) {
+ if (get.suit(card) == get.suit(c)) return 1.5;
+ }
+ return -1.5;
+ });
+ "step 5"
+ event.judgeResult = get.copy(result);
+ "step 6"
+ target = event.target;
+ source = event.source;
+ suits = new Set();
+ cards1 = player.getExpansions("sup_beige");
+ for (var i of cards1) {
+ suits.add(get.suit(i, player));
+ }
+ if (suits.has(event.judgeResult.suit)) {
+ for (var i of cards1) {
+ if(player !== target && get.suit(i, player)==event.judgeResult.suit){
+ target.gain(i,'gain2').gaintag.add('sup_beige');
+ };
+ }
+ switch (event.judgeResult.suit) {
+ case "heart":
+ if (target.isIn() && target.isDamaged()) target.recover();
+ player.recover();
+ break;
+ case "diamond":
+ if (target.isIn()) target.draw(2);
+ player.draw(2);
+ break;
+ case "spade":
+ if (source && source.isIn() && !source.isTurnedOver()) source.turnOver();
+ player.addExpose(0.1);
+ break;
+ case "club":
+ if (source && source.isIn() && source.countCards("hej") > 0) target.gainPlayerCard("hej", source, true);
+ player.addExpose(0.1);
+ break;
+ }
+ }
+ "step 7"
+ target = event.target;
+ source = event.source;
+ suits = new Set();
+ cards1 = player.getExpansions("sup_beige");
+ for (var i of cards1) {
+ suits.add(get.suit(i, player));
+ }
+ if (suits.has(event.judgeResult.suit) && event.judgeResult.suit == "club") {
+ if (source && source.isIn() && source.countCards("hej") > 0) player.gainPlayerCard("hej", source, true);
+ }
+ "step 8"
+ event.num++;
+ // game.log(event.num , event.total,event.num < event.total)
+ if (event.num < event.total) event.goto(4);
+ "step 9"
+ event.num1++;
+ //game.log(event.num1, trigger.num, trigger.name);
+ if (event.num1 < trigger.num && trigger.name != "dying") event.goto(1);
+ },
+ subSkill:{
+ hm:{
+ mod:{
+ ignoredHandcard:function(card,player){
+ if(card.hasGaintag('sup_beige')){
+ return true;
+ }
+ },
+ cardDiscardable:function(card,player,name){
+ if(name=='phaseDiscard'&&card.hasGaintag('sup_beige')){
+ return false;
+ }
+ },
+ },
+ }
+ }
+ },
+ "sup_duanchang": {
+ audio: 2,
+ audioname: ["re_caiwenji", "ol_caiwenji"],
+ trigger: {
+ player: "dying"
+ },
+ forced: true,
+ forceDie: true,
+ locked: true,
+ // skillAnimation: true,
+ // animationColor: "gray",
+ filter: function (event, player) {
+ return event.source && event.source.isIn() && !player.storage.sup_duanchang_pArray.includes(event.source);
+ },
+ init: function (p) {
+ p.storage.sup_duanchang_pArray = [];
+ },
+ content: function () {
+ trigger.source.addSkill("sup_duanchang_baiban");
+ player.storage.sup_duanchang_pArray.push(trigger.source);
+ },
+ logTarget: "source",
+ ai: {
+ "maixie_defend": true,
+ threaten: function (player, target) {
+ if (target.hp == 1) return 0.2;
+ return 1.5;
+ },
+ effect: {
+ target: function (card, player, target, current) {
+ if (!target.hasFriend()) return;
+ if (target.hp <= 1 && get.tag(card, "damage")) {
+ if (player.hasSkillTag("jueqing", false, target)) return 3;
+ return [1, 0, 0, -3 * get.threaten(player)];
+ }
+ }
+ }
+ },
+ group: ["sup_duanchang_removeBaiBan"],
+ subSkill: {
+ removeBaiBan: {
+ trigger: {
+ global: "roundStart"
+ },
+ direct: true,
+ content: function () {
+ for (let p of player.storage.sup_duanchang_pArray) {
+ p.removeSkill("sup_duanchang_baiban");
+ }
+ player.storage.sup_duanchang_pArray = [];
+ }
+ },
+ baiban: {
+ init: function (player, skill) {
+ player.addSkillBlocker(skill);
+ },
+ onremove: function (player, skill) {
+ player.removeSkillBlocker(skill);
+ },
+ charlotte: true,
+ skillBlocker: function (skill, player) {
+ return skill !== "sup_duanchang_baiban";
+ },
+ mark: true,
+ intro: {
+ content: function (storage, player, skill) {
+ var list = player.getSkills(null, false, false).filter(function (i) {
+ return lib.skill.sup_duanchang_baiban.skillBlocker(i, player);
+ });
+ if (list.length) return "失效技能:" + get.translation(list);
+ return "无失效技能";
+ }
+ },
+ "_priority": 0
+ }
+ }
+ },
+ "sup2_yongsi": {
+ audio: "ext:超界Ⅱ期:2",
+ group: ["sup2_yongsi_1", "sup2_yongsi_2"],
+ locked: true,
+ subSkill: {
+ "1": {
+ audio: "drlt_yongsi",
+ trigger: {
+ player: "phaseDrawBegin2"
+ },
+ forced: true,
+ filter: function (event, player) {
+ return !event.numFixed;
+ },
+ content: function () {
+ trigger.num += game.countPlayer();
+ },
+ sub: true,
+ "_priority": 0
+ },
+ "2": {
+ audio: "drlt_yongsi",
+ trigger: {
+ player: "phaseUseEnd"
+ },
+ forced: true,
+ filter: function (event, player) {
+ var num = 0;
+ player.getHistory("sourceDamage", function (evt) {
+ if (evt.getParent("phaseUse") == event) num += evt.num;
+ });
+ return !num || num > 1;
+ },
+ content: function () {
+ var numx = 0;
+ player.getHistory("sourceDamage", function (evt) {
+ if (evt.getParent("phaseUse") == trigger) numx += evt.num;
+ });
+ if (!numx) {
+ var num = player.hp - player.countCards("h");
+ if (num > 0) player.draw(num);
+ } else {
+ player.addTempSkill("drlt_yongsi1", { player: "phaseDiscardAfter" });
+ }
+ },
+ sub: true,
+ "_priority": 0
+ }
+ },
+ "_priority": 0
+ },
+ "sup2_weidi": {
+ audio: "ext:超界Ⅱ期:2",
+ forceaudio: true,
+ unique: true,
+ zhuSkill: false,
+ trigger: {
+ player: "phaseDiscardBegin"
+ },
+ direct: true,
+ filter: function (event, player) {
+ //if(!player.hasZhuSkill('drlt_weidi')) return false;
+ return (
+ player.needsToDiscard() > 0 &&
+ game.countPlayer(function (current) {
+ return current != player && current.group != "qun555";
+ }) > 0
+ );
+ },
+ content: function () {
+ "step 0"
+ var num = Math.min(
+ player.needsToDiscard(),
+ // game.countPlayer(function (target) {
+ // return target != player; //&&target.group=='qun';
+ // })
+ );
+ if (num) {
+ player.chooseCardTarget({
+ prompt: get.prompt("sup2_weidi"),
+ prompt2:
+ "你可以将" +
+ (num > 1 ? "至多" : "") +
+ get.cnNumber(num) +
+ "张手牌交给等量的其他角色。先按顺序选中所有要给出的手牌,然后再按顺序选择等量的目标角色",
+ selectCard: [1, num],
+ selectTarget: function () {
+ return 1;
+ return ui.selected.cards.length;
+ },
+ filterTarget: function (card, player, target) {
+ return target != player; //&&target.group=='qun';
+ },
+ complexSelect: true,
+ filterOk: function () {
+ return ui.selected.cards.length > 0 && ui.selected.targets.length == 1;
+ },
+ ai1: function (card) {
+ var player = _status.event.player;
+ var value = get.value(card, player, "raw");
+ if (
+ game.hasPlayer(function (target) {
+ return (
+ target != player &&
+ target.group != "qun555" &&
+ !ui.selected.targets.includes(target) &&
+ get.sgn(value) == get.sgn(get.attitude(player, target))
+ );
+ })
+ )
+ return 1 / Math.max(1, get.useful(card));
+ return 0.5;
+ },
+ ai2: function (target) {
+ var player = _status.event.player;
+ var card = ui.selected.cards[ui.selected.targets.length];
+ //if(card&&get.value(card,player,'raw')<0) return -get.attitude(player,target);
+ return get.attitude(player, target);
+ }
+ });
+ } else event.finish();
+ "step 1"
+ if (result.bool && result.cards.length > 0) {
+ var list = [];
+ for (var i = 0; i < result.targets.length; i++) {
+ var target = result.targets[i];
+ var card = result.cards[i];
+ list.push([target, card]);
+ }
+ player.logSkill("drlt_weidi", result.targets);
+ game
+ .loseAsync({
+ gain_list: list,
+ player: player,
+ cards: result.cards,
+ giver: player,
+ animate: "giveAuto"
+ })
+ .setContent("gaincardMultiple");
+ } else event.finish();
+ "step 2"
+ if (player.needsToDiscard() > 0) event.goto(0);
+ },
+ "_priority": 0
+ }
+ },
+ translate: {
+ "sup2_lianying": "连营",
+ "sup2_lianying_info": "当你失去牌时,你可以摸一张牌。",
+ "sup2_fangzhu": "放逐",
+ "sup2_fangzhu_info": "当你即将受到伤害时,你可令至多X名角色摸X张牌(X为你已损失的体力值+即将受到的伤害),然后这些角色依次将武将牌翻面。",
+ "sup2_xingshang": "行殇",
+ "sup2_xingshang_info": "当其他角色死亡后,你可以回复2点体力并获得其所有牌,然后你受到1点无来源伤害。",
+ "sup2_kuanggu": "狂骨",
+ "sup2_kuanggu_info": "当你造成1点伤害后,你可以回复1点体力(若你未受伤则改为获得1点护甲)并摸随机1-2张牌,然后你本回合可以额外使用一张【杀】。",
+ "sup2_qimou": "奇谋",
+ "sup2_qimou_info": "限定技,出牌阶段,你可以失去1点体力上限,然后对自己造成至多X点伤害并失去等量体力(X为你当前体力值与护甲值总和)。",
+ "sup_beige": "悲歌",
+ "sup_beige_info":
+ "①当有角色受到1点伤害或进入濒死状态后,你可将任意张花色各不相同且与“歌”的花色各不相同的手牌置于武将牌上,称为“歌”,然后令其进行X次判定(X为你“歌”的数量)。对于每次判定结果,若判定结果花色存在于“歌”中:若受伤角色不为你则其获得对应花色的“歌”,然后根据花色执行以下的一个选项:
♥:你与其各回复1点体力
♦:你与其各摸2张牌
♣:你与其各获得伤害来源区域内的1张牌
♠:伤害来源将武将牌翻至背面朝上
②场上角色从“歌”中获得的牌不计入手牌上限。",
+ "sup_duanchang": "断肠",
+ "sup_duanchang_info": "锁定技,令你进入濒死阶段的角色当前的所有技能失效。一轮游戏开始时,你恢复场上以此法失效的技能。",
+ "sup2_yongsi": "庸肆",
+ "sup2_yongsi_info":
+ "锁定技,摸牌阶段,你额外摸X张牌(X为当时场上人数);出牌阶段结束时,若你本回合:1.没有造成伤害,将手牌摸至当前体力值;2.造成的伤害超过1点,本回合手牌上限改为已损失体力值。",
+ "sup2_weidi": "伪帝",
+ "sup2_weidi_info":
+ "弃牌阶段开始时,若你的手牌数大于手牌上限,则你可以将至多X张手牌交给1名其他角色。然后若X大于0,你可重复此流程(X为你的手牌数与手牌上限之差)。"
+ }
+ },
+ intro: "",
+ author: "喵喵",
+ diskURL: "",
+ forumURL: "",
+ version: "1.0"
+ },
+ files: { "character": ["sup2_luxun.jpg", "sup2_caopi.jpg", "sup2_weiyan.jpg", "sup_caiwenji.jpg"], "card": [], "skill": [], "audio": [] }
+ };
+});
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