部分完成技能【笯凰凤】
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@@ -2,7 +2,7 @@ import content from "./content.js";
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import _miaoTool from "./miaoTool.js";
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import { skillFactory } from "./miaoTool.js";
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game.import("extension", function (lib, game, ui, get, ai, _status) {
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const mtool = _miaoTool(lib, game, ui, get, ai, _status);
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const _mt = _miaoTool(lib, game, ui, get, ai, _status);
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return {
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name: "喵喵喵喵",
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content: content(lib, game, ui, get, ai, _status),
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@@ -73,7 +73,7 @@ game.import("extension", function (lib, game, ui, get, ai, _status) {
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zioy_sanjijie: ["male", "qun", "3/3/3", ["zioy_fouzhiyu", "zioy_ningguxi"], []],
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zioy_yuze: ["none", "wei", "2", ["zioy_juhun"], []],
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zioy_luosa: ["male", "wu", "4", ["zioy_minchao", "zioy_kuangyong"]],
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zioy_gold: ["male", "qun", "5", ["zioy_shihunzhuo"]]
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zioy_gold: ["male", "qun", "5", ["zioy_shihunzhuo","zioy_nuhuangfeng","zioy_duwenlei"]]
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},
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translate: {
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"zioy_xixuegui": "弗拉基米尔",
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@@ -8876,17 +8876,17 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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autoTranslate: {
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"name": "世溷浊",
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"info": `<br>
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①游戏开始时,你获得'恒'。<br>
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①游戏开始时,你获得“恒”。<br>
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②当你于出牌阶段使用牌结算结束后,若你当前回合于出牌阶段使用的牌超过log1.4(游戏轮数)张,你结束出牌阶段。<br>
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③你造成/受到不因此技能造成的伤害后,伤害来源受到由你造成的X点伤害(X为你此次造成/受到的伤害/2且向下取整)<br>
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④你造成/受到伤害后,你与伤害来源各获得'空',若其已有'空'则重置'空'的发动次数。<br>
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⑤一名角色于你的回合内失去牌时,你令其获得'舍',若其已有'舍'则重置'舍'的发动次数。<br>
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⑥你的回合开始阶段,以逆时针顺序从你开始的所有角色依次失去'空'与"舍",每有一名角色以此法失去'空',你获得1枚'隙',每有一名角色以此法失去'舍',你获得1枚'嗜'。<br>
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⑦每当你获得4枚'隙',你失去1点体力上限并将体力回复至体力上限。<br>
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⑧每当你获得'嗜'时,你摸一张牌。你的手牌上限-X(X为你'嗜'的数量/3)<br>
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④你造成/受到伤害后,你与伤害来源各获得“空”,若其已有“空”则重置“空”的发动次数。<br>
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⑤一名角色于你的出牌阶段内失去牌时,你令其获得“舍”,若其已有“舍”则重置“舍”的发动次数。<br>
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⑥你的回合开始阶段,以逆时针顺序从你开始的所有角色依次失去“空”与"舍",每有一名角色以此法失去“空”,你获得1枚“隙”,每有一名角色以此法失去“舍”,你获得1枚“嗜”。<br>
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⑦每当你获得4枚“隙”,你失去1点体力上限并将体力回复至体力上限。<br>
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⑧每当你获得“嗜”时,你摸一张牌。你的手牌上限-X(X为你“嗜”的数量/3)<br>
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恒:你的体力上限-1。你的体力上限增加无效。<br>
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空:获得此技能时你失去1点体力,失去此技能时你回复1点体力。当你回复体力时,取消之。此技能在发动2次后被失去。<br>
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舍:获得此技能时你弃置你区域内的1张牌,失去此技能时你摸1张牌。当你获得牌后,你须弃置等量的牌,此技能在发动3次后将被失去。`
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舍:获得此技能时你弃置你区域内的1张牌,失去此技能时你摸1张牌。当你从游戏内获得牌后,你须弃置等量的牌,此技能在发动3次后将被失去。`
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},
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trigger:{
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global:"phaseBefore",
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@@ -8961,10 +8961,11 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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marktext:'舍',
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intro:{
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name:'舍',
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mark:(_,__,player)=>`获得此技能时你弃置你区域内的1张牌,失去此技能时你摸1张牌。当你获得牌后,你须弃置1张牌,此技能在发动${3-player.storage.zioy_shihunzhuo_she_count}次后将被失去。`
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mark:(_,__,player)=>`获得此技能时你弃置你区域内的1张牌,失去此技能时你摸1张牌。当你从游戏内获得牌后,你须弃置1张牌,此技能在发动${3-player.storage.zioy_shihunzhuo_she_count}次后将被失去。`
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},
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init:function(player){
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player.chooseToDiscard(1,'hej')
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if(player.countCards('he') > 0)
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player.chooseToDiscard(1,'hej',true)
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player.storage.zioy_shihunzhuo_she_count = 0
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},
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onremove:function(player){
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@@ -8974,13 +8975,20 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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trigger:{
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player:"gainAfter",
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},
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filter:function(event,player){
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if(player.countCards('he') === 0)return false
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return !(event.fromStorage==true||game.hasPlayer2(function(current){
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var evt=event.getl(current);
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return evt&&evt.xs&&evt.xs.length>0;
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}))
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},
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content:async function(event,trigger,player){
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// const num = trigger.cards.length
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player.chooseToDiscard(1,'he',true)
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player.storage.zioy_shihunzhuo_she_count += 1
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if(player.storage.zioy_shihunzhuo_she_count === 2){
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player.storage.zioy_shihunzhuo_she_count = 0
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player.removeSkill('zioy_shihunzhuo_kong')
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player.removeSkill('zioy_shihunzhuo_she')
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}
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},
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priority:539943419
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@@ -8990,7 +8998,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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marktext:'隙',
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intro:{
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name:'隙',
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mark:(_,__,player)=>`每当你获得4枚'隙',你失去1点体力上限并将体力回复至体力上限。`
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mark:(_,__,player)=>`每当你获得4枚“隙”,你失去1点体力上限并将体力回复至体力上限。`
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},
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},
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shi:{
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@@ -9078,10 +9086,13 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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direct:true,
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filter:function(event,player){
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if(_status.currentPhase!=player) return false;
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return true
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return event.player.isPhaseUsing()
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},
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content:async function(event,trigger,player){
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const target = trigger.player
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if(!target){
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return
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}
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if(target.hasSkill('zioy_shihunzhuo_she')){
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target.storage.zioy_shihunzhuo_she_count = 0
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}else{
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@@ -9155,6 +9166,129 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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priority:7058211
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}
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}
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},
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zioy_nuhuangfeng:{
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autoTranslate: {
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"name": "笯凰凤",
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"info": `回合结束阶段:<br>
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若你未处于【灵降】状态且场上存在未拥有“恒”的其他角色,你须选择一名未拥有“恒”的其他角色,你令其获得“恒”并根据你选择的角色进入【灵降】状态。<br>
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若你未处于【灵降】状态且场上所有角色均已拥有“恒”,你进入【常灭】状态并进行3个额外的回合。<br>
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<br>【灵降】状态具有以下特性:<br>
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①进入【灵降】状态时,记录你当前的体力,体力上限,区域内的牌。然后将你区域内的所有牌移出游戏。将你的武将牌替换为你进入【灵降】状态时选择的角色的武将牌。
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将你的体力,体力上限调整为与该角色游戏开始时相等。你获得其所有技能并摸4张牌。<br>
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②【灵降】状态下你即将进入濒死状态时,取消之,改为退出【灵降】状态。<br>
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③退出【灵降】状态时,你失去你区域内的所有牌,失去你于【灵降】状态期间获得的所有技能,将武将牌替换为进入【灵降】状态前的武将牌。将你当前的体力,体力上限
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调整为于进入【灵降】状态前相等。然后将进入【灵降】前区域内的牌移入相应位置。<br>`
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},
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init:function(player){
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player.storage.zioy_nuhuangfeng_status = null
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},
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direct:true,
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trigger:{
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player:'phaseEnd'
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},
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filter(event,player){
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return player.storage.zioy_nuhuangfeng_status === null
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},
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async content(_e,_t,player){
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const noneHasHeng = game.players.reduce((f,v)=>{return f && v.hasSkill('zioy_shihunzhuo_heng')},true)
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if(!noneHasHeng){
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// 选择角色进行【灵降】
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const { result } = await player
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.chooseTarget(
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(card, player, target) => target !== player && !target.hasSkill('zioy_shihunzhuo_heng'),
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1,
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true,
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`选择1名未拥有“恒”的其他角色以进入【灵降】状态`
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)
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.set("ai", target => {
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var att = get.attitude(player, target);
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return -att;
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});
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const target = result.targets[0]
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target.addSkill('zioy_shihunzhuo_heng')
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player.storage.zioy_nuhuangfeng_storage = {
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hp: player.hp,
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maxHp: player.maxHp,
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skills: [...player.skills],
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card:{
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h:[...player.getCards('h')],
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e:[...player.getCards('e')],
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j:[...player.getCards('j')]
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},
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name: player.name2 === 'zioy_gold' ? player.node.name2.innerHTML : player.node.name.innerHTML,
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group:player.group
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}
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player.addToExpansion(player.getCards('hej')).gaintag.add('zioy_nuhuangfeng_gainLingJiang');
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const targetInfo = lib.character[target.name1]
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player.hp = get.infoHp(targetInfo[2]);
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player.maxHp = get.infoMaxHp(targetInfo[2]);
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// player.hujia = get.infoHujia(targetInfo[2]);
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player.draw(4)
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const skills = [...targetInfo[3]];
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for(let skill of skills){
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player.addSkill(skill)
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}
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_mt.player.changeAvatar(player, target.name, 'zioy_gold')
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_mt.player.setName(player,`灵降·${target.node.name.innerHTML}`, 'zioy_gold')
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player.changeGroup(target.group)
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player.storage.zioy_nuhuangfeng_status = 'lingjiang'
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// 退出灵降
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player.exitLingjiang = ()=>{
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player.discard(player.getCards('hej'))
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const storage = player.storage.zioy_nuhuangfeng_storage
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const rmSkills = [...player.skills].filter(v=>!storage.skills.includes(v))
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for(let s of rmSkills){
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player.removeSkill(s)
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}
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player.hp = storage.hp
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player.maxHp = storage.maxHp
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for(let s of storage.skills){
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if(!player.hasSkill(s)){
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player.addSkill(s)
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}
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}
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for(let c of storage.card.e){
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player.equip(c)
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}
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for(let c of storage.card.j){
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player.addJudge(c)
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}
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player.gain(storage.card.h, 'fromStorage')
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player.changeGroup(storage.group)
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_mt.player.changeAvatar(player, 'zioy_gold', 'zioy_gold')
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_mt.player.setName(player,`${storage.name}`, 'zioy_gold')
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player.storage.zioy_nuhuangfeng_status = null
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}
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}else{
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}
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},
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autoSubSkill:{
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lin_dyingBefore:{
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trigger:{
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player:'dyingBefore'
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},
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direct:true,
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_priority:5399439705821,
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filter(_e,player){
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return player.storage.zioy_nuhuangfeng_status === 'lingjiang'
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},
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async content(_e,_t,player){
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player.exitLingjiang()
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}
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}
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}
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},
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zioy_duwenlei:{
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autoTranslate: {
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"name": "独抆泪",
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"info": `你即将死亡时,若满足:<br>
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1.你当前体力大于0<br>
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2.你于【常灭】状态下杀死至少3名其他角色<br>
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其中任意条,则终止死亡,你失去【常灭】状态并获得〖规神舞〗。<br>
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若均不满足,你令一名死亡角色复活并回复所有体力,获得你所有牌。`
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},
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}
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},
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translate: {
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+60
-14
@@ -29,21 +29,67 @@ export default (lib, game, ui, get, ai, _status) => {
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},
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watch: function (obj, key, callback) {},
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game: {},
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player: {},
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/**
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* Description 角色相关操作
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*/
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player: {
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/**
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* Description 更换角色的头像
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* @param {Player} player 需要更换头像的玩家
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* @param {string} imageSource 图片源,可以为角色名(player.name)
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* @param {number|string} replace 要替代的,默认为1(单将模式不用管)
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* @returns {null} 无返回
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*/
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changeAvatar(player, imageSource, replace) {
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if (replace && (player.name2 === replace || replace === 2)) {
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player.node.avatar2.setBackground(imageSource, "character");
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} else {
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player.node.avatar.setBackground(imageSource, "character");
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}
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},
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/**
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* Description 为角色设置用于显示的名称(如吕布,貂蝉等)
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* @param {Player} player 要设置名称的玩家
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* @param {string} name 新名称
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* @param {undefined | 1 | 2} replace name1或name2
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* @returns {null}
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*/
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setName(player, name, replace) {
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let targetNode = player.node.name;
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if (replace && (player.name2 === replace || replace === 2)) {
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targetNode = player.node.name2;
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}
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targetNode.innerHTML = name;
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}
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},
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loadash: {
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/**
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* Description 浅浅拷贝对象
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* @param {Array | Object} target
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* @returns {Array | Object}
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*/
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shallowClone(target) {
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if (Array.isArray(target)) {
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return [...target];
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}
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if (typeof target === "object" && target !== null) {
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return { ...target };
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}
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return target;
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}
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},
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// 提供一些便捷的math功能
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math: {
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randInt: function (num) {
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num || (num = 1000000000);
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if (num === -1) {
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num = -1000000000;
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} else if (num === 1) {
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num = 1000000000;
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}
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let _n = Math.ceil(Math.random() * num);
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if (num < 0) {
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_n *= -1;
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}
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return _n;
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math: {},
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other: {
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/**
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* Description 返回一个function,每次执行会控制台递增输出0,1,2等等,用于debug挺好
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* @returns {function}
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*/
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useLogger() {
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let count = 0;
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return (...args) => {
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console.log(count++, ...args);
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};
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}
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}
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};
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Block a user