适配新版本
This commit is contained in:
1 parent
936875a007
commit
9cc3d93cf5
1 file changed
+27
-25
+27
-25
@@ -142,7 +142,7 @@ game.import("extension", function (lib, game, ui, get, ai, _status) {
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//更换武将头像
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//更换武将头像
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lib.element.player.changeAvatarMiao = function (imgFrom, imgTo) {
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lib.element.player.changeAvatarMiao = function (imgFrom, imgTo) {
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path = this.node.avatar.style.backgroundImage.split(imgFrom)[0];
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var path = this.node.avatar.style.backgroundImage.split(imgFrom)[0];
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this.node.avatar.style.backgroundImage = path + imgTo + '")';
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this.node.avatar.style.backgroundImage = path + imgTo + '")';
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};
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};
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@@ -209,7 +209,7 @@ game.import("extension", function (lib, game, ui, get, ai, _status) {
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if (!player.storage._damageLimiter_Miao) return false;
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if (!player.storage._damageLimiter_Miao) return false;
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var min = Infinity;
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var min = Infinity;
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for (var i = 0; i < player.storage._damageLimiter_Miao.length; ++i) {
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for (var i = 0; i < player.storage._damageLimiter_Miao.length; ++i) {
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limiter = player.storage._damageLimiter_Miao[i];
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var limiter = player.storage._damageLimiter_Miao[i];
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if (player.storage._damageLimiter_Miao[i].num < min) min = player.storage._damageLimiter_Miao[i].num;
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if (player.storage._damageLimiter_Miao[i].num < min) min = player.storage._damageLimiter_Miao[i].num;
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}
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}
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return event.num > min;
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return event.num > min;
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@@ -225,7 +225,7 @@ game.import("extension", function (lib, game, ui, get, ai, _status) {
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mark: function (dialog, storage, player) {
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mark: function (dialog, storage, player) {
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var min = Infinity;
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var min = Infinity;
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for (var i = 0; i < player.storage._damageLimiter_Miao.length; ++i) {
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for (var i = 0; i < player.storage._damageLimiter_Miao.length; ++i) {
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limiter = player.storage._damageLimiter_Miao[i];
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var limiter = player.storage._damageLimiter_Miao[i];
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if (player.storage._damageLimiter_Miao[i].num < min) min = player.storage._damageLimiter_Miao[i].num;
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if (player.storage._damageLimiter_Miao[i].num < min) min = player.storage._damageLimiter_Miao[i].num;
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}
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}
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return "你受到的所有伤害不超过" + min + "点";
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return "你受到的所有伤害不超过" + min + "点";
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@@ -234,7 +234,7 @@ game.import("extension", function (lib, game, ui, get, ai, _status) {
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content: function () {
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content: function () {
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var min = Infinity;
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var min = Infinity;
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for (var i = 0; i < player.storage._damageLimiter_Miao.length; ++i) {
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for (var i = 0; i < player.storage._damageLimiter_Miao.length; ++i) {
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limiter = player.storage._damageLimiter_Miao[i];
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var limiter = player.storage._damageLimiter_Miao[i];
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if (player.storage._damageLimiter_Miao[i].num < min) min = player.storage._damageLimiter_Miao[i].num;
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if (player.storage._damageLimiter_Miao[i].num < min) min = player.storage._damageLimiter_Miao[i].num;
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}
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}
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if (trigger.num > min) trigger.num = min;
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if (trigger.num > min) trigger.num = min;
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@@ -1352,7 +1352,7 @@ game.import("extension", function (lib, game, ui, get, ai, _status) {
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}
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}
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var flag = true;
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var flag = true;
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for (var i = 0; i < buff.length; i++) {
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for (var i = 0; i < buff.length; i++) {
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b = buff[i];
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var b = buff[i];
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flag = true;
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flag = true;
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if (b == null || !lib.buffMiao[b]) {
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if (b == null || !lib.buffMiao[b]) {
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game.log("buff not found_3", b);
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game.log("buff not found_3", b);
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@@ -1437,7 +1437,7 @@ game.import("extension", function (lib, game, ui, get, ai, _status) {
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var flag = true;
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var flag = true;
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for (var i = 0; i < buff.length; i++) {
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for (var i = 0; i < buff.length; i++) {
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b = buff[i];
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var b = buff[i];
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flag = true;
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flag = true;
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if (b == null || !lib.buffMiao[b]) {
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if (b == null || !lib.buffMiao[b]) {
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game.log("buff not found_4");
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game.log("buff not found_4");
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@@ -1547,9 +1547,10 @@ game.import("extension", function (lib, game, ui, get, ai, _status) {
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name: "免疫以下异常状态",
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name: "免疫以下异常状态",
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mark: function (dialog, storage, player) {
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mark: function (dialog, storage, player) {
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var flag = 0,
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var flag = 0,
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str = "";
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str = "",
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buff_name="";
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for (var i = 0; i < player.storage.immuneBuffArray.length; i++) {
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for (var i = 0; i < player.storage.immuneBuffArray.length; i++) {
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a = player.storage.immuneBuffArray[i];
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var a = player.storage.immuneBuffArray[i];
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if (player.storage.immuneBuffRemover[a].num != Infinity) {
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if (player.storage.immuneBuffRemover[a].num != Infinity) {
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buff_name = lib.buffMiao[a].translation + ":" + player.storage.immuneBuffRemover[a].num;
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buff_name = lib.buffMiao[a].translation + ":" + player.storage.immuneBuffRemover[a].num;
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} else {
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} else {
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@@ -1603,7 +1604,7 @@ game.import("extension", function (lib, game, ui, get, ai, _status) {
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intro: {
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intro: {
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name: "睡眠",
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name: "睡眠",
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mark: function (dialog, storage, player) {
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mark: function (dialog, storage, player) {
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n = player.storage.shuimian_count + 1;
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var n = player.storage.shuimian_count + 1;
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return "始终跳过出牌阶段,无法使用或打出任何牌,下轮游戏开始时有" + 25 * n + "%概率移除此状态,受到伤害后立即移除此状态。";
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return "始终跳过出牌阶段,无法使用或打出任何牌,下轮游戏开始时有" + 25 * n + "%概率移除此状态,受到伤害后立即移除此状态。";
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}
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}
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}
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}
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@@ -1640,7 +1641,7 @@ game.import("extension", function (lib, game, ui, get, ai, _status) {
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lib.element.player.goMad_old = lib.element.player.goMad
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lib.element.player.goMad_old = lib.element.player.goMad
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lib.element.player.goMad = function(end ,force){
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lib.element.player.goMad = function(end ,force){
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console.log(this, this.storage )
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// console.log(this, this.storage )
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if (!this.storage.buffArray) {
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if (!this.storage.buffArray) {
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this.storage.buffArray = [];
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this.storage.buffArray = [];
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}
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}
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@@ -1863,7 +1864,7 @@ game.import("extension", function (lib, game, ui, get, ai, _status) {
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game.log(this, "已锁定强化");
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game.log(this, "已锁定强化");
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return;
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return;
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}
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}
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c = ["attack", "miss", "defend", "hit", "strike"];
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var c = ["attack", "miss", "defend", "hit", "strike"];
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for (var l = 0; l < c.length; ++l) {
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for (var l = 0; l < c.length; ++l) {
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i = c[l];
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i = c[l];
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if (nolog != null) this.changeEnhancement(i, -this.storage.enhancementArray[i], source, forced, nolog);
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if (nolog != null) this.changeEnhancement(i, -this.storage.enhancementArray[i], source, forced, nolog);
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@@ -2279,10 +2280,11 @@ game.import("extension", function (lib, game, ui, get, ai, _status) {
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/*---------------------------------------------------------------以下部分为武将势力相关---------------------------------------------------------------*/
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/*---------------------------------------------------------------以下部分为武将势力相关---------------------------------------------------------------*/
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// 暂时不可用
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game.AddGroupNatureMiao = function (name, translation, mapping) {
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game.AddGroupNatureMiao = function (name, translation, mapping) {
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/*设定势力的函数,from活动武将 */
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/*设定势力的函数,from活动武将 */
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if (!mapping || !Array.isArray(mapping) || mapping.length != 3) mapping = [199, 21, 133];
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if (!mapping || !Array.isArray(mapping) || mapping.length != 3) mapping = [199, 21, 133];
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gradient = [mapping, mapping];
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var gradient = [mapping, mapping];
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var y = "(" + mapping[0] + "," + mapping[1] + "," + mapping[2];
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var y = "(" + mapping[0] + "," + mapping[1] + "," + mapping[2];
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var y1 = y + ",1)",
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var y1 = y + ",1)",
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y2 = y + ")";
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y2 = y + ")";
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@@ -5576,7 +5578,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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do {
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do {
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if (p1.countMark("zioy_cuiyi") > 0) {
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if (p1.countMark("zioy_cuiyi") > 0) {
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p1.recover()
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p1.recover()
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c = ["strike", "attack", "defend", "miss", "hit"];
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var c = ["strike", "attack", "defend", "miss", "hit"];
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p1.changeEnhancement(c[(2 * game.roundNumber - 1) % 5], c[(2 * game.roundNumber) % 5], 1);
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p1.changeEnhancement(c[(2 * game.roundNumber - 1) % 5], c[(2 * game.roundNumber) % 5], 1);
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}
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}
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p1 = p1.next;
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p1 = p1.next;
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@@ -5727,7 +5729,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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}else{
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}else{
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target = trigger.player;
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target = trigger.player;
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num = 0;
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num = 0;
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c = ["strike", "attack", "defend", "miss", "hit"];
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var c = ["strike", "attack", "defend", "miss", "hit"];
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for (var i = 0; i < c.length; ++i) {
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for (var i = 0; i < c.length; ++i) {
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if (Math.abs(trigger.player.storage.enhancementArray[c[i]]) != 0) num++;
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if (Math.abs(trigger.player.storage.enhancementArray[c[i]]) != 0) num++;
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trigger.player.changeEnhancement(c[i], -2 * trigger.player.storage.enhancementArray[c[i]]);
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trigger.player.changeEnhancement(c[i], -2 * trigger.player.storage.enhancementArray[c[i]]);
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@@ -6402,7 +6404,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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} else {
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} else {
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game.changeGlobalStatusEnd(num);
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game.changeGlobalStatusEnd(num);
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}
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}
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c = ["attack", "miss", "defend", "hit", "strike"];
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var c = ["attack", "miss", "defend", "hit", "strike"];
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for (var i = 0; i < c.length; ++i) {
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for (var i = 0; i < c.length; ++i) {
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if (player.storage.enhancementArray[c[i]] > 0) continue;
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if (player.storage.enhancementArray[c[i]] > 0) continue;
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player.changeEnhancement(c[i], -2 * player.storage.enhancementArray[c[i]]);
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player.changeEnhancement(c[i], -2 * player.storage.enhancementArray[c[i]]);
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@@ -6467,7 +6469,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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result: {
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result: {
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player: function (player) {
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player: function (player) {
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if (player.countMark("zioy_hexuchongxiang_mark") == player.maxHp) return 999;
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if (player.countMark("zioy_hexuchongxiang_mark") == player.maxHp) return 999;
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x = player.storage.enhancementArray["attack"];
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var x = player.storage.enhancementArray["attack"];
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if (x > -1) {
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if (x > -1) {
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return -10;
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return -10;
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}
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}
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@@ -6502,7 +6504,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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priority: 45411284,
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priority: 45411284,
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content: function () {
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content: function () {
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target = trigger.player;
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target = trigger.player;
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c = target.getCards("hej");
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var c = target.getCards("hej");
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for (let i = 0; i < c.length; ++i) {
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for (let i = 0; i < c.length; ++i) {
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if (c[i].name == trigger.card.name) {
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if (c[i].name == trigger.card.name) {
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target.discard(c[i]);
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target.discard(c[i]);
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@@ -6853,7 +6855,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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init: function (player) {
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init: function (player) {
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player.markSkill("zioy_v07yuxie");
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player.markSkill("zioy_v07yuxie");
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player.removeDamageLimiter(1, "zioy_v07yuxie_yuxie");
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player.removeDamageLimiter(1, "zioy_v07yuxie_yuxie");
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c = ["strike", "attack", "defend", "miss", "hit"];
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var c = ["strike", "attack", "defend", "miss", "hit"];
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for (var i = 0; i < c.length; ++i) {
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for (var i = 0; i < c.length; ++i) {
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player.changeEnhancement(c[i], -1 * player.storage.enhancementArray[c[i]]);
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player.changeEnhancement(c[i], -1 * player.storage.enhancementArray[c[i]]);
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}
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}
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@@ -6868,7 +6870,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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onremove: function (player) {
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onremove: function (player) {
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player.unmarkSkill("zioy_v07yuxie");
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player.unmarkSkill("zioy_v07yuxie");
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player.addDamageLimiter(1, "zioy_v07yuxie_yuxie");
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player.addDamageLimiter(1, "zioy_v07yuxie_yuxie");
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c = ["strike", "attack", "defend", "miss", "hit"];
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var c = ["strike", "attack", "defend", "miss", "hit"];
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for (var i = 0; i < c.length; ++i) {
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for (var i = 0; i < c.length; ++i) {
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player.changeEnhancement(c[i], -1 * player.storage.enhancementArray[c[i]]);
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player.changeEnhancement(c[i], -1 * player.storage.enhancementArray[c[i]]);
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}
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}
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@@ -7504,10 +7506,10 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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save:true,
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save:true,
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result: {
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result: {
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player: function (player) {
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player: function (player) {
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x = player.storage.yurangzhijian_count;
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var x = player.storage.yurangzhijian_count;
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n = player.countMark("zioy_pinghuqiuyue");
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var n = player.countMark("zioy_pinghuqiuyue");
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m = player.countMark("zioy_yurangzhijian_chengsheng");
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var m = player.countMark("zioy_yurangzhijian_chengsheng");
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y = parseInt(0 - x + n / 3 + m);
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var y = parseInt(0 - x + n / 3 + m);
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if (player.storage.yurangzhijian_nuqi + n >= 10 && !player.hasSkill("zioy_yurangzhijian_chengsheng")) {
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if (player.storage.yurangzhijian_nuqi + n >= 10 && !player.hasSkill("zioy_yurangzhijian_chengsheng")) {
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return 100;
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return 100;
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}
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}
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@@ -8266,7 +8268,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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if (!from.storage._miao_twins || !from.storage._miao_twins.isIn() || from.storage.zioy_riyuexingkong_inRange_flag === false) return distance;
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if (!from.storage._miao_twins || !from.storage._miao_twins.isIn() || from.storage.zioy_riyuexingkong_inRange_flag === false) return distance;
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from.storage._miao_twins.storage.zioy_riyuexingkong_inRange_flag = false;
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from.storage._miao_twins.storage.zioy_riyuexingkong_inRange_flag = false;
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from.storage.zioy_riyuexingkong_inRange_flag = false;
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from.storage.zioy_riyuexingkong_inRange_flag = false;
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num = Math.min(get.distance(from, to), get.distance(from.storage._miao_twins, to));
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var num = Math.min(get.distance(from, to), get.distance(from.storage._miao_twins, to));
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from.storage._miao_twins.storage.zioy_riyuexingkong_inRange_flag = true;
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from.storage._miao_twins.storage.zioy_riyuexingkong_inRange_flag = true;
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from.storage.zioy_riyuexingkong_inRange_flag = true;
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from.storage.zioy_riyuexingkong_inRange_flag = true;
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return num;
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return num;
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@@ -9164,7 +9166,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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"zioy_liechenyuyou_wood_info":
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"zioy_liechenyuyou_wood_info":
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"血脉技,免疫失效。<br>①令你获得“苏之神佑”。<br>②你的摸牌阶段摸牌数+2,结束阶段与一轮游戏开始时你摸1张牌.<br>③你使用【杀】对非神势力非拥有“神佑”或拥有“泷之神佑”的角色造成的伤害+1。",
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"血脉技,免疫失效。<br>①令你获得“苏之神佑”。<br>②你的摸牌阶段摸牌数+2,结束阶段与一轮游戏开始时你摸1张牌.<br>③你使用【杀】对非神势力非拥有“神佑”或拥有“泷之神佑”的角色造成的伤害+1。",
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"zioy_zhifenghuifang":"栉风绘芳",
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"zioy_zhifenghuifang":"栉风绘芳",
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"zioy_zhifenghuifang_info":"若场上无全局状态,则根据轮数奇偶尝试召唤“芬芳”或“森罗万象”,若场上已有天气/环境,则强制转换场上天气/环境为“森罗万象”/“芬芳”",
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"zioy_zhifenghuifang_info":"<br>①出牌阶段限1次,若为奇数轮则尝试召唤3轮“芬芳”,若场上为“芬芳”且为偶数轮,则强制召唤3轮“森罗万象”。然后若当前场上存在天气,则你可以选择任意名角色,你令其获得“华予”,失去所有护盾,回复等同于失去护盾量+1点体力,摸3张牌。若当前场上存在环境,则你可以选择则你可以选择任意名角色,你令其获得“篁蔓”,失去体力至1点并获得等量的护盾,弃置手牌至1张牌。一名角色获得“华予”/“篁蔓”时会自动失去“篁蔓”/“华予”。<br>②一名角色的回合开始时,若你未拥有“华予”,你获得“华予”。<br>③防止你的“华予”失效。<br>“华予”:①你永久获得全异常免疫。②你的回合开始阶段,你回复1点体力。③当你即将受到伤害时",
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"zioy_liwuyaomiao":"鹂舞要眇",
|
"zioy_liwuyaomiao":"鹂舞要眇",
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"zioy_liwuyaomiao_info":"占位",
|
"zioy_liwuyaomiao_info":"占位",
|
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}
|
}
|
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Reference in new issue
Block a user