noname/character/xinghuoliaoyuan.js

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import { lib, game, ui, get, ai, _status } from "../noname.js";
game.import("character", function () {
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return {
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name: "xinghuoliaoyuan",
connect: true,
character: {
wangcan: ["male", "qun", 3, ["xinfu_sanwen", "xinfu_qiai", "xinfu_denglou"]],
sp_taishici: ["male", "qun", 4, ["xinfu_jixu"]],
re_jsp_pangtong: ["male", "wu", 3, ["xinfu_guolun", "xinfu_songsang"]],
lvdai: ["male", "wu", 4, ["xinfu_qinguo"]],
re_zhangliang: ["male", "qun", 4, ["xinfu_jijun", "xinfu_fangtong"]],
lvqian: ["male", "wei", 4, ["xinfu_weilu", "xinfu_zengdao"]],
panjun: ["male", "wu", 3, ["xinfu_guanwei", "xinfu_gongqing"]],
duji: ["male", "wei", 3, ["xinfu_andong", "xinfu_yingshi"]],
zhoufang: ["male", "wu", 3, ["xinfu_duanfa", "xinfu_youdi"]],
yanjun: ["male", "wu", 3, ["xinfu_guanchao", "xinfu_xunxian"]],
liuyao: ["male", "qun", 4, ["xinfu_kannan", "twniju"], ["zhu"]],
liuyan: ["male", "qun", 3, ["xinfu_tushe", "xinfu_limu"]],
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},
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characterSort: {
xinghuoliaoyuan: {
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// xinghuoliaoyuan_tianfu:[],
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xinghuoliaoyuan_tianliang: ["duji", "liuyan", "yanjun"],
xinghuoliaoyuan_tianji: ["panjun", "wangcan"],
xinghuoliaoyuan_tiantong: ["re_jsp_pangtong", "sp_taishici"],
xinghuoliaoyuan_tianxiang: ["lvdai", "zhoufang", "liuyao"],
xinghuoliaoyuan_qisha: ["lvqian", "re_zhangliang"],
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},
},
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characterIntro: {
wangcan:
"王粲177年217年2月17日字仲宣。山阳郡高平县今山东微山两城镇人。东汉末年文学家“建安七子”之一太尉王龚曾孙、司空王畅之孙。",
re_jsp_pangtong:
"庞统,字士元,襄阳(治今湖北襄阳)人。三国时刘备帐下谋士,官拜军师中郎将。才智与诸葛亮齐名,人称“凤雏”。在进围雒县时,统率众攻城,不幸被流矢击中去世,时年三十六岁。追赐统为关内侯,谥曰靖侯。庞统死后,葬于落凤庞统墓坡。",
lvdai: "吕岱161年256年字定公广陵海陵今江苏如皋人。三国时期吴国重臣、将领。吕岱一生戮力奉公为孙吴开疆拓土功勋赫赫。太平元年256年吕岱去世年九十六。",
lvqian: "吕虔(生卒年不详),字子恪。任城国(今山东济宁东南)人。汉末至三国曹魏时期将领。 吕虔有勇有谋,曹操在兖州时,任命他为从事,率领家丁驻守湖陆。后升任泰山太守,与夏侯渊共同镇压济南等地的黄巾军。被推举为秀才,加任骑都尉,仍管辖泰山郡。 曹丕继任魏王后,加吕虔为裨将军,封益寿亭侯。再升任徐州刺史,加任威虏将军。任用王祥为别驾,将民政事务都委托于他,为世人所称赞。曹叡继位后,改封万年亭侯。吕虔死后,其子吕翻世袭万年亭侯。",
panjun: "潘濬一作潘浚239年字承明。武陵郡汉寿县今湖南汉寿人。三国时期吴国重臣蜀汉大司马蒋琬的表弟。 潘濬为人聪察对问有机理拜大儒宋忠为师得到“建安七子”之一的王粲赏识。不到三十即被荆州牧刘表任命为江夏从事因按杀贪污的沙羡长而闻名。建安十六年211年被刘备任命为荆州治中从事与守臣关羽不睦。建安二十四年219年孙权得荆州拜潘濬为辅军中郎将。又迁奋威将军封常迁亭侯。孙权称帝后拜少府进封刘阳侯又改太常。黄龙三年231年授假节与吕岱率军五万平五溪蛮夷叛乱经三年而斩获数万使得一方宁静。潘濬为人刚正不阿在吕壹弄权时屡请孙权将其诛杀。甚至想亲手击杀吕壹使吕壹对他非常畏惧。 赤乌二年239年潘濬去世。",
duji: "杜畿163年—224年字伯侯京兆杜陵今陕西西安东南人。东汉末及三国时曹魏官吏及将领。西汉御史大夫杜延年的后代。历官郡功曹、守郑县令善于断案。荀彧将他举荐给曹操曹操任命他为司空司直调任护羌校尉使持节领西平太守。 曹丕受禅登基后,封杜畿为丰乐亭侯。官至尚书仆射。后在陶河试航时遇上大风沉没,杜畿淹死,死时六十二岁,曹丕为之涕泣,追赠其为太仆,谥戴侯。",
zhoufang:
"周鲂(生卒年不详),字子鱼。吴郡阳羡县(今江苏宜兴)人。三国时期吴国将领。周鲂年少时好学,被举为孝廉。历任宁国县长、怀安县长、钱塘侯相,一月之内,便斩杀作乱的彭式及其党羽,因而升任丹阳西部都尉。彭绮率数万人反叛时,周鲂被任命为鄱阳太守,与胡综共同将其生擒,因功加职昭义校尉。后诈降曹休,诱其率军接应,使曹休在石亭之战中一败涂地,战后因功被加职为裨将军,封关内侯。贼帅董嗣凭险骚扰豫章等郡,周鲂派间谍将其诱杀,不费兵卒即安定数郡。周鲂在鄱阳赏罚分明、恩威并施,于任职十三年后去世。",
yanjun: "严畯生卒年不详字曼才彭城治今江苏徐州三国时期孙吴官员、学者。性情忠厚待人以诚。少好学精通《诗》、《书》、《三礼》又好《说文》。避乱江东与诸葛瑾、步骘是好朋友被张昭推荐给孙权作骑都尉、从事中郎。建安二十二年217年横江将军鲁肃去世孙权打算让严畯接替其位。严畯很有自知之明知道自己没有能力对抗在荆州的关羽和北面的曹魏便坚决不接受此任命。后来担任尚书令。严畯享年七十八岁。著有《孝经传》、《潮水论》。",
liuyao: "刘繇一读yóu156年197年字正礼。东莱牟平今山东牟平人。东汉末年宗室、大臣汉末群雄之一齐悼惠王刘肥之后太尉刘宠之侄。<br>刘繇最初被推举为孝廉授郎中。任下邑县长时因拒郡守请托而弃官。后被征辟为司空掾属除授侍御史因战乱而不到任避居淮浦。兴平元年194年被任命为扬州刺史。他先后与袁术、孙策交战一度被朝廷加授为扬州牧、振武将军但最终还是败归丹徒。此后刘繇又击破反叛的笮融旋即病逝年四十二。",
liuyan: "刘焉194年字君郎《华阳国志》又作君朗。江夏郡竟陵县今湖北省天门市人。东汉末年宗室、军阀汉末群雄之一西汉鲁恭王刘余之后。<br>刘焉初以汉朝宗室身份拜为中郎历任雒阳令、冀州刺史、南阳太守、宗正、太常等官。因益州刺史郄俭在益州大肆聚敛贪婪成风加上当时天下大乱。刘焉欲取得一安身立命之所割据一方于是向朝廷求为益州牧封阳城侯前往益州整饬吏治。郄俭为黄巾军所杀刘焉进入益州派张鲁盘踞汉中张鲁截断交通斩杀汉使从此益州与中央道路不通。刘焉进一步对内打击地方豪强巩固自身势力益州因而处于半独立的状态。兴平元年194年刘焉因背疮迸发而逝世其子刘璋继领益州牧。",
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},
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characterTitle: {},
perfectPair: {
lijue: ["guosi", "jiaxu"],
zhangji: ["zhangxiu", "drlt_zhangxiu", "zoushi"],
xf_sufei: ["ganning"],
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//baosanniang:['guansuo'],
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simahui: ["pangdegong"],
zhangqiying: ["zhanglu"],
pangtong: ["zhugejin"],
taishici: ["liuyao", "kongrong"],
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//zhaotongzhaoguang:['zhaoyun','mayunlu'],
},
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skill: {
xinyingshi: {
audio: "xinfu_yingshi",
trigger: { player: "phaseUseBegin" },
direct: true,
filter: function (event, player) {
return (
player.countCards("he") > 0 &&
!game.hasPlayer(function (current) {
return current.getExpansions("xinyingshi_cards").length > 0;
})
);
},
content: function () {
"step 0";
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player.chooseCardTarget({
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filterCard: true,
filterTarget: lib.filter.notMe,
selectCard: [1, player.countCards("he")],
position: "he",
prompt: get.prompt("xinyingshi"),
prompt2: "将任意张牌置于一名其他角色的武将牌上作为“酬”",
ai1: function (card) {
return 1 - player.getUseValue(card);
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},
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ai2: function (target) {
var player = _status.event.player;
return (
(1 +
game.countPlayer(function (current) {
return (
get.attitude(player, current) > 0 &&
current.inRange(target) &&
get.damageEffect(target, current, player) > 0
);
})) *
-get.attitude(player, target)
);
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},
});
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"step 1";
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if (result.bool) {
var target = result.targets[0],
cards = result.cards;
player.logSkill("xinyingshi", target);
target.addSkill("xinyingshi_cards");
target.addToExpansion(player, "give", cards).gaintag.add("xinyingshi_cards");
target.storage.xinyingshi_source = player;
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}
},
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subSkill: {
cards: {
trigger: { player: "damageSource" },
forced: true,
charlotte: true,
filter: function (event, player) {
return (
event.source &&
event.source.isIn() &&
event.card &&
event.getParent().type == "card" &&
player.getExpansions("xinyingshi_cards").length
);
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},
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logTarget: "source",
content: function () {
"step 0";
event.target = trigger.source;
event.target.chooseButton([
"应势:请选择你的赏金",
player.getExpansions("xinyingshi_cards"),
]);
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"step 1";
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if (result.bool) {
var cards = [result.links[0]];
for (var i = 0; i < ui.cardPile.childNodes.length; i++) {
var card = ui.cardPile.childNodes[i];
if (card.number == cards[0].number && card.suit == cards[0].suit)
cards.push(card);
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}
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player.$give(cards[0], target);
if (cards.length > 1) {
setTimeout(function () {
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target.$gain2(cards.slice(1));
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}, get.delayx(200, 200));
game.log(target, "从牌堆获得了", cards.slice(1));
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}
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game.delay(0, get.delayx(500, 500));
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target.gain(cards);
}
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"step 2";
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if (!player.getExpansions("xinyingshi_cards").length)
player.removeSkill("xinyingshi_cards");
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},
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marktext: "酬",
intro: {
content: "expansion",
markcount: "expansion",
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},
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ai: { threaten: 3 },
group: "xinyingshi_regain",
onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
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delete player.storage.xinyingshi_source;
},
},
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regain: {
trigger: { player: "die" },
forced: true,
charlotte: true,
forceDie: true,
filter: function (event, player) {
return (
player.storage.xinyingshi_source &&
player.storage.xinyingshi_source.isIn() &&
player.getExpansions("xinyingshi_cards").length > 0
);
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},
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content: function () {
player.storage.xinyingshi_source.gain(
player.getExpansions("xinyingshi_cards"),
player,
"give",
"bySelf"
);
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},
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},
},
},
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xinfu_guolun: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return player.countCards("h") > 0;
},
filterTarget: function (card, player, target) {
return target != player && target.countCards("h") > 0;
},
content: function () {
"step 0";
player.choosePlayerCard(target, true, "h");
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"step 1";
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event.cardt = result.cards[0];
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target.showCards(event.cardt);
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player.chooseCard("he").set("ai", function (card) {
var event = _status.event.getParent(),
player = event.player;
var numt = get.number(event.cardt);
var att = get.attitude(player, target);
var value = get.value(event.cardt);
var num = get.number(card);
if (num < numt || att > 2) return value + 6 - get.value(card);
else if (num == numt) return value - get.value(card);
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return -1;
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});
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"step 2";
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if (!result.bool) event.finish();
else {
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player.showCards(result.cards);
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event.cardp = result.cards[0];
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}
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"step 3";
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player.swapHandcards(target, [event.cardp], [event.cardt]);
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"step 4";
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var nump = get.number(event.cardp, player);
var numt = get.number(event.cardt, target);
if (nump < numt) {
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player.draw();
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} else if (nump > numt) {
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target.draw();
}
},
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ai: {
threaten: 1.5,
order: 8,
result: {
player: function (player, target) {
if (get.attitude(player, target) > 0) return 1.5;
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return 0.5;
},
},
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},
},
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xinfu_zhanji: {
audio: 2,
trigger: {
player: "gainAfter",
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},
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forced: true,
filter: function (event, player) {
if (!player.isPhaseUsing()) return false;
return event.getParent().name == "draw" && event.getParent(2).name != "xinfu_zhanji";
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},
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content: function () {
player.draw("nodelay");
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},
},
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xinfu_songsang: {
limited: true,
skillAnimation: true,
animationColor: "wood",
audio: 2,
derivation: "xinfu_zhanji",
trigger: { global: "dieAfter" },
logTarget: "player",
async content(e, t, player) {
player.awakenSkill("xinfu_songsang");
if (player.isDamaged()) {
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player.recover();
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} else player.gainMaxHp();
player.addSkills("xinfu_zhanji");
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},
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},
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xinfu_jixu: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return player.countCards("h") > 0;
},
filterTarget: function (card, player, target) {
if (player == target) return false;
if (ui.selected.targets.length) {
return target.hp == ui.selected.targets[0].hp;
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}
return true;
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},
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selectTarget: [1, Infinity],
multitarget: true,
multiline: true,
content: function () {
"step 0";
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targets.sort(lib.sort.seat);
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"step 1";
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if (!event.num) event.num = 0;
if (!event.caicuolist) event.caicuolist = [];
targets[event.num].chooseBool("是否押杀?").ai = function (event, player) {
var evt = _status.event.getParent();
if (get.attitude(targets[event.num], evt.player) > 0)
return evt.player.countCards("h", "sha") ? false : true;
return Math.random() < 0.5;
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};
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"step 2";
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if (result.bool) {
targets[event.num].chat("有杀");
game.log(targets[event.num], "认为", player, "#g有杀");
if (!player.countCards("h", "sha")) event.caicuolist.add(targets[event.num]);
} else {
targets[event.num].chat("没杀");
game.log(targets[event.num], "认为", player, "#y没有杀");
if (player.countCards("h", "sha")) event.caicuolist.add(targets[event.num]);
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}
event.num++;
game.delay();
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if (event.num < targets.length) event.goto(1);
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"step 3";
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player.popup(player.countCards("h", "sha") ? "有杀" : "没杀");
game.log(player, player.countCards("h", "sha") ? "有杀" : "没杀");
if (event.caicuolist.length == 0) {
var evt = _status.event.getParent("phaseUse");
if (evt && evt.name == "phaseUse") {
evt.skipped = true;
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event.finish();
}
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} else {
player.draw(event.caicuolist.length);
if (player.countCards("h", "sha")) {
player.addTempSkill("jixu_sha");
player.storage.jixu_sha = event.caicuolist;
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event.finish();
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} else event.num = 0;
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}
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"step 4";
2024-04-15 18:10:02 +00:00
if (event.num < event.caicuolist.length) {
var target = event.caicuolist[event.num];
player.discardPlayerCard(true, "he", target);
2020-03-25 12:27:23 +00:00
event.num++;
event.redo();
2019-08-07 15:38:38 +00:00
}
},
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ai: {
order: function () {
return get.order({ name: "sha" }) + 0.1;
2020-03-25 12:27:23 +00:00
},
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result: {
target: function (player, target) {
var raweffect = function (player, target) {
if (player.countCards("h", "sha")) {
return get.effect(target, { name: "sha" }, player, target);
} else {
var att = get.attitude(player, target);
var nh = target.countCards("h");
if (att > 0) {
if (
target.getEquip("baiyin") &&
target.isDamaged() &&
get.recoverEffect(target, player, player) > 0
) {
if (target.hp == 1 && !target.hujia) return 1.6;
if (target.hp == 2) return 0.01;
2020-10-15 05:41:31 +00:00
return 0;
}
}
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var es = target.getCards("e");
var noe = es.length == 0 || target.hasSkillTag("noe");
var noe2 = es.length == 1 && es[0].name == "baiyin" && target.isDamaged();
var noh = nh == 0 || target.hasSkillTag("noh");
if (noh && (noe || noe2)) return 0;
if (att <= 0 && !target.countCards("he")) return 1.5;
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return -1.5;
}
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};
var num = game.countPlayer(function (current) {
return (
current != player &&
current.hp == target.hp &&
raweffect(player, current) * get.attitude(player, current) > 0
);
2020-03-25 12:27:23 +00:00
});
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return raweffect(player, target) * Math.max(0, num - 1);
2019-08-07 15:38:38 +00:00
},
},
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expose: 0.4,
2019-08-07 15:38:38 +00:00
},
},
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jixu_sha: {
audio: "xinfu_jixu",
trigger: {
player: "useCard",
2020-03-25 12:27:23 +00:00
},
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onremove: function (player) {
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delete player.storage.jixu_sha;
},
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filter: function (event, player) {
if (event.card.name == "sha") {
return game.hasPlayer(function (current) {
return (
current != player &&
player.storage.jixu_sha.includes(current) &&
!event.targets.includes(current)
);
2020-03-25 12:27:23 +00:00
});
}
return false;
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},
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forced: true,
silent: true,
popup: false,
content: function () {
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player.logSkill("xinfu_jixu");
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for (var i = 0; i < player.storage.jixu_sha.length; i++) {
if (
!trigger.targets.includes(player.storage.jixu_sha[i]) &&
player.canUse("sha", player.storage.jixu_sha[i], false)
) {
player.line(player.storage.jixu_sha[i], trigger.card.nature);
2020-03-25 12:27:23 +00:00
trigger.targets.push(player.storage.jixu_sha[i]);
2019-08-07 15:38:38 +00:00
}
}
},
},
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xinfu_sanwen: {
audio: 2,
usable: 1,
trigger: {
player: "gainAfter",
global: "loseAsyncAfter",
},
filter: function (event, player) {
var cards = event.getg(player);
if (!cards || !cards.length) return false;
var namelist = [];
var namedlist = [];
for (var i = 0; i < cards.length; i++) {
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namelist.add(get.name(cards[i]));
2019-08-07 15:38:38 +00:00
}
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var hs = player.getCards("h");
for (var j = 0; j < hs.length; j++) {
if (namelist.includes(get.name(hs[j])) && !cards.includes(hs[j])) return true;
2019-08-07 15:38:38 +00:00
}
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return false;
},
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content: function () {
"step 0";
var namelist = [];
var namedlist = [];
var nameddlist = [];
var namedddlist = [];
var cards = trigger.getg(player);
for (var i = 0; i < cards.length; i++) {
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namelist.add(get.name(cards[i]));
2019-08-07 15:38:38 +00:00
}
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var hs = player.getCards("h");
for (var j = 0; j < hs.length; j++) {
if (namelist.includes(get.name(hs[j])) && !cards.includes(hs[j])) {
2020-03-25 12:27:23 +00:00
namedlist.push(hs[j]);
namedddlist.add(get.name(hs[j]));
}
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}
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for (var k = 0; k < cards.length; k++) {
if (namedddlist.includes(get.name(cards[k]))) nameddlist.push(cards[k]);
2020-01-01 14:36:18 +00:00
}
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var showlist = namedlist.concat(nameddlist);
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player.showCards(showlist);
player.discard(nameddlist);
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player.draw(2 * nameddlist.length);
2020-01-01 14:36:18 +00:00
},
},
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xinfu_qiai: {
skillAnimation: true,
animationColor: "gray",
trigger: { player: "dying" },
limited: true,
audio: 2,
content: function () {
"step 0";
player.awakenSkill("xinfu_qiai");
event.targets = game
.filterPlayer(function (current) {
return current != player;
})
.sortBySeat();
if (!event.targets.length) event.finish();
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"step 1";
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event.current = event.targets.shift();
if (!event.current.countCards("he")) event.goto(3);
else
event.current
.chooseCard("交给" + get.translation(player) + "一张牌", "he", true)
.set("ai", function (card) {
var evt = _status.event.getParent();
if (get.attitude(_status.event.player, evt.player) > 2) {
if (card.name == "jiu") return 120;
if (card.name == "tao") return 110;
}
return 100 - get.value(card);
});
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"step 2";
2024-04-15 18:10:02 +00:00
if (result.bool && result.cards && result.cards.length) {
event.current.give(result.cards, player);
2019-06-07 03:46:13 +00:00
}
2024-04-15 18:31:36 +00:00
"step 3";
2024-04-15 18:10:02 +00:00
if (event.targets.length > 0) event.goto(1);
2019-06-07 03:46:13 +00:00
},
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},
2024-04-15 18:10:02 +00:00
xinfu_denglou: {
audio: 2,
trigger: {
player: "phaseJieshuBegin",
},
limited: true,
filter: function (event, player) {
return player.countCards("h") == 0;
},
skillAnimation: true,
animationColor: "gray",
content: function () {
"step 0";
player.awakenSkill("xinfu_denglou");
event.cards = get.cards(4);
event.gains = [];
event.discards = [];
var content = ["牌堆顶的四张牌", event.cards];
game.log(player, "观看了", "#y牌堆顶的四张牌");
player.chooseControl("ok").set("dialog", content);
2024-04-15 18:31:36 +00:00
"step 1";
2024-04-15 18:10:02 +00:00
if (get.type(event.cards[0]) != "basic") {
2020-03-25 12:27:23 +00:00
event.gains.push(event.cards[0]);
event.cards.remove(event.cards[0]);
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} else {
var bool = game.hasPlayer(function (current) {
return player.canUse(event.cards[0], current);
2020-03-25 12:27:23 +00:00
});
2024-04-15 18:10:02 +00:00
if (bool) {
player.chooseUseTarget(event.cards[0], true, false);
} else event.discards.push(event.cards[0]);
2020-03-25 12:27:23 +00:00
event.cards.remove(event.cards[0]);
}
2024-04-15 18:31:36 +00:00
"step 2";
2024-04-15 18:10:02 +00:00
if (event.cards.length) event.goto(1);
else {
if (event.gains.length) player.gain(event.gains, "gain2");
if (event.discards.length) {
2020-03-25 12:27:23 +00:00
player.$throw(event.discards);
game.cardsDiscard(event.discards);
2019-06-07 03:46:13 +00:00
}
}
},
2019-08-07 15:38:38 +00:00
},
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qinguo_use: { audio: 2 },
xinfu_qinguo: {
group: "xinfu_qinguo_recover",
audio: "qinguo_use",
subfrequent: ["recover"],
trigger: {
player: "useCardEnd",
},
filter: function (event, player) {
return get.type(event.card) == "equip";
},
direct: true,
content: function () {
player.chooseUseTarget(
{ name: "sha" },
get.prompt("xinfu_qinguo"),
"视为使用一张【杀】",
false
).logSkill = "xinfu_qinguo";
},
subSkill: {
recover: {
audio: "qinguo_use",
trigger: {
player: "loseAfter",
global: [
"equipAfter",
"addJudgeAfter",
"gainAfter",
"loseAsyncAfter",
"addToExpansionAfter",
],
2020-10-15 05:41:31 +00:00
},
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prompt: "是否发动【勤国】回复1点体力",
filter: function (event, player) {
if (player.isHealthy() || player.countCards("e") != player.hp) return false;
var evt = event.getl(player);
if (event.name == "equip" && event.player == player)
return !evt || evt.cards.length != 1;
return evt && evt.es.length;
2020-10-15 05:41:31 +00:00
},
2024-04-15 18:10:02 +00:00
frequent: true,
content: function () {
2020-10-15 05:41:31 +00:00
player.recover();
},
},
2019-06-07 03:46:13 +00:00
},
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ai: {
effect: {
target: function (card, player, target, current) {
if (
get.type(card) == "equip" &&
!get.cardtag(card, "gifts") &&
game.hasPlayer(function (current) {
return target.canUse("sha", current);
})
)
return [1, 1.5];
},
2023-09-20 14:25:41 +00:00
},
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noe: true,
reverseEquip: true,
skillTagFilter: function (player, tag, arg) {
if (tag == "noe") return player.countCards("e") == player.hp + 1;
return game.hasPlayer(function (current) {
return player.canUse("sha", current);
2023-09-20 14:25:41 +00:00
});
2024-04-15 18:10:02 +00:00
},
},
2020-03-25 12:27:23 +00:00
},
2024-04-15 18:10:02 +00:00
xinfu_jijun: {
ai: {
reverseEquip: true,
effect: {
target: function (card, player, target, current) {
if (
get.type(card) == "equip" &&
player == target &&
player == _status.currentPhase &&
get.subtype(card) == "equip1"
)
return [1, 3];
2020-02-04 05:31:47 +00:00
},
2019-08-07 15:38:38 +00:00
},
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combo: "xinfu_fangtong",
},
audio: 2,
trigger: {
player: "useCardToPlayered",
},
frequent: true,
filter: function (event, player) {
if (player != _status.currentPhase) return false;
if (event.getParent().triggeredTargets3.length > 1) return false;
if (get.type(event.card) == "equip" && get.subtype(event.card) != "equip1") return false;
if (event.targets.includes(player)) return true;
2020-03-25 12:27:23 +00:00
return false;
2019-06-07 03:46:13 +00:00
},
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callback: function () {
player.addToExpansion(card, "gain2").gaintag.add("xinfu_jijun");
2019-06-07 03:46:13 +00:00
},
2024-04-15 18:10:02 +00:00
content: function () {
player.judge(function (card) {
2020-03-25 12:27:23 +00:00
return 1;
2024-04-15 18:10:02 +00:00
}).callback = lib.skill.xinfu_jijun.callback;
},
onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
intro: {
content: "expansion",
markcount: "expansion",
mark: function (dialog, content, player) {
var content = player.getExpansions("xinfu_jijun");
if (content && content.length) {
2020-03-25 12:27:23 +00:00
dialog.addAuto(content);
2024-04-15 18:10:02 +00:00
if (player == game.me || player.isUnderControl()) {
var list = lib.skill.xinfu_fangtong.getAuto(player);
if (list.length > 0) {
dialog.addText(
"<li>推荐方案:" +
get.translation(list[0]) +
"+ " +
get.translation(list.slice(1))
);
2020-03-25 12:27:23 +00:00
}
}
2019-06-07 03:46:13 +00:00
}
2020-03-25 12:27:23 +00:00
},
2019-06-07 03:46:13 +00:00
},
2024-04-15 18:10:02 +00:00
marktext: "方",
2019-08-07 15:38:38 +00:00
},
2024-04-15 18:10:02 +00:00
xinfu_fangtong: {
getAuto: function (player) {
var hs = player.getCards("he");
var ss = player.getExpansions("xinfu_jijun");
var bool = false,
max = Math.pow(2, ss.length),
index,
i;
for (i = 0; i < hs.length; i++) {
for (var j = 1; j < max; j++) {
var num = get.number(hs[i]);
index = j.toString(2);
while (index.length < ss.length) {
index = "0" + index;
2022-04-10 16:34:02 +00:00
}
2024-04-15 18:10:02 +00:00
for (var k = 0; k < ss.length; k++) {
if (index[k] == "1") num += get.number(ss[k]);
2022-04-10 16:34:02 +00:00
}
2024-04-15 18:10:02 +00:00
if (num == 36) {
bool = true;
2022-04-10 16:34:02 +00:00
break;
2020-03-25 12:27:23 +00:00
}
2019-06-07 03:46:13 +00:00
}
2024-04-15 18:10:02 +00:00
if (bool) break;
2020-03-25 12:27:23 +00:00
}
2024-04-15 18:10:02 +00:00
if (!bool) return [];
var list = [hs[i]];
for (var k = 0; k < ss.length; k++) {
if (index[k] == "1") list.push(ss[k]);
2020-03-25 12:27:23 +00:00
}
return list;
2019-06-07 03:46:13 +00:00
},
2024-04-15 18:10:02 +00:00
audio: 2,
trigger: {
player: "phaseJieshuBegin",
},
filter: function (event, player) {
return player.countCards("he") > 0 && player.getExpansions("xinfu_jijun").length > 0;
},
direct: true,
skillAnimation: true,
animationColor: "metal",
content: function () {
"step 0";
var info = ["是否发动【方统】?"];
info.push('<div class="text center">' + get.translation(player) + "的“方”</div>");
info.push(player.getExpansions("xinfu_jijun"));
if (player.countCards("h")) {
info.push('<div class="text center">' + get.translation(player) + "的手牌区</div>");
info.push(player.getCards("h"));
2020-03-25 12:27:23 +00:00
}
2024-04-15 18:10:02 +00:00
if (player.countCards("e")) {
info.push('<div class="text center">' + get.translation(player) + "的装备区</div>");
info.push(player.getCards("e"));
2020-03-25 12:27:23 +00:00
}
2024-04-15 18:10:02 +00:00
var next = player.chooseButton();
next.set("createDialog", info);
next.set("selectButton", function () {
var num = 0;
for (var i = 0; i < ui.selected.buttons.length; i++) {
num += get.number(ui.selected.buttons[i]);
2020-03-25 12:27:23 +00:00
}
2024-04-15 18:10:02 +00:00
if (num == 36) return ui.selected.buttons.length;
return ui.selected.buttons.length + 2;
2020-03-25 12:27:23 +00:00
});
2024-04-15 18:10:02 +00:00
next.set("filterButton", function (button) {
var player = _status.event.player,
cards = player.getExpansions("xinfu_jijun");
if (ui.selected.buttons.length) {
if (!cards.includes(button.link)) return false;
} else if (cards.includes(button.link)) return false;
var num = 0;
for (var i = 0; i < ui.selected.buttons.length; i++) {
num += get.number(ui.selected.buttons[i]);
2020-03-25 12:27:23 +00:00
}
2024-04-15 18:10:02 +00:00
return get.number(button.link) + num <= 36;
2020-03-25 12:27:23 +00:00
});
2024-04-15 18:10:02 +00:00
next.set("autolist", lib.skill.xinfu_fangtong.getAuto(player));
next.set("processAI", function () {
if (_status.event.autolist && _status.event.autolist.length > 0) {
2020-03-25 12:27:23 +00:00
return {
2024-04-15 18:10:02 +00:00
bool: true,
links: _status.event.autolist,
};
2020-03-25 12:27:23 +00:00
}
2024-04-15 18:10:02 +00:00
return { bool: false };
2019-06-07 03:46:13 +00:00
});
2024-04-15 18:10:02 +00:00
next.set("complexSelect", true);
2024-04-15 18:31:36 +00:00
"step 1";
2024-04-15 18:10:02 +00:00
if (result.bool) {
player.logSkill("xinfu_fangtong");
var tothrow = [];
var cards = result.links.slice(0);
for (var i = 0; i < cards.length; i++) {
if (get.position(cards[i]) == "x") {
2020-03-25 12:27:23 +00:00
tothrow.push(cards[i]);
2024-04-15 18:10:02 +00:00
} else {
player.discard(cards[i]).delay = false;
2020-03-25 12:27:23 +00:00
}
}
2022-04-10 16:34:02 +00:00
player.loseToDiscardpile(tothrow);
2024-04-15 18:10:02 +00:00
player
.chooseTarget(
"选择一个目标并对其造成3点雷电伤害",
true,
function (card, player, target) {
return target != player;
}
)
.set("ai", function (target) {
return get.damageEffect(
target,
_status.event.player,
_status.event.player,
"thunder"
);
});
} else {
2020-03-25 12:27:23 +00:00
event.finish();
2019-06-07 03:46:13 +00:00
}
2024-04-15 18:31:36 +00:00
"step 2";
2024-04-15 18:10:02 +00:00
var target = result.targets[0];
player.line(target, "thunder");
target.damage(3, "thunder");
},
ai: {
combo: "xinfu_jijun",
},
2019-08-07 15:38:38 +00:00
},
2024-04-15 18:10:02 +00:00
xinfu_weilu: {
audio: 2,
trigger: {
player: "damageEnd",
},
filter: function (event, player) {
return (
event.source &&
event.source.isIn() &&
!player.getStorage("xinfu_weilu_effect").includes(event.source)
);
},
check: function (event, player) {
return get.effect(event.source, { name: "losehp" }, player, player) >= 0;
},
forced: true,
logTarget: "source",
content: function () {
player.addTempSkill("xinfu_weilu_effect", { player: "die" });
player.markAuto("xinfu_weilu_effect", [trigger.source]);
2023-01-24 13:26:41 +00:00
game.delayx();
2019-06-07 03:46:13 +00:00
},
2024-04-15 18:10:02 +00:00
ai: {
maixie_defend: true,
threaten: 0.85,
effect: {
target: function (card, player, target) {
if (player.hasSkillTag("jueqing", false, target)) return;
2023-01-24 13:26:41 +00:00
return 0.9;
2019-06-07 03:46:13 +00:00
},
2019-08-07 15:38:38 +00:00
},
},
2024-04-15 18:10:02 +00:00
subSkill: {
effect: {
audio: "xinfu_weilu",
trigger: { player: "phaseUseBegin" },
charlotte: true,
forced: true,
logTarget: function (event, player) {
return player.getStorage("xinfu_weilu_effect").filter(function (current) {
return current.isIn() && current.hp > 1;
2023-01-24 13:26:41 +00:00
});
2019-08-07 15:38:38 +00:00
},
2024-04-15 18:10:02 +00:00
content: function () {
"step 0";
var targets = player.getStorage("xinfu_weilu_effect");
player.removeSkill("xinfu_weilu_effect");
event.targets = targets.sortBySeat();
2024-04-15 18:31:36 +00:00
"step 1";
2024-04-15 18:10:02 +00:00
var target = targets.shift();
if (target.isIn() && target.hp > 1) {
event._delay = true;
var num = target.hp - 1;
player.markAuto("xinfu_weilu_recover", [[target, num]]);
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target.loseHp(num);
}
2024-04-15 18:10:02 +00:00
if (targets.length > 0) event.redo();
else if (!event._delay) event.finish();
2024-04-15 18:31:36 +00:00
"step 2";
2024-04-15 18:10:02 +00:00
player.addTempSkill("xinfu_weilu_recover", {
player: ["phaseUseAfter", "phaseAfter"],
});
2023-01-24 13:26:41 +00:00
game.delayx();
2020-01-01 14:36:18 +00:00
},
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onremove: true,
intro: { content: "已将$列入“威虏”战略打击目标" },
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},
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recover: {
audio: "xinfu_weilu",
charlotte: true,
trigger: { player: "phaseUseEnd" },
forced: true,
filter: function (event, player) {
var targets = player.getStorage("xinfu_weilu_recover");
for (var i of targets) {
if (i[0].isIn() && i[0].isDamaged()) return true;
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}
return false;
},
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onremove: true,
logTarget: function (event, player) {
var logs = [],
targets = player.getStorage("xinfu_weilu_recover");
for (var i of targets) {
if (i[0].isIn() && i[0].isDamaged()) logs.add(i[0]);
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}
return logs;
},
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content: function () {
"step 0";
event.list = player.getStorage("xinfu_weilu_recover").slice(0);
event.list.sort(function (a, b) {
return lib.sort.seat(a[0], b[0]);
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});
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"step 1";
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var group = event.list.shift();
if (group[0].isIn() && group[0].isDamaged()) {
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group[0].recover(group[1]);
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event._delay = true;
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}
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if (event.list.length > 0) event.redo();
else if (!event._delay) event.finish();
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"step 2";
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game.delayx();
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},
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},
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},
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},
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xinfu_zengdao: {
audio: 2,
limited: true,
enable: "phaseUse",
filter: function (event, player) {
return player.countCards("e") > 0;
},
filterTarget: lib.filter.notMe,
skillAnimation: true,
animationColor: "thunder",
position: "e",
filterCard: true,
selectCard: [1, Infinity],
discard: false,
lose: false,
content: function () {
player.awakenSkill("xinfu_zengdao");
target.addToExpansion(cards, player, "give").gaintag.add("xinfu_zengdao2");
target.addSkill("xinfu_zengdao2");
},
ai: {
order: function () {
var player = _status.event.player,
num = 0;
if (player.hasCard((card) => get.value(card, player) < 0, "e")) return 9;
for (var i = 1; i < 6; i++) {
num += player.countEquipableSlot(i);
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}
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if (num <= 2) return 9;
var targets = player.getStorage("xinfu_weilu_recover"),
num = 0;
if (
player.hp <= 2 ||
!game.hasPlayer((current) => {
if (player == current || get.attitude(player, current) < 0 || current.hp <= 1)
return false;
for (var arr of targets) {
if (current == arr[0]) break;
}
return current.hp > 2 || current.countCards("hs") > 2;
})
)
return 1;
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return 0;
},
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result: {
target: function (player, target) {
if (target.hasValueTarget({ name: "sha", isCard: true }))
return ui.selected.cards.length;
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return 0;
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},
},
},
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},
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xinfu_zengdao2: {
trigger: { source: "damageBegin1" },
forced: true,
charlotte: true,
filter: function (event, player) {
return player.getExpansions("xinfu_zengdao2").length > 0;
},
content: function () {
"step 0";
player.chooseCardButton(
"将一张“刀”置入弃牌堆",
player.getExpansions("xinfu_zengdao2"),
true
);
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"step 1";
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if (result.bool) {
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trigger.num++;
player.loseToDiscardpile(result.links);
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}
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},
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marktext: "刀",
intro: {
content: "expansion",
markcount: "expansion",
onunmark: function (storage, player) {
player.removeSkill("xinfu_zengdao2");
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},
},
},
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xinfu_guanwei: {
audio: 2,
usable: 1,
init: () => {
game.addGlobalSkill("xinfu_guanwei_ai");
},
onremove: () => {
if (!game.hasPlayer((i) => i.hasSkill("xinfu_guanwei"), true))
game.removeGlobalSkill("xinfu_guanwei_ai");
},
trigger: {
global: "phaseUseEnd",
},
filter: function (event, player) {
var history = event.player.getHistory("useCard");
var num = 0;
var suit = false;
for (var i = 0; i < history.length; i++) {
var suit2 = get.suit(history[i].card);
if (!lib.suit.includes(suit2)) return false;
if (suit && suit != suit2) return false;
suit = suit2;
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num++;
}
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return num > 1;
},
direct: true,
content: function () {
"step 0";
var target = trigger.player;
player
.chooseToDiscard(
"he",
get.prompt("xinfu_guanwei", trigger.player),
"弃置一张牌,令其摸两张牌并进行一个额外的出牌阶段。"
)
.set("ai", function (card) {
if (get.attitude(_status.event.player, _status.event.targetx) < 1) return 0;
return 9 - get.value(card);
})
.set("logSkill", ["xinfu_guanwei", target])
.set("targetx", target);
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"step 1";
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if (result.bool) {
player.line(trigger.player, "green");
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trigger.player.draw(2);
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} else {
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player.storage.counttrigger.xinfu_guanwei--;
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event.finish();
}
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"step 2";
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var next = trigger.player.phaseUse();
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event.next.remove(next);
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trigger.getParent("phase").next.push(next);
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},
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ai: {
expose: 0.5,
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},
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subSkill: {
ai: {
trigger: { player: "dieAfter" },
filter: () => {
return !game.hasPlayer((i) => i.hasSkill("xinfu_guanwei"), true);
},
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silent: true,
forceDie: true,
content: () => {
game.removeGlobalSkill("xinfu_guanwei_ai");
},
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ai: {
effect: {
player_use: function (card, player, target) {
if (typeof card != "object" || !player.isPhaseUsing()) return;
var hasPanjun = game.hasPlayer(function (current) {
return (
current.hasSkill("xinfu_guanwei") &&
(!current.storage.counttrigger ||
!current.storage.counttrigger.xinfu_guanwei) &&
get.attitude(current, player) >= 1 &&
current.hasCard(function (card) {
return (
get.value(card) < 7 ||
(current != game.me &&
!current.isUnderControl() &&
!current.isOnline() &&
get.value(card) < 9)
);
}, "he")
);
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});
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if (!hasPanjun) return;
var suitx = get.suit(card);
var history = player.getHistory("useCard");
if (!history.length) {
var val = 0;
if (
player.hasCard(function (cardx) {
return (
get.suit(cardx) == suitx &&
card != cardx &&
(!card.cards || !card.cards.includes(cardx)) &&
player.hasValueTarget(cardx)
);
}, "hs")
)
val = [2, 0.1];
if (val) return val;
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return;
}
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var num = 0;
var suit = false;
for (var i = 0; i < history.length; i++) {
var suit2 = get.suit(history[i].card);
if (!lib.suit.includes(suit2)) return;
if (suit && suit != suit2) return;
suit = suit2;
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num++;
}
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if (suitx == suit && num == 1) return [1, 0.1];
if (
suitx != suit &&
(num > 1 ||
(num <= 1 &&
player.hasCard(function (cardx) {
return (
get.suit(cardx) == suit &&
player.hasValueTarget(cardx)
);
}, "hs")))
)
return "zeroplayertarget";
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},
},
},
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},
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},
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},
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xinfu_gongqing_gz_panjun: { audio: 2 },
xinfu_gongqing: {
audio: 2,
audioname2: { gz_panjun: "xinfu_gongqing_gz_panjun" },
trigger: {
player: ["damageBegin3", "damageBegin4"],
},
forced: true,
filter: function (event, player, name) {
if (!event.source) return false;
var range = event.source.getAttackRange();
if (name == "damageBegin3") return range > 3;
return event.num > 1 && range < 3;
},
preHidden: true,
content: function () {
trigger.num = event.triggername == "damageBegin4" ? 1 : trigger.num + 1;
},
ai: {
filterDamage: true,
skillTagFilter: function (player, tag, arg) {
if (arg && arg.player) {
if (arg.player.hasSkillTag("jueqing", false, player)) return false;
if (arg.player.getAttackRange() < 3) return true;
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}
return false;
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},
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},
},
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xinfu_andong: {
subSkill: {
add: {
sub: true,
mod: {
ignoredHandcard: function (card, player) {
if (get.suit(card) == "heart") {
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return true;
}
},
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cardDiscardable: function (card, player, name) {
if (name == "phaseDiscard" && get.suit(card) == "heart") return false;
2020-10-15 05:41:31 +00:00
},
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},
},
},
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audio: 2,
trigger: {
player: "damageBegin4",
},
filter: function (event, player) {
return get.itemtype(event.source) == "player";
},
logTarget: "source",
content: function () {
"step 0";
if (!trigger.source.countCards("h")) event._result = { index: 1 };
else
trigger.source
.chooseControlList(
[
"令" + get.translation(player) + "观看你的手牌,并获得其中所有的红桃牌。",
"防止即将对" +
get.translation(player) +
"造成的伤害,并使自己本回合内的红桃手牌不计入手牌上限。",
],
true
)
.set("ai", function (event, player) {
var target = _status.event.getParent().player;
var player = _status.event.player;
if (get.attitude(player, target) > 0) return 1;
return 0;
});
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"step 1";
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if (result.index == 1) {
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trigger.cancel();
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trigger.source.addTempSkill("xinfu_andong_add");
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event.finish();
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} else {
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player.viewHandcards(trigger.source);
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}
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"step 2";
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var cards = trigger.source.getCards("h");
var togain = [];
for (var i = 0; i < cards.length; i++) {
if (get.suit(cards[i]) == "heart") togain.push(cards[i]);
2020-03-25 12:27:23 +00:00
}
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if (togain.length) player.gain(togain, trigger.source, "giveAuto", "bySelf");
2019-08-07 15:38:38 +00:00
},
},
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xinfu_yingshi: {
audio: 2,
group: ["yingshi_die"],
trigger: {
player: "phaseUseBegin",
},
direct: true,
filter: function (event, player) {
return (
player.countCards("he", { suit: "heart" }) > 0 &&
!game.hasPlayer(function (current) {
return current.hasSkill("yingshi_heart");
})
);
},
content: function () {
"step 0";
player
.chooseTarget(get.prompt2("xinfu_yingshi"), function (card, player, target) {
return target != player;
})
.set("ai", function () {
return -1;
});
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"step 1";
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if (result.bool) {
var cards = player.getCards("he", { suit: "heart" });
var target = result.targets[0];
player.logSkill("xinfu_yingshi", target);
target.addSkill("yingshi_heart");
target.addToExpansion(cards, player, "give").gaintag.add("xinfu_yingshi");
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}
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},
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marktext: "酬",
intro: {
markcount: "expansion",
content: "expansion",
onunmark: function (storage, player) {
player.removeSkill("yingshi_heart");
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},
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},
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},
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yingshi_heart: {
charlotte: true,
trigger: { player: "damageEnd" },
filter: function (event, player) {
return (
event.source &&
event.source.isIn() &&
event.card &&
event.card.name == "sha" &&
player.getExpansions("xinfu_yingshi").length > 0
);
},
forced: true,
logTarget: "source",
content: function () {
"step 0";
trigger.source.chooseCardButton(
"应势:选择获得一张“酬”",
player.getExpansions("xinfu_yingshi"),
true
);
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"step 1";
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if (result.bool) {
trigger.source.gain(result.links, player, "give");
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}
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},
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},
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yingshi_die: {
audio: "xinfu_yingshi",
forced: true,
trigger: { global: "die" },
logTarget: "player",
filter: function (event, player) {
return event.player.getExpansions("xinfu_yingshi").length > 0;
},
content: function () {
var target = trigger.player;
player.gain(target.getExpansions("xinfu_yingshi"), target, "give", "bySelf");
2020-03-25 12:27:23 +00:00
},
},
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xinfu_duanfa: {
init: function (player) {
player.storage.xinfu_duanfa = 0;
2020-03-25 12:27:23 +00:00
},
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audio: 2,
enable: "phaseUse",
position: "he",
filter: function (card, player) {
return player.storage.xinfu_duanfa < player.maxHp;
2020-03-25 12:27:23 +00:00
},
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filterCard: function (card) {
return get.color(card) == "black";
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},
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selectCard: function () {
var player = _status.event.player;
return [1, player.maxHp - player.storage.xinfu_duanfa];
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},
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check: function (card) {
return 6 - get.value(card);
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},
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delay: false,
content: function () {
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player.draw(cards.length);
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player.storage.xinfu_duanfa += cards.length;
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},
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group: "xinfu_duanfa_clear",
subSkill: {
clear: {
trigger: {
player: "phaseBefore",
2020-03-25 12:27:23 +00:00
},
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forced: true,
silent: true,
popup: false,
content: function () {
player.storage.xinfu_duanfa = 0;
2020-03-25 12:27:23 +00:00
},
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sub: true,
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},
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},
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ai: {
order: 1,
result: {
player: 1,
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},
},
},
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xinfu_youdi: {
audio: 2,
trigger: {
player: "phaseJieshuBegin",
},
direct: true,
filter: function (event, player) {
return player.countCards("h") > 0;
},
content: function () {
"step 0";
player
.chooseTarget(get.prompt2("xinfu_youdi"), function (card, player, target) {
return player != target;
})
.set("ai", function (target) {
var player = _status.event.player;
if (
player.countCards("h", "sha") > player.countCards("h") / 3 &&
player.countCards("h", { color: "red" }) > player.countCards("h") / 2
)
return 0;
if (target.countCards("he") == 0) return 0.1;
return -get.attitude(_status.event.player, target);
});
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"step 1";
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if (result.bool) {
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game.delay();
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player.logSkill("xinfu_youdi", result.targets);
event.target = result.targets[0];
event.target.discardPlayerCard(player, "h", true);
} else {
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event.finish();
}
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"step 2";
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if (get.color(result.links[0]) != "black") player.draw("nodelay");
if (result.links[0].name != "sha" && event.target.countCards("he")) {
player.gainPlayerCard("he", event.target, true);
2019-06-07 03:46:13 +00:00
}
},
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ai: {
expose: 0.3,
threaten: 1.4,
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},
2020-03-25 12:27:23 +00:00
},
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xinfu_guanchao: {
subSkill: {
dizeng: {
mark: true,
marktext: "增",
intro: {
content: "单调递增",
2020-03-25 12:27:23 +00:00
},
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trigger: {
player: "useCard",
2020-03-25 12:27:23 +00:00
},
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audio: "xinfu_guanchao",
forced: true,
mod: {
aiOrder: function (player, card, num) {
if (typeof card.number != "number") return;
var history = player.getHistory("useCard", function (evt) {
2020-10-15 05:41:31 +00:00
return evt.isPhaseUsing();
});
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if (history.length == 0) return num + 10 * (14 - card.number);
var num = get.number(history[0].card);
if (!num) return;
for (var i = 1; i < history.length; i++) {
var num2 = get.number(history[i].card);
if (!num2 || num2 <= num) return;
num = num2;
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}
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if (card.number > num) return num + 10 * (14 - card.number);
2020-04-25 05:40:05 +00:00
},
},
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filter: function (event, player) {
var history = player.getHistory("useCard", function (evt) {
2020-03-25 12:27:23 +00:00
return evt.isPhaseUsing();
});
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if (history.length < 2) return false;
var num = get.number(history[0].card);
if (!num) return false;
for (var i = 1; i < history.length; i++) {
var num2 = get.number(history[i].card);
if (!num2 || num2 <= num) return false;
num = num2;
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}
return true;
},
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content: function () {
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player.draw();
},
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sub: true,
2020-03-25 12:27:23 +00:00
},
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dijian: {
mark: true,
marktext: "减",
intro: {
content: "单调递减",
2020-03-25 12:27:23 +00:00
},
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init: function (player) {
player.storage.guanchao = 0;
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},
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onremove: function (player) {
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delete player.storage.guanchao;
},
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trigger: {
player: "useCard",
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},
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audio: "xinfu_guanchao",
forced: true,
mod: {
aiOrder: function (player, card, num) {
if (typeof card.number != "number") return;
var history = player.getHistory("useCard", function (evt) {
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return evt.isPhaseUsing();
});
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if (history.length == 0) return num + 10 * card.number;
var num = get.number(history[0].card);
if (!num) return;
for (var i = 1; i < history.length; i++) {
var num2 = get.number(history[i].card);
if (!num2 || num2 >= num) return;
num = num2;
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}
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if (card.number < num) return num + 10 * card.number;
2020-04-25 05:40:05 +00:00
},
},
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filter: function (event, player) {
var history = player.getHistory("useCard", function (evt) {
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return evt.isPhaseUsing();
});
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if (history.length < 2) return false;
var num = get.number(history[0].card);
if (!num) return false;
for (var i = 1; i < history.length; i++) {
var num2 = get.number(history[i].card);
if (!num2 || num2 >= num) return false;
num = num2;
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}
return true;
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},
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content: function () {
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player.draw();
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},
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sub: true,
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},
},
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audio: 2,
trigger: {
player: "phaseUseBegin",
},
direct: true,
content: function () {
"step 0";
var list = ["递增", "递减", "取消"];
player
.chooseControl(list)
.set("prompt", get.prompt2("xinfu_guanchao"))
.set("ai", function () {
return [0, 1].randomGet();
});
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"step 1";
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switch (result.control) {
case "递增": {
player.logSkill("xinfu_guanchao");
player.addTempSkill("xinfu_guanchao_dizeng", "phaseUseEnd");
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break;
}
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case "递减": {
player.logSkill("xinfu_guanchao");
player.addTempSkill("xinfu_guanchao_dijian", "phaseUseEnd");
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break;
}
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case "取消": {
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break;
}
}
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},
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},
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xinfu_xunxian: {
usable: 1,
audio: 2,
trigger: {
player: ["useCardAfter", "respond"],
},
filter: function (event, player) {
if (
get.itemtype(event.cards) !== "cards" ||
!game.hasPlayer((current) => {
if (current === player) return false;
return (
current.getHp() > player.getHp() ||
current.countCards("h") > player.countCards("h")
);
})
)
return false;
for (var i = 0; i < event.cards.length; i++) {
if (event.cards[i].isInPile()) {
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return true;
}
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}
return false;
},
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async cost(event, trigger, player) {
event.result = await player
.chooseTarget(get.prompt2("xinfu_xunxian"), (card, player, target) => {
if (target === player) return false;
return (
target.getHp() > player.getHp() ||
target.countCards("h") > player.countCards("h")
);
})
.set("ai", (target) => {
let att = get.attitude(_status.event.player, target),
name = _status.event.cards[0].name;
if (att < 3) return 0;
if (target.hasJudge("lebu")) att /= 5;
if (name === "sha" && target.hasSha()) att /= 5;
if (name === "wuxie" && target.needsToDiscard(_status.event.cards)) att /= 5;
return att / (1 + get.distance(player, target, "absolute"));
})
.set("cards", trigger.cards)
.forResult();
},
async content(event, trigger, player) {
let list = [];
for (let i = 0; i < trigger.cards.length; i++) {
if (trigger.cards[i].isInPile()) {
list.push(trigger.cards[i]);
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}
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}
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if (get.mode() !== "identity" || player.identity !== "nei") player.addExpose(0.2);
event.targets[0].gain(list, "gain2").giver = player;
},
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},
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xinfu_kannan: {
audio: 2,
subSkill: {
phase: {
sub: true,
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},
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},
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enable: "phaseUse",
filter: function (event, player) {
if (player.hasSkill("xinfu_kannan_phase")) return false;
if (player.getStat().skill.xinfu_kannan >= player.hp) return false;
return player.countCards("h") > 0;
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},
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filterTarget: function (card, player, target) {
if (target.hasSkill("xinfu_kannan_phase")) return false;
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return player.canCompare(target);
},
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ai: {
order: function () {
return get.order({ name: "sha" }) + 0.4;
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},
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result: {
target: function (player, target) {
if (
player.hasCard(function (card) {
if (get.position(card) != "h") return false;
var val = get.value(card);
if (val < 0) return true;
if (val <= 5) {
return card.number >= 12;
}
if (val <= 6) {
return card.number >= 13;
}
return false;
})
)
return -1;
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return 0;
},
},
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},
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content: function () {
"step 0";
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player.chooseToCompare(target);
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"step 1";
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if (result.bool) {
player.addTempSkill("xinfu_kannan_phase");
if (!player.hasSkill("kannan_eff")) {
player.addSkill("kannan_eff");
} else {
if (!player.storage.kannan_eff) player.storage.kannan_eff = 0;
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}
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player.storage.kannan_eff++;
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player.markSkill("kannan_eff");
} else {
target.addTempSkill("xinfu_kannan_phase");
if (!target.hasSkill("kannan_eff")) {
target.addSkill("kannan_eff");
} else {
if (!target.storage.kannan_eff) player.storage.kannan_eff = 0;
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//target.storage.kannan_eff++;
//target.markSkill('kannan_eff');
}
target.storage.kannan_eff++;
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target.markSkill("kannan_eff");
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}
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},
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},
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kannan_eff: {
mark: true,
intro: {
content: "下一张杀的伤害基数+#",
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},
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trigger: {
player: "useCard",
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},
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filter: function (event) {
return event.card && event.card.name == "sha";
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},
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forced: true,
content: function () {
if (!trigger.baseDamage) trigger.baseDamage = 1;
trigger.baseDamage += player.storage.kannan_eff;
player.removeSkill("kannan_eff");
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},
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init: function (player) {
player.storage.kannan_eff = 0;
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},
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onremove: function (player) {
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delete player.storage.kannan_eff;
},
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ai: {
damageBonus: true,
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},
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},
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xinfu_tushe: {
audio: 2,
mod: {
aiOrder(player, card, num) {
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if (get.tag(card, "multitarget")) {
if (player.countCards("h", { type: "basic" })) return num / 10;
return num * 10;
}
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if (get.type(card) === "basic") return num + 10;
},
aiValue(player, card, num) {
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if (card.name === "zhangba") {
let fact = (n) => {
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if (n > 1) return n * fact(n - 1);
return 1;
},
basic = 0;
return fact(
Math.min(
player.countCards("hs", (i) => {
if (get.tag(i, "multitarget")) return 2;
if (!["shan", "tao", "jiu"].includes(card.name)) return 1;
basic++;
}) /
(1 + basic),
player.getCardUsable("sha")
)
);
}
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if (["shan", "tao", "jiu"].includes(card.name)) {
if (player.getEquip("zhangba") && player.countCards("hs") > 1) return 0.01;
return num / 2;
}
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if (get.tag(card, "multitarget")) return num + game.players.length;
},
aiUseful(player, card, num) {
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if (get.name(card, player) === "shan") {
if (
player.countCards("hs", (i) => {
if (card === i || (card.cards && card.cards.includes(i))) return false;
return get.name(i, player) === "shan";
})
)
return -1;
return num / Math.pow(Math.max(1, player.hp), 2);
}
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},
},
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trigger: {
player: "useCardToPlayered",
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},
locked: false,
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frequent: true,
filter: function (event, player) {
if (get.type(event.card) == "equip") return false;
if (event.getParent().triggeredTargets3.length > 1) return false;
return event.targets.length > 0 && !player.countCards("h", { type: "basic" });
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},
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content: function () {
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player.draw(trigger.targets.length);
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},
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ai: {
presha: true,
pretao: true,
threaten: 1.8,
effect: {
player(card, player, target) {
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if (
typeof card === "object" &&
card.name !== "shan" &&
get.type(card) !== "equip" &&
!player.countCards("h", (i) => {
if (card === i || (card.cards && card.cards.includes(i))) return false;
return get.type(i) === "basic";
})
) {
let targets = [],
evt = _status.event.getParent("useCard");
targets.addArray(ui.selected.targets);
if (evt && evt.card == card) targets.addArray(evt.targets);
if (targets.length) return [1, targets.length];
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if (get.tag(card, "multitarget")) return [1, game.players.length - 1];
return [1, 1];
}
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},
},
},
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},
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xinfu_limu: {
mod: {
targetInRange: function (card, player, target) {
if (player.countCards("j") && player.inRange(target)) {
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return true;
}
},
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cardUsableTarget: function (card, player, target) {
if (player.countCards("j") && player.inRange(target)) return true;
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},
aiOrder(player, card, num) {
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if (
get.type(card, "delay") &&
player.canUse(card, player) &&
player.canAddJudge(card)
)
return 15;
},
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},
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locked: false,
audio: 2,
enable: "phaseUse",
discard: false,
filter: function (event, player) {
if (player.hasJudge("lebu")) return false;
return player.countCards("hes", { suit: "diamond" }) > 0;
},
viewAs: { name: "lebu" },
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//prepare:"throw",
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position: "hes",
filterCard: function (card, player, event) {
return get.suit(card) == "diamond" && player.canAddJudge({ name: "lebu", cards: [card] });
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},
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selectTarget: -1,
filterTarget: function (card, player, target) {
return player == target;
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},
check(card) {
var player = _status.event.player;
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if (!player.getEquip("zhangba")) {
let damaged = player.maxHp - player.hp - 1;
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if (
player.countCards("h", function (cardx) {
if (cardx == card) return false;
if (cardx.name == "tao") {
if (damaged < 1) return true;
damaged--;
}
return ["shan", "jiu"].includes(cardx.name);
}) > 0
)
return 0;
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}
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if (card.name == "shan") return 15;
if (card.name == "tao" || card.name == "jiu") return 10;
return 9 - get.value(card);
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},
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onuse: function (links, player) {
var next = game.createEvent("limu_recover", false, _status.event.getParent());
next.player = player;
next.setContent(function () {
player.recover();
});
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},
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ai: {
result: {
target(player, target) {
let res = lib.card.lebu.ai.result.target(player, target);
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if (target.isDamaged())
return res + 2 * Math.abs(get.recoverEffect(target, player, target));
return res;
},
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ignoreStatus: true,
},
order(item, player) {
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if (player.hp > 1 && player.countCards("j")) return 0;
return 12;
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},
effect: {
target(card, player, target) {
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if (
target.isPhaseUsing() &&
typeof card === "object" &&
get.type(card, target) === "delay" &&
!target.countCards("j")
) {
let shas =
target.getCards("hs", (i) => {
if (card === i || (card.cards && card.cards.includes(i)))
return false;
return get.name(i, target) === "sha" && target.getUseValue(i) > 0;
}) - target.getCardUsable("sha");
if (shas > 0) return [1, 1.5 * shas];
}
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},
},
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},
},
},
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characterReplace: {
duji: ["duji", "re_duji", "ns_duji"],
sp_taishici: ["sp_taishici", "re_sp_taishici"],
mazhong: ["mazhong", "re_mazhong"],
wenpin: ["wenpin", "re_wenpin"],
liuyan: ["liuyan", "jsrg_liuyan", "ol_liuyan"],
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},
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translate: {
xinghuoliaoyuan: "星火燎原",
sp_taishici: "SP太史慈",
sp_taishici_prefix: "SP",
wangcan: "王粲",
re_jsp_pangtong: "SP庞统",
re_jsp_pangtong_prefix: "SP",
lvdai: "吕岱",
re_zhangliang: "张梁",
lvqian: "吕虔",
panjun: "潘濬",
duji: "杜畿",
zhoufang: "周鲂",
yanjun: "严畯",
liuyao: "刘繇",
liuyan: "刘焉",
xinfu_guolun: "过论",
xinfu_guolun_info:
"出牌阶段限一次,你可以展示一名其他角色的手牌,然后展示你的一张牌。你与其交换这两张牌,然后展示的牌点数较小的角色摸一张牌。",
xinfu_zhanji: "展骥",
xinfu_zhanji_info:
"锁定技。你的出牌阶段内,当你因摸牌且不是因为此技能效果而得到牌后,你摸一张牌。",
xinfu_songsang: "送丧",
xinfu_songsang_info:
"限定技其他角色死亡时你可以回复1点体力若你未受伤则改为加1点体力上限然后获得技能〖展骥〗。",
xinfu_jixu: "击虚",
xinfu_jixu_info:
"出牌阶段限一次若你有手牌你可以令任意名体力值相等的其他角色猜测你的手牌中是否有【杀】。然后你摸X张牌X为猜错的角色数。若你有【杀】则你本回合内使用【杀】时所有这些角色均成为【杀】的目标若你没有【杀】则你弃置所有这些角色的各一张牌。若X为零你结束出牌阶段。",
jixu_sha: "击虚",
jixu_sha_info: "",
xinfu_sanwen: "散文",
xinfu_sanwen_info:
"每回合限一次。当你得到牌后,若你的原手牌中有与这些牌名称相同的牌,则你可以展示这些牌,弃置新得到的同名牌并摸两倍的牌。",
xinfu_qiai: "七哀",
xinfu_qiai_info: "限定技,当你进入濒死状态时,你可以令所有其他角色依次交给你一张牌。",
xinfu_denglou: "登楼",
xinfu_denglou_info:
"限定技,结束阶段,若你没有手牌,则你可以观看牌堆顶的四张牌,依次使用其中的所有基本牌(不能使用则弃置),然后获得其余的牌。",
qinguo_use: "勤国",
qinguo_use_info: "",
xinfu_qinguo: "勤国",
xinfu_qinguo_info:
"当你使用的装备牌结算完成时你可以视为使用一张【杀】当你因使用或失去装备牌导致装备区内牌的数量发生变化后若你装备区内牌的数量等于你的体力值则你回复1点体力。",
qinguo_lose: "勤国",
qinguo_lose_info: "",
xinfu_jijun: "集军",
xinfu_jijun_info:
"当你于回合内使用非装备牌或武器牌指定目标后,若你是此牌的目标,你可以进行一次判定。然后,你将判定牌置于自己的武将牌上,称之为「方」。",
xinfu_fangtong: "方统",
xinfu_fangtong_info:
"结束阶段你可以弃置总点数之和为36的一张牌与任意张「方」并对一名其他角色造成3点雷电伤害。",
xinfu_weilu: "威虏",
xinfu_weilu_info:
"锁定技当你受到伤害后伤害来源获得一枚「虏」。你的下个出牌阶段开始时所有有「虏」的角色将体力失去至1点。此阶段结束后这些角色回复以此法失去的体力。",
weilu_effect: "威虏",
weilu_effect_info: "",
weilu_effect2: "威虏",
weilu_effect2_info: "",
xinfu_zengdao: "赠刀",
xinfu_zengdao_info:
"限定技,出牌阶段,你可以将装备区内的任意张牌置于一名其他角色的武将牌旁,称之为“刀”。该角色造成伤害时,其须移去一张“刀”,然后此伤害+1。",
xinfu_zengdao2: "赠刀",
xinfu_zengdao2_info: "",
xinfu_guanwei: "观微",
xinfu_guanwei_info:
"每回合限一次。一名角色的出牌阶段结束时,若其本回合使用过两张以上的牌且这些牌均有花色且花色均相同,则你可以弃置一张牌,令其摸两张牌并进行一个额外的出牌阶段。",
xinfu_gongqing: "公清",
xinfu_gongqing_info:
"锁定技。当你受到伤害时,若伤害来源的攻击范围:<3则你令此伤害的数值减为1。>3你令此伤害+1。",
xinfu_andong: "安东",
xinfu_andong_info:
"当你受到伤害时你可以令伤害来源选择一项1.令你观看其的手牌并获得其中的所有红桃牌2.防止此伤害,然后其本回合内的红桃手牌不计入手牌上限。",
xinfu_yingshi: "应势",
xinfu_yingshi_info:
"出牌阶段开始时,若场上的所有角色均没有「酬」,则你可以将所有的红桃牌置于一名其他角色的武将牌旁,称之为「酬」。有「酬」的角色受到【杀】的伤害后/死亡时,伤害来源/你获得其中的一张/所有的「酬」。",
yingshi_heart: "应势",
yingshi_heart_info: "",
yingshi_die: "应势",
yingshi_die_info: "",
xinfu_duanfa: "断发",
xinfu_duanfa_info:
"出牌阶段你可以弃置任意张黑色牌然后摸等量的牌。每回合内限X张X为你的体力上限",
xinfu_youdi: "诱敌",
xinfu_youdi_info:
"结束阶段开始时,你可以令一名其他角色弃置你的一张手牌,若此牌:不为黑色,你摸一张牌。不为【杀】,你获得该角色的一张牌。",
xinfu_guanchao: "观潮",
xinfu_guanchao_info:
"出牌阶段开始时你可以选择获得一项效果直到回合结束1.当你使用牌时若你此阶段使用过的所有牌的点数为递增你摸一张牌2.当你使用牌时,若你此阶段使用过的所有牌的点数为递减,你摸一张牌。",
xinfu_xunxian: "逊贤",
xinfu_xunxian_info:
"每回合限一次。当你使用或打出的牌结算完成后,你可以将其对应的所有实体牌交给一名手牌数或体力值大于你的角色。",
xinfu_kannan: "戡难",
xinfu_kannan_info:
"出牌阶段限X次你可以与一名本回合内未成为过〖戡难〗目标的角色拼点。若你赢你使用的下一张【杀】的伤害值基数+1且你本回合内不能再发动〖戡难〗。若你没赢其使用的下一张【杀】的伤害值基数+1。X为你的体力值。",
kannan_eff: "戡难",
kannan_eff_info: "",
xinfu_tushe: "图射",
xinfu_tushe_info:
"当你使用非装备牌指定目标后若你没有基本牌则你可以摸X张牌。X为此牌指定的目标数",
xinfu_limu: "立牧",
xinfu_limu_info:
"出牌阶段你可以将一张♦牌当做【乐不思蜀】对自己使用然后回复1点体力。只要你的判定区内有牌你对攻击范围内的其他角色使用牌便没有次数和距离限制。",
xinyingshi: "应势",
xinyingshi_info:
"出牌阶段开始时,若场上所有角色的武将牌上均没有“酬”,则你可以将任意张牌置于一名角色的武将牌上,称为“酬”。若如此做:当有角色使用牌对有“酬”的角色造成伤害后,其可以获得一张“酬”,并获得牌堆中所有与“酬”花色点数均相同的牌;有“酬”的角色死亡时,你获得其所有“酬”。",
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xinghuoliaoyuan_tianfu: "天府",
xinghuoliaoyuan_tianliang: "天梁",
xinghuoliaoyuan_tianji: "天机",
xinghuoliaoyuan_tiantong: "天同",
xinghuoliaoyuan_tianxiang: "天相",
xinghuoliaoyuan_qisha: "七杀",
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},
};
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});