2015-04-29 03:25:17 +00:00
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play.character={
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2015-11-09 23:11:17 +00:00
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// mode:['identity','guozhan','versus'],
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video:function(list){
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this.init(list);
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for(var i in this.skill){
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lib.skill[i]=this.skill[i];
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}
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},
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init:function(videolist){
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2015-04-29 03:25:17 +00:00
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var list=[],list2=[];
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var i,j,name;
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for(i in lib.character){
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if(lib.config.forbidai.contains(i)) continue;
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if(lib.config.forbidall.contains(i)) continue;
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if(!get.config('double_character')&&get.config('ban_weak')&&lib.config.forbidsingle.contains(i)) continue;
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if(get.config('double_character')&&lib.config.forbiddouble.contains(i)) continue;
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list.push(i);
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}
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2015-05-03 15:17:15 +00:00
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list.randomSort();
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2015-11-09 23:11:17 +00:00
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list=list.splice(0,Math.ceil(lib.card.list.length*(parseFloat(lib.config.character_num_playpackconfig)||0)));
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if(_status.video){
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if(videolist){
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list=videolist;
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}
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}
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else{
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lib.video.push({
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type:'play',
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init:list,
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name:'character'
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});
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}
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2015-04-29 03:25:17 +00:00
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var suit=['heart','diamond','club','spade'];
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for(i=0;i<list.length;i++){
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name=list[i]+'_charactercard';
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lib.card[name]={
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enable:true,
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type:'character',
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2015-11-25 12:34:54 +00:00
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image:'character/'+list[i],
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2015-04-29 03:25:17 +00:00
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color:'white',
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opacity:1,
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textShadow:'black 0 0 2px',
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chongzhu:true,
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filterTarget:function(card,player,target){
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return player==target;
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},
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selectTarget:-1,
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content:function(){
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var name=card.name.slice(0,card.name.indexOf('_charactercard'));
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target.$gain2(card);
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var skills=lib.character[name][3];
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var list=[];
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for(var j=0;j<skills.length;j++){
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if(lib.translate[skills[j]+'_info']&&lib.skill[skills[j]]&&
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!lib.skill[skills[j]].unique&&
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!target.skills.contains(skills[j])){
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list.push(skills[j]);
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}
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}
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target.removeSkill('charactercard');
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if(list.length){
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var skill=list.randomGet();
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target.popup(skill);
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game.log(get.translation(target)+'获得技能'+get.translation(skill));
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target.addSkill(skill);
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target.skills.remove(skill);
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target.additionalSkills.charactercard=skill;
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target.checkMarks();
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target.storage.charactercard=card;
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target.addSkill('charactercard');
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}
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else{
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target.draw(2);
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}
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},
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ai:{
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order:9,
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result:{
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target:(function(name){
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return function(player,target){
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if(target.additionalSkills.charactercard) return 0;
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return lib.character[name][2]<=4?1:0;
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}
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}(list[i]))
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}
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}
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};
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lib.translate[name]=get.translation(list[i]);
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lib.translate[name+'_info']=get.skillintro(list[i],true,true);
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list2.push([suit.randomGet(),Math.ceil(Math.random()*13),name]);
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}
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lib.card.list=lib.card.list.concat(list2);
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},
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help:{
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2015-11-09 23:11:17 +00:00
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'技能卡牌':'<ul><li>牌堆中随机加入5%的技能牌<li>出牌阶段对自己使用,'+
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2015-04-29 03:25:17 +00:00
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'随机获得卡牌对应角色的一项技能直到使用者的下一个出牌阶段开始'+
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2015-11-09 23:11:17 +00:00
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'<li>一个角色最多只能通过技能卡牌获得一个技能,新获得技能后将失去之前以此法获得的技能'+
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2015-04-29 03:25:17 +00:00
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'<li>不能获得主公技、限定技、觉醒技等特殊技能,以及场上只能唯一存在的技能'+
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'<li>若卡牌对应角色没有可获得的技能,目标摸两张牌'
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},
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skill:{
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charactercard:{
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trigger:{player:'phaseUseBegin'},
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forced:true,
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popup:false,
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mark:'card',
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intro:{
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name:function(storage,player){
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2015-11-09 23:11:17 +00:00
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if(_status.video){
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if(player.marks.charactercard&&player.marks.charactercard.name){
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var name=player.marks.charactercard.name;
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if(name){
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name=name.slice(0,name.indexOf('_charactercard'));
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return get.translation(name);
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}
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}
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return '';
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}
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else{
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return get.translation(player.additionalSkills.charactercard);
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}
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2015-04-29 03:25:17 +00:00
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},
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content:function(storage,player){
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2015-11-09 23:11:17 +00:00
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if(_status.video){
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if(player.marks.charactercard&&player.marks.charactercard.name){
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var name=player.marks.charactercard.name;
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if(name){
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name=name.slice(0,name.indexOf('_charactercard'));
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return get.skillintro(name,true,true);
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}
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}
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return '';
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}
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else{
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return lib.translate[player.additionalSkills.charactercard+'_info'];
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}
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2015-04-29 03:25:17 +00:00
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},
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onunmark:function(storage,player){
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delete player.additionalSkills.charactercard;
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delete player.storage.charactercard;
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}
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},
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content:function(){
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player.removeSkill('charactercard');
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}
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}
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}
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}
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