Merge branch 'libccy:PR-Branch' into PR-Branch
This commit is contained in:
commit
16970f36ee
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@ -2164,7 +2164,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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str+=('摸'+get.cnNumber(Math.min(8,num2-num1))+'张牌,然后手牌上限-1。');
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str+=('摸'+get.cnNumber(Math.min(8,num2-num1))+'张牌,然后手牌上限-1。');
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}
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}
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str+=('<br>※当前手牌上限:'+num2);
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str+=('<br>※当前手牌上限:'+num2);
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var num3=player.countMark('clanguixiang_count');
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var num3=((_status.event.getParent().phaseIndex||0)+1);
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if(num3>0){
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if(num3>0){
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str+=(';阶段数:'+num3)
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str+=(';阶段数:'+num3)
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}
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}
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@ -2186,7 +2186,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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ai:{
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ai:{
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order:function(item,player){
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order:function(item,player){
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var num=player.getHandcardLimit(),numx=player.countMark('clanguixiang_count');
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var num=player.getHandcardLimit(),numx=((_status.event.getParent().phaseIndex||0)+1);
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if(num==5&&numx==4&&player.getStat('skill').clanyirong) return 0;
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if(num==5&&numx==4&&player.getStat('skill').clanyirong) return 0;
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if(player.countCards('h')==num+1&&num!=2&&(num<=4||num>4&&numx>4)) return 10;
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if(player.countCards('h')==num+1&&num!=2&&(num<=4||num>4&&numx>4)) return 10;
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return 0.5;
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return 0.5;
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@ -2197,56 +2197,18 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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clanguixiang:{
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clanguixiang:{
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audio:2,
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audio:2,
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init:function(player){
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player.addSkill('clanguixiang_count');
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},
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onremove:function(player){
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player.removeSkill('clanguixiang_count');
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var event=_status.event.getParent('phase');
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if(event) delete event._clanguixiang;
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},
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trigger:{
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trigger:{
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player:['phaseZhunbeiBefore','phaseJudgeBefore','phaseDrawBefore','phaseDiscardBefore','phaseJieshuBefore'],
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player:'phaseChange',
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},
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},
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forced:true,
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forced:true,
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filter:function(event,player){
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filter:function(event,player){
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var evt=event.getParent('phase');
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if(event.phaseList[event.num].startsWith('phaseUse')) return false;
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if(!evt||!evt._clanguixiang) return false;
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var num1=player.getHandcardLimit()-1,num2=event.num;
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var num1=player.getHandcardLimit()-1,num2=player.countMark('clanguixiang_count');
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return num1==num2;
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return num1==num2;
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},
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},
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content:function(){
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content:function(){
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trigger.cancel(null,null,'notrigger');
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trigger.phaseList[trigger.num]='phaseUse|clanguixiang';
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var next=player.phaseUse();
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game.delayx();
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event.next.remove(next);
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trigger.getParent().next.unshift(next);
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},
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subSkill:{
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count:{
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trigger:{
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player:['phaseZhunbeiBegin','phaseJudgeBegin','phaseDrawBegin','phaseDiscardBegin','phaseJieshuBegin','phaseUseBegin'],
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},
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forced:true,
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popup:false,
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lastDo:true,
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priority:-Infinity,
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content:function(){
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player.addMark('clanguixiang_count',1,false);
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},
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group:'clanguixiang_clear',
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},
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clear:{
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trigger:{player:'phaseBefore'},
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forced:true,
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charlotte:true,
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popup:false,
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firstDo:true,
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priority:Infinity,
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content:function(){
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delete player.storage.clanguixiang_count;
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trigger._clanguixiang=true;
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},
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},
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},
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},
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},
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},
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clanmuyin:{
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clanmuyin:{
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@ -4585,11 +4585,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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//周宣
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//周宣
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dcwumei:{
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dcwumei:{
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audio:2,
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audio:2,
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trigger:{player:'phaseBegin'},
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trigger:{player:'phaseBeginStart'},
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filter:function(event,player){
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filter:function(event,player){
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return !player.hasSkill('dcwumei_used');
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return !player.hasSkill('dcwumei_used');
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},
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},
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priority:10,//离谱的优先机制
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direct:true,
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direct:true,
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content:function(){
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content:function(){
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'step 0'
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'step 0'
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@ -4616,6 +4615,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger._triggered=5;
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trigger._triggered=5;
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var evt=player.insertPhase();
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var evt=player.insertPhase();
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delete evt.skill;
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delete evt.skill;
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game.broadcastAll(function(player){
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player.classList.remove('glow_phase');
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delete _status.currentPhase;
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},player);
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}
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}
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}
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}
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},
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},
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