调整【榻谟】
This commit is contained in:
parent
611714353b
commit
d34942b098
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@ -604,18 +604,18 @@ game.import("character", function () {
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if (
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player.hp < 2 ||
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target.hp +
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target.countCards("h", (card) =>
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target.canSaveCard(card, target)
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) <=
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1 +
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trigger.targets.some((current) =>
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current.hasMark("zhengqing")
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)
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target.countCards("h", (card) =>
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target.canSaveCard(card, target)
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) <=
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1 +
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trigger.targets.some((current) =>
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current.hasMark("zhengqing")
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)
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)
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allIn = true;
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if (
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cards.map((card) => get.value(card)).reduce((p, c) => p + c, 0) /
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cards.length >
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cards.length >
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5
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)
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allIn = true;
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@ -755,9 +755,18 @@ game.import("character", function () {
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changeSeat: true,
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derivation: "tamo_faq",
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async content(event, trigger, player) {
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const toSortPlayers = game.filterPlayer((current) => !current.isZhu2());
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const toSortPlayers = game.filterPlayer((current) => {
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return (
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!current.isZhu2() ||
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get.mode() == "doudizhu" && current.getSeatNum() == 3
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);
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});
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toSortPlayers.sortBySeat(game.findPlayer2((current) => current.getSeatNum() == 1, true));
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const next = player.chooseToMove("榻谟:是否分配所有角色的座次?");
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const next = player.chooseToMove("榻谟:是否分配" +
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(game.countPlayer() > toSortPlayers.length ?
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"除主公" + (get.mode() == "doudizhu" ? "和三号位外" : "外") : "") +
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"所有角色的座次?"
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);
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next.set("list", [
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[
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"(以下排列的顺序即为发动技能后角色的座次顺序)",
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@ -920,8 +929,8 @@ game.import("character", function () {
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trigger: { player: "phaseAfter" },
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filter(event, player) {
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return game.hasPlayer(target => {
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if(target==player||target.countCards('h')+player.countCards('h')==0) return false;
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return get.mode()=='identity'||target.countCards('h')<=player.countCards('h')+1;
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if (target == player || target.countCards('h') + player.countCards('h') == 0) return false;
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return get.mode() == 'identity' || target.countCards('h') <= player.countCards('h') + 1;
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});
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},
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direct: true,
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@ -933,8 +942,8 @@ game.import("character", function () {
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get.prompt("zhimeng"),
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"与一名其他角色平分手牌",
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(card, player, target) => {
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if(target==player||target.countCards('h')+player.countCards('h')==0) return false;
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return get.mode()=='identity'||target.countCards('h')<=player.countCards('h')+1;
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if (target == player || target.countCards('h') + player.countCards('h') == 0) return false;
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return get.mode() == 'identity' || target.countCards('h') <= player.countCards('h') + 1;
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}
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)
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.set("ai", (target) => {
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@ -1638,9 +1647,8 @@ game.import("character", function () {
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var bodies = _status.event.player
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.getStorage("jxzhaoluan_effect")
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.filter((i) => i.isIn());
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return `选择一名角色,你令${get.translation(bodies)}${
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bodies.length > 1 ? "中的一人" : ""
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}减1点体力上限,然后你对选择的角色造成1点伤害。`;
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return `选择一名角色,你令${get.translation(bodies)}${bodies.length > 1 ? "中的一人" : ""
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}减1点体力上限,然后你对选择的角色造成1点伤害。`;
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},
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delay: false,
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content() {
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@ -1757,9 +1765,9 @@ game.import("character", function () {
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.chooseButton(
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[
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"挈挟:选择" +
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(num > 1 ? "至多" : "") +
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get.cnNumber(num) +
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"张武将置入武器栏",
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(num > 1 ? "至多" : "") +
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get.cnNumber(num) +
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"张武将置入武器栏",
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[
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list,
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function (item, type, position, noclick, node) {
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@ -1835,8 +1843,7 @@ game.import("character", function () {
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`<div class="text" data-nature=${get.groupnature(
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info[1],
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"raw"
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)}m style="font-family: ${
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lib.config.name_font || "xinwei"
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)}m style="font-family: ${lib.config.name_font || "xinwei"
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},xinwei">${skillstr}</div>`,
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node
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);
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@ -1863,18 +1870,18 @@ game.import("character", function () {
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if (lib.skill[skills[i]] && lib.skill[skills[i]].nobracket) {
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uiintro.add(
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'<div><div class="skilln">' +
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get.translation(skills[i]) +
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"</div><div>" +
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get.skillInfoTranslation(skills[i]) +
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"</div></div>"
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get.translation(skills[i]) +
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"</div><div>" +
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get.skillInfoTranslation(skills[i]) +
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"</div></div>"
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);
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} else {
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uiintro.add(
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'<div><div class="skill">【' +
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translation +
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"】</div><div>" +
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get.skillInfoTranslation(skills[i]) +
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"</div></div>"
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translation +
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"】</div><div>" +
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get.skillInfoTranslation(skills[i]) +
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"</div></div>"
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);
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}
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if (lib.translate[skills[i] + "_append"]) {
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@ -2425,10 +2432,10 @@ game.import("character", function () {
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)
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return false;
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var card = {
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name: event.card.name,
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nature: event.card.nature,
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isCard: true,
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},
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name: event.card.name,
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nature: event.card.nature,
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isCard: true,
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},
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list = event._dccuixin;
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for (var target of list) {
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var targetx = player[target]();
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@ -2455,10 +2462,10 @@ game.import("character", function () {
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player
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.chooseBool(
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"摧心:是否视为对" +
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get.translation(list[0]) +
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"使用" +
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get.translation(card) +
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"?"
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get.translation(list[0]) +
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"使用" +
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get.translation(card) +
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"?"
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)
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.set("goon", get.effect(list[0], card, player, player) > 0)
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.set("ai", () => _status.event.goon);
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@ -3301,8 +3308,8 @@ game.import("character", function () {
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return 15;
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})
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.set("forceDie", true).judge2 = function (result) {
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return result.bool;
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};
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return result.bool;
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};
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"step 1";
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var num = game.countPlayer(function (current) {
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return current != player && current.hasMark("twwuhun");
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@ -3594,15 +3601,15 @@ game.import("character", function () {
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evt.set(
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"openskilldialog",
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"选择" +
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get.translation(name) +
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"(" +
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get.translation(result.links[0]) +
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")的目标"
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get.translation(name) +
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"(" +
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get.translation(result.links[0]) +
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")的目标"
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);
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evt.set("norestore", true);
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evt.set("custom", {
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add: {},
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replace: { window() {} },
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replace: { window() { } },
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});
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} else {
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delete evt.result.skill;
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@ -3787,11 +3794,11 @@ game.import("character", function () {
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return [
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1,
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0.8 *
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game.countPlayer((current) => {
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return current.countCards("e", (card) => {
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return get.suit(card, current) == suit;
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});
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}),
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game.countPlayer((current) => {
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return current.countCards("e", (card) => {
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return get.suit(card, current) == suit;
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});
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}),
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];
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},
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target: (card, player, target) => {
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@ -4805,9 +4812,9 @@ game.import("character", function () {
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return (
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numx +
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num *
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game.countPlayer(function (current) {
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return current.hasSkill("yingba");
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})
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game.countPlayer(function (current) {
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return current.hasSkill("yingba");
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})
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);
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},
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},
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@ -5532,10 +5539,10 @@ game.import("character", function () {
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.chooseTarget(
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get.prompt("dangmo"),
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"为" +
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get.translation(trigger.card) +
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"增加至多" +
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get.translation(num) +
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"个目标",
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get.translation(trigger.card) +
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"增加至多" +
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get.translation(num) +
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"个目标",
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[1, num],
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function (card, player, target) {
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var evt = _status.event.getTrigger();
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@ -5581,8 +5588,8 @@ game.import("character", function () {
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return 1;
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})
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.set("callback", lib.skill.reshuishi.callback).judge2 = function (result) {
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return result.bool ? true : false;
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};
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return result.bool ? true : false;
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};
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"step 2";
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var cards = cards.filterInD();
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if (cards.length)
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@ -6015,10 +6022,10 @@ game.import("character", function () {
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.chooseCard(
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"h",
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"交给" +
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get.translation(player) +
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"一张" +
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get.translation(suit) +
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"花色的手牌",
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get.translation(player) +
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"一张" +
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get.translation(suit) +
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"花色的手牌",
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true,
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function (card, player) {
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return get.suit(card, player) == _status.event.suit;
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@ -6294,10 +6301,10 @@ game.import("character", function () {
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.set(
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"prompt",
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"把" +
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get.translation(card) +
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"移动到" +
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(event.index2 == 0 ? "弃" : "") +
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"牌堆的..."
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get.translation(card) +
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"移动到" +
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(event.index2 == 0 ? "弃" : "") +
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"牌堆的..."
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);
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}
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"step 5";
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@ -6323,13 +6330,13 @@ game.import("character", function () {
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.set(
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"prompt",
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"把" +
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get.translation(card) +
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"移动到" +
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get.translation(event.target2) +
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"的..."
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get.translation(card) +
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"移动到" +
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get.translation(event.target2) +
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"的..."
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).ai = function () {
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return 0;
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};
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return 0;
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};
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}
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}
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"step 6";
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@ -6667,8 +6674,8 @@ game.import("character", function () {
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num == 3
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? event.numFixed
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: !game.hasPlayer(function (current) {
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return current.hasEnabledSlot();
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})
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return current.hasEnabledSlot();
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})
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)
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return false;
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return (
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@ -7041,12 +7048,12 @@ game.import("character", function () {
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!target._new_guixin_eff &&
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get.tag(card, "damage") &&
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target.hp >
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(player.hasSkillTag("damageBonus", true, {
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card: card,
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target: target,
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})
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? 2
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: 1)
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(player.hasSkillTag("damageBonus", true, {
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card: card,
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target: target,
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})
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? 2
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: 1)
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) {
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if (player.hasSkillTag("jueqing", false, target)) return [1, -2];
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target._new_guixin_eff = true;
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@ -8006,12 +8013,12 @@ game.import("character", function () {
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!target._guixin_eff &&
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get.tag(card, "damage") &&
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target.hp >
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(player.hasSkillTag("damageBonus", true, {
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card: card,
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target: target,
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})
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? 2
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: 1)
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(player.hasSkillTag("damageBonus", true, {
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card: card,
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target: target,
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})
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? 2
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: 1)
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) {
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if (player.hasSkillTag("jueqing", false, target)) return [1, -2];
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target._guixin_eff = true;
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@ -8211,10 +8218,10 @@ game.import("character", function () {
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.set(
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"allUse",
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player.getExpansions("qixing").length >=
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game.countPlayer(function (current) {
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return get.attitude(player, current) > 4;
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}) *
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2
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game.countPlayer(function (current) {
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return get.attitude(player, current) > 4;
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}) *
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2
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);
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"step 1";
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if (result.bool) {
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|
@ -8492,10 +8499,10 @@ game.import("character", function () {
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)
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) {
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let suits = player.getDiscardableCards(player, "h").reduce((map, card) => {
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const suit = get.suit(card, player);
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if (!map[suit]) map[suit] = [];
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return map;
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}, {}),
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const suit = get.suit(card, player);
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if (!map[suit]) map[suit] = [];
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return map;
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}, {}),
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cards = [];
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Object.keys(suits).forEach((i) => {
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suits[i].addArray(
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|
@ -8505,11 +8512,11 @@ game.import("character", function () {
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});
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return (
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player.hp +
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player.countCards(
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"h",
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(card) => !cards.includes(card) && player.canSaveCard(card, player)
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) -
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3 >
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player.countCards(
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"h",
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(card) => !cards.includes(card) && player.canSaveCard(card, player)
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) -
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3 >
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0
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);
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}
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|
@ -9444,9 +9451,9 @@ game.import("character", function () {
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return (
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player.storage.nzry_junlve >= num &&
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num ==
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game.countPlayer(function (current) {
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return get.attitude(player, current) < 0;
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})
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game.countPlayer(function (current) {
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return get.attitude(player, current) < 0;
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})
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);
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},
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filterTarget(card, player, target) {
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|
@ -9471,8 +9478,8 @@ game.import("character", function () {
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return _status.event.targets.includes(target);
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})
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.set("targets", targets).ai = function () {
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return 1;
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};
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return 1;
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};
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"step 2";
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if (result.bool) {
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result.targets[0].damage("fire", "nocard");
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|
@ -10838,12 +10845,14 @@ game.import("character", function () {
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tamo: "榻谟",
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tamo_info:
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"游戏开始时,你可以重新分配除主公外所有角色的座次。",
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tamo_info_doudizhu:
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"游戏开始时,你可以重新分配除主公和三号位外所有角色的座次。",
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tamo_faq: "FAQ",
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tamo_faq_info:
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"<br><li>Q:在一号位不为主公的情况下,〖榻谟〗如何结算?</li><li>A:该角色可以正常进行座次交换。若受此技能影响导致一号位角色发生了变化,则以排列后的一号位角色为起始角色开始本局游戏。</li>",
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zhimeng: "智盟",
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zhimeng_info_identity:'回合结束后,你可以选择一名其他角色。若如此做,你与其将各自所有手牌置于处理区,然后你随机获得这些牌中的一半(向上取整),其获得剩余的牌。',
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zhimeng_info:'回合结束后,你可以选择一名手牌数不大于Y的其他角色(Y为你的手牌数+1)。若如此做,你与其将各自所有手牌置于处理区,然后你随机获得这些牌中的一半(向上取整),其获得剩余的牌。',
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zhimeng_info_identity: '回合结束后,你可以选择一名其他角色。若如此做,你与其将各自所有手牌置于处理区,然后你随机获得这些牌中的一半(向上取整),其获得剩余的牌。',
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zhimeng_info: '回合结束后,你可以选择一名手牌数不大于Y的其他角色(Y为你的手牌数+1)。若如此做,你与其将各自所有手牌置于处理区,然后你随机获得这些牌中的一半(向上取整),其获得剩余的牌。',
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shen_xuzhu: "神许褚",
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shen_xuzhu_prefix: "神",
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zhengqing: "争擎",
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Loading…
Reference in New Issue