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local ld = {}
local U = require "packages/utility/utility"
Fk:addQmlMark{
name = "lay",
how_to_show = function(_, value)
if not value then return ' ' end
return string.format('%d/%d-%d-%d', value.mp, value.maxMp, #value.trick, #value.equip)
end,
qml_path = "packages/brokenroyal/lieding"
}
--target.room:setPlayerMark(target, "@[lay]lay", { owner = target.id, mp = 4, maxMp = 5, trick = {1,2}, shown_trick = {1}, equip = {13,55}, })
--target.room:setBanner("@[lay]lay", { owner = target.id, mp = 4, maxMp = 5, trick = {1,2}, shown_trick = {1}, equip = {13,55}, })
ld.upgradelayer = function(target)
local mp = target:getMark("instruction")
local maxmp = target:getMark("maxinstruction")
local trick = target:getPile("#scenario&")
if #target:getPile("#scenario") > 0 then
table.insertTable(trick, target:getPile("#scenario"))
end
local shown = target:getPile("#scenario")
local standby = target:getPile("#standby")
target.room:setPlayerMark(target, "@[lay]lay", { owner = target.id, mp = mp, maxMp = maxmp, trick = trick, shown_trick = shown, equip = standby, })
end
ld.addinstruction = function(target, n)
local num = target:getMark("instruction") + n
num = math.min(num, target:getMark("maxinstruction"))
if target:getMark("@@tieqi_buff") > 0 then
num = math.min(num, 1)
end
num = math.max(num, 0)
target.room:setPlayerMark(target, "instruction", num)
--target.room:setPlayerMark(target, "@instruction", num.."/"..target:getMark("maxinstruction"))
ld.upgradelayer(target)
end
ld.hasinstructionfortrick = function(target, n)
local num = n
if target:getMark("mouduan-phase") > 0 then num = 1 end
if target:getMark("secretadvance-phase") > 0 then
num = math.max(n - 2, 0)
end
return target:getMark("instruction") >= num
end
ld.costinstructionfortrick = function(target, n)
local num = n
if target:getMark("mouduan-phase") > 0 then
num = 1
target.room:setPlayerMark(target, "mouduan-phase", 0)
end
if target:getMark("secretadvance-phase") > 0 then
num = math.max(n - 2, 0)
target.room:setPlayerMark(target, "secretadvance-phase", 0)
end
if num > 0 then
ld.addinstruction(target, -num)
end
end
ld.hasTrickforuse = function(target, name)
if not target:getPile("#scenario&") then return false end
if #target:getPile("#scenario&") > 0 then
return table.find(target:getPile("#scenario&"), function(id) return Fk:getCardById(id).name == name end)
end
return false
end
--方针与毒计
ld.invokePolicyorTrap = function(player, name)
player.room:sendLog{
type = "#invokepolicy",
from = player.id,
arg = name,
toast = true,
}
end
ld.policy = {}
ld.trap = {}
--- 向方针/毒计中加载一张卡牌。
---@param card Card @ 要加载的卡牌
ld.addCardToPolicy = function(card)
assert(card.class:isSubclassOf(Card))
table.insertIfNeed(ld.policy, card)
end
ld.addCardToTrap = function(card)
assert(card.class:isSubclassOf(Card))
table.insertIfNeed(ld.trap, card)
end
ld.standby = {}
--注册备用装备牌
ld.addCardToStandby = function(card)
assert(card.class:isSubclassOf(Card))
table.insertIfNeed(ld.standby, card)
end
--判断方案区内是否有方针/毒计
ld.hasPolicyorTrap = function(target, name)
if target:getPile("#scenario") == nil then return false end
if name ~= "eightdiagrams" then
if #target:getPile("#scenario") > 0 and table.find(target:getPile("#scenario"), function(id) return Fk:getCardById(id).name == "eightdiagrams" end) then
return false
end
end
if #target:getPile("#scenario") > 0 then
return table.find(target:getPile("#scenario"), function(id) return Fk:getCardById(id).name == name end)
end
return false
end
--判断装备牌是否生效
ld.Equipinvoked = function(target, name)
if target:getMark("@@armor_invalid") > 0 and Fk:cloneCard(name).sub_type == Card.SubtypeArmor then return false end
if target:getMark("@@horse_invalid") > 0 and Fk:cloneCard(name).sub_type == Card.SubtypeOffensiveRide then return false end
return target:getMark("equip_invalid") == 0 and not ld.hasPolicyorTrap(target, "eightdiagrams")
end
--判断备用区/六龙骖驾
ld.hasStandbyEquip = function(target, name)
if target:getMark("equip_invalid") > 0 or ld.hasPolicyorTrap(target, "eightdiagrams") then return false end
if target:getMark("@@armor_invalid") > 0 and Fk:cloneCard(name).sub_type == Card.SubtypeArmor then return false end
if target:getMark("@@horse_invalid") > 0 and Fk:cloneCard(name).sub_type == Card.SubtypeOffensiveRide then return false end
if #target:getPile("#standby") > 0 or #target:getPile("sixdragon") > 0 then
return #table.filter(target:getPile("#standby"), function(id) return Fk:getCardById(id).name == name end) > 0 or
#table.filter(target:getPile("sixdragon"), function(id) return Fk:getCardById(id).name == name end) > 0
end
return false
end
--判断方案区是否有空栏
ld.hasEmptyScenario = function(target)
local n = 3
if target:getMark("extra_scenario") > 0 then n = 4 end
if target:getPile("#scenario") == nil and target:getPile("#scenario&") == nil then return true end
return (#target:getPile("#scenario&") + #target:getPile("#scenario")) < n
end
--将一张牌置入方案区
---@param is_show boolean @ 是否正面向上,默认否
ld.enterScenario = function(self, target, id, is_show)
local n = 3
if target:getMark("extra_scenario") > 0 then n = 4 end
if ld.hasEmptyScenario(target) then
local ld_tricks = target.room:getBanner("@$tricks") or {}
table.removeOne(ld_tricks, id)
table.shuffle(ld_tricks)
target.room:setBanner("@$tricks", ld_tricks)
if is_show then
target:addToPile("#scenario", id, true, self.name)
else
--target:addToPile("#scenario&", id, false, self.name)
target.room:moveCardTo(id, Card.PlayerSpecial, target, fk.ReasonJustMove, self.name, "#scenario&", false)
end
elseif #target:getPile("#scenario&") > 0 or
#table.filter(target:getPile("#scenario"), function(id) return table.contains(target:getTableMark("invalid_replace"), id) end) < n then
local to_discard = {}
if #target:getPile("#scenario&") > 0 then table.insertIfNeed(to_discard, {"#scenario&", target:getPile("#scenario&")}) end
if #target:getPile("#scenario") > 0 then table.insertIfNeed(to_discard, {"policytrap", table.filter(target:getPile("#scenario"),
function(id) return not table.contains(target:getTableMark("invalid_replace"), id) end)}) end
if #to_discard == 0 then
local ret = Fk:translate(target.general) .. Fk:translate("scenario_full")
target.room:doBroadcastNotify("ShowToast", ret)
end
local card = target.room:askForCardChosen(target, target, {card_data = to_discard}, "overflow", "方案区已满!你须选择被替换的牌")
if card ~= -1 then
target.room:sendLog{
type = "#replacecard",
from = target.id,
arg = Fk:getCardById(card):toLogString(),
toast = true,
}
target.room:moveCardTo(card, Card.DiscardPile, nil, fk.ReasonJustMove, self.name)
local ld_tricks = target.room:getBanner("@$tricks") or {}
if table.contains(ld_tricks, id) then
table.removeOne(ld_tricks, id)
table.shuffle(ld_tricks)
target.room:setBanner("@$tricks", ld_tricks)
end
if is_show then
target:addToPile("#scenario", id, true, self.name)
else
--target:addToPile("#scenario&", id, false, self.name)
target.room:moveCardTo(id, Card.PlayerSpecial, target, fk.ReasonJustMove, self.name, "#scenario&", false)
end
end
else
if target.room:getCardArea(id) ~= Card.Void then
target.room:moveCardTo(id, Card.DiscardPile, nil, fk.ReasonJustMove, self.name, "", true)
end
local ret = Fk:translate(target.general) .. Fk:translate("scenario_full")
target.room:doBroadcastNotify("ShowToast", ret)
end
ld.upgradelayer(target)
end
local scenario_visible = fk.CreateVisibilitySkill{
name = '#scenario_visible',
frequency = Skill.Compulsory,
card_visible = function(self, player, card)
if player:hasSkill(self) and Fk:currentRoom():getCardArea(card) == Card.PlayerSpecial and
player:getPileNameOfId(card:getEffectiveId()) == "#scenario&" then
return false
end
end
}
Fk:addSkill(scenario_visible)
--将一张牌置入备用区
ld.enterStandby = function(self, target, id)
local n = 2
if target:getMark("extra_scenario") > 0 then n = 1 end
if #target:getPile("#standby") < n then
else
local card = target.room:askForCardChosen(target, target, {
card_data = {
{"#standby", target:getPile("#standby") }
}
}, "overflow", "备用区已满!你须选择被替换的牌")
if card ~= -1 then
target.room:sendLog{
type = "#replacecard",
from = target.id,
arg = Fk:getCardById(card):toLogString(),
toast = true,
}
target.room:moveCardTo(card, Card.DiscardPile, nil, fk.ReasonJustMove, self.name)
end
end
local ld_equips = target.room:getBanner("@$equips") or {}
if table.contains(ld_equips, id) then
table.removeOne(ld_equips, id)
table.shuffle(ld_equips)
target.room:setBanner("@$equips", ld_equips)
end
target.room:sendLog{
type = "#moveinstandby",
from = target.id,
arg = Fk:getCardById(id):toLogString(),
toast = true,
}
target:addToPile("#standby", id, true, self.name)
ld.upgradelayer(target)
end
--使用备用标签的装备牌
local use_standby = fk.CreateTriggerSkill{
name = "#use_standby",
events = {fk.TargetConfirmed},
mute = true,
can_trigger = function(self, event, target, player, data)
return data.from == player.id and data.card.type == Card.TypeEquip and data.card:getMark("@@standby") ~= 0
end,
on_cost = Util.TrueFunc,
on_use = function(self, event, target, player, data)
local room = player.room
local toPut = room:getSubcardsByRule(data.card, { Card.Processing })
ld.enterStandby(self, player, toPut[1])
end,
refresh_events = {fk.AfterCardsMove},
can_refresh = function(self, event, target, player, data)
for _, move in ipairs(data) do
if move.toArea == Card.PlayerSpecial and move.to and move.to == player.id then
for _, info in ipairs(move.moveInfo) do
local id = info.cardId
if player:getPileNameOfId(id) == "#standby" and Fk:getCardById(id):getMark("@@standby") ~= 0 then
self.cost_data = Fk:getCardById(id).name
return true
end
end
elseif move.toArea ~= Card.PlayerSpecial and move.from and move.from == player.id then
for _, info in ipairs(move.moveInfo) do
local id = info.cardId
if info.fromArea == Card.PlayerSpecial and Fk:getCardById(id):getMark("@@standby") ~= 0 then
self.cost_data = Fk:getCardById(id).name
return true
end
end
end
end
end,
on_refresh = function(self, event, target, player, data)
for _, move in ipairs(data) do
if move.toArea == Card.PlayerSpecial and move.to == player.id then
if self.cost_data == "boomerang" or self.cost_data == "bamboojavelin" then
player.room:handleAddLoseSkills(player, self.cost_data .. "_skill&", nil, false)
end
elseif move.toArea ~= Card.PlayerSpecial and move.from == player.id then
if self.cost_data == "boomerang" or self.cost_data == "bamboojavelin" then
player.room:handleAddLoseSkills(player, "-" .. self.cost_data .. "_skill&", nil, false)
end
end
end
end,
}
Fk:addSkill(use_standby)
--获取方针的费用(穷举)
ld.policyCost = function(card)
local n = 0
if card.name == "borrowingjingzhou" then
n = 2
elseif card.name == "adoptstrategies" then
n = 3
elseif card.name == "emperor_hostage" or card.name == "flourishing" then
n = 4
end
return n
end
--选择一张手牌或装备牌
ld.askForCardChosen = function(self, room, player, to)
local cards = to:getCardIds(Player.Hand)
if player ~= to and not to:isKongcheng() and not player:isBuddy(to) then
cards = {}
for i = 1, #to:getCardIds(Player.Hand), 1 do
table.insert(cards, -1)
end
end
local to_discard = {}
if #cards ~= 0 then table.insertIfNeed(to_discard, {"$Hand", cards}) end
if #to.player_cards[Player.Equip] ~= 0 then table.insertIfNeed(to_discard, {"equipzone", to.player_cards[Player.Equip]}) end
if #to:getPile("#standby") ~= 0 then table.insertIfNeed(to_discard, {"#standby", to:getPile("#standby")}) end
if #to:getPile("sixdragon") ~= 0 then table.insertIfNeed(to_discard, {"sixdragon", to:getPile("sixdragon")}) end
if #to_discard == 0 then return nil end
local id = room:askForCardChosen(player, to, {card_data = to_discard}, self.name)
return id
end
--选择若干张装备牌
ld.askForEquipChosen = function(self, room, player, to, min, max)
local to_discard = {}
if not max then max = 1 end
if not min then min = 1 end
if #to.player_cards[Player.Equip] ~= 0 then table.insertIfNeed(to_discard, {"equipzone", to.player_cards[Player.Equip]}) end
if #to:getPile("#standby") ~= 0 then table.insertIfNeed(to_discard, {"#standby", to:getPile("#standby")}) end
if #to:getPile("sixdragon") ~= 0 then table.insertIfNeed(to_discard, {"sixdragon", to:getPile("sixdragon")}) end
if #to_discard == 0 then return nil end
local ids = room:askForCardsChosen(player, to, min, max, {card_data = to_discard}, self.name)
if max == 1 then
return ids[1]
else
return ids
end
end
--从计谋区检索一张牌
ld.searchForTrickCard = function(self, room, target, name)
local ld_tricks = room:getBanner("@$tricks") or {}
local ids = table.filter(ld_tricks, function(id) return Fk:getCardById(id).name == name end)
if #ids > 0 then
local id = ids[1]
table.removeOne(ld_tricks, id)
table.shuffle(ld_tricks)
room:setBanner("@$tricks", ld_tricks)
ld.enterScenario(self, target, id, false)
end
end
local DiscoverSkill = fk.CreateActiveSkill{
name = "DiscoverSkill&",
anim_type = "drawcard",
prompt = "你可以消耗1点指令,发现一张计谋牌或装备牌",
card_num = 0,
target_num = 0,
can_use = function(self, player)
return player:getMark("instruction") > 0
end,
card_filter = Util.FalseFunc,
on_use = function(self, room, effect)
local player = room:getPlayerById(effect.from)
ld.addinstruction(player, -1)
room.logic:trigger("fk.StartDiscover", player)
local n = 3
if player:getMark("extradiscover") > 0 then
n = n + player:getMark("extradiscover")
room:setPlayerMark(player, "extradiscover", 0)
end
local choice = room:askForChoice(player, {"ld_trick", "equip"}, self.name)
local spreadrumor = false
if player:getMark("@@spreadrumor-turn") ~= 0 then
local judge = {
who = player,
reason = "spreadrumor",
pattern = ".|.|diamond,club",
}
room:judge(judge)
local result = judge.card
if result.suit == Card.Heart then
return false
elseif result.suit == Card.Spade then
spreadrumor = true
end
end
local showcards = {}
local ld_tricks = room:getBanner("@$tricks") or {}
local ld_equips = room:getBanner("@$equips") or {}
if (choice == "ld_trick" and not spreadrumor) or (spreadrumor and choice == "equip") then
n = math.min(#ld_tricks, n)
--showcards = U.getRandomCards(ld_tricks, n)
showcards = table.random(ld_tricks, n)
elseif (choice == "equip" and not spreadrumor) or (spreadrumor and choice == "ld_trick") then
n = math.min(#ld_equips, n)
--showcards = U.getRandomCards(ld_equips, n)
showcards = table.random(ld_equips, n)
end
local target = player
if player:getMark("@@honey_trap-phase") ~= 0 then--美人计
target = player:getNextAlive()
end
if #showcards > 0 then
--[[local id = room:askForCardChosen(target, player, {
card_data = {
{ self.name, showcards }
}
}, self.name)]]
local get = U.askforChooseCardsAndChoice(target, showcards, {"OK"}, self.name, "请选择获得的牌")
if #get > 0 then
local id = get[1]
if Fk:getCardById(id).type == Card.TypeTrick then
ld.enterScenario(self, player, id)
table.removeOne(showcards, id)
room.logic:trigger("fk.EndDiscover", player, {ids = showcards})
elseif Fk:getCardById(id).type == Card.TypeEquip then
table.removeOne(ld_equips, id)
table.shuffle(ld_equips)
room:setBanner("@$equips", ld_equips)
room:moveCardTo(id, Card.PlayerHand, player, fk.ReasonJustMove, self.name)
end
end
end
end,
}
Fk:addSkill(DiscoverSkill)
local CardReturnSkill = fk.CreateTriggerSkill{
name = "#card_return_skill",
priority = 5,
mute = true,
events = {fk.BeforeCardsMove, fk.AfterDrawPileShuffle},
can_trigger = function(self, event, target, player, data)
if event == fk.BeforeCardsMove then
for _, move in ipairs(data) do
for _, info in ipairs(move.moveInfo) do
local card = Fk:getCardById(info.cardId)
return ((card.type == Card.TypeTrick and card.suit ~= Card.Club) or card.type == Card.TypeEquip)
and move.toArea == Card.DiscardPile
end
end
else
return player.seat == 1--氯之智慧
end
end,
on_cost = Util.TrueFunc,
on_trigger = function(self, event, target, player, data)
local room = player.room
if event == fk.BeforeCardsMove then
local mirror_moves = {}
local tricks = {}
local equips = {}
for _, move in ipairs(data) do
if move.toArea ~= Card.Void then
local move_info = {}
local mirror_info = {}
for _, info in ipairs(move.moveInfo) do
local id = info.cardId
local card = Fk:getCardById(id)
if ((card.type == Card.TypeTrick and card.suit ~= Card.Club) or card.type == Card.TypeEquip) and move.toArea == Card.DiscardPile then
table.insert(mirror_info, info)
if card.type == Card.TypeTrick then
table.insert(tricks, id)
elseif card.type == Card.TypeEquip then
table.insert(equips, id)
end
else
table.insert(move_info, info)
end
end
if #mirror_info > 0 then
move.moveInfo = move_info
local mirror_move = table.clone(move)
mirror_move.to = nil
mirror_move.toArea = Card.Void
mirror_move.moveInfo = mirror_info
table.insert(mirror_moves, mirror_move)
end
end
end
if #tricks > 0 or #equips > 0 then
if #tricks > 0 then
room:sendLog{ type = "returnDerivedTricks", card = tricks, }
local ld_tricks = room:getBanner("@$tricks") or {}
table.insertTable(ld_tricks, tricks)
table.shuffle(ld_tricks)
room:setBanner("@$tricks", ld_tricks)
end
if #equips > 0 then
room:sendLog{ type = "returnDerivedEquips", card = equips, }
local ld_equips = room:getBanner("@$equips") or {}
table.insertTable(ld_equips, equips)
table.shuffle(ld_equips)
room:setBanner("@$equips", ld_equips)
end
table.insertTable(data, mirror_moves)
end
else
local drawpile = room.draw_pile
local tricks = table.filter(drawpile, function (id)
return Fk:getCardById(id).type == Card.TypeTrick and Fk:getCardById(id).suit == Card.Club
end)
if #tricks > 0 then
table.forEach(tricks, function(id) return room:setCardArea(id, Card.Void, nil) end)
table.forEach(tricks, function(id) return table.removeOne(room.draw_pile, id) end)
room:doBroadcastNotify("UpdateDrawPile", #room.draw_pile)
room:sendLog{ type = "returnDerivedTricks", card = tricks, }
local ld_tricks = room:getBanner("@$tricks") or {}
table.insertTable(ld_tricks, tricks)
table.shuffle(ld_tricks)
room:setBanner("@$tricks", ld_tricks)
end
end
for _, p in ipairs(room.alive_players) do
ld.upgradelayer(p)
end
end,
}
Fk:addSkill(CardReturnSkill)
local ld_prohibit_move = fk.CreateTriggerSkill{
name = "#ld_prohibit_move",
events = {fk.BeforeCardsMove},
frequency = Skill.Compulsory,
mute = true,
priority = 8,
can_trigger = function(self, event, target, player, data)
for _, move in ipairs(data) do
if move.from == player.id and (move.moveReason == fk.ReasonDiscard or move.moveReason == fk.ReasonPrey) and move.proposer ~= player.id then
for _, info in ipairs(move.moveInfo) do
if info.fromArea ~= Card.PlayerHand and table.contains(player:getTableMark("holygrace"), info.cardId) then
return true
end
end
end
end
end,
on_cost = Util.TrueFunc,
on_use = function(self, event, target, player, data)
local ids = {}
for _, move in ipairs(data) do
if move.from == player.id and (move.moveReason == fk.ReasonDiscard or move.moveReason == fk.ReasonPrey) and move.proposer ~= player.id then
local move_info = {}
for _, info in ipairs(move.moveInfo) do
if info.fromArea ~= Card.PlayerHand and table.contains(player:getTableMark("holygrace"), info.cardId) then
table.insert(ids, info.cardId)
else
table.insert(move_info, info)
end
end
if #ids > 0 then
move.moveInfo = move_info
end
end
end
if #ids > 0 then
player.room:sendLog{
type = "#cancelDismantle",
card = ids,
toast = true,
}
end
end,
}
Fk:addSkill(ld_prohibit_move)
local policytrap_instructions = fk.CreateTriggerSkill{
name = "#policytrap_instructions",
refresh_events = {fk.AfterCardsMove},
mute = true,
can_refresh = function(self, event, target, player, data)
for _, move in ipairs(data) do
for _, info in ipairs(move.moveInfo) do
if (move.toArea == Card.PlayerSpecial and (player:getPileNameOfId(info.cardId) == "#scenario" or player:getPileNameOfId(info.cardId) == "#standby")) or
info.fromArea == Card.PlayerSpecial then
local card = Fk:getCardById(info.cardId)
return card:getMark("@@policy") > 0 or card:getMark("@@trap") > 0 or card:getMark("@@standby") > 0
end
end
end
end,
on_refresh = function(self, event, target, player, data)
ld.upgradelayer(player)
--[[[local policy = player.room:getBanner("@[:]policy") or {}
local trap = player.room:getBanner("@[:]trap") or {}
local standby = player.room:getBanner("@[:]standby") or {}
for _, move in ipairs(data) do
for _, info in ipairs(move.moveInfo) do
local card = Fk:getCardById(info.cardId)
if card:getMark("@@policy") > 0 then
if move.toArea == Card.PlayerSpecial then
table.insertIfNeed(policy, card.name)
elseif info.fromArea == Card.PlayerSpecial then
table.removeOne(policy, card.name)
end
player.room:setBanner("@[:]policy", policy)
end
if card:getMark("@@trap") > 0 then
if move.toArea == Card.PlayerSpecial then
table.insertIfNeed(trap, card.name)
elseif info.fromArea == Card.PlayerSpecial then
table.removeOne(trap, card.name)
end
player.room:setBanner("@[:]trap", trap)
end
if card:getMark("@@standby") > 0 then
if move.toArea == Card.PlayerSpecial then
table.insertIfNeed(standby, card.name)
elseif info.fromArea == Card.PlayerSpecial then
table.removeOne(standby, card.name)
end
player.room:setBanner("@[:]standby", standby)
end
end
end]]
end,
}
Fk:addSkill(policytrap_instructions)
Fk:loadTranslationTable{
["DiscoverSkill&"] = "发现",
[":DiscoverSkill&"] = "出牌阶段,你可消耗1点指令,发现一张计谋牌或装备牌。",
["#card_return_skill"] = "卡牌回收",
["returnDerivedTricks"] = "%card 被洗入计谋区",
["returnDerivedEquips"] = "%card 被洗入锻造区",
["#scenario&"] = "<font color=\"#98FB98\">方案区</font>",
["#scenario"] = "<font color=\"#FF3131\">方案区</font>",
["#replacecard"] = "%from 的 %arg 被替换",
["#throwtrick"] = "%from 的 %arg 被弃置",
["#hiddentrick"] = "%from 的 %arg 被暗置",
["scenario_full"] = "的方案区无法再置入牌了",
["overflow"] = "",
["policytrap"] = "方针毒计",
["#ld_prohibit_move"] = "防止移动",
["#cancelDismantle"] = "%card 的移动被取消",
["@@chained"] = "横置",
["@[:]policy"] = "<font color=\"#ECFFDC\">方针</font>",
["@[:]trap"] = "<font color=\"#BDB5D5\">毒计</font>",
["@[:]standby"] = "<font color=\"#F3E5AB\">备用</font>",
["@[lay]lay"] = "区域",
["#invokepolicy"] = "%from 的 %arg 效果生效",
["#moveinstandby"] = "%arg 被置入 %from 的备用区",
}
return ld
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