feat(items): add various new items with unique effects and triggers
- Added '병법24편' book item to enhance intelligence by 13. - Added '오자병법' book item to enhance intelligence by 14. - Added '한비자' book item to enhance intelligence by 14. - Added '노자' book item to enhance intelligence by 15. - Added '손자병법' book item to enhance intelligence by 15. - Introduced '동작' item to increase dexterity by 20%. - Implemented '옥벽' item for a 20% chance to steal resources in battle. - Created '상한잡병론' book item to improve city healing efficiency by 50%. - Developed '정력견혈산' book item to enhance city healing efficiency by 100%. - Added '청낭서' book item to improve city healing efficiency by 50%. - Introduced '태평청령' book item to improve city healing efficiency by 50%. - Added '매화수전' item for a 50% sniping chance during strategy attempts. - Created '비도' item for a 50% sniping chance during strategy attempts. - Developed '수극' item for a one-time sniping action at the start of battle. - Introduced '삼황내문' item to halt enemy phases during defense. - Added '평만지장도' item to reduce cooldown for national strategies by 20%. - Created '주판' item to enhance resource acquisition success and quantity. - Developed '박혁론' item to negate enemy strategies and rage effects. - Introduced '전국책' item to increase damage by 30% on successful strategies. - Added '낙주' item to reduce conscription costs and maintain population. - Created '오악진형도' item to increase damage against regional units. - Developed '둔갑천서' item to enhance critical hit probability by 20%. - Introduced '서촉지형도' item to increase attack phase by 2. - Added '논어집해' item to improve strategy success rate and damage. - Created '태평요술' item to enhance evasion probability by 20%. - Developed '단결도' item to increase training efficiency by 15. - Introduced '철벽서' item to increase training efficiency by 15. - Created '청주' item to provide a one-time training boost of 40.
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@@ -27,7 +27,10 @@ export class CheUisulCityHealTrigger<
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> extends BaseGeneralTrigger<TriggerState> {
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public readonly priority = TriggerPriority.Begin + 10;
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public constructor(general: General<TriggerState>) {
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public constructor(
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general: General<TriggerState>,
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private multiplier: number = 1
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) {
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super(general);
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}
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@@ -52,7 +55,7 @@ export class CheUisulCityHealTrigger<
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return true;
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});
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const healed = candidates.filter(() => rng.nextBool(HEAL_PROBABILITY));
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const healed = candidates.filter(() => rng.nextBool(HEAL_PROBABILITY * this.multiplier));
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for (const patient of healed) {
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patient.injury = 0;
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@@ -16,7 +16,8 @@ export type TriggerDomesticActionType =
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| '인구'
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| '기술'
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| '모병'
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| '단련';
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| '단련'
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| '조달';
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export type TriggerDomesticVarType = 'cost' | 'score' | 'success' | 'fail' | 'train' | 'atmos' | 'rice' | 'probability';
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@@ -26,7 +27,14 @@ export type TriggerStrategicVarType = 'delay' | 'globalDelay';
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export type TriggerNationalIncomeType = 'gold' | 'rice' | 'pop';
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export type GeneralStatName = 'leadership' | 'strength' | 'intelligence' | 'experience' | 'dedication';
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export type GeneralStatName =
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| 'leadership'
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| 'strength'
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| 'intelligence'
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| 'experience'
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| 'dedication'
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| 'sabotageDefence'
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| 'sabotageAttack';
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export type WarStatName =
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| GeneralStatName
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