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This commit is contained in:
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c7f13c8a73
commit
1d068b0628
1 file changed
+60
-16
+60
-16
@@ -852,7 +852,7 @@ game.import("extension", function (lib, game, ui, get, ai, _status) {
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translation: "海市蜃楼",
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translation: "海市蜃楼",
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skill: "zioy_status_shenlou",
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skill: "zioy_status_shenlou",
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type: "weather",
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type: "weather",
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intro: "回合结束阶段令当前回合角色执行[失去1点体力,弃置1张牌,获得“睡眠”异常]中随机任意项。"
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intro: "回合结束阶段令当前回合角色执行[失去1点体力,将牌弃置至X张(X为体力值,至少弃置1张),获得“睡眠”异常]中随机任意项。"
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},
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},
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/*以下为环境 */
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/*以下为环境 */
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@@ -990,15 +990,17 @@ game.import("extension", function (lib, game, ui, get, ai, _status) {
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onremove: function (player) {},
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onremove: function (player) {},
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content: function () {
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content: function () {
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var r = function () {
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var r = function () {
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return [true, false, false, false].randomGet();
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return [true,false].randomGet();
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};
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};
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if (r) {
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if (r()) {
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player.loseHp();
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player.loseHp();
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}
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}
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if (r) {
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if (r()) {
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player.chooseToDiscard(true);
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var n = player.countCards() - player.hp
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if(player.countCards() > 0 && n <= 0)n = 1
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player.chooseToDiscard(true,n);
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}
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}
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if (r) {
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if (r()) {
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player.addBuff("shuimian", null);
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player.addBuff("shuimian", null);
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}
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}
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},
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},
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@@ -5687,7 +5689,14 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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player: ["loseHpBegin", "damageBegin3"]
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player: ["loseHpBegin", "damageBegin3"]
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},
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},
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filter: function (event, player) {
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filter: function (event, player) {
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return event.num > player.storage.hxcx_x;
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if(player.storage.hxcx_x1 < player.storage.hxcx_x)player.storage.hxcx_x1++;
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game.log(player.storage.hxcx_x1)
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if(event.num > player.storage.hxcx_x){
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return true
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}else{
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return false;
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}
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},
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},
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priority: 13,
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priority: 13,
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forced: true,
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forced: true,
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@@ -5696,18 +5705,20 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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init: function (player) {
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init: function (player) {
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var p = player;
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var p = player;
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p.storage.hxcx_x = 0;
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p.storage.hxcx_x = 0;
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p.storage.hxcx_count1 = 0;
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p.storage.hxcx_x1 = -1;// 回合内满足1时机次数
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p.storage.hxcx_count2 = 0;
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p.storage.hxcx_count1 = 0;// 效果1触发次数
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p.storage.yzyw_count1 = 0;
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p.storage.hxcx_count2 = 0;// 复活次数
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p.storage.yzyw_count1 = 0;// 月坠计数
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p.gainShenqi = function (num) {
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p.gainShenqi = function (num) {
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if (num > 999) num = 999;
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if (num > 999) num = 999;
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if(num < 0)return;
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var p = this;
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var p = this;
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var mark = "zioy_hexuchongxiang_mark";
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var mark = "zioy_hexuchongxiang_mark";
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var mark_count = p.countMark(mark);
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var mark_count = p.countMark(mark);
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var num_gain = 0;
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var num_gain = 0;
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var num_hp = 0;
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var num_hp = 0;
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var num_hx = 0;
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var num_hx = 0;
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while (num != 0) {
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while (num > 0) {
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num--;
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num--;
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if (mark_count + num_gain + 1 <= p.maxHp) {
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if (mark_count + num_gain + 1 <= p.maxHp) {
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num_gain++;
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num_gain++;
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@@ -5742,16 +5753,16 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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},
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},
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content: function () {
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content: function () {
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player.storage.hxcx_count1++;
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player.storage.hxcx_count1++;
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var num1 = trigger.num - player.storage.hxcx_x;
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var num1 = trigger.num - player.storage.hxcx_x + player.storage.hxcx_x1;
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player.gainShenqi(num1);
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player.gainShenqi(num1);
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trigger.num = player.storage.hxcx_x;
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trigger.num = player.storage.hxcx_x - player.storage.hxcx_x1;
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if (player.storage.hxcx_count1 > player.storage.hxcx_x + 1) {
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if (player.storage.hxcx_count1 > player.storage.hxcx_x + 1) {
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player.storage.hxcx_x *= 2;
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player.storage.hxcx_x *= 2;
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if (player.storage.hxcx_x == 0) player.storage.hxcx_x++;
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if (player.storage.hxcx_x == 0) player.storage.hxcx_x++;
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player.storage.hxcx_count1 = 0;
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player.storage.hxcx_count1 = 0;
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}
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}
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},
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},
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group: ["zioy_hexuchongxiang_revive", "zioy_hexuchongxiang_damage", "zioy_hexuchongxiang_loseMaxHpEnd"],
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group: ["zioy_hexuchongxiang_revive", "zioy_hexuchongxiang_damage", "zioy_hexuchongxiang_loseMaxHpEnd", "zioy_hexuchongxiang_phaseEnd"],
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subSkill: {
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subSkill: {
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mark: {
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mark: {
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mark: false,
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mark: false,
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@@ -5781,6 +5792,12 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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}
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}
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p = p.next;
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p = p.next;
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}
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}
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if(player.storage.hxcx_count2 < 2){
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flag = true
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}
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// if(flag == false && player.hp <= 0 && game.globalStatus.name == "shenlou"){
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// }
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return player.hp > 0 || flag;
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return player.hp > 0 || flag;
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},
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},
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logTarget: "player",
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logTarget: "player",
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@@ -5809,10 +5826,17 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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if (player.storage.yzyw_eq_flag) player.storage.yzyw_eq_flag = true;
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if (player.storage.yzyw_eq_flag) player.storage.yzyw_eq_flag = true;
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"step 2"
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"step 2"
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player.recover(player.maxHp - player.hp);
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player.recover(player.maxHp - player.hp);
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"step 3"
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if(player.hp < 0){
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player.hp = player.maxHp;
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player.update()
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}
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},
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},
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sub: true,
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sub: true,
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"_priority": 0
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"_priority": 0
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},
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},
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// 增伤
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damage: {
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damage: {
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trigger: {
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trigger: {
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player: ["loseHpBegin", "damageBegin2", "phaseDrawBegin2"],
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player: ["loseHpBegin", "damageBegin2", "phaseDrawBegin2"],
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@@ -5849,6 +5873,26 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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},
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},
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sub: true,
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sub: true,
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"_priority": -30172700
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"_priority": -30172700
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},
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// 重置回合内触发效果1的计数
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phaseEnd: {
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trigger: {
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player: ["phaseEnd"]
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},
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filter: function (event, player) {
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return true;
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},
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priority: -30174563,
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// forced: true,
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charlotte: true,
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unique: true,
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direct: true,
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content: function () {
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player.storage.hxcx_x1=-1;
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},
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sub: true,
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"_priority": -301712300
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}
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}
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},
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},
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"_priority": 1300
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"_priority": 1300
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@@ -7829,14 +7873,14 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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"锁定技<br>①防止你在已损失体力时死亡,你在未损失体力时进入濒死状态。<br>②你不以此法失去体力与受到伤害均改为回复体力,不以此法回复体力均改为失去体力。<br>③除开始阶段与结束阶段,你的回合阶段执行顺序与正常顺序相反。<br>④你的手牌上限等于你已损失体力。",
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"锁定技<br>①防止你在已损失体力时死亡,你在未损失体力时进入濒死状态。<br>②你不以此法失去体力与受到伤害均改为回复体力,不以此法回复体力均改为失去体力。<br>③除开始阶段与结束阶段,你的回合阶段执行顺序与正常顺序相反。<br>④你的手牌上限等于你已损失体力。",
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"zioy_hexuchongxiang": "鹤墟重香",
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"zioy_hexuchongxiang": "鹤墟重香",
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"zioy_hexuchongxiang_info":
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"zioy_hexuchongxiang_info":
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"清香更何用,犹发去年枝。<br>①将你即将受到伤害/流失体力时伤害/流失值超过X点的部分转化为“蜃气”,触发此效果超过X+1次后令X翻倍(若X=0则令X加1)并重置计数(获得此技能时令X=0)<br>②当你死亡时,若你体力值不小于0则改为失去所有体力,否则:若你体力上限不为场上唯一最多,你复活,获得N+1点体力上限,回复所有体力,移去所有“蜃气”并获得等量护盾,摸等量的牌,令X等于N-1,重置①效果计数,令你本局游戏摸牌阶段摸牌数,造成/受到伤害,失去体力的数值永久增加80%(向下取整)(N为〖鹤墟重香②〗发动的次数)<br>③你的“蜃气”数量不会超过你体力上限,获得“蜃气”时根据你是否受伤将多余的“蜃气”转换为体力值或“海市蜃楼”天气回合数。",
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"清香更何用,犹发去年枝。<br>①将你即将受到伤害/流失体力时伤害/流失值超过X-N点的部分转化为“蜃气”,触发此效果超过X+1次后令X翻倍(若X=0则令X加1)并重置计数(获得此技能时令X=0,N为本回合满足〖鹤墟重香①〗的时机次数-1且不超过X)<br>②当你死亡时,若你体力值大于0则改为失去所有体力,否则:若你体力上限不为场上唯一最多或于体力值不大于0时发动〖鹤墟重香①〗次数小于2,你复活,获得N+1点体力上限,回复所有体力,移去所有“蜃气”并获得等量护盾,摸等量的牌,令X等于N-1,重置①效果计数,令你本局游戏摸牌阶段摸牌数,造成/受到伤害,失去体力的数值永久增加80%(向下取整)(N为〖鹤墟重香②〗发动的次数)<br>③你的“蜃气”数量不会超过你体力上限,获得“蜃气”时根据你是否受伤将多余的“蜃气”转换为体力值或“海市蜃楼”天气回合数。",
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"zioy_hexuchongxiang_mark": "鹤墟重香③",
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"zioy_hexuchongxiang_mark": "鹤墟重香③",
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"zioy_hexuchongxiang_revive": "鹤墟重香②",
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"zioy_hexuchongxiang_revive": "鹤墟重香②",
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"zioy_yuezhuiyunwei": "月坠云微",
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"zioy_yuezhuiyunwei": "月坠云微",
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"zioy_yuezhuiyunwei_info":
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"zioy_yuezhuiyunwei_info":
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"梦回芳草思依依,天远雁声稀。<br>①根据当前“蜃气”的数量执行下列效果:<br>不大于50%体力上限:一名角色的回合开始阶段你失去1级防御,攻击强化,你的判定区视为被废除,你免疫任何异常状态,你的武将牌始终正面向上。<br>大于25%体力上限:当你成为其他角色使用牌的目标时,其弃置一张与此牌同名的手牌(没有则不弃)<br>大于6:当你造成超过1点伤害后,你失去1点体力上限并令其获得1点体力上限,令你本局游戏摸牌阶段摸牌数,造成/受到伤害,失去体力的数值永久增加20%(与〖鹤墟重香〗同乘区)。<br>等于体力上限:每局游戏限一次,发动〖鹤墟重香②〗或〖月坠云微②〗时重置计数。当你使用牌对指定一名角色为唯一目标时,你与其交换体力与体力上限。以此法交换的体力和体力上限不超过X点(X为你发动〖鹤墟重香③〗的次数)<br>②每回合限1次,出牌阶段,若你有“蜃气”,你可以主动发动此技能:你失去所有“蜃气”,倒置负面强化并清除所有异常状态,召唤等量回合的“海市蜃楼”天气,令一名角色获得等量护盾,令一名角色回复等量体力(X=你的体力上限/2且向下取整)<br>③你永久免疫“睡眠”异常,永久免疫“海市蜃楼”的任何效果。",
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"梦回芳草思依依,天远雁声稀。<br>①根据当前“蜃气”的数量执行下列效果:<br>不大于50%体力上限:一名角色的回合开始阶段你失去1级防御,攻击强化,你的判定区视为被废除,你免疫任何异常状态,你的武将牌始终正面向上。<br>大于25%体力上限:当你成为其他角色使用牌的目标时,其弃置一张与此牌同名的手牌(没有则不弃)<br>大于6:当你造成超过1点伤害后,你失去1点体力上限并令其获得1点体力上限,令你本局游戏摸牌阶段摸牌数,造成/受到伤害,失去体力的数值永久增加20%(与〖鹤墟重香〗同乘区)。<br>等于体力上限:每局游戏限一次,发动〖鹤墟重香②〗或〖月坠云微②〗时重置计数。当你使用牌对指定一名角色为唯一目标时,你与其交换体力与体力上限。以此法交换的体力和体力上限不超过X点(X为你发动〖鹤墟重香③〗的次数)<br>②每回合限1次,出牌阶段,若你有“蜃气”,你可以主动发动此技能:你失去所有“蜃气”,倒置负面强化并清除所有异常状态,召唤等量回合的“海市蜃楼”天气,令一名角色获得等量护盾,令一名角色回复等量体力(X=你的体力上限/2且向下取整)<br>③你永久免疫“睡眠”异常,永久免疫“海市蜃楼”的任何效果。",
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"zioy_zhumingxiangan": "烛明香暗",
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"zioy_zhumingxiangan": "烛明香暗",
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"zioy_zhumingxiangan_info": "凭阑半日独无言,依旧竹声新月似当年。<br>①。",
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"zioy_zhumingxiangan_info": "凭阑半日独无言,依旧竹声新月似当年。<br>①若你",
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"zioy_hanbosuliu": "寒波泝流",
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"zioy_hanbosuliu": "寒波泝流",
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"zioy_hanbosuliu_info": "琼窗春断双蛾皱,回首边头。",
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"zioy_hanbosuliu_info": "琼窗春断双蛾皱,回首边头。",
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"zioy_pianhongxiusao": "片红休埽",
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"zioy_pianhongxiusao": "片红休埽",
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