增强huangyi
This commit is contained in:
1 parent
2adbf25da3
commit
541f350c80
1 file changed
+132
-6
+132
-6
@@ -5642,7 +5642,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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if (player.storage.shulin_juexing == false) {
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if (player.storage.shulin_juexing == false) {
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player.recover();
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player.recover();
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trigger.num -= 1;
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trigger.num -= 1;
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event.finish();
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event.count = 0;
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} else {
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} else {
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player.storage.huangyi_locked = true;
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player.storage.huangyi_locked = true;
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if (trigger.player.storage.enhancementArray["locked"] == true) {
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if (trigger.player.storage.enhancementArray["locked"] == true) {
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@@ -5650,6 +5650,63 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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}
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}
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}
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}
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"step 1"
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"step 1"
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if(player.storage.shulin_juexing == false){
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if(trigger.player){
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var target = trigger.player
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var targets=game.filterPlayer(current=>{
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if(current==target) return false;
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var hs=target.getCards('h');
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if(hs.length) return true;
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var js=target.getCards('j');
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for(var i=0;i<js.length;i++){
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if(current.canAddJudge(js[i])) return true;
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}
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if(current.isMin()) return false;
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var es=target.getCards('e');
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for(var i=0;i<es.length;i++){
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if(current.canEquip(es[i])) return true;
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}
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return false;
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});
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if(targets.length){
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var next=player.chooseTarget(function(card,player,target){
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return _status.event.targets.contains(target);
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});
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next.set('from',target);
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next.set('targets',targets);
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next.set('ai',function(target){
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var player=_status.event.player;
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var att=get.attitude(player,target);
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var sgnatt=get.sgn(att);
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var from=_status.event.from;
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var es=from.getCards('e');
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var i;
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var att2=get.sgn(get.attitude(player,from));
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for(i=0;i<es.length;i++){
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if(sgnatt!=0&&att2!=0&&sgnatt!=att2&&
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get.sgn(get.value(es[i],from))==-att2&&
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get.sgn(get.effect(target,es[i],player,target))==sgnatt&&
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target.canEquip(es[i])){
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return Math.abs(att);
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}
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}
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if(i==es.length&&(!from.countCards('j',function(card){
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return target.canAddJudge(card);
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})||att2<=0)){
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if(from.countCards('h')>0) return att;
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return 0;
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}
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return -att*att2;
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});
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next.set('targetprompt','移动目标');
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next.set('prompt','是否移动'+get.translation(target)+'的一张牌?');
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}
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else event.finish();
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}
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else{
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event.finish();
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}
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}else{
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target = trigger.player;
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target = trigger.player;
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num = 0;
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num = 0;
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c = ["strike", "attack", "defend", "miss", "hit"];
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c = ["strike", "attack", "defend", "miss", "hit"];
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@@ -5658,10 +5715,78 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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trigger.player.changeEnhancement(c[i], -2 * trigger.player.storage.enhancementArray[c[i]]);
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trigger.player.changeEnhancement(c[i], -2 * trigger.player.storage.enhancementArray[c[i]]);
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}
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}
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trigger.num += num;
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trigger.num += num;
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// trigger.player.damage(trigger.num, trigger.nature);
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}
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"step 2"
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"step 2"
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if(player.storage.shulin_juexing == false){
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if(result.bool){
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var target2=result.targets[0];
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var target = trigger.player
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event.targets=[target,target2];
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player.line2(event.targets,'green');
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}else{
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event.finish()
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return;
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}
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}else{
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player.storage.huangyi_locked = false;
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player.storage.huangyi_locked = false;
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// trigger.cancel();
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event.finish()
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return;
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}
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"step 3"
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if(targets.length==2){
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player.choosePlayerCard('hej',"visible",true,function(button){
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var player=_status.event.player;
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var targets0=_status.event.targets0;
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var targets1=_status.event.targets1;
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if(get.attitude(player,targets0)>0&&get.attitude(player,targets1)<0){
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if(get.position(button.link)=='j') return 12;
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if(get.value(button.link,targets0)<0&&get.effect(targets1,button.link,player,targets1)>0) return 10;
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return 0;
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}
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else{
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if(get.position(button.link)=='j') return -10;
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if(get.position(button.link)=='h') return 10;
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return get.value(button.link)*get.effect(targets1,button.link,player,targets1);
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}
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},targets[0]).set('targets0',targets[0]).set('targets1',targets[1]).set('filterButton',function(button){
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var targets1=_status.event.targets1;
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if(get.position(button.link)=='h'){
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return true;
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}
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else if(get.position(button.link)=='j'){
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return targets1.canAddJudge(button.link);
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}
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else{
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return targets1.canEquip(button.link);
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}
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});
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}
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else{
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event.finish();
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return
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}
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'step 4'
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if(result.bool&&result.links.length){
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var link=result.links[0];
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if(get.position(link)=='h'){
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event.targets[1].gain(link);
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}
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else if(get.position(link)=='e'){
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event.targets[1].equip(link);
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}
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else if(link.viewAs){
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event.targets[1].addJudge({name:link.viewAs},[link]);
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}
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else{
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event.targets[1].addJudge(link);
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}
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event.targets[0].$give(link,event.targets[1],false);
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game.log(event.targets[0],'的',link,'被移动给了',event.targets[1]);
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event.count++
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if(event.count < 2){
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event.goto(1)
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}
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}
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},
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},
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"_priority": 0
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"_priority": 0
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},
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},
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@@ -6925,7 +7050,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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event.goto(1);
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event.goto(1);
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} else {
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} else {
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player.draw(3);
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player.draw(3);
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if (player.hp == player.maxHp) {
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if (player.hp != 1) {
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player.hp -= 1;
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player.hp -= 1;
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player.storage.zioy_f42chongzai_hp += 1;
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player.storage.zioy_f42chongzai_hp += 1;
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}
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}
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@@ -6933,6 +7058,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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player.changeHujia(-1);
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player.changeHujia(-1);
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player.storage.zioy_f42chongzai_hujia += 1;
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player.storage.zioy_f42chongzai_hujia += 1;
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}
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}
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player.update()
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}
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}
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},
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},
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ai: {
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ai: {
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@@ -8901,7 +9027,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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"觉醒技,每局游戏限2次。出牌阶段开始时,你可以回复所有已损失体力并进入觉醒状态。再次使用此技能时回复X点体力并将多出的回复值转化为摸牌数,然后你退出觉醒状态并失去〖煌熠〗(X为觉醒状态持续时间)",
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"觉醒技,每局游戏限2次。出牌阶段开始时,你可以回复所有已损失体力并进入觉醒状态。再次使用此技能时回复X点体力并将多出的回复值转化为摸牌数,然后你退出觉醒状态并失去〖煌熠〗(X为觉醒状态持续时间)",
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"zioy_huangyi": "煌熠",
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"zioy_huangyi": "煌熠",
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"zioy_huangyi_info":
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"zioy_huangyi_info":
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"锁定技,你即将造成伤害时,未觉醒状态下你令伤害-1并回复1点体力,觉醒状态下若目标角色强化锁定则解除锁定,然后倒置目标角色强化,令伤害+X(X为你以此法倒置的强化项数之和)",
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"锁定技,你即将造成伤害时,未觉醒状态下你令此伤害-1并回复1点体力,然后你可以移动受伤角色区域内至多2张牌,觉醒状态下若目标角色强化锁定则解除锁定,然后倒置目标角色强化,令伤害+X(X为你以此法倒置的强化项数之和)",
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"zioy_t": "测试",
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"zioy_t": "测试",
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"zioy_t_info": "测试技能",
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"zioy_t_info": "测试技能",
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"zioy_t1": "测试",
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"zioy_t1": "测试",
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@@ -8934,7 +9060,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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"①游戏开始时你获得4点护甲并进入“驭械”状态,当你的护甲被击破时你退出“驭械”状态。<br>②“驭械”状态为你提供以下增益:<br>1.你的手牌上限+X(X为你的护甲值)。<br><br>·>当你手牌数不小于体力值时,你为暴走状态,获得以下增益:<br>1.你的进攻距离+2。<br>2.你的【杀】无法被响应。<br>3.你使用牌没有次数限制。<br>4.你使用牌时需额外弃置1张牌。<br><br>·>当你手牌数小于体力值时,你为冷却状态,获得以下增益:<br>1.你使用锦囊牌指定角色为目标时,你可以弃置目标角色至多2张牌。<br>2.你使用非装备牌结算完成后,你收回此牌。每回合限1次,获得手牌时若手牌数大于体力值则重置此计数。每张牌每回合限1次。<br>3.你即将受到超过1点的伤害时令此伤害值-1并恢复你1点体力。<br><br>③非“驭械”状态下限制你受到的伤害不超过1点。<br>④进入或退出“驭械”状态时清除自身任何强化与异常状态并获得判定区内的所有牌。",
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"①游戏开始时你获得4点护甲并进入“驭械”状态,当你的护甲被击破时你退出“驭械”状态。<br>②“驭械”状态为你提供以下增益:<br>1.你的手牌上限+X(X为你的护甲值)。<br><br>·>当你手牌数不小于体力值时,你为暴走状态,获得以下增益:<br>1.你的进攻距离+2。<br>2.你的【杀】无法被响应。<br>3.你使用牌没有次数限制。<br>4.你使用牌时需额外弃置1张牌。<br><br>·>当你手牌数小于体力值时,你为冷却状态,获得以下增益:<br>1.你使用锦囊牌指定角色为目标时,你可以弃置目标角色至多2张牌。<br>2.你使用非装备牌结算完成后,你收回此牌。每回合限1次,获得手牌时若手牌数大于体力值则重置此计数。每张牌每回合限1次。<br>3.你即将受到超过1点的伤害时令此伤害值-1并恢复你1点体力。<br><br>③非“驭械”状态下限制你受到的伤害不超过1点。<br>④进入或退出“驭械”状态时清除自身任何强化与异常状态并获得判定区内的所有牌。",
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"zioy_f42chongzai": "F42-重载",
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"zioy_f42chongzai": "F42-重载",
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"zioy_f42chongzai_info":
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"zioy_f42chongzai_info":
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"出牌阶段各限1次:<br>①若你为“驭械”状态,你令所有角色受到1点无来源伤害,然后你摸3张牌,然后若你未损失体力则储存1点体力,若你拥有护甲则储存1点护甲。<br>②若你不为“驭械”状态,你可以弃置任意张花色各不相同的手牌,根据你弃置的手牌数执行以下效果:<br>不为4张:你获得等同于弃置手牌数-1枚“能量”标记。<br>4张:你获得4枚“能量”标记。<br>然后将当前体力值超过1的部分转化为等量“能量”标记,之后释放你储存的体力值。使用此技能后的每个的回合结束阶段,根据你的“能量”标记数量,执行以下效果:<br>小于体力上限:你获得1枚“能量”标记并回复1点体力。<br>不小于体力上限:你弃置所有“能量”标记,获得等量护甲并释放储存的护甲,进入“驭械”状态,若你以此法获得的护甲值大于你的体力上限,你获得1点体力上限。",
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"出牌阶段各限1次:<br>①若你为“驭械”状态,你令所有角色受到1点无来源伤害,然后你摸3张牌,然后若你体力不为1则储存1点体力,若你拥有护甲则储存1点护甲。<br>②若你不为“驭械”状态,你可以弃置任意张花色各不相同的手牌,根据你弃置的手牌数执行以下效果:<br>不为4张:你获得等同于弃置手牌数-1枚“能量”标记。<br>4张:你获得4枚“能量”标记。<br>然后将当前体力值超过1的部分转化为等量“能量”标记,之后释放你储存的体力值。使用此技能后的每个的回合结束阶段,根据你的“能量”标记数量,执行以下效果:<br>小于体力上限:你获得1枚“能量”标记并回复1点体力。<br>不小于体力上限:你弃置所有“能量”标记,获得等量护甲并释放储存的护甲,进入“驭械”状态,若你以此法获得的护甲值大于你的体力上限,你获得1点体力上限。",
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"zioy_yuemai": "岳衇",
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"zioy_yuemai": "岳衇",
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"zioy_yuemai_info":
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"zioy_yuemai_info":
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"锁定技,①你造成伤害后,若场上没有环境,则尝试召唤“迷嶂”环境8轮,召唤成功则获得2点护甲。<br>②“迷嶂”环境中你进攻距离+1,“迷嶂”环境下你获得50%免伤。",
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"锁定技,①你造成伤害后,若场上没有环境,则尝试召唤“迷嶂”环境8轮,召唤成功则获得2点护甲。<br>②“迷嶂”环境中你进攻距离+1,“迷嶂”环境下你获得50%免伤。",
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