添加武将“天启”
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+309
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@@ -2607,7 +2607,9 @@ game.import("extension", function (lib, game, ui, get, ai, _status) {
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"zioy_exchel": ["female", "wei", "2/4", ["zioy_liwuyaomiao","zioy_zhifenghuifang","zioy_liechenyuyou_wood"], []],
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"zioy_sushuang": ["male", "wei", "4/5/1", ['zioy_jietian','zioy_yunshuang'], []],
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"zioy_kaixier": ["female", "qun", "2/4/3", ["zioy_helu"], []],
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"zioy_ji1": ["male", "jin", "3", ["zioy_shidai",'zioy_heimeng'], ["hiddenSkill"]],
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"zioy_ji1": ["male", "jin", "3", ["zioy_shimeng",'zioy_heimeng'], ["hiddenSkill"]],
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"zioy_pangxian": ["female", "shu", "3/4/5", ["zioy_bian1","zioy_bian2","zioy_bian3","zioy_bian4","zioy_biandaogui"], ["hiddenSkill"]],
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"zioy_tianqi": ["female", "daqin", "2", ["zioy_junling","zioy_junming","zioy_junci","zioy_junnu","zioy_junyun"], ["hiddenSkill"]],
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},
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translate: {
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"zioy_xixuegui": "弗拉基米尔",
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@@ -2657,6 +2659,8 @@ game.import("extension", function (lib, game, ui, get, ai, _status) {
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"zioy_sushuang":'鹔鹴',
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"zioy_kaixier":'凯希儿',
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"zioy_ji1": '畸',
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"zioy_pangxian": '逄暹',
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"zioy_tianqi":'天启',
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}
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},
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card: {
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@@ -9421,7 +9425,7 @@ 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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'zioy_shidai':{
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'zioy_shimeng':{
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init:function(player){
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player.storage.shidai_layer = 0
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},
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@@ -9431,10 +9435,10 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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filter:()=>{return true},
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content:function(){
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player.storage.shidai_layer++
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game.log(player.storage.shidai_layer)
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// game.log(player.storage.shidai_layer)
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},
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direct:true,
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group:['zioy_shidai_1','zioy_shidai_2','zioy_shidai_7','zioy_shidai_5'],
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group:['zioy_shimeng_1','zioy_shimeng_2','zioy_shimeng_7','zioy_shimeng_5'],
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"_priority":456486748,
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mod:{
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selectTarget:function (card, player, range) {
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@@ -9534,7 +9538,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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player.storage.shidai_card = null
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},
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filter:function (event, player) {
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if(event.getParent(2).name == 'zioy_shidai_7')return false
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if(event.getParent(2).name == 'zioy_shimeng_7')return false
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return player.storage.shidai_layer < 7;
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},
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content:function () {
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@@ -9569,7 +9573,284 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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// expose:0.2,
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// },
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"_priority":0,
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}
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},
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'zioy_bian1':{},
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'zioy_bian2':{},
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'zioy_bian3':{},
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'zioy_bian4':{},
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'zioy_biandaogui':{},
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"zioy_junling":{
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trigger:{
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player:"showCharacterAfter",
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},
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forced:true,
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hiddenSkill:true,
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// silent:true,
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filter:function(event,player){
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return event.toShow&&event.toShow.includes(player.name);
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},
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content:function(){
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"step 0"
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for(var p of game.players){
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if(p === player){
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p.gainMaxHp(7)
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p.draw(9)
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}else{
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p.gainMaxHp(2)
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p.draw(4)
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if(!p.isTurnedOver()){
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p.turnOver();
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}
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}
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}
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"step 1"
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if(player!=_status.currentPhase){
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var cards=Array.from(ui.ordering.childNodes);
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while(cards.length){
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cards.shift().discard();
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}
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}
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"step 2"
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if(player!=_status.currentPhase){
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var evt=_status.event.getParent('phase');
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if(evt){
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game.resetSkills();
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_status.event=evt;
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_status.event.finish();
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_status.event.untrigger(true);
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}
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}
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// 'step 3'
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// trigger.getParent(2).phaseList.splice(trigger.num,0,'phaseUse|zioy_junling');
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// trigger.getParent(2).phaseList.splice(trigger.num,0,'phaseDiscard|zioy_junling');
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},
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"_priority":0,
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},
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"zioy_junming":{
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trigger:{
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global:"roundStart",
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},
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filter:()=>{return game.players.filter(p=>p.hp < p.maxHp).length > 0},
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direct:true,
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content:function(){
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'step 0'
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var max = -1
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for(var p of game.players){
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max = Math.max(max,p.maxHp - p.hp)
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}
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event.pArray = []
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for(var p of game.players){
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if(p.maxHp - p.hp == max)event.pArray.push(p)
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}
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var str = ''
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for(var p of event.pArray){
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if(str != ''){
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str = str + ','
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}
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str = str + get.translation(p)
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}
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str = '是否对' + str + "发动【" + get.translation(event.name) + '】'
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player.chooseBool(str).set('ai',()=>{
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return player.hp + player.hujia < 3 || event.pArray.filter((p)=>{p === player}).length == 0
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})
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'step 1'
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if(result.bool){
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game.log(player,'发动了','<span class="greentext">【'+get.translation(event.name)+'】</span>')
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var max = -1
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for(var p of event.pArray){
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if(p.maxHp > 1)p.loseMaxHp(1)
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max = Math.max(p.maxHp - p.hp - 1,max)
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p.recover(p.maxHp - p.hp)
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}
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if(max - player.hujia != 0)player.changeHujia(max - player.hujia)
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player.draw(max)
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}
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}
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},
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"zioy_junci":{
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trigger:{
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global:"damageEnd",
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},
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filter:function(event,player){
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if(player.hasSkill('zioy_junci_phase'))return false
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if(!event.source) return false
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var f = false
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for(var p of [event.source,event.player,player]){
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if(p.countCards('hej') > 0){
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f = true
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break
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}
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}
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return event.source && event.player != player && f && event.player != event.source
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},
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direct:true,
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content:function(){
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'step 0'
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player.chooseTarget('请选择移出牌的目标',1,false, (card, player, target)=> {
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return [player,trigger.player,trigger.source].includes(target) && target.countCards('hej') > 0;
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}).set('ai', target => {
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var att = get.attitude(player, target);
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return -att;
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});
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'step 1'
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if(result.bool){
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event.plose = result.targets[0]
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if(event.plose == player && player != trigger.player && player != trigger.source){
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player.chooseTarget('请选择移入牌的目标',1,false, (card, player, target)=> {
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return [trigger.player,trigger.source].includes(target);
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}).set('ai', target => {
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var att = get.attitude(player, target);
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return -att;
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});
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}else{
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event.pgain = event.plose == trigger.player ? trigger.source : trigger.player
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event.goto(3)
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}
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}else{
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event.finish()
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}
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'step 2'
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event.pgain = result.targets[0]
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'step 3'
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// game.log(event.plose,event.pgain)
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player.choosePlayerCard(event.plose,'hej',true).set('ai',get.buttonValue);
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'step 4'
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player.addTempSkill('zioy_junci_phase')
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var card = result.cards[0]
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if(get.position(card)=='e'){
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event.pgain.equip(card);
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event.finish()
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}
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else if(get.position(card)=='j'){
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event.pgain.addJudge(card);
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event.finish()
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}
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else {
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event.pgain.gain(card)
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event.card = card
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}
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'step 5'
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if(game.filterPlayer(current=>{
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return lib.filter.targetEnabled2(player.storage.shidai_card,event.player,current);
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}).length != 0){
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event.bool = true
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event.pgain.chooseBool('是否使用【' + get.translation(event.card) + '】').set('ai',()=>{return true})
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}else{
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event.bool = false
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}
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'step 6'
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if(event.bool && result.bool){
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event.pgain.chooseUseTarget(event.card)
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event.finish()
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}else if(event.pgain == player){
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event.finish()
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}
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'step 7'
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player.chooseBool('是否对' + get.translation(event.pgain) + '造成1点伤害')
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.set('ai',()=>{return get.attitude(event.pgain,player) <= 0})
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'step 8'
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if(result.bool){
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event.pgain.damage(1)
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event.finish()
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}
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},
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subSkill:{
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'phase':{}
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}
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},
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"zioy_junnu":{
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trigger:{
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source:"damageBegin1",
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player:'damageBegin1'
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},
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filter:()=>{return true},
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content:function(){
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'step 0'
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player.showHandcards();
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var nr = player.getCards('h').filter(c=>get.color(c) == 'red').length
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var nb = player.getCards('h').filter(c=>get.color(c) == 'black').length
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var nc = player.getCards('h').length
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// game.log(nr,nb)
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if(nr >= nb){
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trigger.num += 1
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if(nc > 0 && trigger.source)trigger.source.chooseToDiscard(Math.min(trigger.source.countCards('he'),nc),'he',true)
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}
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if(nb >= nr){
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trigger.num += 1
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if(nc > 0)trigger.player.chooseToDiscard(Math.min(trigger.player.countCards('he'),nc),'he',true)
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}
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},
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check:function(event,player){
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var nr = player.getCards('h').filter(c=>get.color(c) == 'red').length
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var nb = player.getCards('h').filter(c=>get.color(c) == 'black').length
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if(event.player==player){
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if(player.hp + player.hujia <= 5){
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return false
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}
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if(nb >= nr)return false
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if(nr >= nb){
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if(!event.source)return false
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}
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}else{
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if(get.attitude(event.player,player) > 0)return false
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}
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return true
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},
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ai: {
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threaten:15,
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damageBonus:true,
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},
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},
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"zioy_junyun":{
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trigger:{
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player:"dieBefore",
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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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forced:true,
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limited:true,
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direct:true,
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forceDie:true,
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skillAnimation:true,
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animationColor:"soil",
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content:function(){
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'step 0'
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player.awakenSkill(event.name)
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event.max = player.maxHp
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player.chooseTarget('请选择〖君陨〗的目标',[1,event.max],false,function (card, player, target) {
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return player != target;
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}).set('ai', target => {
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var att = get.attitude(player, target);
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return -att;
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});
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'step 1'
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if(!result.bool){
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event.finish()
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}else{
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event.targets = result.targets
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}
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'step 2'
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event.t = event.targets.pop()
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buttoms = []
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for(var i = 1;i < event.max - event.targets.length + 1;i++){
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buttoms.push(i)
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}
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if(buttoms.length === 1){
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event.t.damage(1)
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event.goto(4)
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}else{
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player.chooseControl(buttoms).set("prompt",'请选择对'+get.translation(event.t)+'造成的伤害值')
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}
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'step 3'
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event.t.damage(result.control)
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event.max -= result.control
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'step 4'
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if(event.targets.length > 0){
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event.goto(2)
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}
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},
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},
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},
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translate: {
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"zioy_xixue": "汲血",
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@@ -9892,10 +10173,30 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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"zioy_yunshuang_info":'每轮游戏限4次,一名角色即将造成伤害时,若受伤角色区域内的牌数量不小于2,你可以防止此伤害,改为造成伤害的角色弃置受伤角色至多2张牌。',
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"zioy_helu":'吓赂',
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"zioy_helu_info":'当你使用牌指定一名其他角色为目标时,你可以选择一张手牌,其获得此牌并无法响应你本次对其使用的牌。其回合结束阶段,你摸2X张牌并令X=0(X为其通过〖吓赂〗从你的区域内获得的牌的数量)。',
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"zioy_shidai":'时贷',
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"zioy_shidai_info":'你拥有以下效果,当一名角色死亡或一轮游戏开始时,你按顺序移去你拥有的序号最小的效果。<br>①你使用的牌无法被响应。<br>②你每轮第一次造成的伤害+X。(X=3-游戏轮数)<br>③你的进攻距离+X。(X=3-游戏轮数)<br>④你使用的牌可以额外指定X名角色为目标。(X=3-游戏轮数)<br>⑤你获得你杀死的角色区域内的所有牌。<br>⑥当你造成伤害后,你回复1点体力。<br>⑦当你使用牌时,若时机合法,你可以视为使用一张与你上一次使用的非虚拟非装备牌牌名相同的无属性虚拟牌。',
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"zioy_shimeng":'逝梦',
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"zioy_shimeng_info":'你拥有以下效果,当一名角色死亡或一轮游戏开始时,你按顺序移去你拥有的序号最小的效果。<br>①你使用的牌无法被响应。<br>②你每轮第一次造成的伤害+X。(X=3-游戏轮数)<br>③你的进攻距离+X。(X=3-游戏轮数)<br>④你使用的牌可以额外指定X名角色为目标。(X=3-游戏轮数)<br>⑤你获得你杀死的角色区域内的所有牌。<br>⑥当你造成伤害后,你回复1点体力。<br>⑦当你使用牌时,若时机合法,你可以视为使用一张与你上一次使用的非虚拟非装备牌牌名相同的无属性虚拟牌。',
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"zioy_heimeng":'黑梦',
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"zioy_heimeng_info":'隐匿技,锁定技。当你登场后,你获得你判定区内的牌。',
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"zioy_bian1":'彼岸式Ⅰ',
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"zioy_bian1_info":'限定技,',
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"zioy_bian2":'彼岸式Ⅱ',
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"zioy_bian2_info":'限定技,',
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"zioy_bian3":'彼岸式Ⅲ',
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"zioy_bian3_info":'限定技,',
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"zioy_bian4":'彼岸式Ⅳ',
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"zioy_bian4_info":'限定技,',
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"zioy_biandaogui":'彼岸道归',
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"zioy_biandaogui_info":'锁定技,',
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"zioy_junling":'君临',
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"zioy_junling_info":'隐匿技,锁定技。当你登场时,若当前回合角色不为你则终止一切结算,当前回合结束。然后你增加7点体力上限,摸9张牌;其他角色增加2点体力上限,摸4张牌,并将武将牌翻至背面朝上。',
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"zioy_junming":'君命',
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"zioy_junming_info":'一轮游戏开始时,若场上有受伤角色,你可以令场上已损失体力值最多的所有角色失去1点体力上限(最多失去至1点)并将体力值回复至体力上限,然后你将你的护甲值调整为N并摸N张牌。(N为技能结算前场上角色已损失体力值的最大值)',
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"zioy_junci":'君赐',
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"zioy_junci_info":'每回合限1次,当一名角色对一名其他角色造成伤害时,你可以将你或受伤角色/伤害来源区域内的一张牌移动至伤害来源/受伤角色区域内的相应位置,若此牌进入移入角色的手牌区,其须选择是否立即使用此牌,若时机不合法或该角色选择不立即使用且该角色不为你,你对其造成1点伤害。',
|
||||
"zioy_junnu":'君怒',
|
||||
"zioy_junnu_info":'当你即将受到/造成伤害时,你可以展示你的所有手牌,若其中红色牌数量不小于黑色牌,你令此伤害+1且造成伤害的角色弃置等同于你手牌数的牌(不足则全弃);若其中黑色牌数量不小于红色牌,你令此伤害+1且受到伤害的角色弃置等同于你手牌数的牌(不足则全弃)。',
|
||||
"zioy_junyun":'君陨',
|
||||
"zioy_junyun_info":'限定技。当你即将死亡时,你可以对任意名角色造成至多共X点无属性伤害。(X为你的体力上限)',
|
||||
}
|
||||
},
|
||||
intro: "??????????????????????????<br>拒绝规范描述",
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Reference in new issue
Block a user