添加新武将“弗克雷德”
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+2
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@@ -5,7 +5,7 @@
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"$1: {",
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"$1: {",
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" autoTranslate: {",
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" autoTranslate: {",
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" name: \"\",",
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" name: \"\",",
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" info: \"\"",
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" info: ``",
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" },",
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" },",
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" trigger: {",
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" trigger: {",
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" },",
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" },",
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@@ -15,7 +15,7 @@
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" },",
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" },",
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" ai: {",
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" ai: {",
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" threaten: 1",
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" threaten: 1",
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" }",
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" },",
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" _priority: 1,",
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" _priority: 1,",
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"},"
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"},"
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],
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],
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+43
@@ -1711,6 +1711,12 @@ export default (lib, game, ui, get, ai, _status) => (config, pack) => {
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type: "control",
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type: "control",
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intro: "始终跳过出牌阶段,无法使用或打出任何牌,每轮游戏开始时有25*n%概率移除此状态,受到伤害时立即移除此状态。(n为异常状态已持续轮数)"
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intro: "始终跳过出牌阶段,无法使用或打出任何牌,每轮游戏开始时有25*n%概率移除此状态,受到伤害时立即移除此状态。(n为异常状态已持续轮数)"
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},
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},
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"mabi": {
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translation: "麻痹",
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skill: "zioy_buff_mabi",
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type: "control",
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intro: "50%的几率跳过出牌阶段。每轮游戏开始时有50%概率移除此状态。"
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},
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// "bingdong": {
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// "bingdong": {
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// translation: "冰冻",
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// translation: "冰冻",
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// skill: "zioy_buff_bingdong",
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// skill: "zioy_buff_bingdong",
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@@ -1875,6 +1881,43 @@ export default (lib, game, ui, get, ai, _status) => (config, pack) => {
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player.storage.shuimian_count++;
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player.storage.shuimian_count++;
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if (player.storage.shuimian_count * 0.25 > Math.random()) player.removeBuff("shuimian");
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if (player.storage.shuimian_count * 0.25 > Math.random()) player.removeBuff("shuimian");
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}
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}
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},
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mabi: {
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mark: true,
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marktext: "麻痹",
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trigger: {
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player: "phaseUseBegin"
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},
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priority: 30147445327,
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direct: true,
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silent:true,
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filter: function () {
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return Math.random() > 0.5;
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},
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content: function () {
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trigger.cancel(null, null, "notrigger");
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},
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group: ["zioy_buff_mabi_remove"],
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intro: {
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name: lib.buffMiao.mabi.translation,
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mark: function (dialog, storage, player) {
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return lib.buffMiao.mabi.intro;
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}
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}
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},
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mabi_remove: {
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trigger: {
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global: "roundStart"
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},
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priority: -34563601727,
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direct: true,
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silent:true,
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filter: function () {
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return Math.random() > 0.5;
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},
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content: function () {
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player.removeBuff("mabi");
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}
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}
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}
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}
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}
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};
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};
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+114
-12
@@ -76,6 +76,7 @@ game.import("extension", function (lib, game, ui, get, ai, _status) {
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zioy_gold: ["male", "qun", 5, ["zioy_shihunzhuo","zioy_nuhuangfeng","zioy_duwenlei"]],
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zioy_gold: ["male", "qun", 5, ["zioy_shihunzhuo","zioy_nuhuangfeng","zioy_duwenlei"]],
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zioy_hezhe: ["male", "qun", 4, ["zioy_yuekong", "zioy_tanxi", "zioy_gengyi"]],
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zioy_hezhe: ["male", "qun", 4, ["zioy_yuekong", "zioy_tanxi", "zioy_gengyi"]],
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zioy_fanbunusi: ["none", "wei", 4, ['zioy_youxia', 'zioy_changai']],
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zioy_fanbunusi: ["none", "wei", 4, ['zioy_youxia', 'zioy_changai']],
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zioy_fukeleide: ["male", "qun", "4/5/1", ['zioy_ji_jiyue', 'zioy_ji_jidian']],
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},
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},
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translate: {
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translate: {
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"zioy_xixuegui": "弗拉基米尔",
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"zioy_xixuegui": "弗拉基米尔",
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@@ -135,7 +136,8 @@ game.import("extension", function (lib, game, ui, get, ai, _status) {
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zioy_luosa: "罗萨",
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zioy_luosa: "罗萨",
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zioy_gold: '黄金',
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zioy_gold: '黄金',
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zioy_hezhe: '何者',
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zioy_hezhe: '何者',
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zioy_fanbunusi: '罕晡努斯'
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zioy_fanbunusi: '罕晡努斯',
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zioy_fukeleide: '弗克雷德',
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}
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}
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},
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},
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card: {
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card: {
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@@ -8508,9 +8510,9 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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filter: () => true,
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filter: () => true,
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direct: true,
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direct: true,
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content: async function (event, trigger, player) {
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content: async function (event, trigger, player) {
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// lib.translate.zioy_ningguxi_info
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const dn = Math.ceil(game.roundNumber/3)
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let c = await player
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let c = await player
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.chooseTarget(`对一名角色造成${game.roundNumber}点伤害`, false, function (card, player, target) {
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.chooseTarget(`对一名角色造成${dn}点伤害`, false, function (card, player, target) {
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return true;
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return true;
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})
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})
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.set("ai", target => {
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.set("ai", target => {
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@@ -8522,7 +8524,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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if (c.result.bool) {
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if (c.result.bool) {
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let tg = c.result.targets[0];
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let tg = c.result.targets[0];
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player.logSkill(event.name, c.result.targets);
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player.logSkill(event.name, c.result.targets);
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tg.damage(game.roundNumber);
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tg.damage(dn);
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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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@@ -9650,10 +9652,11 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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direct: true,
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direct: true,
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async content(event, trigger, player){
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async content(event, trigger, player){
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const { result } = await player.chooseBool(`${get.translation(event.name)}: 是否代替${get.translation(trigger.player)}进行后续结算`, function(){
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const { result } = await player.chooseBool(`${get.translation(event.name)}: 是否代替${get.translation(trigger.player)}进行后续结算`, function(){
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return get.attitude(trigger.player,player) > 0 && player.identity !== 'zhu'
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if(player.hp <= trigger.num && !trigger.source) return false
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return get.attitude(player, trigger.player) > 0 && player.identity !== 'zhu'
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})
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})
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if(result.bool) {
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if(result.bool) {
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player.logSkill(event.name)
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player.logSkill(event.name, trigger.player)
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game.swapSeat(player, trigger.player);
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game.swapSeat(player, trigger.player);
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trigger.player = player
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trigger.player = player
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}
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}
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@@ -9671,6 +9674,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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trigger: {
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trigger: {
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player: 'die'
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player: 'die'
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},
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},
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nolog: true,
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frequent: true,
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frequent: true,
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forceDie: true,
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forceDie: true,
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skillAnimation: true,
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skillAnimation: true,
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@@ -9679,11 +9683,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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},
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},
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async content(event, trigger, player){
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async content(event, trigger, player){
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const target = trigger.source
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const target = trigger.source
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// const { result } = await player.chooseBool(`是否对${get.translation(target)}发动${get.translation(event.name)}`,`长哀: 当你死亡时,你可令杀死你的角色弃置其区域内所有牌并将体力失去至1点,然后你结束当前回合并令一名其他角色执行一个额外的回合。`,function(){
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player.logSkill(event.name, target)
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// return get.attitude(target,player) <= 1
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// })
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// if(result.bool) {
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// player.logSkill(event.name)
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player.line(target)
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player.line(target)
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target.discard(target.getCards('hej'))
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target.discard(target.getCards('hej'))
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if(target.hujia){
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if(target.hujia){
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@@ -9717,6 +9717,108 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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threaten: 1
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threaten: 1
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}
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}
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},
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},
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zioy_ji_jiyue: {
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autoTranslate: {
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name: "激·极跃",
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info: "锁定技。每名角色限1次。其他角色的回合开始阶段,若你拥有护甲则失去所有护甲,终止一切结算并令你与其各执行一个额外的回合。"
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},
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trigger: {
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global: 'phaseBegin'
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},
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forced: true,
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locked: true,
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init(player){
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player.storage.ji_jiyue_players = [player]
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},
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filter(event, player){
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return player.hujia > 0 && !player.storage.ji_jiyue_players.includes(event.player)
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},
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async content(event, trigger, player){
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player.storage.ji_jiyue_players.push(trigger.player);
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await player.changeHujia(-player.hujia)
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const 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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player.insertPhase()
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trigger.player.insertPhase()
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},
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ai: {
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threaten: 1
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},
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_priority: 73326573756997,
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},
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zioy_ji_jidian: {
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autoTranslate: {
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name: "极·激电",
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info: `锁定技。<br>①当你使用牌指定一名角色为唯一目标结算完成后,你有50%概率对其造成1点雷属性伤害,否则你将你的护甲调整至1点。<br>②当你造成雷属性伤害后,你有50%的概率令其获得“麻痹”异常。<br>③当你受到非雷属性伤害后,你有50%的概率获得1点护盾,否则你摸一张牌。<br>④你免疫“麻痹”异常。`
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},
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trigger: {
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player:"useCardAfter",
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},
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init(player){
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player.addBuffImmune('mabi', Infinity, "id=zioy_ji_jidian")
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},
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locked: true,
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forced: true,
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filter(event, player){
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// console.log('event ===> ', event)
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return event.targets.length === 1
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},
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async content(event, trigger, player){
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const target = trigger.targets[0]
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if (_mt.math.randInt(0,1)) {
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console.log(1)
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target.damage(1, 'thunder')
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} else {
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console.log(2)
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player.changeHujia(1 - player.hujia)
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}
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},
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autoSubSkill: {
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damageSource: {
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trigger: {
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source:"damageAfter",
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},
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locked: true,
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forced: true,
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filter(event, player){
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if (_mt.math.randInt(0,1) === 0) {
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return false
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}
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return event.hasNature('thunder')
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},
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async content(event, trigger, player) {
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const target = trigger.player
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target.addBuff('mabi')
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}
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},
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damagePlayer: {
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trigger: {
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player:"damageAfter",
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},
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locked: true,
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forced: true,
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filter(event, player){
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return !event.hasNature('thunder')
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},
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async content(event, trigger, player) {
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if (_mt.math.randInt(0,1) === 0) {
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player.changeHujia(1)
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}else{
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player.draw()
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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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threaten: 1
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},
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_priority: 541,
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},
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},
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},
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translate: {
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translate: {
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"zioy_xixue": "汲血",
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"zioy_xixue": "汲血",
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@@ -10094,7 +10196,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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zioy_fouzhiyu: "否知域",
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zioy_fouzhiyu: "否知域",
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zioy_fouzhiyu_info: "锁定技。防止你回复体力,防止你体力流失。若[你拥有护盾]异或[游戏轮数为奇数]为1,防止你受到伤害。",
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zioy_fouzhiyu_info: "锁定技。防止你回复体力,防止你体力流失。若[你拥有护盾]异或[游戏轮数为奇数]为1,防止你受到伤害。",
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zioy_ningguxi: "宁古息",
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zioy_ningguxi: "宁古息",
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zioy_ningguxi_info: "回合开始阶段,你可对一名角色造成X点伤害(X为游戏轮数)。",
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zioy_ningguxi_info: "回合开始阶段,你可对一名角色造成X点伤害(X为游戏轮数/3且向上取整)。",
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zioy_juhun: "聚魂",
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zioy_juhun: "聚魂",
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zioy_juhun_info:
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zioy_juhun_info:
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"一轮游戏开始时,你可选择至多X名角色,你依次询问该角色是否令你获得其死亡前的体力,护甲,体力上限,技能并令其死亡(X为2-因你以此法选择“是”的角色)。",
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"一轮游戏开始时,你可选择至多X名角色,你依次询问该角色是否令你获得其死亡前的体力,护甲,体力上限,技能并令其死亡(X为2-因你以此法选择“是”的角色)。",
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