添加新武将:黄金,暂时只做了第一个技能
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@@ -55,7 +55,7 @@ game.import("extension", function (lib, game, ui, get, ai, _status) {
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"zioy_purangsigai": ["none", "wu", 4, ["zioy_jisuishengjin"], ["des:plus黄盖"]],
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"zioy_bidu": ["female", "jin", "3/14/2", ["zioy_biubiubiu"], []],
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"zioy_dacongming": ["male", "qun", "6/6/6", ["zioy_shoufa"], ["des:聪明手法的角色"]],
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"zioy_exchel": ["female", "wei", "2/4", ["zioy_liwuyaomiao", "zioy_zhifenghuifang", "zioy_liechenyuyou_wood"], []],
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"zioy_exchel": ["female", "wei", "3/4", ["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_shimeng", "zioy_heimeng"], ["hiddenSkill"]],
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@@ -72,7 +72,8 @@ game.import("extension", function (lib, game, ui, get, ai, _status) {
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zioy_jingwu: ["female", "shu", "1/3/5", ["zioy_que"], []],
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zioy_sanjijie: ["male", "qun", "3/3/3", ["zioy_fouzhiyu", "zioy_ningguxi"], []],
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zioy_yuze: ["none", "wei", "2", ["zioy_juhun"], []],
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zioy_luosa: ["male", "wu", "4", ["zioy_minchao", "zioy_kuangyong"]]
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zioy_luosa: ["male", "wu", "4", ["zioy_minchao", "zioy_kuangyong"]],
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zioy_gold: ["male", "qun", "5", ["zioy_shihunzhuo"]]
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},
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translate: {
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"zioy_xixuegui": "弗拉基米尔",
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@@ -129,7 +130,8 @@ game.import("extension", function (lib, game, ui, get, ai, _status) {
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zioy_jingwu: "靖芜",
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zioy_sanjijie: "三畿界",
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zioy_yuze: "羽泽",
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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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}
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},
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card: {
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@@ -8869,6 +8871,290 @@ 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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zioy_shihunzhuo:{
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autoTranslate: {
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"name": "世溷浊",
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"info": `<br>
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①游戏开始时,你获得'恒'。<br>
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②当你于出牌阶段使用牌结算结束后,若你当前回合于出牌阶段使用的牌超过log1.4(游戏轮数)张,你结束出牌阶段。<br>
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③你造成/受到不因此技能造成的伤害后,伤害来源受到由你造成的X点伤害(X为你此次造成/受到的伤害/2且向下取整)<br>
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④你造成/受到伤害后,你与伤害来源各获得'空',若其已有'空'则重置'空'的发动次数。<br>
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⑤一名角色于你的回合内失去牌时,你令其获得'舍',若其已有'舍'则重置'舍'的发动次数。<br>
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⑥你的回合开始阶段,以逆时针顺序从你开始的所有角色依次失去'空'与"舍",每有一名角色以此法失去'空',你获得1枚'隙',每有一名角色以此法失去'舍',你获得1枚'嗜'。<br>
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⑦每当你获得4枚'隙',你失去1点体力上限并将体力回复至体力上限。<br>
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⑧每当你获得'嗜'时,你摸一张牌。你的手牌上限-X(X为你'嗜'的数量/3)<br>
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恒:你的体力上限-1。你的体力上限增加无效。<br>
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空:获得此技能时你失去1点体力,失去此技能时你回复1点体力。当你回复体力时,取消之。此技能在发动2次后被失去。<br>
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舍:获得此技能时你弃置你区域内的1张牌,失去此技能时你摸1张牌。当你获得牌后,你须弃置等量的牌,此技能在发动3次后将被失去。`
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},
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trigger:{
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global:"phaseBefore",
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player:"enterGame",
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},
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forced:true,
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locked:false,
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filter:function(event,player){
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return (event.name!='phase'||game.phaseNumber==0);
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},
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content: async function(event,trigger,player){
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player.addSkill('zioy_shihunzhuo_heng')
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},
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mod:{
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maxHandcard:function(player,num){
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return num-Math.floor(player.countMark('zioy_shihunzhuo_shi')/3);
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},
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},
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subSkill:{
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heng:{
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mark:true,
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marktext:'恒',
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intro:{
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name:'恒',
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mark:()=>'你的体力上限-1。你的体力上限增加无效。'
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},
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init:function(player){
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player.loseMaxHp(1)
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},
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onremove:function(player){
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player.gainMaxHp(1)
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},
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direct:true,
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trigger:{
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player:'gainMaxHpBeginBefore'
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},
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content:async function(event,trigger,player){
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trigger.cancel()
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},
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priority:539943419
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},
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kong:{
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mark:true,
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marktext:'空',
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intro:{
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name:'空',
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mark:(_,__,player)=>`获得此技能时你失去1点体力,失去此技能时你回复1点体力。当你回复体力时,取消之。此技能在发动${2-player.storage.zioy_shihunzhuo_kong_count}次后被失去。`
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},
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init:function(player){
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player.loseHp()
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player.storage.zioy_shihunzhuo_kong_count = 0
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},
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onremove:function(player){
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player.recover()
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},
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direct:true,
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trigger:{
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player:'recoverBefore'
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},
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content:async function(event,trigger,player){
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trigger.cancel()
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player.storage.zioy_shihunzhuo_kong_count += 1
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if(player.storage.zioy_shihunzhuo_kong_count === 2){
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player.storage.zioy_shihunzhuo_kong_count = 0
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player.removeSkill('zioy_shihunzhuo_kong')
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}
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},
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priority:539943419
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},
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she:{
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mark:true,
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marktext:'舍',
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intro:{
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name:'舍',
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mark:(_,__,player)=>`获得此技能时你弃置你区域内的1张牌,失去此技能时你摸1张牌。当你获得牌后,你须弃置1张牌,此技能在发动${3-player.storage.zioy_shihunzhuo_she_count}次后将被失去。`
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},
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init:function(player){
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player.chooseToDiscard(1,'hej')
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player.storage.zioy_shihunzhuo_she_count = 0
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},
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onremove:function(player){
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player.draw()
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},
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direct:true,
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trigger:{
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player:"gainAfter",
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},
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content:async function(event,trigger,player){
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// const num = trigger.cards.length
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player.chooseToDiscard(1,'he',true)
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player.storage.zioy_shihunzhuo_she_count += 1
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if(player.storage.zioy_shihunzhuo_she_count === 2){
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player.storage.zioy_shihunzhuo_she_count = 0
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player.removeSkill('zioy_shihunzhuo_kong')
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}
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},
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priority:539943419
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},
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xi:{
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mark:true,
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marktext:'隙',
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intro:{
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name:'隙',
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mark:(_,__,player)=>`每当你获得4枚'隙',你失去1点体力上限并将体力回复至体力上限。`
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},
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},
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shi:{
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mark:true,
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marktext:'嗜',
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intro:{
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name:'嗜',
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mark:(_,__,player)=>`你的手牌上限-${Math.floor(player.countMark('zioy_shihunzhuo_shi')/3)}。`
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},
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}
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},
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autoSubSkill:{
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damageBegin1:{
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trigger:{
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player:'damageBegin1',
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source:'damageBegin1'
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},
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filter:()=>{
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return false
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return true
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},
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direct:true,
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content:async function(event,trigger,player){
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trigger.num *= 2
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},
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priority:-539943419
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},
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damageBegin3:{
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trigger:{
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player:'damageBegin3',
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source:'damageBegin3'
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},
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filter:(event,player)=>{
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return false
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return event.num < 2
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},
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direct:true,
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content:async function(event,trigger,player){
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trigger.num = 2
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},
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priority:-539943419
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},
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damageEnd:{
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trigger:{
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player:'damageEnd',
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source:'damageEnd'
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},
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direct:true,
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filter:(event)=>{
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// console.log(event.getParent().name)
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return event.getParent().name !== `zioy_shihunzhuo_damageEnd` && event.num > 1
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},
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content:async function(event,trigger,player){
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const num = Math.floor(trigger.num / 2)
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trigger.source.damage(num)
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},
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priority:-539943419
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},
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damageEnd_addKong:{
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trigger:{
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player:'damageEnd',
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source:'damageEnd'
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},
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direct:true,
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filter:(event)=>{
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return true
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},
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content:async function(event,trigger,player){
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for(let target of [trigger.player,trigger.source]){
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if(target){
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if(target.hasSkill('zioy_shihunzhuo_kong')){
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target.storage.zioy_shihunzhuo_kong_count = 0
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}else{
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target.addSkill('zioy_shihunzhuo_kong')
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}
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}
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}
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},
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priority:7058211
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},
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loseAfter:{
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trigger:{
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global:["loseAfter","loseAsyncAfter"],
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},
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direct:true,
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filter:function(event,player){
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if(_status.currentPhase!=player) return false;
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return true
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},
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content:async function(event,trigger,player){
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const target = trigger.player
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if(target.hasSkill('zioy_shihunzhuo_she')){
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target.storage.zioy_shihunzhuo_she_count = 0
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}else{
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target.addSkill('zioy_shihunzhuo_she')
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}
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},
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priority:7058211
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},
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phaseBegin:{
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trigger:{
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player:'phaseBegin',
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},
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direct:true,
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filter:function(event,player){
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return true
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},
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content:async function (event,trigger,player){
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let current = player;
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while(true){
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if(current.hasSkill('zioy_shihunzhuo_kong')){
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current.removeSkill('zioy_shihunzhuo_kong')
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player.addMark('zioy_shihunzhuo_xi')
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if(player.countMark('zioy_shihunzhuo_xi') % 4 === 0){
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player.loseMaxHp(1)
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player.recover(player.maxHp - player.hp)
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}
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}
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if(current.hasSkill('zioy_shihunzhuo_she')){
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current.removeSkill('zioy_shihunzhuo_she')
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player.addMark('zioy_shihunzhuo_shi')
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player.draw()
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}
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current = current.next
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if(current === player){
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break
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}
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}
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},
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priority:7058211
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},
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phaseUseBegin:{
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trigger:{
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player:"phaseUseBegin",
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},
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direct:true,
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content:async function(_,__,player){
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player.storage.zioy_shihunzhuo_useCard_count = 0
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},
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priority:7058211
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},
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useCard:{
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trigger:{
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player:"useCardAfter",
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},
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filter:function(event,player){
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if(!player.isPhaseUsing()) return false;
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return true;
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},
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direct:true,
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content:async function(event,_,player){
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const num = Math.ceil(Math.log2(game.roundNumber) - Math.log2(1.4))
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player.storage.zioy_shihunzhuo_useCard_count += 1
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if(player.storage.zioy_shihunzhuo_useCard_count > num){
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var evt=_status.event.getParent('phaseUse');
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if(evt&&evt.name=='phaseUse'){
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evt.skipped=true;
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}
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event.finish();
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}
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},
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priority:7058211
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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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