修复bug,强度调整
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commit
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1 file changed
+84
-9
+84
-9
@@ -8882,7 +8882,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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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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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每个出牌阶段每名角色限10次。一名角色于你的出牌阶段内失去牌时,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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⑤每个出牌阶段每名角色限10次。一名角色于你的出牌阶段内失去牌时,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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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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⑦每当你获得4枚“隙”,你失去1点体力上限,若你未处于【灵降】状态,你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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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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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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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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@@ -9019,7 +9019,7 @@ 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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filter:(event)=>{
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filter:(event)=>{
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// console.log(event.getParent().name)
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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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return event.getParent().name !== `zioy_shihunzhuo_damageEnd` && event.num > 1 && event.source
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},
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},
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content:async function(event,trigger,player){
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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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const num = Math.floor(trigger.num / 2)
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@@ -9106,7 +9106,9 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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player.addMark('zioy_shihunzhuo_xi')
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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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if(player.countMark('zioy_shihunzhuo_xi') % 4 === 0){
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player.loseMaxHp(1)
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player.loseMaxHp(1)
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player.recover(player.maxHp - player.hp)
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if(player.storage.zioy_nuhuangfeng_status !== 'lingjiang'){
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player.recover(player.maxHp - player.hp)
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}
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}
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}
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}
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}
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if(current.hasSkill('zioy_shihunzhuo_she')){
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if(current.hasSkill('zioy_shihunzhuo_she')){
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@@ -9154,12 +9156,13 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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},
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},
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priority:7058211
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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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_priority:9579
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},
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},
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zioy_nuhuangfeng:{
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zioy_nuhuangfeng:{
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autoTranslate: {
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autoTranslate: {
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"name": "笯凰凤",
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"name": "笯凰凤",
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"info": `回合结束阶段:<br>
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"info": `游戏开始时或回合结束阶段:<br>
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若你未处于【灵降】且未进入过【常灭】状态且场上存在未拥有“恒”的其他角色,你须选择一名未拥有“恒”的其他角色,你令其获得“恒”并根据你选择的角色进入【灵降】状态。<br>
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若你未处于【灵降】且未进入过【常灭】状态且场上存在未拥有“恒”的其他角色,你须选择一名未拥有“恒”的其他角色,你令其获得“恒”并根据你选择的角色进入【灵降】状态。<br>
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若你未处于【灵降】且未进入过【常灭】状态且场上所有角色均已拥有“恒”,你进入【常灭】状态并进行3个额外的回合。<br>
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若你未处于【灵降】且未进入过【常灭】状态且场上所有角色均已拥有“恒”,你进入【常灭】状态并进行3个额外的回合。<br>
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<br>【灵降】状态具有以下特性:<br>
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<br>【灵降】状态具有以下特性:<br>
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@@ -9180,9 +9183,11 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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},
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},
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forced:true,
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forced:true,
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trigger:{
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trigger:{
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player:'phaseEnd'
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player:['phaseEnd','zioy_nuhuangfeng_enterGame']
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},
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},
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filter(event,player){
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filter(event,player){
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// 进入过常灭状态
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if(player.storage.zioy_nuhuangfeng_changmie_flag)return false
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return player.storage.zioy_nuhuangfeng_status === null
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return player.storage.zioy_nuhuangfeng_status === null
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},
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},
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skillAnimation: true,
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skillAnimation: true,
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@@ -9203,6 +9208,7 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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return -att;
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return -att;
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});
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});
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const target = result.targets[0]
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const target = result.targets[0]
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player.line(target)
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target.addSkill('zioy_shihunzhuo_heng')
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target.addSkill('zioy_shihunzhuo_heng')
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player.storage.zioy_nuhuangfeng_storage = {
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player.storage.zioy_nuhuangfeng_storage = {
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hp: player.hp,
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hp: player.hp,
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@@ -9260,11 +9266,13 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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player.update()
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player.update()
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}
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}
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}else{
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}else{
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player.storage.zioy_nuhuangfeng_changmie_flag = true
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player.storage.zioy_nuhuangfeng_status = 'changmie'
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player.storage.zioy_nuhuangfeng_status = 'changmie'
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for(let i = 0;i < 3;i++){
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for(let i = 0;i < 3;i++){
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player.insertPhase();
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player.insertPhase();
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}
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}
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game.players.forEach(current=>{
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game.players.forEach(current=>{
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player.line(current)
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if(!current.hasSkill('zioy_shihunzhuo_kong')){
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if(!current.hasSkill('zioy_shihunzhuo_kong')){
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current.addSkill('zioy_shihunzhuo_kong')
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current.addSkill('zioy_shihunzhuo_kong')
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}
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}
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@@ -9275,6 +9283,20 @@ 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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autoSubSkill:{
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autoSubSkill:{
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enterGame:{
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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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filter(event,player){
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if(event.name=='phase'&&game.phaseNumber>0) return false;
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return true
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},
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direct:true,
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async content(event,trigger,player){
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_status.event.trigger("zioy_nuhuangfeng_enterGame");
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}
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},
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lin_dyingBefore:{
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lin_dyingBefore:{
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trigger:{
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trigger:{
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player:['dyingBefore','dieBefore']
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player:['dyingBefore','dieBefore']
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@@ -9414,16 +9436,69 @@ if(get.type(card)=='basic' && get.type(card)=='trick') flag= true;
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if(player.storage.zioy_nuhuangfeng_status === 'changmie') return true;
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if(player.storage.zioy_nuhuangfeng_status === 'changmie') return true;
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},
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},
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},
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},
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_priority: 8648,
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},
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},
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zioy_duwenlei:{
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zioy_duwenlei:{
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autoTranslate: {
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autoTranslate: {
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"name": "独抆泪",
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"name": "独抆泪",
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"info": `你即将死亡时,若你满足:<br>
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"info": `每局游戏限1次。你即将死亡时,若你满足:<br>
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1.你当前体力大于0<br>
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1.你当前体力大于0<br>
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2.你的“神罪”标记数量不小于5<br>
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2.你的“神罪”标记数量不小于5<br>
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其中任意条,则终止死亡,你失去【常灭】状态并获得〖规神舞〗。<br>
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其中任意条,则终止死亡,你退出【常灭】状态并使你〖规神舞〗有效。<br>
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若均不满足,你令一名死亡角色复活并回复所有体力,获得你所有牌。`
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若均不满足,你令一名死亡角色复活并将其体力与体力上限设置为与该角色游戏开始时相等,令其获得你区域内所有牌。`
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},
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},
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autoSubSkill:{
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goDie:{
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trigger:{
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player:'dieBefore'
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},
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forced:true,
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filter(event,player){
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if(player.storage.zioy_duwenlei_used)return false
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return player.hp < 0 && player.countMark('zioy_nuhuangfeng_shenzui') < 5
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},
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forceDie:true,
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async content(_e,_t,player){
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player.storage.zioy_duwenlei_used = true
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const {result} = await player.chooseTarget('令一名死亡角色复活并将其体力与体力上限设置为与该角色游戏开始时相等,令其获得你区域内所有牌。',(_, player, target)=>target.isDead()).set('deadTarget',true)
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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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if(result.bool){
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const target = result.targets[0]
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target.revive()
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const targetInfo = lib.character[target.name1]
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target.hp = get.infoHp(targetInfo[2]);
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target.maxHp = get.infoMaxHp(targetInfo[2]);
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target.gain(player.getCards('hej'))
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target.update()
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}
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},
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_priority:7055432
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},
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BecomeGod:{
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trigger:{
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player:'dieBefore'
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},
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forced:true,
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skillAnimation: true,
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animationColor: "thunder",
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forceDie:true,
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filter(event,player){
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if(player.storage.zioy_duwenlei_used)return false
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return player.hp > 0 || player.countMark('zioy_nuhuangfeng_shenzui') >= 5
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},
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async content(_e,trigger,player){
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player.storage.zioy_duwenlei_used = true
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trigger.cancel()
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if(player.storage.zioy_nuhuangfeng_status === 'changmie'){
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player.storage.zioy_nuhuangfeng_status = null
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}
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},
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_priority:7055433
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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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translate: {
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translate: {
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