2024-04-15 16:50:54 +00:00
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import { lib, game, ui, get, ai, _status } from "../../noname.js";
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game.import("play", function () {
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2017-04-15 00:25:50 +00:00
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return {
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2024-04-15 16:50:54 +00:00
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name: "wuxing",
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arenaReady: function () {
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if (_status.connectMode) return;
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lib.card.list.splice(
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Math.floor(lib.card.list.length * Math.random()),
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0,
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["spade", 5, "wuxingpan"]
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);
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if (!_status.video) {
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2017-04-15 00:25:50 +00:00
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lib.video.push({
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2024-04-15 16:50:54 +00:00
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type: "play",
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name: "wuxing",
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2017-04-15 00:25:50 +00:00
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});
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2015-04-29 03:25:17 +00:00
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}
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},
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2024-04-15 16:50:54 +00:00
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video: function () {
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for (var i in this.translate) {
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lib.translate[i] = this.translate[i];
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2015-04-29 03:25:17 +00:00
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}
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2024-04-15 16:50:54 +00:00
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for (var i in this.card) {
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lib.card[i] = this.card[i];
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2017-04-15 00:25:50 +00:00
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}
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2024-04-15 16:50:54 +00:00
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for (var i in this.skill) {
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lib.skill[i] = this.skill[i];
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2017-04-15 00:25:50 +00:00
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}
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},
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2024-04-15 16:50:54 +00:00
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element: {
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player: {
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init: function (player) {
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if (player.node.wuxing) {
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2017-04-15 00:25:50 +00:00
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player.node.wuxing.remove();
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2015-04-29 03:25:17 +00:00
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}
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2024-04-15 16:50:54 +00:00
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if (_status.video || _status.connectMode) return;
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var node = ui.create.div(".wunature", player);
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var list = ["metal", "wood", "water", "fire", "soil"];
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var nature = list.randomGet();
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player.wunature = nature;
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node.dataset.nature = nature;
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node.innerHTML = get.translation(nature);
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player.node.wuxing = node;
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},
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2015-04-29 03:25:17 +00:00
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},
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2024-04-15 16:50:54 +00:00
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card: {
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init: function (card) {
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if (_status.video || _status.connectMode) return;
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if (card.name == "wuxingpan") return;
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if (card.wunature) return;
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if (
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Math.random() >
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(parseFloat(lib.config.wuxing_num_playpackconfig) || 0)
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)
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return;
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var node = ui.create.div(".wunature", card);
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var list = ["metal", "wood", "water", "fire", "soil"];
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var nature = list.randomGet();
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card.wunature = nature;
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node.dataset.nature = nature;
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node.innerHTML = get.translation(nature);
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card.node.wuxing = node;
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if (!card.suit || !card.number) {
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card.node.wuxing.style.display = "none";
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2017-04-15 00:25:50 +00:00
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}
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},
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},
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2017-04-15 00:25:50 +00:00
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},
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2024-04-15 16:50:54 +00:00
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skill: {
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_shengke: {
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trigger: { target: "useCardToBegin" },
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forced: true,
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popup: false,
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filter: function (event, player) {
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if (_status.connectMode) return false;
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return event.card.wunature && player.wunature;
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2017-04-15 00:25:50 +00:00
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},
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content: function () {
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switch (trigger.card.wunature) {
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case "metal":
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switch (player.wunature) {
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case "wood":
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if (player.countCards("he")) {
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game.log(
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player,
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"被" +
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get.translation(
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trigger.card.wunature
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) +
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"属性的卡牌克制"
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);
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player.chooseToDiscard(
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"你被金属性卡牌克制,需弃置一张牌",
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true,
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"he"
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).ai = get.disvalue;
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player.popup("金克木");
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}
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return;
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case "water":
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game.log(
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player,
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"得到" +
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get.translation(
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trigger.card.wunature
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) +
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"属性卡牌的加成"
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);
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player.draw();
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player.popup("金生水");
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return;
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}
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return;
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case "wood":
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switch (player.wunature) {
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case "soil":
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if (player.countCards("he")) {
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game.log(
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player,
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"被" +
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get.translation(
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trigger.card.wunature
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) +
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"属性的卡牌克制"
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);
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player.chooseToDiscard(
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"你被木属性卡牌克制,需弃置一张牌",
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true,
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"he"
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).ai = get.disvalue;
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player.popup("木克土");
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}
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return;
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case "fire":
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game.log(
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player,
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"得到" +
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get.translation(
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trigger.card.wunature
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) +
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"属性卡牌的加成"
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);
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player.draw();
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player.popup("木生火");
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return;
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}
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return;
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case "water":
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switch (player.wunature) {
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case "fire":
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if (player.countCards("he")) {
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game.log(
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player,
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"被" +
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get.translation(
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trigger.card.wunature
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) +
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"属性的卡牌克制"
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);
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player.chooseToDiscard(
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"你被水属性卡牌克制,需弃置一张牌",
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true,
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"he"
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).ai = get.disvalue;
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player.popup("水克火");
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}
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return;
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case "wood":
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game.log(
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player,
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"得到" +
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get.translation(
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trigger.card.wunature
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) +
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"属性卡牌的加成"
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);
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player.draw();
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player.popup("水生木");
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return;
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}
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return;
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case "fire":
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switch (player.wunature) {
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case "metal":
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if (player.countCards("he")) {
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game.log(
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player,
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"被" +
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get.translation(
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trigger.card.wunature
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) +
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"属性的卡牌克制"
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);
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player.chooseToDiscard(
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"你被火属性卡牌克制,需弃置一张牌",
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true,
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"he"
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).ai = get.disvalue;
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player.popup("火克金");
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}
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return;
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case "soil":
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game.log(
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player,
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"得到" +
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get.translation(
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trigger.card.wunature
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) +
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"属性卡牌的加成"
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);
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player.draw();
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player.popup("火生土");
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return;
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}
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return;
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case "soil":
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switch (player.wunature) {
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case "water":
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if (player.countCards("he")) {
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game.log(
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player,
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"被" +
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get.translation(
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trigger.card.wunature
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) +
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"属性的卡牌克制"
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);
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player.chooseToDiscard(
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"你被土属性卡牌克制,需弃置一张牌",
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true,
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"he"
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).ai = get.disvalue;
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player.popup("土克水");
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}
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return;
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case "metal":
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game.log(
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player,
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"得到" +
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get.translation(
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trigger.card.wunature
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) +
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"属性卡牌的加成"
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);
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player.draw();
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player.popup("土生金");
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return;
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}
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return;
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2017-04-15 00:25:50 +00:00
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}
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},
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2024-04-15 16:50:54 +00:00
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ai: {
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effect: {
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target: function (card, player, target, current) {
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switch (card.wunature) {
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case "metal":
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switch (target.wunature) {
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case "wood":
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if (current != 0) return [1, -0.3];
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return;
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case "water":
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if (current != 0) return [1, 0.3];
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return;
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}
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return;
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case "wood":
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switch (target.wunature) {
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case "soil":
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if (current != 0) return [1, -0.3];
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return;
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case "fire":
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if (current != 0) return [1, 0.3];
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return;
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}
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return;
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case "water":
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switch (target.wunature) {
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case "fire":
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if (current != 0) return [1, -0.3];
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return;
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case "wood":
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if (current != 0) return [1, 0.3];
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return;
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}
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return;
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case "fire":
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switch (target.wunature) {
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case "metal":
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if (current != 0) return [1, -0.3];
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return;
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case "soil":
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if (current != 0) return [1, 0.3];
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return;
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}
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return;
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case "soil":
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switch (target.wunature) {
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case "water":
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if (current != 0) return [1, -0.3];
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return;
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case "metal":
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if (current != 0) return [1, 0.3];
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return;
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}
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return;
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2015-04-29 03:25:17 +00:00
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}
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2024-04-15 16:50:54 +00:00
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},
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},
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},
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2017-04-15 00:25:50 +00:00
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},
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2024-04-15 16:50:54 +00:00
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wuxingpan_skill: {
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enable: "phaseUse",
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usable: 1,
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filterCard: true,
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lose: false,
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prompt: "选择一张手牌永久改变其五行属性",
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content: function () {
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"step 0";
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player.chooseControl(
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"metal",
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"wood",
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"water",
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"fire",
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"soil"
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);
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2024-05-05 08:12:54 +00:00
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"step 1";
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2024-04-15 16:50:54 +00:00
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var card = cards[0];
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if (!card.node.wuxing) {
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card.node.wuxing = ui.create.div(".wunature", card);
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2017-04-15 00:25:50 +00:00
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}
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2015-04-29 03:25:17 +00:00
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2024-04-15 16:50:54 +00:00
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card.wunature = result.control;
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card.node.wuxing.dataset.nature = result.control;
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card.node.wuxing.innerHTML = get.translation(
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result.control
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);
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},
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},
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2017-04-15 00:25:50 +00:00
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},
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2024-04-15 16:50:54 +00:00
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card: {
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wuxingpan: {
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type: "equip",
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subtype: "equip5",
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skills: ["wuxingpan_skill"],
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fullskin: true,
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},
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},
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translate: {
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metal: "金",
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wood: "木",
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water: "水",
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soil: "土",
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goldColor: "rgb(236,236,130)",
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woodColor: "rgb(149,202,147)",
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waterColor: "rgb(150,88,201)",
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fireColor: "rgb(236,132,106)",
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soilColor: "rgb(201,159,98)",
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goldColor2: "rgba(236,236,57,0.3)",
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woodColor2: "rgba(33,155,10,0.3)",
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waterColor2: "rgba(29,156,255,0.3)",
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fireColor2: "rgba(255,51,0,0.3)",
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soilColor2: "rgba(163,98,0,0.3)",
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wuxingpan: "五行盘",
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wuxingpan_skill: "五行",
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wuxingpan_skill_info:
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"出牌阶段限一次,你可以永久改变一张手牌的五行属性",
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wuxingpan_info: "出牌阶段限一次,你可以永久改变一张手牌的五行属性",
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2017-04-15 00:25:50 +00:00
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},
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2024-04-15 16:50:54 +00:00
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help: {
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五行生克:
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"<ul><li>每名角色在游戏开始时随机获得一个属性<li>牌堆中三分之一的牌会随机获得一个属性<li>当一名成为相克属性卡牌的目标时," +
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"须弃置一张牌<li>当一名角色成为相生的卡牌的目标时,须摸一张牌" +
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"<li>金克木,金生水;<br>木克土,木生火;<br>水克火,水生木;<br>火克金,火生土;<br>土克水,土生金",
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2017-04-15 00:25:50 +00:00
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},
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};
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2017-04-14 23:35:56 +00:00
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});
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