回滚修复1
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@ -3243,57 +3243,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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multitarget:true,
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multitarget:true,
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targetprompt:['伤害来源','受伤角色'],
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targetprompt:['伤害来源','受伤角色'],
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content:function(){
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content:function(){
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targets[1].damage(targets[0]).setContent(lib.skill.guanzong.viewAsDamageContent);
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targets[1].damage(targets[0],'unreal');
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},
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viewAsDamageContent:function(){
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'step 0'
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if(lib.config.background_audio){
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game.playAudio('effect','damage'+(num>1?'2':''));
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}
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game.broadcast(function(num){
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if(lib.config.background_audio){
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game.playAudio('effect','damage'+(num>1?'2':''));
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}
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},num);
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var str='视为受到了';
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if(source) str+='来自<span class="bluetext">'+(source==player?'自己':get.translation(source))+'</span>的';
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str+=get.cnNumber(num)+'点';
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if(event.nature) str+=get.translation(event.nature)+'属性';
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str+='伤害';
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game.log(player,str);
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if(player.stat[player.stat.length-1].damaged==undefined){
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player.stat[player.stat.length-1].damaged=num;
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}
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else {
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player.stat[player.stat.length-1].damaged+=num;
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}
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if(source){
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source.getHistory('sourceDamage').push(event);
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if(source.stat[source.stat.length-1].damage==undefined){
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source.stat[source.stat.length-1].damage=num;
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}
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else {
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source.stat[source.stat.length-1].damage+=num;
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}
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}
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player.getHistory('damage').push(event);
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if(event.animate!==false){
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player.$damage(source);
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game.broadcastAll(function(nature,player){
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if(lib.config.animation&&!lib.config.low_performance){
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if(nature=='fire'){
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player.$fire();
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}
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else if(nature=='thunder'){
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player.$thunder();
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}
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}
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},event.nature,player);
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var numx=Math.max(0,num-player.hujia);
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player.$damagepop(-numx,'gray');
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}
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'step 1'
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event.trigger('damageSource');
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},
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},
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ai:{
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ai:{
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result:{
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result:{
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