fix: fix the inverted content of kangge and jielie
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parent
42983613a1
commit
37c9720ab5
256
character/sp2.js
256
character/sp2.js
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@ -4545,131 +4545,131 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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},
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},
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//唐姬
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//唐姬
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jielie:{
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audio:2,
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trigger:{player:'phaseBegin'},
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direct:true,
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filter:function(event,player){
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return player.phaseNumber==1&&!player.storage.jielie&&game.hasPlayer(current=>current!=player);
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},
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content:function(){
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'step 0'
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player.chooseTarget('请选择【抗歌】的目标','其于回合外摸牌后,你摸等量的牌;其进入濒死状态时,你可令其回复体力至1点;其死亡后,你弃置所有牌并失去1点体力',lib.filter.notMe,true).set('ai',function(target){
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return get.attitude(_status.event.player,target)>0;
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});
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'step 1'
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if(result.bool){
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var target=result.targets[0];
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player.logSkill('jielie',target);
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player.addSkill('jielie_clear');
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player.storage.jielie=target;
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player.markSkill('jielie');
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game.delayx();
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}
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},
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intro:{content:'已指定$为目标'},
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group:['jielie_draw','jielie_dying','jielie_die'],
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subSkill:{
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draw:{
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audio:'jielie',
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trigger:{
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global:['gainAfter','loseAsyncAfter'],
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},
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forced:true,
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filter:function(event,player){
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if(player.countMark('jielie_draw')>=3) return false;
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var target=player.storage.jielie;
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return target&&target!=_status.currentPhase&&event.getg(target).length>0;
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},
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logTarget:'player',
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content:function(){
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var num=Math.min(3-player.countMark('jielie_draw'),trigger.getg(player.storage.jielie).length);
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player.addMark('jielie_draw',num,false);
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player.draw(num);
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},
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},
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clear:{
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trigger:{global:'phaseBeginStart'},
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forced:true,
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firstDo:true,
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popup:false,
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charlotte:true,
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filter:function(event,player){
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return player.countMark('jielie_draw')>0;
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},
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content:function(){
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player.removeMark('jielie_draw',player.countMark('jielie_draw'),false);
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},
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},
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dying:{
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audio:'jielie',
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trigger:{global:'dying'},
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logTarget:'player',
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filter:function(event,player){
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return event.player==player.storage.jielie&&event.player.hp<1&&!player.hasSkill('jielie_temp');
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},
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check:function(event,player){
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return get.attitude(player,event.player)>0;
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},
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prompt2:'令其将体力值回复至1点',
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content:function(){
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trigger.player.recover(1-trigger.player.hp);
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player.addTempSkill('jielie_temp','roundStart');
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},
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},
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temp:{},
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die:{
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audio:'jielie',
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trigger:{global:'dieAfter'},
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filter:function(event,player){
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return event.player==player.storage.jielie;
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},
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forced:true,
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content:function(){
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var cards=player.getCards('he');
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if(cards.length) player.discard(cards);
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player.loseHp();
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},
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},
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},
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ai:{
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threaten:2,
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},
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},
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kangge:{
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kangge:{
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audio:2,
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audio:2,
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trigger:{player:'damageBegin4'},
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trigger:{player:'phaseBegin'},
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direct:true,
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direct:true,
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filter:function(event,player){
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filter:function(event,player){
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return ((!event.source)||(event.source!=player&&event.source!=player.storage.jielie))&&player.storage.jielie&&player.storage.jielie.isIn();
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return player.phaseNumber==1&&!player.storage.kangge&&game.hasPlayer(current=>current!=player);
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},
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},
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content:function(){
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content:function(){
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'step 0'
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'step 0'
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player.chooseControl(lib.suit.slice(0),'cancel2').set('prompt',get.prompt('kangge')).set('prompt2','防止伤害并改为失去等量体力,且令'+get.translation(player.storage.jielie)+'从弃牌堆中获得等量的花色牌').set('ai',function(){
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player.chooseTarget('请选择【抗歌】的目标','其于回合外摸牌后,你摸等量的牌;其进入濒死状态时,你可令其回复体力至1点;其死亡后,你弃置所有牌并失去1点体力',lib.filter.notMe,true).set('ai',function(target){
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var player=_status.event.player;
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return get.attitude(_status.event.player,target)>0;
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if(get.attitude(player,player.storage.jielie)<=0) return 'cancel2';
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});
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return lib.suit.randomGet();
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'step 1'
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});
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if(result.bool){
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'step 1'
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var target=result.targets[0];
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if(result.control!='cancel2'){
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player.logSkill('kangge',target);
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event.suit=result.control;
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player.addSkill('kangge_clear');
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player.logSkill('kangge',player.storage.jielie);
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player.storage.kangge=target;
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trigger.cancel();
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player.markSkill('kangge');
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player.loseHp(trigger.num);
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game.delayx();
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}
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}
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else event.finish();
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},
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'step 2'
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intro:{content:'已指定$为目标'},
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var cards=[];
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group:['kangge_draw','kangge_dying','kangge_die'],
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while(cards.length<trigger.num){
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subSkill:{
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var card=get.discardPile(function(card){
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draw:{
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return get.suit(card,false)==event.suit&&!cards.contains(card)
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audio:'kangge',
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});
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trigger:{
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if(card) cards.push(card);
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global:['gainAfter','loseAsyncAfter'],
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else break;
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},
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}
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forced:true,
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if(cards.length) player.storage.jielie.gain(cards,'gain2');
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filter:function(event,player){
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},
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if(player.countMark('kangge_draw')>=3) return false;
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},
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var target=player.storage.kangge;
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return target&&target!=_status.currentPhase&&event.getg(target).length>0;
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},
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logTarget:'player',
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content:function(){
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var num=Math.min(3-player.countMark('kangge_draw'),trigger.getg(player.storage.kangge).length);
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player.addMark('kangge_draw',num,false);
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player.draw(num);
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},
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},
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clear:{
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trigger:{global:'phaseBeginStart'},
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forced:true,
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firstDo:true,
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popup:false,
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charlotte:true,
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filter:function(event,player){
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return player.countMark('kangge_draw')>0;
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},
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content:function(){
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player.removeMark('kangge_draw',player.countMark('kangge_draw'),false);
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},
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},
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dying:{
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audio:'kangge',
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trigger:{global:'dying'},
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logTarget:'player',
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filter:function(event,player){
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return event.player==player.storage.kangge&&event.player.hp<1&&!player.hasSkill('kangge_temp');
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},
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check:function(event,player){
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return get.attitude(player,event.player)>0;
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},
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prompt2:'令其将体力值回复至1点',
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content:function(){
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trigger.player.recover(1-trigger.player.hp);
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player.addTempSkill('kangge_temp','roundStart');
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},
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},
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temp:{},
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die:{
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audio:'kangge',
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trigger:{global:'dieAfter'},
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filter:function(event,player){
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return event.player==player.storage.kangge;
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},
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forced:true,
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content:function(){
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var cards=player.getCards('he');
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if(cards.length) player.discard(cards);
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player.loseHp();
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},
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},
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},
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ai:{
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threaten:2,
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},
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},
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jielie:{
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audio:2,
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trigger:{player:'damageBegin4'},
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direct:true,
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filter:function(event,player){
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return ((!event.source)||(event.source!=player&&event.source!=player.storage.kangge))&&player.storage.kangge&&player.storage.kangge.isIn();
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},
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content:function(){
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'step 0'
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player.chooseControl(lib.suit.slice(0),'cancel2').set('prompt',get.prompt('jielie')).set('prompt2','防止伤害并改为失去等量体力,且令'+get.translation(player.storage.kangge)+'从弃牌堆中获得等量的花色牌').set('ai',function(){
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var player=_status.event.player;
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if(get.attitude(player,player.storage.kangge)<=0) return 'cancel2';
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return lib.suit.randomGet();
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});
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'step 1'
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if(result.control!='cancel2'){
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event.suit=result.control;
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player.logSkill('jielie',player.storage.kangge);
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trigger.cancel();
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player.loseHp(trigger.num);
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}
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else event.finish();
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'step 2'
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var cards=[];
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while(cards.length<trigger.num){
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var card=get.discardPile(function(card){
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return get.suit(card,false)==event.suit&&!cards.contains(card)
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});
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if(card) cards.push(card);
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else break;
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}
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if(cards.length) player.storage.kangge.gain(cards,'gain2');
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},
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},
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//张横
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//张横
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dangzai:{
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dangzai:{
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trigger:{player:'phaseUseBegin'},
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trigger:{player:'phaseUseBegin'},
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@ -10450,10 +10450,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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liangjue:'粮绝',
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liangjue:'粮绝',
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liangjue_info:'锁定技,当有黑色牌进入或者离开你的判定区或装备区后,若你的体力值大于1,你失去1点体力,然后摸两张牌。',
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liangjue_info:'锁定技,当有黑色牌进入或者离开你的判定区或装备区后,若你的体力值大于1,你失去1点体力,然后摸两张牌。',
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tangji:'唐姬',
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tangji:'唐姬',
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jielie:'抗歌',
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kangge:'抗歌',
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jielie_info:'你的第一个回合开始时,选择一名其他角色,该角色每次于其回合外得到牌后,你摸等量的牌(每回合至多摸三张);其进入濒死状态时,你可令其回复体力至1点(每轮限一次)。该角色死亡时,你弃置所有牌并失去1点体力。',
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kangge_info:'你的第一个回合开始时,选择一名其他角色,该角色每次于其回合外得到牌后,你摸等量的牌(每回合至多摸三张);其进入濒死状态时,你可令其回复体力至1点(每轮限一次)。该角色死亡时,你弃置所有牌并失去1点体力。',
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kangge:'节烈',
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jielie:'节烈',
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kangge_info:'当你受到除自己和“抗歌”角色以外的角色造成的伤害时,你可以防止此伤害并选择一种花色,然后你失去X点体力,令“抗歌”角色从弃牌堆中随机获得X张此花色的牌(X为伤害值)。',
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jielie_info:'当你受到除自己和“抗歌”角色以外的角色造成的伤害时,你可以防止此伤害并选择一种花色,然后你失去X点体力,令“抗歌”角色从弃牌堆中随机获得X张此花色的牌(X为伤害值)。',
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re_dongcheng:'董承',
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re_dongcheng:'董承',
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xuezhao:'血诏',
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xuezhao:'血诏',
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xuezhao_info:'出牌阶段限一次,你可弃置一张手牌并选择至多X名其他角色(X为你的体力上限)。这些角色依次选择是否交给你一张牌,若选择是,该角色摸一张牌且你本回合可多使用一张【杀】;若选择否,该角色本回合无法响应你使用的牌。',
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xuezhao_info:'出牌阶段限一次,你可弃置一张手牌并选择至多X名其他角色(X为你的体力上限)。这些角色依次选择是否交给你一张牌,若选择是,该角色摸一张牌且你本回合可多使用一张【杀】;若选择否,该角色本回合无法响应你使用的牌。',
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