round
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1d3215ca2b
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@ -185,6 +185,9 @@ window.noname_character_rank={
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'xizhicai',
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],
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am:[
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'gw_haizhiyezhu',
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'gw_nitelila',
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'gw_bierna',
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'gw_fuertaisite',
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'gw_hengsaite',
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'gw_kuite',
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@ -570,28 +570,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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},
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linghuo:{
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init:function(player){
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player.storage.linghuo=-1;
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},
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intro:{
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content:function(storage,player){
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var num=2-(game.roundNumber-storage);
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if(num>0){
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return get.cnNumber(num)+'轮后技能重置';
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}
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return '技能可发动';
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},
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markcount:function(storage,player){
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var num=2-(game.roundNumber-storage);
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if(num>0){
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return num;
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}
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return 0;
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}
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},
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round:2,
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trigger:{global:'phaseEnd'},
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filter:function(event,player){
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if(2-(game.roundNumber-player.storage.linghuo)>0) return false;
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return event.player.getStat('damage')&&event.player!=player;
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},
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check:function(event,player){
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@ -605,58 +586,15 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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content:function(){
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trigger.player.damage('fire');
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player.storage.linghuo=game.roundNumber;
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player.syncStorage('linghuo');
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player.markSkill('linghuo');
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},
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group:'linghuo_mark',
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subSkill:{
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mark:{
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trigger:{global:'roundStart'},
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silent:true,
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content:function(){
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if(2-(game.roundNumber-player.storage.linghuo)>0){
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player.updateMarks();
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}
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else{
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player.unmarkSkill('linghuo');
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}
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}
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}
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}
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},
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guijin:{
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init:function(player){
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player.storage.guijin=-2;
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},
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intro:{
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content:function(storage,player){
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var num=3-(game.roundNumber-storage);
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if(num>0){
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return get.cnNumber(num)+'轮后技能重置';
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}
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return '技能可发动';
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},
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markcount:function(storage,player){
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var num=3-(game.roundNumber-storage);
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if(num>0){
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return num;
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}
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return 0;
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}
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},
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group:'guijin_mark',
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round:3,
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enable:'phaseUse',
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delay:0,
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filter:function(event,player){
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return 3-(game.roundNumber-player.storage.guijin)<=0;
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},
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content:function(){
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'step 0'
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event.cards=get.cards(4);
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player.storage.guijin=game.roundNumber;
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player.syncStorage('guijin');
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player.markSkill('guijin');
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'step 1'
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if(event.cards.length){
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var more=false,remain=false,nomore=false;
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@ -751,20 +689,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return 1;
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}
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}
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},
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subSkill:{
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mark:{
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trigger:{global:'roundStart'},
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silent:true,
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content:function(){
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if(3-(game.roundNumber-player.storage.guijin)>0){
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player.updateMarks();
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}
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else{
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player.unmarkSkill('guijin');
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}
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}
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}
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}
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},
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guijin2:{
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@ -781,28 +705,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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},
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chengxin:{
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init:function(player){
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player.storage.chengxin=-3;
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},
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intro:{
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content:function(storage,player){
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var num=4-(game.roundNumber-storage);
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if(num>0){
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return get.cnNumber(num)+'轮后技能重置';
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}
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return '技能可发动';
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},
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markcount:function(storage,player){
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var num=4-(game.roundNumber-storage);
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if(num>0){
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return num;
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}
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return 0;
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}
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},
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round:4,
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enable:'chooseToUse',
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filter:function(event,player){
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if(4-(game.roundNumber-player.storage.chengxin)>0) return false;
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return event.type=='dying';
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},
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filterTarget:function(card,player,target){
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@ -812,9 +717,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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content:function(){
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target.recover(1-target.hp);
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target.addTempSkill('chengxin2',{player:'phaseAfter'});
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player.storage.chengxin=game.roundNumber;
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player.syncStorage('chengxin');
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player.markSkill('chengxin');
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},
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ai:{
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order:6,
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@ -827,22 +729,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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result:{
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target:3
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},
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},
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group:'chengxin_mark',
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subSkill:{
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mark:{
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trigger:{global:'roundStart'},
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silent:true,
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content:function(){
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if(4-(game.roundNumber-player.storage.chengxin)>0){
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player.updateMarks();
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}
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else{
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player.unmarkSkill('chengxin');
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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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chengxin2:{
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trigger:{player:'damageBefore'},
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66
game/game.js
66
game/game.js
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@ -8977,6 +8977,9 @@
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player.storage.counttrigger&&player.storage.counttrigger[event.skill]>=info.usable){
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event.finish();
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}
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else if(info.round&&(info.round-(game.roundNumber-player.storage[event.skill+'_roundcount'])>0)){
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event.finish();
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}
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else{
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var hidden=player.hiddenSkills.slice(0);
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game.expandSkills(hidden);
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@ -11590,6 +11593,12 @@
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default:info.prepare(cards,player,targets);
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}
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}
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if(info.round){
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var roundname=skill+'_roundcount';
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player.storage[roundname]=game.roundNumber;
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player.syncStorage(roundname);
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player.markSkill(roundname);
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}
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"step 1"
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var info=get.info(event.skill);
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if(info&&info.contentBefore){
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@ -15881,6 +15890,12 @@
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if(this.checkShow){
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this.checkShow(name);
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}
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if(info.round){
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var roundname=name+'_roundcount';
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this.storage[roundname]=game.roundNumber;
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this.syncStorage(roundname);
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this.markSkill(roundname);
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}
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game.trySkillAudio(name,this,true);
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if(game.chess){
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this.chessFocus();
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@ -25605,6 +25620,7 @@
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if(info.viewAs&&info.viewAsFilter&&info.viewAsFilter(player)==false) enable=false;
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if(info.usable&&get.skillCount(skills2[i])>=info.usable) enable=false;
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if(info.chooseButton&&_status.event.noButton) enable=false;
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if(info.round&&(info.round-(game.roundNumber-player.storage[skills2[i]+'_roundcount'])>0)) enable=false;
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}
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if(enable){
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if(event.isMine()||!event._aiexclude.contains(skills2[i])){
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@ -26820,6 +26836,56 @@
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game.finishSkill(i+'_'+j,true);
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}
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}
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if(info.round){
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var k=i+'_roundcount';
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if(typeof info.group=='string'){
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info.group=[info.group,k];
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}
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else if(Array.isArray(info.group)){
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info.group.add(k);
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}
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else{
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info.group=[k];
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}
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lib.skill[k]=(function(round,name){
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return {
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init:function(player){
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player.storage[name]=1-round;
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},
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intro:{
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content:function(storage,player){
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var num=round-(game.roundNumber-storage);
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if(num>0){
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return get.cnNumber(num)+'轮后技能重置';
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}
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return '技能可发动';
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},
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markcount:function(storage,player){
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var num=round-(game.roundNumber-storage);
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if(num>0){
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return num;
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}
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return 0;
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}
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},
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trigger:{global:'roundStart'},
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forced:true,
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popup:false,
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silent:true,
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content:function(){
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var skill=event.name.slice(0,event.name.indexOf('_roundcount'));
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if(lib.skill[skill].round-(game.roundNumber-player.storage[event.name])>0){
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player.updateMarks();
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}
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else{
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player.unmarkSkill(event.name);
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}
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}
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};
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}(info.round,k));
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lib.translate[k]=lib.translate[i]||'';
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lib.translate[k+'_bg']=lib.translate[i+'_bg']||lib.translate[k][0];
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}
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if(info.marktext){
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lib.translate[i+'_bg']=info.marktext;
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}
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