修复神关羽ai
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@ -5769,22 +5769,25 @@ const skills = {
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notemp: true,
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effect: {
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target: (card, player, target) => {
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if (!get.tag(card, "damage") || !target.hasFriend()) return;
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if (player.hasSkillTag("jueqing", null, target)) return 1.7;
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if (!target.hasFriend()) return;
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let rec = get.tag(card, "recover"), damage = get.tag(card, "damage");
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if (!rec && !damage) return;
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if (damage && player.hasSkillTag("jueqing", null, target)) return 1.7;
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let die = [null, 1],
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temp;
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game.filterPlayer(i => {
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temp = i.countMark("new_wuhun");
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if (i === player && target.hp + target.hujia > 1) temp++;
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if (temp >= die[1]) {
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if (temp > die[1]) die = [i, temp];
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else if (temp === die[1]) {
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if (!die[0]) die = [i, temp];
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else {
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let att = get.attitude(player, i);
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if (att < die[1]) die = [i, temp];
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}
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else if (get.attitude(target, i) < get.attitude(target, die[0])) die = [i, temp];
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}
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});
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if (die[0]) return [1, 0, 1, (-6 * get.sgnAttitude(player, die[0])) / Math.max(1, target.hp)];
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if (die[0]) {
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if (damage) return [1, 0, 1, (-6 * get.sgnAttitude(player, die[0])) / Math.max(1, target.hp)];
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return [1, (6 * get.sgnAttitude(player, die[0])) / Math.max(1, target.hp)];
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}
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},
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},
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},
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@ -6733,7 +6736,7 @@ const skills = {
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target(card, player, target, current) {
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if (player.getHp() <= 0) return;
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if (!target.hasFriend()) return;
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if (target.hp <= 1 && get.tag(card, "damage")) return [1, 0, 0, -2];
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if (target.hp <= 1 && get.tag(card, "damage")) return [1, 0, 0, -2 * player.getHp()];
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},
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},
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},
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