v1.9.55.2
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parent
67845031b3
commit
5b88f5f846
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@ -8430,7 +8430,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(get.damageEffect(trigger.player,player,player)<=0){
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if(get.damageEffect(trigger.player,player,player)<=0){
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nono=true;
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nono=true;
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}
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}
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var next=player.chooseToDiscard(get.prompt('xiaoguo',trigger.player),{type:'basic'});
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var next=player.chooseToDiscard('弃置一张装备牌并令'+get.translation(player)+'摸一张牌,或受到一点伤害',get.prompt('xiaoguo',trigger.player),{type:'basic'});
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next.set('ai',function(card){
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next.set('ai',function(card){
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if(_status.event.nono) return 0;
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if(_status.event.nono) return 0;
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return 8-get.useful(card);
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return 8-get.useful(card);
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32
game/game.js
32
game/game.js
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@ -9545,16 +9545,17 @@
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event.choice=[];
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event.choice=[];
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event.num=0;
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event.num=0;
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var filter=function(i){
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var filter=function(i){
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if(list[i][1]==list[0][1]&&list[i][1].hasStockSkill(list[i][0],true,true,true)){
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if(list[i][1]==list[0][1]&&list[i][1].hasSkill(list[i][0],true)){
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if(get.info(list[i][0]).forced){
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var info=get.info(list[i][0]);
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if(info.forced||info.popup===false){
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return false;
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return false;
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}
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}
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return true;
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return true;
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}
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}
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return false;
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return false;
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}
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}
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var filter2=function(i){
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var filter2=function(info){
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return lib.filter.filterTrigger(event.source,list[i][1],event.triggername,list[i][0]);
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return lib.filter.filterTrigger(trigger,info[1],event.triggername,info[0]);
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}
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}
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if(filter(0)){
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if(filter(0)){
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event.choice.push(list[0]);
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event.choice.push(list[0]);
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@ -9566,7 +9567,7 @@
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}
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}
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if(event.choice.length>1){
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if(event.choice.length>1){
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for(var i=0;i<event.choice.length;i++){
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for(var i=0;i<event.choice.length;i++){
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if(!filter2(i)){
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if(!filter2(event.choice[i])){
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event.choice.splice(i--,1);
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event.choice.splice(i--,1);
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if(event.choice.length<=1) break;
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if(event.choice.length<=1) break;
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}
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}
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@ -9594,7 +9595,7 @@
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var info=event.list[event.num];
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var info=event.list[event.num];
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if(info){
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if(info){
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event.list.splice(event.num,1);
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event.list.splice(event.num,1);
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game.createTrigger(event.triggername,info[0],info[1],event.source);
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game.createTrigger(event.triggername,info[0],info[1],trigger);
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}
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}
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event.goto(0);
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event.goto(0);
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},
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},
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@ -18617,11 +18618,11 @@
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distanceFrom:function(target,method){
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distanceFrom:function(target,method){
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return get.distance(target,this,method);
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return get.distance(target,this,method);
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},
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},
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hasSkill:function(skill){
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hasSkill:function(skill,arg2,arg3,arg4){
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return game.expandSkills(this.getSkills()).contains(skill);
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return game.expandSkills(this.getSkills(arg2,arg3,arg4)).contains(skill);
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},
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},
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hasStockSkill:function(skill,arg1,arg2,arg3){
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hasStockSkill:function(skill,arg1,arg2,arg3){
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return this.getStockSkills(arg1,arg2,arg3).contains(skill);
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return game.expandSkills(this.getStockSkills(arg1,arg2,arg3)).contains(skill);
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},
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},
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hasZhuSkill:function(skill,player){
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hasZhuSkill:function(skill,player){
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if(!this.hasSkill(skill)) return false;
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if(!this.hasSkill(skill)) return false;
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@ -21148,19 +21149,12 @@
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return b[2]-a[2];
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return b[2]-a[2];
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});
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});
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if(list.length){
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if(list.length){
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if(game.arrangeTrigger){
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var next=game.createEvent('arrangeTrigger',false,event);
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var next=game.createEvent('arrangeTrigger',false,event);
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next.setContent('arrangeTrigger');
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next.setContent('arrangeTrigger');
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next.list=list;
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next.list=list;
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next.source=event;
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next._trigger=event;
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next.triggername=name;
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next.triggername=name;
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}
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}
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else{
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for(var i=0;i<list.length;i++){
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game.createTrigger(name,list[i][0],list[i][1],event);
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}
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}
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}
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},
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},
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untrigger:function(all,player){
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untrigger:function(all,player){
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if(all){
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if(all){
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@ -21515,7 +21509,7 @@
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for(var i=0;i<player._hookTrigger.length;i++){
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for(var i=0;i<player._hookTrigger.length;i++){
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var info=lib.skill[player._hookTrigger[i]].hookTrigger;
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var info=lib.skill[player._hookTrigger[i]].hookTrigger;
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if(info){
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if(info){
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if(info.block&&info.block(event,player,name)){
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if(info.block&&info.block(event,player,name,skill)){
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return false;
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return false;
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}
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}
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}
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}
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@ -26398,7 +26392,7 @@
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},
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},
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createTrigger:function(name,skill,player,event){
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createTrigger:function(name,skill,player,event){
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if(player.isOut()||player.isDead()||player.removed) return;
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if(player.isOut()||player.isDead()||player.removed) return;
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var next=game.createEvent('trigger',false,event);
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var next=game.createEvent('trigger',false);
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next.skill=skill;
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next.skill=skill;
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next.player=player;
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next.player=player;
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next.triggername=name;
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next.triggername=name;
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@ -1,5 +1,5 @@
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window.noname_update={
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window.noname_update={
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version:'1.9.55.1',
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version:'1.9.55.2',
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update:'1.9.54.1',
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update:'1.9.54.1',
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changeLog:[
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changeLog:[
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'势备篇卡牌',
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'势备篇卡牌',
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@ -26,9 +26,6 @@ game.import('mode',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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}
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}
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if(get.config('onlyguozhan')&&!playback){
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game.arrangeTrigger=true;
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}
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lib.card.sha.complexTarget=true;
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lib.card.sha.complexTarget=true;
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},
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},
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onreinit:function(){
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onreinit:function(){
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@ -342,6 +339,9 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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intro:{
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intro:{
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content:'cards'
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content:'cards'
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},
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},
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ai:{
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threaten:1.8
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},
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subSkill:{
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subSkill:{
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add:{
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add:{
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trigger:{global:'damageEnd'},
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trigger:{global:'damageEnd'},
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@ -1511,10 +1511,11 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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},
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},
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disallow:{
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disallow:{
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hookTrigger:{
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hookTrigger:{
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block:function(event,player,name){
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block:function(event,player,name,skill){
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for(var i=0;i<player.storage.gzhuashen_trigger.length;i++){
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for(var i=0;i<player.storage.gzhuashen_trigger.length;i++){
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var info=player.storage.gzhuashen_trigger[i];
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var info=player.storage.gzhuashen_trigger[i];
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if(info[0]==event&&info[1]==name){
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if(info[0]==event&&info[1]==name&&
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lib.skill.gzhuashen.getSkillSources(player,skill).length>0){
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return true;
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return true;
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}
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}
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}
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}
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@ -3055,7 +3056,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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"step 1"
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"step 1"
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if(result.bool){
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if(result.bool){
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var nono=(get.damageEffect(trigger.player,player,trigger.player)>=0);
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var nono=(get.damageEffect(trigger.player,player,trigger.player)>=0);
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trigger.player.chooseToDiscard('he',{type:'equip'}).set('ai',function(card){
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trigger.player.chooseToDiscard('弃置一张装备牌,或受到一点伤害','he',{type:'equip'}).set('ai',function(card){
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if(_status.event.nono){
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if(_status.event.nono){
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return 0;
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return 0;
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}
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}
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