优化【魂姿】ai
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@ -14332,8 +14332,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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effect:{
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effect:{
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target:function(card,player,target){
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target:function(card,player,target){
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if(!target.hasFriend()) return;
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if(!target.hasFriend()) return;
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if(get.tag(card,'damage')==1&&target.hp==3&&!target.isTurnedOver()&&
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if(target.hp===3&&get.tag(card,'damage')==1&&!target.isTurnedOver()&&
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_status.currentPhase!=target&&get.distance(_status.currentPhase,target,'absolute')<=3) return [0.5,1];
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_status.currentPhase!=target&&get.distance(_status.currentPhase,target,'absolute')<=3) return [0.5,1];
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if(target.hp===1&&get.tag(card,'recover')&&!target.isTurnedOver()&&
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_status.currentPhase!==target&&get.distance(_status.currentPhase,target,'absolute')<=3) return [1,-3];
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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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@ -3834,8 +3834,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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effect:{
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effect:{
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target:function(card,player,target){
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target:function(card,player,target){
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if(!target.hasFriend()) return;
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if(!target.hasFriend()) return;
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if(get.tag(card,'damage')==1&&target.hp==2&&!target.isTurnedOver()&&
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if(target.hp===2&&get.tag(card,'damage')==1&&!target.isTurnedOver()&&
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_status.currentPhase!=target&&get.distance(_status.currentPhase,target,'absolute')<=3) return [0.5,1];
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_status.currentPhase!==target&&get.distance(_status.currentPhase,target,'absolute')<=3) return [0.5,1];
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if(target.hp===1&&get.tag(card,'recover')&&!target.isTurnedOver()&&
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_status.currentPhase!==target&&get.distance(_status.currentPhase,target,'absolute')<=3) return [1,-3];
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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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