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@ -381,6 +381,14 @@ game.import('card',function(){
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trigger.num++;
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},
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temp:true,
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onremove:function(player){
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if(player.node.jiu){
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player.node.jiu.delete();
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player.node.jiu2.delete();
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delete player.node.jiu;
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delete player.node.jiu2;
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}
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},
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group:'jiu2'
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},
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jiu2:{
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@ -396,12 +404,6 @@ game.import('card',function(){
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content:function(){
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game.broadcastAll(function(player){
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player.removeSkill('jiu');
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if(player.node.jiu){
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player.node.jiu.delete();
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player.node.jiu2.delete();
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delete player.node.jiu;
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delete player.node.jiu2;
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}
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},player);
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},
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},
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@ -1375,12 +1375,6 @@ game.import('card',function(){
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if(player.hasSkill('jiu')){
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game.broadcastAll(function(player){
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player.removeSkill('jiu');
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if(player.node.jiu){
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player.node.jiu.delete();
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player.node.jiu2.delete();
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delete player.node.jiu;
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delete player.node.jiu2;
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}
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},player);
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event.jiu=true;
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}
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@ -2187,12 +2187,6 @@ game.import('character',function(){
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if(player.hasSkill('jiu')){
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game.broadcastAll(function(player){
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player.removeSkill('jiu');
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if(player.node.jiu){
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player.node.jiu.delete();
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player.node.jiu2.delete();
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delete player.node.jiu;
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delete player.node.jiu2;
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}
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},player);
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event.jiu=true;
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}
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@ -12931,12 +12931,6 @@
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if(!_status.video){
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game.addVideo('update',this,[this.countCards('h'),this.hp,this.maxHp,this.hujia]);
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}
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if(this.node.jiu&&!this.hasSkill('jiu')){
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this.node.jiu.delete();
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this.node.jiu2.delete();
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delete this.node.jiu;
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delete this.node.jiu2;
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}
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this.updateMarks();
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return this;
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},
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107
mode/boss.js
107
mode/boss.js
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@ -1064,6 +1064,7 @@ game.import('mode',function(){
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game.addBossFellow(7,'boss_yanling');
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'step 3'
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].side) continue;
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game.players[i].removeEquipTrigger();
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var hej=game.players[i].get('hej');
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for(var j=0;j<hej.length;j++){
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@ -1133,6 +1134,7 @@ game.import('mode',function(){
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game.changeBoss('boss_huoshenzhurong',game.boss.nextSeat);
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'step 3'
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].side) continue;
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game.players[i].removeEquipTrigger();
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var hej=game.players[i].get('hej');
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for(var j=0;j<hej.length;j++){
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@ -1217,6 +1219,7 @@ game.import('mode',function(){
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game.addBossFellow(7,'boss_shujing');
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'step 3'
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].side) continue;
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game.players[i].removeEquipTrigger();
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var hej=game.players[i].get('hej');
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for(var j=0;j<hej.length;j++){
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@ -1286,6 +1289,7 @@ game.import('mode',function(){
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game.changeBoss('boss_mushengoumang',game.boss.nextSeat);
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'step 3'
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].side) continue;
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game.players[i].removeEquipTrigger();
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var hej=game.players[i].get('hej');
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for(var j=0;j<hej.length;j++){
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@ -1341,7 +1345,12 @@ game.import('mode',function(){
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game.log(player,'取消了翻面');
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},
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ai:{
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noturn:true
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noturn:true,
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effect:{
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target:function(card,player,target){
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if(get.type(card)=='delay') return 0.5;
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}
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}
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}
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},
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honghuangzhili:{
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@ -1367,7 +1376,28 @@ game.import('mode',function(){
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player.removeSkill('honghuangzhili');
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}
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},
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boss_shenen:{},
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boss_shenen:{
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mode:['boss'],
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global:'boss_shenen2'
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},
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boss_shenen2:{
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mod:{
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targetInRange:function(card,player){
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if(player.side) return true;
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},
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maxHandcard:function(player,num){
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if(!player.side) return num+1;
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}
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},
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trigger:{player:'phaseDrawBegin'},
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forced:true,
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filter:function(event,player){
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return !player.side;
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},
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content:function(){
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trigger.num++;
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}
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},
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boss_fentian:{
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trigger:{source:'damageBegin'},
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forced:true,
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@ -1457,7 +1487,10 @@ game.import('mode',function(){
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ai:{
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order:6,
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result:{
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player:1
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target:function(player,target){
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if(target.isLinked()&&player.isLinked()&&ai.get.damageEffect(player,player,player,'fire')<0) return -1;
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return 1;
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}
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}
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}
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},
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@ -1473,12 +1506,23 @@ game.import('mode',function(){
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effect:{
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target:function(card,player,target){
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if(!game.boss) return;
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if(card.name=='tiesuo'){
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if(_status.event.player==game.boss) return 'zeroplayertarget';
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return 0.5;
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}
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if(get.tag(card,'damage')||get.tag(card,'recover')){
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if(!game.boss.isLinked()||game.hasPlayer(function(current){
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if(game.boss.isLinked()&&ai.get.damageEffect(game.boss,player,game.boss,'fire')<0){
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if(game.hasPlayer(function(current){
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return current.isEnemyOf(game.boss)&¤t.isLinked();
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})){
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return;
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}
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if(get.tag(card,'natureDamage')&&target.isLinked()){
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return;
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}
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}
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if(target.isDying()){
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if(player.isEnemyOf(target)) return [0,0,0,1];
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if(player.isEnemyOf(target)&&player.hp>=-1) return [0,0,0,1];
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return 'zeroplayertarget';
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}
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return -0.5;
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@ -1486,7 +1530,6 @@ game.import('mode',function(){
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}
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}
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}
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}
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},
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boss_huihuo2:{
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trigger:{global:'dieAfter'},
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@ -1538,7 +1581,56 @@ game.import('mode',function(){
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save:true,
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}
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},
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boss_chiyi:{},
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boss_chiyi:{
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trigger:{player:'phaseBegin'},
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forced:true,
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filter:function(event,player){
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return [3,5,7].contains(game.roundNumber);
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},
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content:function(){
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'step 0'
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if(game.roundNumber==3){
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var enemies=game.filterPlayer(function(current){
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return current.isEnemyOf(player);
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});
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player.line(enemies,'green');
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for(var i=0;i<enemies.length;i++){
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enemies[i].addSkill('boss_chiyi2');
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}
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event.finish();
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}
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else if(game.roundNumber==5){
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event.targets=game.filterPlayer().sortBySeat();
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event.num=1;
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}
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else{
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event.targets=game.filterPlayer(function(current){
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return current.name=='boss_yanling';
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}).sortBySeat();
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event.num=5;
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}
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'step 1'
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if(event.targets.length){
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var target=event.targets.shift();
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player.line(target,'fire');
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target.damage(event.num,'fire');
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event.redo();
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}
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}
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},
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boss_chiyi2:{
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mark:true,
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marktext:'赤',
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intro:{
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content:'受到的伤害+1'
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},
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trigger:{player:'damageBegin'},
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forced:true,
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popup:false,
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content:function(){
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trigger.num++;
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}
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},
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boss_buchun:{},
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boss_shenbuchun:{},
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boss_cuidu:{},
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@ -4379,6 +4471,7 @@ game.import('mode',function(){
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boss_furan2:'复燃',
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boss_furan_info:'当你濒死时,所有敌方角色视为可以将红色牌当【桃】对你使用',
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boss_chiyi:'赤仪',
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boss_chiyi2:'赤仪',
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boss_chiyi_info:'锁定技,从第三轮开始,敌方角色受到的伤害+1;第五轮开始时,你对所有角色各造成1点火焰伤害;第七轮开始时,你对焰灵造成5点火焰伤害',
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boss_buchun:'布春',
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boss_buchun_info:'每两轮限一次,出牌阶段,若场上有死亡的树精,你可以失去1点体力,复活所有树精,使其回复体力至1点,补充手牌至两张;若场上没有死亡的树精,你可以为一名己方角色回复2点体力',
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