神许褚
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@ -13,7 +13,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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extra_yin:['shen_liubei','shen_luxun'],
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extra_yin:['shen_liubei','shen_luxun'],
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extra_lei:['shen_ganning','shen_zhangliao'],
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extra_lei:['shen_ganning','shen_zhangliao'],
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extra_key:['key_kagari','key_shiki','db_key_hina'],
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extra_key:['key_kagari','key_shiki','db_key_hina'],
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extra_decade:['shen_jiangwei','shen_machao','shen_zhangfei','shen_zhangjiao','shen_dengai'],
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extra_decade:['shen_jiangwei','shen_machao','shen_zhangfei','shen_zhangjiao','shen_dengai','shen_xuzhu'],
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extra_ol:['ol_zhangliao','shen_caopi','shen_zhenji','shen_sunquan'],
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extra_ol:['ol_zhangliao','shen_caopi','shen_zhenji','shen_sunquan'],
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extra_mobilezhi:['shen_guojia','shen_xunyu'],
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extra_mobilezhi:['shen_guojia','shen_xunyu'],
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extra_mobilexin:['shen_taishici','shen_sunce'],
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extra_mobilexin:['shen_taishici','shen_sunce'],
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@ -23,6 +23,7 @@ game.import('character',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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character:{
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character:{
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shen_xuzhu:['male','shen',5,['zhengqing','zhuangpo'],['wei']],
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shen_lusu:['male','shen',3,['dingzhou','tamo','zhimeng'],['wu']],
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shen_lusu:['male','shen',3,['dingzhou','tamo','zhimeng'],['wu']],
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shen_huatuo:['male','shen',3,['wuling','youyi'],['qun']],
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shen_huatuo:['male','shen',3,['wuling','youyi'],['qun']],
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le_shen_jiaxu:['male','shen',4,['jxlianpo','jxzhaoluan'],['qun']],
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le_shen_jiaxu:['male','shen',4,['jxlianpo','jxzhaoluan'],['qun']],
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@ -92,6 +93,172 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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/** @type { SMap<Skill> } */
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/** @type { SMap<Skill> } */
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skill:{
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skill:{
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//神许褚
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zhengqing:{
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audio:2,
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trigger:{global:'roundStart'},
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forced:true,
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filter(){
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return game.hasPlayer(current=>{
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return current.countMark('zhengqing');
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})||lib.skill.zhengqing.getMostInfoLastRound()[0]>0;
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},
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getMostInfoLastRound(){
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let max=-1,players=[];
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const history=game.getAllGlobalHistory();
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if(history.length<=2) return [max,players];
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for(let i=history.length-2;i>=0;i--){
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const evts=history[i]['everything'].filter(evt=>{
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if(evt.name!=='damage') return false;
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const source=evt.source;
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return source&&source.isIn();
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});
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if(evts.length){
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let curMax=-1,curPlayers=[];
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const map={};
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for(const evt of evts){
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const source=evt.source;
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const id=source.playerid;
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if(typeof map[id]!=='number') map[id]=0;
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map[id]+=evt.num;
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if(map[id]>curMax){
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curMax=map[id];
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curPlayers=[source];
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}
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else if(map[id]==curMax){
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curPlayers.add(source);
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}
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}
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if(curMax>max){
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max=curMax;
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players=curPlayers.slice();
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}
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else if(curMax===max){
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players.addArray(curPlayers);
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}
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}
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if(history[i].isRound) break;
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}
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return [max,players];
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},
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async content(event,trigger,player){
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game.countPlayer(current=>{
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if(current.hasMark('zhengqing')) current.clearMark('zhengqing');
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});
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const [num,players]=lib.skill.zhengqing.getMostInfoLastRound();
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player.line(players,'thunder');
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const onlyMe=players.length===1&&players[0]===player;
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const isMax=(player.getAllHistory('custom',evt=>evt&&evt.zhengqing_count).map(evt=>evt.zhengqing_count).sort((a,b)=>b-a)[0]||0)<=num;
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players.forEach(current=>{
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current.addMark('zhengqing',num);
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})
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if(onlyMe&&isMax){
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player.draw(num);
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player.getHistory('custom').push({zhengqing_count:num});
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}
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else{
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const drawers=[player].concat(players).sortBySeat(trigger.player);
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for(const drawer of drawers){
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await drawer.draw();
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}
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}
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},
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marktext:'擎',
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intro:{
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name:'争擎',
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name2:'擎',
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content:'mark',
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},
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},
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zhuangpo:{
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audio:2,
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enable:'chooseToUse',
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onChooseToUse(event){
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if(!game.online&&!event.zhuangpo_cards){
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event.set('zhuangpo_cards',event.player.getCards('hes',card=>{
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const str=lib.skill.shencai.getStr(card);
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return str.includes('【杀】');
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}));
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}
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},
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viewAs:{
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name:'juedou',
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storage:{zhuangpo:true},
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},
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viewAsFilter(){
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return get.event('zhuangpo_cards').length>0;
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},
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prompt:'将一张牌面信息包含“【杀】”的牌当【决斗】使用',
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filterCard(card,player){
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return get.event('zhuangpo_cards').includes(card);
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},
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position:'hes',
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precontent(){
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player.addTempSkill('zhuangpo_effect');
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},
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subSkill:{
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effect:{
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trigger:{
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player:'useCardToPlayered',
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},
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filter(event,player){
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const card=event.card;
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if(!card||!card.storage||!card.storage.zhuangpo) return false;
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return player.hasMark('zhengqing');
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},
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direct:true,
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charlotte:true,
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group:'zhuangpo_damage',
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async content(event,trigger,player){
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const target=trigger.target;
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const list=Array.from({length:player.countMark('zhengqing')},(_,i)=>{
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return get.cnNumber(i+1,true);
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});
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const result=await player.chooseControl(list,'cancel2')
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.set('prompt','壮魄:是否移去任意枚“擎”?')
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.set('prompt2',`若如此做,${get.translation(target)}须弃置等量的牌`)
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.set('ai',()=>get.event('choice'))
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.set('choice',(()=>{
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if(get.attitude(player,target)>=0) return 'cancel2';
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const markCount=list.length;
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const cards=target.getCards('he',card=>lib.filter.cardDiscardable(card,target));
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let allIn=false;
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if(player.hp<2||target.hp+target.countCards('h',card=>target.canSaveCard(card,target))<=1+trigger.targets.some(current=>current.hasMark('zhengqing'))) allIn=true;
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if(cards.map(card=>get.value(card)).reduce((p,c)=>p+c,0)/cards.length>5) allIn=true;
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if(!player.isPhaseUsing()||!player.hasCard(card=>{
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if(!lib.skill.shencai.getStr(card).includes('【杀】')) return false;
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return player.hasValueTarget(get.autoViewAs({name:'juedou'},[card]));
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})) allIn=true;
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const maxCount=Math.min(markCount,cards.length);
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const toRemoveCount=allIn?maxCount:Math.ceil(Math.random()*maxCount);
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return get.cnNumber(toRemoveCount,true);
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})())
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.forResult();
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if(result.control==='cancel2') return;
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const toRemoveCount=result.index+1;
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player.logSkill('zhuangpo_effect',target);
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player.popup(get.cnNumber(toRemoveCount)+'张');
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player.removeMark('zhengqing',toRemoveCount);
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target.chooseToDiscard('he',toRemoveCount,true);
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}
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},
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damage:{
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audio:'zhuangpo',
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trigger:{source:'damageBegin1'},
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filter(event,player){
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const card=event.card;
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if(!card||!card.storage||!card.storage.zhuangpo) return false;
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const evt=event.getParent(2);
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return evt.targets&&evt.targets.some(current=>current.hasMark('zhengqing'));
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},
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charlotte:true,
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forced:true,
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async content(event,trigger){
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trigger.num++;
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},
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},
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},
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},
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//神鲁肃
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//神鲁肃
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dingzhou:{
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dingzhou:{
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audio:2,
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audio:2,
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@ -8369,6 +8536,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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tamo_info:'游戏开始时,你可以重新分配除主公外所有角色的座次。',
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tamo_info:'游戏开始时,你可以重新分配除主公外所有角色的座次。',
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zhimeng:'智盟',
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zhimeng:'智盟',
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zhimeng_info:'回合结束后,你可以与一名其他角色将各自所有手牌置于处理区,然后你随机获得这些牌中的一半(向上取整),其获得剩余的牌。',
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zhimeng_info:'回合结束后,你可以与一名其他角色将各自所有手牌置于处理区,然后你随机获得这些牌中的一半(向上取整),其获得剩余的牌。',
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shen_xuzhu:'神许褚',
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shen_xuzhu_prefix:'神',
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zhengqing:'争擎',
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zhengqing_info:'锁定技。一轮游戏开始时,你移去所有角色的“擎”标记,令上一轮于一回合内造成伤害值最多的角色各获得X枚“擎”,且你与这些角色各摸一张牌(X为这些角色该回合内造成的伤害值)。若该角色为你且本次获得的“擎”数为本局游戏最多的一次,你改为摸X张牌。',
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zhuangpo:'壮魄',
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zhuangpo_info:'你可以将牌面信息中包含“【杀】”的牌当【决斗】使用,然后你获得如下效果:1.当此【决斗】指定目标后,若你有“擎”,你可以移去任意枚“擎”,令目标角色弃置等量的牌;2.当你造成渠道为此牌的伤害时,若此牌的所有目标角色中存在有“擎”的角色,此伤害+1。',
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extra_feng:'神话再临·风',
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extra_feng:'神话再临·风',
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extra_huo:'神话再临·火',
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extra_huo:'神话再临·火',
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