修改boss
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aa7438c60d
commit
c0de77e02f
11
card/ex.js
11
card/ex.js
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@ -1,3 +1,4 @@
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'use strict';
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card.ex={
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card:{
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hanbing:{
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@ -28,7 +29,7 @@ card.ex={
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hanbing_skill:{
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trigger:{player:'shaHit'},
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direct:true,
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filter:function(event,player){
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filter:function(event){
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return event.target.get('he').length>0;
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},
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content:function(){
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@ -42,10 +43,10 @@ card.ex={
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if(eff<=0) return ai.get.buttonValue(button);
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if(trigger.target.hp==1) return false;
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if(player.skills.contains('jiu')||player.skills.contains('tianxianjiu')) return false;
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if(ui.dialog.buttons.length<2) return -1;
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if(_status.event.dialog.buttons.length<2) return -1;
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var num=0;
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for(var i=0;i<ui.dialog.buttons.length;i++){
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if(ai.get.buttonValue(ui.dialog.buttons[i])>1.5) num++;
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for(var i=0;i<_status.event.dialog.buttons.length;i++){
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if(ai.get.buttonValue(_status.event.dialog.buttons[i])>1.5) num++;
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}
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if(num>=2) return ai.get.buttonValue(button)-1.5;
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});
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@ -64,7 +65,7 @@ card.ex={
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trigger:{target:'shaBefore'},
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forced:true,
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priority:6,
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filter:function(event,player){
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filter:function(event){
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if(event.player.num('s','unequip')) return false;
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return (event.card.name=='sha'&&get.color(event.card)=='black')
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},
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@ -1347,7 +1347,7 @@ character.yijiang={
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event.finish();
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}
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"step 2"
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if(result.bool){
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if(result.bool&&result.targets.length){
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game.log(get.translation(player)+'指定的出杀目标为'+get.translation(result.targets));
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event.target.line(result.targets);
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event.target.chooseToUse('对'+get.translation(result.targets)+'使用一张杀,或令'+get.translation(player)+'获得你的两张牌',{name:'sha'},result.targets[0],-1);
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153
mode/boss.js
153
mode/boss.js
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@ -234,7 +234,12 @@ mode.boss={
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td=ui.create.div(tr);
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td.innerHTML=get.translation(game.dead[i]);
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td=ui.create.div(tr);
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td.innerHTML='剩余'+get.cnNumber(game.bossinfo.chongzheng-game.dead[i].storage.boss_chongzheng)+'回合';
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if(game.dead[i].maxHp>0){
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td.innerHTML='剩余'+get.cnNumber(game.bossinfo.chongzheng-game.dead[i].storage.boss_chongzheng)+'回合';
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}
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else{
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td.innerHTML='无法重整'
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}
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}
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if(!added){
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@ -276,25 +281,27 @@ mode.boss={
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else if(player.isDead()){
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if(player.hp<0) player.hp=0;
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player.storage.boss_chongzheng++;
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if(player.hp<player.maxHp){
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player.hp++;
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game.log(get.translation(player)+'回复了一点体力');
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if(player.maxHp>0){
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if(player.hp<player.maxHp){
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player.hp++;
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game.log(get.translation(player)+'回复了一点体力');
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}
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else{
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var card=get.cards()[0];
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var sort=lib.config.sort_card(card);
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var position=sort>0?player.node.handcards1:player.node.handcards2;
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card.fix();
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card.animate('start');
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position.insertBefore(card,position.firstChild);
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player.$draw();
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game.log(get.translation(player)+'摸了一张牌');
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}
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player.update();
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if(player.storage.boss_chongzheng>=game.bossinfo.chongzheng){
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player.revive();
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}
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}
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else{
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var card=get.cards()[0];
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var sort=lib.config.sort_card(card);
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var position=sort>0?player.node.handcards1:player.node.handcards2;
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card.fix();
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card.animate('start');
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position.insertBefore(card,position.firstChild);
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player.$draw();
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game.log(get.translation(player)+'摸了一张牌');
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}
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player.update();
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if(player.storage.boss_chongzheng>=game.bossinfo.chongzheng){
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player.revive();
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}
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if(game.bossinfo.loopType==2){
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game.boss.chongzheng=true;
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}
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@ -488,7 +495,6 @@ mode.boss={
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},
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boss_caiwenji:{
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loopType:2,
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chongzheng:3
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},
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boss_pangtong:{
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loopType:2
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@ -523,7 +529,7 @@ mode.boss={
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boss_zhouyu:['male','wu',6,['huoshen','boss_honglian','boss_xianyin'],['fullskin','boss'],'zhu'],
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boss_lvbu1:['male','qun',8,['mashu','wushuang','boss_baonu'],['fullskin','boss'],'wei'],
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boss_lvbu2:['male','qun',4,['mashu','wushuang','swd_xiuluo','shenwei','shenji'],['fullskin','hiddenboss'],'qun'],
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boss_caiwenji:['female','qun',4,['tinqin','beige','boss_hujia','boss_guihan'],['fullskin','boss'],'wei'],
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boss_caiwenji:['female','qun',4,['beige','boss_hujia','boss_guihan'],['fullskin','boss'],'wei'],
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boss_zhangjiao:['male','qun',8,['diyleiji','guidao','tiangong','jidian'],['fullskin','boss'],'shu'],
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boss_zuoci:['male','qun',0,['huanhua'],['fullskin','boss'],'shu'],
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// boss_yuji:['male','qun',8,[],['fullskin','boss'],'nei'],
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@ -787,12 +793,7 @@ mode.boss={
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filter:function(event,player){
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if(player.hp==player.maxHp) return false;
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if(!player.num('he')) return false;
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for(var i=0;i<game.players.length;i++){
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if(game.players[i]!=player&&!game.players[i].storage.boss_hujia){
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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 true;
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},
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content:function(){
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"step 0"
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@ -816,38 +817,61 @@ mode.boss={
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var target=result.targets[0];
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player.logSkill('boss_hujia',target);
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if(target.disabledSkills.boss_hujia){
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target.clearSkills();
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target.storage.boss_hujia=true;
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delete target.disabledSkills.boss_hujia;
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target.loseMaxHp();
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}
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else{
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target.disabledSkills.boss_hujia=lib.character[target.name][3];
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}
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player.discard(result.cards);
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}
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for(var i=0;i<game.players.length;i++){
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if(game.players[i]!=player&&!game.players[i].storage.boss_hujia){
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event.finish();break;
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}
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}
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"step 2"
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player.draw(2);
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if(player.hp<player.maxHp){
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player.recover(player.maxHp-player.hp);
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}
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for(var i=0;i<game.players.length;i++){
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if(game.players[i]!=player){
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game.players[i].maxHp=1;
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game.players[i].update();
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}
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}
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game.bossinfo.loopType=1;
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},
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ai:{
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expose:0.2,
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}
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},
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boss_guihan:{},
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boss_guihan:{
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unique:true,
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enable:'chooseToUse',
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mark:true,
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init:function(player){
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player.storage.boss_guihan=false;
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},
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filter:function(event,player){
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if(event.type!='dying') return false;
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if(player!=_status.dying) return false;
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if(player.storage.boss_guihan) return false;
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return true;
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},
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content:function(){
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"step 0"
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player.removeSkill('boss_guihan');
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player.recover(player.maxHp-player.hp);
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player.storage.boss_guihan=true;
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"step 1"
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player.draw(4);
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"step 2"
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for(var i=0;i<game.players.length;i++){
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delete game.players[i].disabledSkills.boss_hujia;
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}
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game.bossinfo.loopType=1;
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player.removeSkill('beige');
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player.removeSkill('boss_hujia');
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player.addSkill('tinqin');
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player.addSkill('boss_huixin');
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},
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ai:{
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skillTagFilter:function(player){
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if(player.storage.boss_guihan) return false;
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},
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save:true,
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result:{
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player:4,
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},
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},
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intro:{
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content:'limited'
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}
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},
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huoshen:{
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trigger:{player:'damageBefore'},
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forced:true,
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@ -908,6 +932,35 @@ mode.boss={
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}
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}
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},
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boss_huixin:{
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trigger:{player:'loseEnd'},
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frequent:true,
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unique:true,
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filter:function(event,player){
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return _status.currentPhase!=player;
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},
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content:function(){
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"step 0"
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player.draw();
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player.judge();
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"step 1"
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if(result.color=='black'){
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_status.currentPhase.loseHp();
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}
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else{
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player.recover();
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}
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},
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ai:{
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effect:{
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target:function(card){
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if(get.tag(card,'loseCard')){
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return [0.5,1];
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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_shengshou:{
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trigger:{player:'useCard'},
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frequent:true,
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@ -1222,9 +1275,11 @@ mode.boss={
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tinqin:'听琴',
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boss_guihan:'归汉',
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boss_guihan_info:'觉醒技,当所有敌人失去技能后,你摸两张牌并将体力回复至体力上限,然后令所有敌人将体力上限减至1',
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boss_guihan_info:'限定技,濒死阶段,你可以将体力回复至体力上限,摸4张牌,令所有敌人的技能恢复,并获得技能【听琴】、【蕙质】',
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boss_huixin:'蕙质',
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boss_huixin_info:'每当你于回合外失去牌,可以摸一张牌并进行一次判定,若为黑色,当前回合角色失去一点体力,否则你回复一点体力',
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boss_hujia:'胡笳',
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boss_hujia_info:'回合结束阶段,若你已受伤,可以弃置一张牌令一名其他角色的所有技能失效,若其所有技能已失效,改为令其失去所有技能',
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boss_hujia_info:'回合结束阶段,若你已受伤,可以弃置一张牌令一名其他角色的所有技能失效,若其所有技能已失效,改为令其失去一点体力上限',
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boss_honglian:'红莲',
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boss_honglian_info:'锁定技,回合结束阶段,你摸两张牌,并对所有敌人造成一点火焰伤害',
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huoshen:'火神',
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