将refresh中成为目标执行效果的技能的effect改effect_use
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@ -7400,7 +7400,7 @@ const skills = {
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ai: {
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expose: 0.2,
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effect: {
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target: function (card, player, target) {
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target_use: function (card, player, target) {
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if (card.name != "sha") return;
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var players = game.filterPlayer();
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if (get.attitude(player, target) <= 0) {
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@ -7648,7 +7648,7 @@ const skills = {
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},
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ai: {
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effect: {
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target: function (card, player, target) {
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target_use: function (card, player, target) {
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if (target != _status.currentPhase && target.countCards("h") >= target.getHandcardLimit() && (get.type(card) == "delay" || get.color(card) == "none")) return "zerotarget";
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},
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},
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@ -13465,7 +13465,7 @@ const skills = {
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},
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},
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effect: {
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target: function (card, player, target) {
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target_use: function (card, player, target) {
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if (player == target && get.type(card) == "equip") {
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if (player.countCards("e", { subtype: get.subtype(card) })) {
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if (
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@ -13941,20 +13941,22 @@ const skills = {
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player.addSkill("reqianxun2");
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},
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ai: {
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effect: function (card, player, target) {
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if (player == target || !target.hasFriend()) return;
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var type = get.type(card);
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var nh = Math.min(
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target.countCards(),
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game.countPlayer(i => get.attitude(target, i) > 0)
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);
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if (type == "trick") {
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if (!get.tag(card, "multitarget") || get.info(card).singleCard) {
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if (get.tag(card, "damage")) return [1.5, nh - 1];
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return [1, nh];
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}
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} else if (type == "delay") return [0.5, 0.5];
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},
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effect: {
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target_use(card, player, target) {
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if (player == target || !target.hasFriend()) return;
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var type = get.type(card);
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var nh = Math.min(
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target.countCards(),
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game.countPlayer(i => get.attitude(target, i) > 0)
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);
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if (type == "trick") {
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if (!get.tag(card, "multitarget") || get.info(card).singleCard) {
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if (get.tag(card, "damage")) return [1.5, nh - 1];
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return [1, nh];
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}
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} else if (type == "delay") return [0.5, 0.5];
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},
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}
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},
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},
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reqianxun2: {
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