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552f76a58d
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@ -3310,7 +3310,7 @@ card.swd={
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result.links[0].storage.lianyao_hujia=player;
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result.links[0].storage.lianyao_hujia=player;
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game.swapPlayer(result.links[0]);
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game.swapPlayer(result.links[0]);
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result.links[0].addSkill('lianyao_hujia2');
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result.links[0].addSkill('lianyao_hujia2');
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result.links[0].phase();
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result.links[0].insertPhase();
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result.links[0].setIdentity();
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result.links[0].setIdentity();
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result.links[0].identityShown=true;
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result.links[0].identityShown=true;
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player.out(true);
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player.out(true);
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@ -115,7 +115,7 @@ character.extra={
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priority:-50,
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priority:-50,
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content:function(){
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content:function(){
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player.removeSkill('lianpo2');
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player.removeSkill('lianpo2');
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player.phase();
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player.insertPhase();
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}
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}
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},
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},
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baonu:{
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baonu:{
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@ -4982,7 +4982,7 @@ character.hearth={
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jihuo:{
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jihuo:{
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trigger:{player:'phaseAfter'},
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trigger:{player:'phaseAfter'},
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filter:function(event,player){
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filter:function(event,player){
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return !player.storage.jihuo&&player.countCards('h')>0;
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return player.countCards('h')>0&&event.skill!='jihuo';
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},
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},
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direct:true,
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direct:true,
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priority:-50,
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priority:-50,
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@ -4993,15 +4993,8 @@ character.hearth={
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next.logSkill='jihuo';
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next.logSkill='jihuo';
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"step 1"
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"step 1"
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if(result.bool){
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if(result.bool){
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player.storage.jihuo=true;
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player.insertPhase();
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}
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}
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else{
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event.finish();
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}
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"step 2"
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player.phase();
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"step 3"
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player.storage.jihuo=false;
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},
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},
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ai:{
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ai:{
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threaten:1.2
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threaten:1.2
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@ -708,7 +708,7 @@ character.shenhua={
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"step 1"
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"step 1"
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var target=player.storage.fangquan;
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var target=player.storage.fangquan;
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target.markSkillCharacter('fangquan',player,'放权','进行一个额外回合');
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target.markSkillCharacter('fangquan',player,'放权','进行一个额外回合');
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target.phase();
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target.insertPhase();
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target.addSkill('fangquan3');
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target.addSkill('fangquan3');
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player.removeSkill('fangquan2');
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player.removeSkill('fangquan2');
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delete player.storage.fangquan;
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delete player.storage.fangquan;
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@ -4144,73 +4144,6 @@ character.swd={
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player.draw();
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player.draw();
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},
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},
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},
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},
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fushen:{
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trigger:{player:'phaseBefore'},
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direct:true,
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filter:function(event,player){
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return !player.phaseSkipped;
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},
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content:function(){
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"step 0"
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player.chooseTarget(function(card,player,target){
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if(player==target) return false;
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return true;
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},get.prompt('fushen')).ai=function(){
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return -1;//1+Math.random();
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}
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"step 1"
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if(result.bool){
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var target=result.targets[0];
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event.target=target;
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target.storage.fushen=player;
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game.swapPlayer(target);
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// player.out();
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// player.lockOut=true;
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// trigger.untrigger();
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// trigger.finish();
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// target.phase();
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// target.addSkill('fushen2');
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trigger.untrigger();
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trigger.finish();
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}
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else{
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event.finish();
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}
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"step 2"
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player.out();
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player.lockOut=true;
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if(player.ai.shown<0.5){
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player.ai.shown=0.5;
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}
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// trigger.untrigger();
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// trigger.finish();
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// target.phase();
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event.target.addSkill('fushen2');
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event.target.storage.fushen2=event.target.ai.shown;
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event.target.phase();
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},
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ai:{
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threaten:1.5,
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}
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},
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fushen2:{
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trigger:{player:'phaseAfter'},
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forced:true,
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popup:false,
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content:function(){
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var source=player.storage.fushen;
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player.ai.shown=player.storage.fushen2;
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delete player.storage.fushen;
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delete player.storage.fushen2;
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if(source){
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source.lockOut=false;
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source.out();
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game.swapPlayer(source);
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source.loseHp();
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player.removeSkill('fushen2');}
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// source.skip('phase');
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}
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},
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anlianying:{
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anlianying:{
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trigger:{player:'loseEnd'},
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trigger:{player:'loseEnd'},
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frequent:true,
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frequent:true,
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@ -5508,10 +5441,10 @@ character.swd={
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trigger:{player:'phaseAfter'},
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trigger:{player:'phaseAfter'},
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frequent:true,
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frequent:true,
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filter:function(event,player){
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filter:function(event,player){
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return get.cardCount(true,player)>=player.hp&&event.parent.name!='lingwu';
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return get.cardCount(true,player)>=player.hp&&event.skill!='lingwu';
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},
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},
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content:function(){
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content:function(){
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player.phase();
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player.insertPhase();
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},
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},
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ai:{
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ai:{
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order:-10,
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order:-10,
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@ -13063,17 +13063,17 @@
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}
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}
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this.node.identity.dataset.color=identity;
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this.node.identity.dataset.color=identity;
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},
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},
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insertPhase:function(){
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insertPhase:function(skill){
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var evt=_status.event.getParent('phase');
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var evt=_status.event.getParent('phase');
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var next;
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var next;
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if(evt&&evt.parent&&evt.parent.next){
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if(evt&&evt.parent&&evt.parent.next){
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next=game.createEvent('phase',null,evt.parent);
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next=game.createEvent('phase',null,evt.parent);
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console.log(evt.parent);
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}
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}
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else{
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else{
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next=game.createEvent('phase');
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next=game.createEvent('phase');
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}
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}
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next.player=this;
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next.player=this;
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next.skill=skill||_status.event.name;
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next.setContent('phase');
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next.setContent('phase');
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return next;
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return next;
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},
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},
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