v1.9.95.9
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@ -565,6 +565,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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},
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muniu_skill3:{
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trigger:{player:'chooseToRespondBegin'},
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cardSkill:true,
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filter:function(event,player){
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if(event.responded) return false;
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var muniu=player.getEquip(5);
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@ -635,7 +636,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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return true;
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},
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check:function(button){
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if(button.link.name=='du') return -2;
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if(button.link.name=='du') return 2;
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var player=_status.event.player;
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if(button.link.name=='xingjiegoutong'&&player.countCards('h')>1) return -2;
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if(get.select(get.info(button.link).selectTarget)[1]==-1){
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@ -921,12 +922,12 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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var eff=0;
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for(var i=0;i<event.targets.length;i++){
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var target=event.targets[i];
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var eff1=get.effect(target,event.card,player,player);
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var eff2=get.effect(target,{name:'sha',nature:'fire',suit:get.suit(event.card),number:get.number(event.card)},player,player);
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var eff1=get.damageEffect(target,player,player);
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var eff2=get.damageEffect(target,player,player,'fire');
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eff+=eff2;
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eff-=eff1;
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}
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return eff>0;
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return eff>=0;
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},
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content:function(){
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trigger.card.nature='fire';
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@ -1146,9 +1146,8 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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}
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}
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if(cards.length){
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for(var i=0;i<cards.length;i++){
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cards[i].remove();
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}
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game.cardsGotoSpecial(cards);
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game.log(cards,'已被移出游戏');
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_status.chiling=true;
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player.popup('敕令');
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}
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@ -1160,12 +1159,13 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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forced:true,
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popup:false,
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filter:function(event,player){
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if(event.result.card.parentNode.id!='discardPile') return false;
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if(get.position(event.result.card)!='d') return false;
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return event.result.card.name=='chiling';
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},
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content:function(){
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_status.chiling=true;
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trigger.result.card.remove();
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game.cardsGotoSpecial(trigger.result.card);
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game.log(trigger.result.card,'已被移出游戏');
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player.popup('敕令');
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}
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},
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@ -1175,7 +1175,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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forced:true,
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popup:false,
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filter:function(){
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return _status.chiling;
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return _status.chiling==true;
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},
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content:function(){
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'step 0'
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@ -1227,7 +1227,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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},
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g_diaohulishan:{},
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diaohulishan:{
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trigger:{player:['damageBefore','loseHpBefore','recoverBefore']},
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trigger:{player:['damageBegin3','loseHpBefore','recoverBefore']},
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forced:true,
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popup:false,
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content:function(){
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@ -443,7 +443,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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skill:{
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lanyinjia:{
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equipSkill:true,
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enable:['chooseToRespond'],
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enable:['chooseToUse','chooseToRespond'],
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filterCard:true,
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viewAs:{name:'shan'},
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viewAsFilter:function(player){
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@ -78,36 +78,56 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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if(typeof event.baseDamage!='number') event.baseDamage=1;
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if(typeof event.extraDamage!='number') event.extraDamage=0;
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"step 1"
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if(event.directHit){
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if(event.directHit||(!target.hasShan()&&!_status.connectMode)){
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event._result={bool:false};
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}
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else if(event.skipShan){
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event._result={bool:true};
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event._result={result:'shaned'};
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}
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else{
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var next=target.chooseToRespond({name:'shan'});
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var next=target.chooseToUse('请使用一张闪响应杀');
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next.set('filterCard',function(card,player){
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if(get.name(card)!='shan') return false;
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return lib.filter.cardEnabled(card,player,'forceEnable');
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});
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if(event.shanRequired>1){
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next.set('prompt2','(共需打出'+event.shanRequired+'张闪)');
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next.set('prompt2','(共需使用'+event.shanRequired+'张闪)');
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}
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next.set('ai',function(card){
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next.set('ai1',function(card){
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var target=_status.event.player;
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var evt=_status.event.getParent();
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var bool=true;
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if(_status.event.shanRequired>1&&target.countCards('h','shan')<_status.event.shanRequired){
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return -1
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bool=false;
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}
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if(target.hasSkillTag('useShan')){
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return 11-get.value(card);
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else if(target.hasSkillTag('useShan')){
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bool=true;
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}
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if(target.hasSkillTag('noShan')){
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return -1;
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else if(target.hasSkillTag('noShan')){
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bool=false;
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}
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if(get.damageEffect(target,evt.player,target,evt.card.nature)>=0) return -1;
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return 11-get.value(card);
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else if(get.damageEffect(target,evt.player,target,evt.card.nature)>=0) bool=false;
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if(bool){
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if(typeof card=='string'){
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var info=get.info(card);
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if(info.ai&&info.ai.order){
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if(typeof info.ai.order=='number'){
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return info.ai.order;
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}
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else if(typeof info.ai.order=='function'){
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return info.ai.order();
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}
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}
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}
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return 3;
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}
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return 0;
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}).set('shanRequired',event.shanRequired);
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next.autochoose=lib.filter.autoRespondShan;
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next.set('respondTo',[player,card]);
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//next.autochoose=lib.filter.autoRespondShan;
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}
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"step 2"
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if(result.bool==false){
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if(result.result!='shaned'){
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event.trigger('shaHit');
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}
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else{
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@ -212,11 +232,17 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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fullskin:true,
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type:'basic',
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cardcolor:'red',
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notarget:true,
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content:function(){
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event.result='shaned';
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},
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ai:{
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basic:{
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useful:[7,2],
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value:[7,2]
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}
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value:[7,2],
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},
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result:{player:1},
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expose:0.2
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}
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},
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tao:{
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@ -1778,11 +1804,11 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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},
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bagua_skill:{
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equipSkill:true,
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trigger:{player:'chooseToRespondBegin'},
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trigger:{player:['chooseToRespondBegin','chooseToUseBegin']},
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filter:function(event,player){
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if(event.responded) return false;
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if(!event.filterCard({name:'shan'})) return false;
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if(!lib.filter.cardRespondable({name:'shan'},player,event)) return false;
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if(event.name=='chooseToRespond'&&!lib.filter.cardRespondable({name:'shan'},player,event)) return false;
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if(player.hasSkillTag('unequip2')) return false;
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var evt=event.getParent();
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if(evt.player&&evt.player.hasSkillTag('unequip',false,{
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