514 lines
12 KiB
JavaScript
514 lines
12 KiB
JavaScript
card.extra={
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card:{
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jiu:{
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audio:true,
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fullskin:true,
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type:"basic",
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enable:true,
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savable:function(card,player,dying){
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return dying==player;
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},
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usable:1,
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selectTarget:-1,
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filterTarget:function(card,player,target){
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return target==player;
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},
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content:function(){
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if(target==_status.dying) target.recover();
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else{
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target.addTempSkill('jiu','phaseAfter');
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if(card.clone&&card.clone.parentNode==ui.arena){
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card.clone.moveTo(player).delete();
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}
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}
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},
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ai:{
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basic:{
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useful:[5,1],
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value:[5,1],
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},
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order:function(){
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return lib.card.sha.ai.order+0.2;
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},
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result:{
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target:function(player,target){
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if(target&&target==_status.dying) return 2;
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var shas=target.get('h','sha');
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var ok=false;
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if(shas.length){
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for(var i=0;i<shas.length;i++){
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if(lib.filter.filterCard(shas[i],target)){
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ok=true;break;
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}
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}
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}
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if(ok){
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var card=target.get('h','sha',0);
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for(var i=0;i<game.players.length;i++){
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if(ai.get.attitude(target,game.players[i])<0&&
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target.canUse(card,game.players[i],true,true)){
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if(ai.get.effect(game.players[i],card,target)>0) return 1;
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}
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}
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}
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return 0;
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},
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},
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tag:{
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save:1
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}
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}
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},
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huogong:{
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audio:true,
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fullskin:true,
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type:'trick',
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enable:true,
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filterTarget:function(card,player,target){
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if(player!=game.me&&player.num('h')<2) return false;
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return target.num('h')>0;
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},
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content:function(){
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"step 0"
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if(target.get('h').length==0){
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event.finish();
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return;
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}
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var rand=Math.random()<0.5;
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target.chooseCard(true).ai=function(card){
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if(rand) return Math.random();
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return ai.get.value(card);
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};
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"step 1"
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event.dialog=ui.create.dialog(get.translation(target.name)+'展示的手牌',result.cards);
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event.card2=result.cards[0];
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game.log(get.translation(target.name)+'展示了'+get.translation(event.card2));
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player.chooseToDiscard(function(card){
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return get.suit(card)==get.suit(_status.event.parent.card2);
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},function(card){
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if(ai.get.damageEffect(target,player,player,'fire')>0){
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return 6-ai.get.value(card,_status.event.player);
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}
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return -1;
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}).prompt=false;
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game.delay(2);
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"step 2"
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if(result.bool){
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target.damage('fire');
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}
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else{
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target.addTempSkill('huogong2','phaseBegin');
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}
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event.dialog.close();
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},
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ai:{
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basic:{
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order:4,
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value:[3,1],
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useful:1,
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},
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result:{
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player:function(player){
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var nh=player.num('h');
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if(nh<=player.hp&&_status.event.name=='chooseToUse'){
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if(_status.event.filterCard({name:'huogong'})){
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return -10;
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}
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if(_status.event.skill){
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var viewAs=get.info(_status.event.skill).viewAs;
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if(viewAs=='huogong') return -10;
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if(viewAs&&viewAs.name=='huogong') return -10;
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}
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}
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return 0;
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},
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target:function(player,target){
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if(target.skills.contains('huogong2')||target.num('h')==0) return 0;
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return -1.5;
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}
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},
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tag:{
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damage:1,
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fireDamage:1,
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natureDamage:1,
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}
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}
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},
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tiesuo:{
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audio:true,
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fullskin:true,
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type:'trick',
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enable:true,
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filterTarget:true,
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selectTarget:[1,2],
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content:function(){
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target.link();
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},
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chongzhu:true,
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ai:{
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wuxie:function(){
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if(Math.random()<0.5) return 0;
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},
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basic:{
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useful:4,
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value:4,
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order:7
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},
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result:{
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target:function(player,target){
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if(target.classList.contains('linked')) return 1;
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if(ai.get.attitude(player,target)>=0) return -1;
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if(player.isMin()) return -1;
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if(ui.selected.targets.length) return -1;
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for(var i=0;i<game.players.length;i++){
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if(ai.get.attitude(player,game.players[i])<=-1&&
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game.players[i]!=target&&!game.players[i].isLinked()){
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return -1;
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}
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}
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return 0;
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}
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},
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tag:{
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multitarget:1,
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multineg:1,
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}
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}
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},
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bingliang:{
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audio:true,
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fullskin:true,
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type:'delay',
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range:{global:1},
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filterTarget:function(card,player,target){
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return (lib.filter.judge(card,player,target)&&player!=target);
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},
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judge:function(card){
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if(get.suit(card)=='club') return 0;
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return -3;
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},
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effect:function(){
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if(result.bool==false){
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player.skip('phaseDraw');
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}
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},
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ai:{
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basic:{
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order:1,
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useful:1,
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value:4,
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},
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result:{
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target:function(player,target){
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return -1-target.get('h').length;
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}
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},
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tag:{
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skip:'phaseDraw'
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}
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}
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},
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hualiu:{
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fullskin:true,
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type:'equip',
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subtype:'equip3',
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distance:{globalTo:1},
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},
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zhuque:{
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fullskin:true,
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type:'equip',
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subtype:'equip1',
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distance:{attackFrom:-3},
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ai:{
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basic:{
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equipValue:2
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}
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},
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skills:['zhuque_skill']
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},
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guding:{
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fullskin:true,
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type:'equip',
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subtype:'equip1',
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distance:{attackFrom:-1},
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ai:{
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basic:{
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equipValue:2
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}
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},
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skills:['guding_skill']
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},
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tengjia:{
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fullskin:true,
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type:'equip',
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subtype:'equip2',
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ai:{
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basic:{
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equipValue:function(card,player){
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var num=3;
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for(var i=0;i<game.players.length;i++){
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if(ai.get.attitude(game.players[i],player)<0) num--;
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}
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if(player.hp==1) num+=4;
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if(player.hp==2) num+=1;
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if(player.hp==3) num--;
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if(player.hp>3) num-=4;
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return num;
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}
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},
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},
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skills:['tengjia1','tengjia2']
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},
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baiyin:{
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fullskin:true,
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type:'equip',
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subtype:'equip2',
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onLose:function(){
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player.recover();
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},
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filterLose:function(card,player){
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return player.hp<player.maxHp;
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},
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skills:['baiyin_skill'],
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tag:{
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recover:1,
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},
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ai:{
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order:9.5,
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basic:{
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equipValue:function(card,player){
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if(player.hp==player.maxHp) return 5;
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if(player.num('h','baiyin')) return 6;
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return 0;
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}
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}
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}
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},
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},
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skill:{
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huogong2:{},
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jiu:{
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trigger:{source:'damageBegin'},
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filter:function(event){
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return (event.card&&(event.card.name=='sha')&&event.parent.name!='_lianhuan'&&event.parent.name!='_lianhuan2');
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},
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forced:true,
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content:function(){
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trigger.num++;
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},
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group:'jiu2'
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},
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jiu2:{
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trigger:{player:'useCardAfter'},
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filter:function(event){
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return (event.card&&(event.card.name=='sha'));
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},
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forced:true,
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popup:false,
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content:function(){
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player.removeSkill('jiu');
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},
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},
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guding_skill:{
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audio:true,
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trigger:{source:'damageBegin'},
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filter:function(event){
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if(event.card&&event.card.name=='sha'){
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if(event.player.get('h').length==0) return true;
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}
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return false;
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},
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forced:true,
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content:function(){
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trigger.num++;
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},
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ai:{
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effect:{
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target:function(card,player,target,current){
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if(card.name=='sha'&&target.get('h').length==0) return [1,-2];
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}
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}
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}
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},
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tengjia1:{
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trigger:{target:'useCardToBefore'},
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forced:true,
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priority:6,
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audio:true,
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filter:function(event,player){
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if(event.player.num('s','unequip')) return false;
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if(event.card.name=='nanman') return true;
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if(event.card.name=='wanjian') return true;
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if(event.card.name=='sha'&&!event.card.nature) return true;
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},
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content:function(){
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trigger.untrigger();
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trigger.finish();
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},
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ai:{
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effect:{
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target:function(card,player,target,current){
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if(player.num('s','unequip')) return;
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if(card.name=='nanman'||card.name=='wanjian') return 0;
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if(card.name=='sha'){
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var equip1=player.get('e','1');
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if(equip1&&equip1.name=='zhuque') return 2;
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if(equip1&&equip1.name=='qinggang') return 1;
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if(!card.nature) return 0;
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}
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}
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}
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}
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},
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tengjia2:{
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trigger:{player:'damageBegin'},
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filter:function(event){
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if(event.nature=='fire') return true;
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},
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audio:true,
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forced:true,
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content:function(){
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trigger.num++;
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},
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ai:{
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effect:{
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target:function(card,player,target,current){
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if(card.name=='sha'){
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if(card.nature=='fire'||player.skills.contains('zhuque_skill')) return 2;
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}
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if(get.tag(card,'fireDamage')&¤t<0) return 2;
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}
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}
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}
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},
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baiyin_skill:{
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trigger:{player:'damageBegin'},
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forced:true,
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filter:function(event,player){
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if(event.num<=1) return false;
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if(event.parent.player.num('s','unequip')) return false;
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return true;
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},
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priority:-10,
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content:function(){
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trigger.num=1;
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}
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},
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zhuque_skill:{
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trigger:{player:'useCardToBefore'},
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priority:7,
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filter:function(event,player){
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if(event.card.name=='sha'&&!event.card.nature) return true;
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},
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audio:true,
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check:function(event,player){
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var att=ai.get.attitude(player,event.target);
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if(event.target.hasSkillTag('nofire')){
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return att>0;
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}
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return att<=0;
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},
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content:function(){
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trigger.card.nature='fire';
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player.addSkill('zhuque_skill2');
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player.storage.zhuque_skill=trigger.card;
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}
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},
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zhuque_skill2:{
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trigger:{player:'useCardAfter'},
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forced:true,
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popup:false,
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content:function(){
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delete player.storage.zhuque_skill.nature;
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}
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},
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huogon2:{},
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},
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translate:{
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jiu:'酒',
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huogong:'火攻',
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tiesuo:'铁锁连环',
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huogong_bg:'攻',
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tiesuo_bg:'锁',
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_chongzhu:'重铸',
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_lianhuan:'连环',
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_lianhuan2:'连环',
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bingliang:'兵粮寸断',
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hualiu:'骅骝',
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zhuque:'朱雀羽扇',
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bingliang_bg:'粮',
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bingliang_info:'目标角色判定阶段进行判定:若判定结果不为梅花,则跳过该角色的摸牌阶段。',
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hualiu_bg:'+马',
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zhuque_bg:'扇',
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zhuque_skill:'朱雀羽扇',
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zhuque_info:'你可以将一张普通【杀】当具火焰伤害的【杀】使用。',
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guding:'古锭刀',
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guding_info:'锁定技,当你使用【杀】对目标角色造成伤害时,若其没有手牌,此伤害+1。',
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guding_skill:'古锭刀',
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tengjia:'藤甲',
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tengjia_info:'锁定技,【南蛮入侵】、【万箭齐发】和普通【杀】对你无效。你每次受到火焰伤害时,该伤害+1。',
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tengjia1:'藤甲',
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tengjia2:'藤甲',
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baiyin:'白银狮子',
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baiyin_info:'锁定技,你每次受到伤害时,最多承受1点伤害(防止多余的伤害);当你失去装备区里的【白银狮子】时,你回复1点体力。',
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baiyin_skill:'白银狮子',
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_baiyin:'白银狮子',
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},
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list:[
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["heart",4,"sha","fire"],
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["heart",7,"sha","fire"],
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["heart",10,"sha","fire"],
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["diamond",4,"sha","fire"],
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["diamond",5,"sha","fire"],
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["spade",4,"sha","thunder"],
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["spade",5,"sha","thunder"],
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["spade",6,"sha","thunder"],
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["spade",7,"sha","thunder"],
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["spade",8,"sha","thunder"],
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["club",5,"sha","thunder"],
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["club",6,"sha","thunder"],
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["club",7,"sha","thunder"],
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["club",8,"sha","thunder"],
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["heart",8,"shan"],
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["heart",9,"shan"],
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["heart",11,"shan"],
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["heart",12,"shan"],
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["diamond",6,"shan"],
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["diamond",7,"shan"],
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["diamond",8,"shan"],
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["diamond",10,"shan"],
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["diamond",11,"shan"],
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["heart",5,"tao"],
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["heart",6,"tao"],
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["diamond",2,"tao"],
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["diamond",3,"tao"],
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["diamond",9,"jiu"],
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["spade",3,"jiu"],
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["spade",9,"jiu"],
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["club",3,"jiu"],
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["club",9,"jiu"],
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["diamond",13,"hualiu"],
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["club",1,"baiyin"],
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["spade",2,"tengjia",'fire'],
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["club",2,"tengjia",'fire'],
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["spade",2,"guding"],
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["diamond",2,"zhuque",'fire'],
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["heart",2,"huogong","fire"],
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["heart",3,"huogong","fire"],
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["diamond",12,"huogong","fire"],
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["spade",11,"tiesuo"],
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["spade",12,"tiesuo"],
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["club",10,"tiesuo"],
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["club",11,"tiesuo"],
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["club",12,"tiesuo"],
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["club",13,"tiesuo"],
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["heart",13,"wuxie"],
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["heart",13,"wuxie"],
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["spade",13,"wuxie"],
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["spade",10,"bingliang"],
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["club",4,"bingliang"],
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],
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}
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