终突:米米 芬妮 阿兰娜
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@ -1208,7 +1208,9 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
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"rollcard": 0,
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"rollcard": 0,
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"FFWF": 0,
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"FFWF": 0,
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"Trident": 0,
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"Trident": 0,
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"DreamlinerModel": 0
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"DreamlinerModel": 0,
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"totalCost": 0,
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"eventTimes": 0
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},
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},
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"followers": [],
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"followers": [],
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"steps": 0,
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"steps": 0,
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@ -11609,6 +11609,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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return
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return
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},
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},
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PotentialTime: [],
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PotentialTime: [],
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PotentialText: "" //潜能激发文本描述
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/*潜能激发效果时机:
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/*潜能激发效果时机:
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* drawCard为抽牌后
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* drawCard为抽牌后
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* cardAfter为出牌后
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* cardAfter为出牌后
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@ -11620,7 +11621,6 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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* 可以存在多个时机
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* 可以存在多个时机
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* 如果一个角色没有潜能激发,直接return
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* 如果一个角色没有潜能激发,直接return
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* */
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* */
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PotentialText: "" //潜能激发文本描述
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}
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}
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Character.米米 = {
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Character.米米 = {
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name: "米米",
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name: "米米",
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@ -11703,7 +11703,30 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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}
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}
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}
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}
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},
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},
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PassiveTime: ["cardAfter"]
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PassiveTime: ["cardAfter"],
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Potential: function () {
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/* 累计 Cost,如果总 Cost 大于 triggerCost 抽取卡牌 */
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const triggerCost = 60;
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if (flags.totalCost >= triggerCost) {
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// 抽取筹码
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flags.totalCost -= triggerCost;
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core.drawToken();
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}
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return
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},
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PotentialTime: ["cardAfter"],
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PotentialText: "每累计打出 60 Cost 的卡牌获得一个筹码" //潜能激发文本描述
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/*潜能激发效果时机:
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* drawCard为抽牌后
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* cardAfter为出牌后
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* Active为使用主动技能后
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* Event为事件卡触发后(约等于每层楼触发一次)
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* afterBattle为战后
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* firstArrive为首次抵达新楼层
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* 特别提醒:战斗过程中实现的潜能激发不能写时机,需要自己去战斗脚本根据角色和潜能开关编写代码
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* 可以存在多个时机
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* 如果一个角色没有潜能激发,直接return
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* */
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}
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}
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Character.帕露南 = {
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Character.帕露南 = {
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name: "帕露南",
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name: "帕露南",
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@ -11784,7 +11807,12 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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core.setShopVisited("shop4", true)
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core.setShopVisited("shop4", true)
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}
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}
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},
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},
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PassiveTime: []
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PassiveTime: [],
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Potential: function () {
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return
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},
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PotentialTime: [],
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PotentialText: "" //潜能激发文本描述
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}
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}
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Character.芬妮 = {
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Character.芬妮 = {
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name: "芬妮",
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name: "芬妮",
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@ -11852,7 +11880,17 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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Passive: function () {
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Passive: function () {
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flags.star.level++
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flags.star.level++
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},
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},
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PassiveTime: ["Event"]
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PassiveTime: ["Event"],
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Potential: function () {
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const triggerEventTimes = 10;
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if (++flags.eventTimes === 10) {
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flags.eventTimes = 0;
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hero.ActiveCD = 0;
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}
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return
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},
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PotentialTime: ["Event"],
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PotentialText: "触发 10 次事件卡之后,重置主动技能 CD" //潜能激发文本描述
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}
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}
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Character.阿兰娜 = {
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Character.阿兰娜 = {
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name: "阿兰娜",
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name: "阿兰娜",
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@ -11914,11 +11952,45 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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hero.ActiveCD = hero.ActiveSkillCD
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hero.ActiveCD = hero.ActiveSkillCD
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core.drawTip("看不见我看不见我")
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core.drawTip("看不见我看不见我")
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core.playSound("Alana.mp3")
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core.playSound("Alana.mp3")
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core.afterSkill()
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if (flags.Potential) {
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core.plugin.Character.阿兰娜.Potential()
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} else {
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core.afterSkill()
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}
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},
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},
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PassiveSkill: `战后若未受到伤害,\\i[def]+\\i[stars],若受到伤害则失去伤害值的\\i[def]\n通过此技能获得的\\i[def]最高为80倍\\i[stars],最低为0`,
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PassiveSkill: `战后若未受到伤害,\\i[def]+\\i[stars],若受到伤害则失去伤害值的\\i[def]\n通过此技能获得的\\i[def]最高为80倍\\i[stars],最低为0`,
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Passive: function () {},
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Passive: function () {},
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PassiveTime: []
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PassiveTime: [],
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Potential: function () {
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let enemys = []
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const floorId = core.status.floorId
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for (let i = 0; i < 13; i++) {
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for (let j = 0; j < 13; j++) {
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if (core.getBlockCls(i, j) === "enemys") enemys.push([i, j])
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}
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}
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let todo = []
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enemys.forEach(v => {
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const id = core.getBlockId(v[0], v[1])
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const z = core.material.enemys[id]
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if (core.getEnemyInfo(id, void 0, v[0], v[1]).def <= hero.def + flags.CharacterDEF) {
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if (flags.CharacterDEF < 80 * flags.ratio) flags.CharacterDEF = Math.min(flags.CharacterDEF + flags.ratio, 80 * flags.ratio)
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let money = core.getEnemyInfo(id, void 0, v[0], v[1]).money
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if (core.hasItem('BankcardU2')) money *= 2; // 银行卡-用不完
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if (core.hasItem('coin')) money *= 2; // 幸运金币
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core.status.hero.money += money;
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core.push(todo, z.afterBattle);
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core.push(todo, core.floors[floorId].afterBattle[v[0] + "," + v[1]])
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delete((flags.enemyOnPoint || {})[core.status.floorId] || {})[v[0] + "," + v[1]];
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core.removeBlock(v[0], v[1]);
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}
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})
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if (todo.length > 0) core.insertAction(todo, void 0, void 0, core.afterSkill);
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else core.afterSkill()
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return
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},
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PotentialTime: [],
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PotentialText: "主动技能新增效果:本楼层中防御小于等于角色防御的怪物将被斩杀" //潜能激发文本描述
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}
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}
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Character.小町 = {
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Character.小町 = {
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name: "小町",
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name: "小町",
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@ -14345,7 +14417,10 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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core.unlockControl()
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core.unlockControl()
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}
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}
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cardcostdown(cost) { //出牌费用计算
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cardcostdown(cost) { //出牌费用计算
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if (flags.MapStatus?.Choose === "Souri") return
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flags.totalCost += cost;
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if (flags.MapStatus?.Choose === "Souri") {
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return
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}
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const k = flags.komachiskill ?? 0
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const k = flags.komachiskill ?? 0
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let c = core.hasItem("AncientStaff2") ? Math.max(0, cost - 1) : cost
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let c = core.hasItem("AncientStaff2") ? Math.max(0, cost - 1) : cost
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if (k > c) flags.komachiskill = (flags.komachiskill ?? 0) - c
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if (k > c) flags.komachiskill = (flags.komachiskill ?? 0) - c
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@ -14353,7 +14428,10 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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delete flags.komachiskill
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delete flags.komachiskill
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c -= k
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c -= k
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hero.cost -= c
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hero.cost -= c
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}
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}
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if (hero.name === "Z3000") {
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if (hero.name === "Z3000") {
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hero.ActiveCD -= c
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hero.ActiveCD -= c
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if (hero.ActiveCD < 0) hero.ActiveCD = 0
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if (hero.ActiveCD < 0) hero.ActiveCD = 0
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@ -14440,7 +14518,10 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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//角色技能处理
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//角色技能处理
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const Character = core.plugin.Character[hero.name]
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const Character = core.plugin.Character[hero.name]
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if (Character && Character.PassiveTime.includes("cardAfter")) {
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if (Character && Character.PassiveTime.includes("cardAfter")) {
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Character.Passive()
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Character.Passive();
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}
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if (Character && Character.PotentialTime.includes("cardAfter") && flags.Potential) {
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Character.Potential();
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}
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}
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core.updateStatusBar()
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core.updateStatusBar()
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core.plugin.card.close()
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core.plugin.card.close()
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@ -15108,7 +15189,10 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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afterEvent(inAction) {
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afterEvent(inAction) {
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const Character = core.plugin.Character[hero.name]
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const Character = core.plugin.Character[hero.name]
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if (Character && Character.PassiveTime.includes("Event")) {
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if (Character && Character.PassiveTime.includes("Event")) {
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Character.Passive()
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Character.Passive();
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}
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if (Character && Character.PotentialTime.includes("Event") && flags.Potential) {
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Character.Potential();
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}
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}
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core.updateStatusBar()
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core.updateStatusBar()
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if (!inAction) core.closePanel()
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if (!inAction) core.closePanel()
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