🎨 PVE文件夹重构,根据BOSS文件进行分包
📝 新增术樱包武将
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import { lib, game, ui, get, ai, _status } from "../../../../noname.js";
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import tianshuConfig from "../../tianshu/config.js";
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import zhuoguiquxie from "./sets/zhuoguiquxie/dynamicTranslate.js";
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import qingqingzijin from "./sets/qingqingzijin/dynamicTranslate.js";
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import tianshu from "./sets/tianshu/dynamicTranslate.js";
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import mergeBossModules from "./merge.js";
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const getTianshuDifficulty = () => {
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return _status[tianshuConfig.settings.difficultyStatusKey] || "normal";
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};
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const dynamicTranslates = {
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//黑白无常
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mizui_shuying(player, skill) {
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const num = getTianshuDifficulty() == "normal" ? 1 : 2
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return `锁定技,你的伤害牌造成伤害后,你随机弃置受伤角色的${num}张牌。`
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},
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qiangzheng_shuying(player, skill) {
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let num = 2;
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if (getTianshuDifficulty() == "hard") num = 4;
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if (getTianshuDifficulty() == "nightmare") num = 6;
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return `锁定技,敌方角色的结束阶段,若其手牌数小于${num},你获得其所有手牌。`
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},
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xixing_shuying(player, skill) {
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const difficulty = getTianshuDifficulty();
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if (difficulty == "nightmare") {
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return "锁定技,准备阶段,你对每名敌方角色各造成2点雷电伤害,然后你回复等量体力";
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}
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return "锁定技,准备阶段,随机对敌方体力最多的一名角色造成2点雷电伤害,然后你回复等量体力。";
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},
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//鱼鳃
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guixi_shuying(player, skill) {
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const num = getTianshuDifficulty() == "nightmare" ? 2 : 1
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return `锁定技,当你受到伤害后,你进行一次判定,若结果为红色,你回复1点体力;若结果不为红色,你摸${num}张牌。`;
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},
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//黄蜂
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mingchong_shuying(player, skill) {
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if (getTianshuDifficulty() == "nightmare") {
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return "锁定技,你死亡时,杀死你的角色弃置所有牌。"
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}
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return "锁定技,你死亡时,杀死你的角色随机弃置一半的牌。"
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},
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duzhen_shuyingg(player, skill) {
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if (getTianshuDifficulty() == "nightmare") {
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return "锁定技,你使用牌指定单一敌方角色为目标后,该角色随机弃置1张牌(优先装备区的牌)。"
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}
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return "锁定技,你使用牌指定单一敌方角色为目标后,该角色随机弃置2张牌(优先装备区的牌)。"
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},
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//日夜游神
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mingchong_shuying(player, skill) {
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const num = getTianshuDifficulty() == "normal" ? 1 : 2
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return `出牌阶段限一次,你可以展示一名敌方角色的手牌,并弃置其中至多两张牌。然后你可以弃置一张与该角色弃置牌牌名相同的牌,对其造成${num}点伤害。`
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},
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yezhong_shuying(player, skill) {
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let num = 1;
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if (getTianshuDifficulty() == "hard") num = 2;
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if (getTianshuDifficulty() == "nightmare") num = 3;
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return `锁定技,结束阶段,你进行一次判定并获得判定牌,若次牌为黑色,每名敌方角色随机弃${num}张手牌。`
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},
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zhoucha_shuying(player, skill) {
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let num = 1;
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if (getTianshuDifficulty() == "hard") num = 2;
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if (getTianshuDifficulty() == "nightmare") num = 3;
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return `锁定技,准备阶段,你进行一次判定并获得判定牌,若此牌为红色,你本回合使用【杀】的次数+${num}。`
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},
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//曹操
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lingba_shuying(player, skill) {
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const num = getTianshuDifficulty() == "nightmare" ? 2 : 1
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return `锁定技,你的回合开始时,若你手牌数为全场最多,则对一名随机敌人造成${num}点伤害。若你手牌数大于等于你体力值的两倍,则改为对所有敌人造成伤害。`
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},
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yishen_shuying(player, skill) {
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const difficulty = getTianshuDifficulty();
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if (difficulty == "nightmare") {
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return "当你回复体力时,可以改为获得所有敌人各一张随机装备。";
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}
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return "当你回复体力时,可以改为获得一名随机敌方角色一张随机装备。";
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},
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//司马懿
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yuanlv_shuying(player, skill) {
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const difficulty = getTianshuDifficulty();
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if (difficulty == "nightmare") {
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return "当你使用锦囊牌对敌方角色造成伤害时,你可以防止该伤害,改为摸一张牌且该敌方角色对你造成过1点伤害。";
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}
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return "当你使用锦囊牌对敌方角色造成伤害时,你可以防止该伤害,改为摸一张牌且该敌方角色对你造成1点伤害。";
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},
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//吕布
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wushuang_shuying(player, skill) {
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const num = getTianshuDifficulty() == "nightmare" ? 2 : 1
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return `锁定技。①你使用的【杀】需两张【闪】才能抵消;与你进行【决斗】的角色每次需要打出两张【杀】。②每回合限${num}次,当你使用【杀】或【决斗】造成伤害时,若受伤角色没有使用或打出过【杀】或【闪】响应此牌,则此伤害+1。`;
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},
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shenij_shuying(player, skill) {
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const difficulty = getTianshuDifficulty();
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let card = 2;
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let sha = 1;
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let target = 1;
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if (difficulty == "hard") {
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card = 3;
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sha = 2;
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} else if (difficulty == "nightmare") {
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card = 4;
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sha = 2;
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target = 2;
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}
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return `判定阶段,你可以弃置两张手牌,然后弃置你判定区里的牌;摸牌阶段,你多摸${card}张牌;出牌阶段,你可以多使用${sha}张【杀】,你的【杀】可以多指定${target}名角色为目标。`;
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},
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zhanjia_shuying(player, skill) {
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const num = getTianshuDifficulty() == "nightmare" ? 3 : 2
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return `锁定技,每回合限一次,当你受到大于2点的伤害时,将此伤害减至2点,然后摸${num}张牌。`
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},
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//董卓
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baonue_shuying(player, skill) {
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let num = 3;
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if (getTianshuDifficulty() == "hard") num = 4;
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if (getTianshuDifficulty() == "nightmare") num = 5;
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return `锁定技,回合开始时,你摸X张牌并对至多X名角色造成1点伤害,然后你失去1点体力。X为你已损失体力且最大为${num}。`
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},
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//水神共工
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tuanliu_shuying(player, skill) {
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let hp = 2;
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let card = 4;
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let damage = 1;
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if (getTianshuDifficulty() == "nightmare") {
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hp = 3;
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card = 6;
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}
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return `锁定技,结束阶段,若本回合进入弃牌堆的卡牌数量:大于4,你回复${hp}点体力;大于5,你摸${card}张牌;大于9,你对所有敌方角色造成${damage}点伤害。`
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},
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//少昊
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baiyi_shuying(player, skill) {
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let num = 1;
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const difficulty = getTianshuDifficulty();
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if (difficulty == "hard") {
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num = 2;
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} else if (difficulty == "nightmare") {
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num = 3;
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}
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return `锁定技,每名敌方角色的回合开始时,若当前轮数小于3,你随机获得其${num}张牌;若当前轮数小于5,对其造成${num}点雷电伤害;若当前轮数小于7,其随机弃置${num}张牌。`;
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},
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//玄女
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xuanlie_shuying(player, skill) {
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const difficulty = getTianshuDifficulty();
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const num = difficulty == "normal" ? 1 : 2;
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return `锁定技,回合结束时,对所有本回合你获得过其牌的敌方角色依次造成${num}点伤害。`;
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},
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jiutian_shuying(player, skill) {
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const difficulty = getTianshuDifficulty();
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const num = difficulty == "normal" ? 1 : 2;
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const extra =
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difficulty == "normal" || difficulty == "hard"
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? ""
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: "若这些牌包含4种花色,这些角色再额外失去1点体力。";
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return `锁定技,准备阶段,你获得所有敌方角色各${num}张手牌。若你以此法获得的牌包含2种颜色,则对所有你以此法获得其牌的敌方角色造成1点伤害。${extra}`;
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},
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xinji_shuying(player, skill) {
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const difficulty = getTianshuDifficulty();
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const num = difficulty == "nightmare" ? 2 : 1;
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return `锁定技,当友方于回合外因弃置而失去手牌时,你对当前角色造成${num}点伤害。`
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},
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zhiri_shuying(player, skill) {
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let num = 1;
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const difficulty = getTianshuDifficulty();
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if (difficulty == "hard") {
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num = 2;
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} else if (difficulty == "nightmare") {
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num = 3;
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}
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return `锁定技,当敌方角色使用红色锦囊牌指定目标后,你摸${num}张牌。`
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},
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};
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// 汇总存在动态描述的主题技能;无动态描述的主题不需要空模块占位。
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const dynamicTranslates = mergeBossModules("动态翻译", [
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["捉鬼驱邪", zhuoguiquxie],
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["青青子衿", qingqingzijin],
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["天书乱斗", tianshu],
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]);
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export default dynamicTranslates;
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