style: reformat card-events.ts with 2-space indentation
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@ -6,116 +6,125 @@ import { EffectData } from "@/samples/slay-the-spire-like/system/types";
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import getEffects from "../effect.csv";
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export function addCardEventTriggers(triggers: Triggers) {
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const effects = getEffects();
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const effects = getEffects();
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function findEffect(id: string): EffectData {
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const found = effects.find(e => e.id === id);
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if (found) return found;
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return { id, name: id, description: "", lifecycle: "instant" } as EffectData;
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}
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function findEffect(id: string): EffectData {
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const found = effects.find((e) => e.id === id);
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if (found) return found;
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return {
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id,
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name: id,
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description: "",
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lifecycle: "instant",
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} as EffectData;
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}
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// storm: give static card to player when storm enemy attacks
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triggers.onEnemyIntent.use(async (ctx, next) => {
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await next();
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// storm: give static card to player when storm enemy attacks
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triggers.onEnemyIntent.use(async (ctx, next) => {
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await next();
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const enemy = getCombatEntity(ctx.game.value, ctx.enemyId);
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if (!enemy || !enemy.isAlive) return;
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const storm = enemy.effects.storm?.stacks ?? 0;
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if (storm > 0) {
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for (let i = 0; i < storm; i++) {
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await triggers.onEffectApplied.execute(ctx.game, {
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effect: findEffect("static"),
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entityKey: "player",
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stacks: 1,
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sourceEntityKey: ctx.enemyId,
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});
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}
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}
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});
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// crossbow: replay other crossbows on same target
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triggers.onEffectApplied.use(async (ctx, next) => {
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await next();
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if (ctx.effect.id !== "crossbow" || !ctx.cardId || !ctx.targetId) return;
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const { cards, regions } = ctx.game.value.player.deck;
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const handIds = [...regions.hand.childIds];
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for (const id of handIds) {
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const card = cards[id];
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if (card && card.itemId === "crossbow" && id !== ctx.cardId) {
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await triggers.onCardPlayed.execute(ctx.game, {
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cardId: id,
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targetId: ctx.targetId,
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sourceEntityKey: "player",
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});
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}
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}
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});
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// burnForEnergy: consume adjacent item, gain energy when its card is played
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triggers.onCardPlayed.use(async (ctx, next) => {
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await next();
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const card = ctx.game.value.player.deck.cards[ctx.cardId];
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if (!card) return;
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const playedItemId = card.itemId;
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const adjacent = getAdjacentItems<GameItemMeta>(ctx.game.value.inventory, playedItemId);
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for (const [adjItemId] of adjacent) {
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const adjEffects = ctx.game.value.player.itemEffects[adjItemId];
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if (!adjEffects) continue;
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const burn = adjEffects.burnForEnergy;
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if (!burn || burn.stacks <= 0) continue;
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await ctx.game.produceAsync(draft => {
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const item = draft.inventory.items.get(adjItemId);
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if (item) {
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draft.inventory.items.delete(adjItemId);
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}
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draft.player.energy += burn.stacks;
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delete draft.player.itemEffects[adjItemId];
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});
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break;
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}
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});
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// sandwormKing: heal 10 hp when player discards fatigue
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triggers.onCardDiscarded.use(async (ctx, next) => {
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await next();
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const card = ctx.game.value.player.deck.cards[ctx.cardId];
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if (!card || card.cardData.id !== "fatigue") return;
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const sandwormKing = ctx.game.value.enemies.find(
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e => e.enemy.id === "沙虫王" && e.isAlive
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);
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if (!sandwormKing) return;
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await ctx.game.produceAsync(draft => {
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const king = draft.enemies.find(e => e.id === sandwormKing.id);
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if (king) {
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king.hp = Math.min(king.hp + 10, king.maxHp);
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}
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});
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});
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// vulture: give vultureEye when vulture deals damage
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triggers.onDamage.use(async (ctx, next) => {
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await next();
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const dealt = ctx.amount - (ctx.prevented ?? 0);
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if (dealt <= 0 || !ctx.sourceEntityKey) return;
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const attacker = getCombatEntity(ctx.game.value, ctx.sourceEntityKey);
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if (!attacker || !("enemy" in attacker) || attacker.enemy.id !== "秃鹫") return;
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const enemy = getCombatEntity(ctx.game.value, ctx.enemyId);
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if (!enemy || !enemy.isAlive) return;
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const storm = enemy.effects.storm?.stacks ?? 0;
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if (storm > 0) {
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for (let i = 0; i < storm; i++) {
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await triggers.onEffectApplied.execute(ctx.game, {
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effect: findEffect("vultureEye"),
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entityKey: "player",
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stacks: 1,
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sourceEntityKey: ctx.sourceEntityKey,
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effect: findEffect("static"),
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entityKey: "player",
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stacks: 1,
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sourceEntityKey: ctx.enemyId,
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});
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}
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}
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});
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// crossbow: replay other crossbows on same target
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triggers.onEffectApplied.use(async (ctx, next) => {
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await next();
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if (ctx.effect.id !== "crossbow" || !ctx.cardId || !ctx.targetId) return;
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const { cards, regions } = ctx.game.value.player.deck;
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const handIds = [...regions.hand.childIds];
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for (const id of handIds) {
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const card = cards[id];
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if (card && card.itemId === "crossbow" && id !== ctx.cardId) {
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await triggers.onCardPlayed.execute(ctx.game, {
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cardId: id,
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targetId: ctx.targetId,
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sourceEntityKey: "player",
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});
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}
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}
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});
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// burnForEnergy: consume adjacent item, gain energy when its card is played
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triggers.onCardPlayed.use(async (ctx, next) => {
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await next();
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const card = ctx.game.value.player.deck.cards[ctx.cardId];
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if (!card) return;
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const playedItemId = card.itemId;
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const adjacent = getAdjacentItems<GameItemMeta>(
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ctx.game.value.inventory,
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playedItemId,
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);
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for (const [adjItemId] of adjacent) {
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const adjEffects = ctx.game.value.player.itemEffects[adjItemId];
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if (!adjEffects) continue;
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const burn = adjEffects.burnForEnergy;
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if (!burn || burn.stacks <= 0) continue;
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await ctx.game.produceAsync((draft) => {
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const item = draft.inventory.items.get(adjItemId);
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if (item) {
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draft.inventory.items.delete(adjItemId);
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}
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draft.player.energy += burn.stacks;
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delete draft.player.itemEffects[adjItemId];
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});
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break;
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}
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});
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// sandwormKing: heal 10 hp when player discards fatigue
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triggers.onCardDiscarded.use(async (ctx, next) => {
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await next();
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const card = ctx.game.value.player.deck.cards[ctx.cardId];
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if (!card || card.cardData.id !== "fatigue") return;
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const sandwormKing = ctx.game.value.enemies.find(
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(e) => e.enemy.id === "沙虫王" && e.isAlive,
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);
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if (!sandwormKing) return;
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await ctx.game.produceAsync((draft) => {
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const king = draft.enemies.find((e) => e.id === sandwormKing.id);
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if (king) {
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king.hp = Math.min(king.hp + 10, king.maxHp);
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}
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});
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});
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// vulture: give vultureEye when vulture deals damage
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triggers.onDamage.use(async (ctx, next) => {
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await next();
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const dealt = ctx.amount - (ctx.prevented ?? 0);
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if (dealt <= 0 || !ctx.sourceEntityKey) return;
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const attacker = getCombatEntity(ctx.game.value, ctx.sourceEntityKey);
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if (!attacker || !("enemy" in attacker) || attacker.enemy.id !== "秃鹫")
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return;
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await triggers.onEffectApplied.execute(ctx.game, {
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effect: findEffect("vultureEye"),
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entityKey: "player",
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stacks: 1,
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sourceEntityKey: ctx.sourceEntityKey,
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});
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});
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}
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