2015-04-29 03:25:17 +00:00
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character.zhuogui={
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character:{
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nianshou:['male','shu',4,['nianrui','qixiang']],
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mamian:['male','qun',4,['lianyu','guiji']],
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niutou:['male','shu',4,['manjia','xiaoshou'],['fullskin']],
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2015-06-10 09:10:24 +00:00
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baiwuchang:['male','qun',3,['qiangzheng','moukui']],
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2015-04-29 03:25:17 +00:00
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heiwuchang:['male','qun',3,['suoling','xixing']],
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},
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skill:{
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qixiang:{
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group:['qixiang1','qixiang2'],
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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=='lebu'&&card.name=='bingliang') return 0.8;
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}
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}
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}
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},
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qixiang1:{
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trigger:{player:'judge'},
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forced:true,
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filter:function(event,player){
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if(event.card){
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if(event.card.viewAs){
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return event.card.viewAs=='lebu';
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}
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else{
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return event.card.name=='lebu';
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}
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}
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},
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content:function(){
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player.addTempSkill('qixiang3','phaseJudgeAfter');
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}
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},
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qixiang2:{
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trigger:{player:'judge'},
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forced:true,
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filter:function(event,player){
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if(event.card){
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if(event.card.viewAs){
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return event.card.viewAs=='bingliang';
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}
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else{
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return event.card.name=='bingliang';
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}
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}
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},
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content:function(){
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player.addTempSkill('qixiang4','phaseJudgeAfter');
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}
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},
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qixiang3:{
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mod:{
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suit:function(card,suit){
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if(suit=='diamond') return 'heart';
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}
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}
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},
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qixiang4:{
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mod:{
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suit:function(card,suit){
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if(suit=='spade') return 'club';
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}
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}
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},
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nianrui:{
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trigger:{player:['phaseBegin','phaseEnd']},
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content:function(){
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"step 0"
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player.judge(function(card){
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return get.color(card)=='red'?1:0;
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});
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"step 1"
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if(result.bool){
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player.draw();
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}
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}
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},
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lianyu:{
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enable:'phaseUse',
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usable:1,
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filterCard:{color:'red'},
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check:function(card){return 6-ai.get.value(card)},
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filterTarget:true,
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selectTarget:-1,
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line:'fire',
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content:function(){
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target.damage('fire');
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},
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ai:{
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result:{
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player:function(card,player,target){
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var eff=0;
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for(var i=0;i<game.players.length;i++){
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if(!game.players[i].isOut()){
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num+=ai.get.damageEffect(game.players[i],player,player,'fire');
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}
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}
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return eff;
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}
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},
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expose:0.1
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}
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},
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manjia:{
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group:['manjia1','manjia2']
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},
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manjia1:{
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trigger:{target:'useCardToBefore'},
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forced:true,
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priority:6,
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filter:function(event,player){
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if(player.get('e','2')) return false;
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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(target.get('e','2')) return;
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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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manjia2:{
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trigger:{player:'damageBegin'},
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filter:function(event,player){
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if(player.get('e','2')) return false;
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if(event.nature=='fire') return true;
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},
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forced:true,
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check:function(){
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return false;
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},
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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(target.get('e','2')) return;
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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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xiaoshou:{
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trigger:{player:'phaseEnd'},
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filter:function(event,player){
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var players=game.players.slice(0);
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players.sort(function(a,b){
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return b.hp-a.hp;
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});
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return players[0].hp>players[1].hp&&players[0]!=player;
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},
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check:function(event,player){
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var players=game.players.slice(0);
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players.sort(function(a,b){
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return b.hp-a.hp;
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});
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return ai.get.damageEffect(players[0],player,player,'fire')>0;
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},
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prompt:function(){
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var players=game.players.slice(0);
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players.sort(function(a,b){
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return b.hp-a.hp;
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});
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return '枭首:是否对'+get.translation(players[0])+'造成一点火焰伤害?';
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},
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content:function(){
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var players=game.players.slice(0);
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players.sort(function(a,b){
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return b.hp-a.hp;
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});
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if(players[0].hp>players[1].hp&&players[0]!=player){
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players[0].damage('fire');
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player.line(players[0],'fire');
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}
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},
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ai:{
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expose:0.2
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}
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},
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guiji:{
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trigger:{player:'phaseJudgeBegin'},
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forced:true,
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content:function(){
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player.discard(player.get('j').randomGet());
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},
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filter:function(event ,player){
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return player.num('j')>0;
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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(get.type(card)=='delay'&&target.num('j')==0) return 0.1;
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}
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}
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}
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},
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qiangzheng:{
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trigger:{player:'phaseEnd'},
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direct:true,
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forced:true,
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filter:function(event,player){
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for(var i=0;i<game.players.length;i++){
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if(game.players[i]!=player&&game.players[i].num('h')) return true;
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}
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return false;
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},
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content:function(){
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"step 0"
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player.chooseTarget('获得一名角色的一张手牌',true,function(card,player,target){
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return player!=target&&target.num('h')>0;
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}).ai=function(target){
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return -ai.get.attitude(player,target);
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};
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"step 1"
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if(result.targets&&result.targets.length){
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player.logSkill('qiangzheng',result.targets);
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player.gain(result.targets[0].get('h').randomGet());
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result.targets[0].$give(1,player);
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game.delay();
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}
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}
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},
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suoling:{
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trigger:{player:'phaseEnd'},
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forced:true,
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2015-05-12 09:51:40 +00:00
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filter:function(event,player){
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if(player.isLinked()) return true;
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for(var i=0;i<game.players.length;i++){
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if(game.players[i]!=player&&!game.players[i].isLinked()){
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return true;
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}
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}
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return false;
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},
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2015-04-29 03:25:17 +00:00
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content:function(){
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"step 0"
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event.targets=game.players.slice(0);
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event.targets.remove(player);
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event.targets.sort(lib.sort.seat);
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if(player.isLinked()) player.link();
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"step 1"
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if(event.targets.length){
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var target=event.targets.shift();
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if(!target.isLinked()){
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target.link();
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}
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event.redo();
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}
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}
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},
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xixing:{
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enable:'phaseUse',
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usable:1,
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filterCard:function(card){
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var type=get.type(card);
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for(var i=0;i<ui.selected.cards.length;i++){
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if(get.type(ui.selected.cards[i])==type) return false;
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}
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return true;
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},
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selectCard:3,
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position:'he',
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filterTarget:function(card,player,target){
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return player!=target;
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},
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check:function(card){
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if(_status.event.player.hp==_status.event.player.maxHp){
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return 5-ai.get.value(card);
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}
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return 10-ai.get.value(card);
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},
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content:function(){
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"step 0"
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target.damage();
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"step 1"
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player.recover();
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},
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ai:{
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order:9.5,
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result:{
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target:function(player,target){
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return ai.get.damageEffect(target,player);
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}
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},
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expose:0.2
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}
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}
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},
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translate:{
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nianshou:'年兽',
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nianrui:'年瑞',
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qixiang:'祺祥',
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qixiang1:'祺祥',
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qixiang2:'祺祥',
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nianrui_info:'回合开始和结束阶段,你可以进行一次判定,若结果为红色则摸一张牌',
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qixiang_info:'乐不思蜀判定时,你的方块判定牌视为红桃;兵粮寸断判定时,你的黑桃判定牌视为草花',
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mamian:'马面',
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lianyu:'炼狱',
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lianyu_info:'出牌阶段限一次,你可以弃置一张红色手牌令场上所有角色受到一点火焰伤害',
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niutou:'牛头',
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manjia:'蛮甲',
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manjia1:'蛮甲',
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manjia2:'蛮甲',
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manjia_info:'锁定技,若你的装备区内没有防具牌,则你视为装备了[藤甲]',
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xiaoshou:'枭首',
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xiaoshou_info:'回合结束阶段,若场上体力值最多的角色只有一个,你可以对其造成一点火焰伤害',
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guiji:'诡计',
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guiji_info:'锁定技,准备阶段结束时,若你的判定区内有牌,你随机弃置其中一张牌',
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baiwuchang:'白无常',
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qiangzheng:'强征',
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qiangzheng_info:'锁定技,回合结束阶段,你获得一名其他角色的一张手牌',
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zuijiu:'醉酒',
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zuijiu_info:'锁定技,你的黑杀造成的伤害+1,造成伤害后须弃置一张手牌',
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heiwuchang:'黑无常',
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suoling:'索令',
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suoling_info:'锁定技,回合结束阶段,你解除横置状态,除你之外的所有角色进入横置状态',
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xixing:'吸星',
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xixing_info:'出牌阶段限一次,你可以弃置三张不同类别的牌,对一名其他角色造成一点伤害,然后回复一点体力',
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},
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}
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