fix
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9a43095754
commit
007eaf0f1d
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@ -60,8 +60,8 @@ card.extra={
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if(lib.config.mode=='stone'&&!player.isMin()){
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if(player.getActCount()+1>=player.actcount) return false;
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}
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var shas=target.get('h','sha');
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if(player.num('h','sha')>1){
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var shas=player.get('h','sha');
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if(shas.length>1){
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if(player.num('e','zhuge')) return 0;
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if(player.skills.contains('paoxiao')) return 0;
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if(player.skills.contains('fengnu')) return 0;
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@ -10,6 +10,91 @@ character.extra={
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shen_lvbu:['male','qun',5,['baonu','wuqian','shenfen']],
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},
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skill:{
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qinyin:{
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audio:2,
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trigger:{player:'phaseDiscardEnd'},
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direct:true,
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filter:function(event,player){
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return event.cards&&event.cards.length>1
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},
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content:function(){
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"step 0"
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if(typeof event.count!='number'){
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// event.count=trigger.cards.length-1;
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event.count=1;
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}
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var recover=0,lose=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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if(game.players[i].hp<game.players[i].maxHp){
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if(ai.get.attitude(player,game.players[i])>0){
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if(game.players[i].hp<2){
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lose--;
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recover+=0.5;
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}
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lose--;
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recover++;
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}
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else if(ai.get.attitude(player,game.players[i])<0){
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if(game.players[i].hp<2){
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lose++;
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recover-=0.5;
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}
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lose++;
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recover--;
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}
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}
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else{
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if(ai.get.attitude(player,game.players[i])>0){
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lose--;
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}
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else if(ai.get.attitude(player,game.players[i])<0){
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lose++;
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}
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}
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}
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}
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var prompt='是否发动【琴音】(剩余'+get.cnNumber(event.count)+'次)';
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player.chooseControl('失去体力','回复体力','cancel',
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ui.create.dialog('是否发动【琴音】?','hidden')).ai=function(){
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// console.log(lose,recover);
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if(lose>recover&&lose>0) return 0;
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if(lose<recover&&recover>0) return 1;
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return 2;
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}
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"step 1"
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if(result.bool==false||result.control=='cancel'){
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event.finish();
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}
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else{
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player.logSkill('qinyin');
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event.bool=(result.control=='回复体力');
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event.num=0;
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event.players=game.players.slice(0);
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}
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"step 2"
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if(event.num<event.players.length){
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var target=event.players[event.num];
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if(event.bool){
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target.recover();
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}
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else{
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target.loseHp();
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}
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event.num++;
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event.redo();
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}
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"step 3"
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if(event.count>1){
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event.count--;
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event.goto(0);
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}
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},
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ai:{
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expose:0.1,
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threaten:2
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}
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},
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lianpo:{
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audio:true,
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trigger:{source:'dieAfter'},
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@ -970,6 +970,9 @@ character.mountain={
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var add=false;
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for(var j=0;j<lib.character[i][3].length;j++){
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var info=lib.skill[lib.character[i][3][j]];
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if(!info){
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continue;
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}
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if(info.gainable||!info.unique){
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add=true;break;
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}
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@ -2918,91 +2918,6 @@ character.swd={
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player.draw(2);
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},
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},
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qinyin:{
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audio:2,
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trigger:{player:'phaseDiscardEnd'},
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direct:true,
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filter:function(event,player){
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return event.cards&&event.cards.length>1
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},
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content:function(){
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"step 0"
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if(typeof event.count!='number'){
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// event.count=trigger.cards.length-1;
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event.count=1;
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}
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var recover=0,lose=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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if(game.players[i].hp<game.players[i].maxHp){
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if(ai.get.attitude(player,game.players[i])>0){
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if(game.players[i].hp<2){
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lose--;
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recover+=0.5;
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}
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lose--;
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recover++;
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}
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else if(ai.get.attitude(player,game.players[i])<0){
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if(game.players[i].hp<2){
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lose++;
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recover-=0.5;
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}
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lose++;
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recover--;
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}
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}
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else{
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if(ai.get.attitude(player,game.players[i])>0){
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lose--;
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}
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else if(ai.get.attitude(player,game.players[i])<0){
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lose++;
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}
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}
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}
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}
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var prompt='是否发动【琴音】(剩余'+get.cnNumber(event.count)+'次)';
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player.chooseControl('失去体力','回复体力','cancel',
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ui.create.dialog('是否发动【琴音】?','hidden')).ai=function(){
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// console.log(lose,recover);
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if(lose>recover&&lose>0) return 0;
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if(lose<recover&&recover>0) return 1;
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return 2;
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}
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"step 1"
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if(result.bool==false||result.control=='cancel'){
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event.finish();
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}
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else{
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player.logSkill('qinyin');
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event.bool=(result.control=='回复体力');
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event.num=0;
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event.players=game.players.slice(0);
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}
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"step 2"
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if(event.num<event.players.length){
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var target=event.players[event.num];
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if(event.bool){
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target.recover();
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}
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else{
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target.loseHp();
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}
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event.num++;
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event.redo();
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}
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"step 3"
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if(event.count>1){
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event.count--;
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event.goto(0);
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}
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},
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ai:{
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expose:0.1,
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threaten:2
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}
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},
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wangchen:{
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trigger:{player:'phaseDiscardEnd'},
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direct:true,
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@ -899,7 +899,7 @@ character.yijiang={
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target.draw();
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}
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else{
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player.discardPlayerCard(target,'he',true);
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target.discard(target.get('h').randomGet());
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}
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}
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},
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@ -5491,7 +5491,7 @@ character.yijiang={
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huaiyi:'怀异',
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huaiyi_info:'出牌阶段限一次,你可以展示所有手牌,若其中包含不止一种颜色,则你选择一种颜色并弃置该颜色的所有手牌,然后你可以获得至多X名角色的各一张牌(X为你以此法弃置的手牌数)。若你以此法获得的牌不少于两张,则你失去1点体力',
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yaoming:'邀名',
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yaoming_info:'每回合限一次,当你造成或受到伤害后,你可以选择一项:1. 弃置手牌数大于你的一名角色的一张牌;2. 令手牌数小于你的一名角色摸一张牌',
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yaoming_info:'每回合限一次,当你造成或受到伤害后,你可以选择一项:1. 弃置手牌数大于你的一名角色的一张手牌;2. 令手牌数小于你的一名角色摸一张牌',
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anguo:'安国',
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anguo_info:'出牌阶段限一次,你可以选择一名其他角色装备区里的一张牌,令其将此牌收回手牌。然后若该角色攻击范围内的角色数因此减少,则你摸一张牌',
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yanzhu:'宴诛',
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@ -364,7 +364,8 @@ mode.stone={
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}
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lib.card[name]={
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image:'character/'+i,
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stoneact:lib.character[i][5][0]
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stoneact:lib.character[i][5][0],
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career:lib.character[i][5][2]||null
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};
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for(j in lib.card.stonecharacter){
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lib.card[name][j]=lib.card.stonecharacter[j];
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