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@ -81,7 +81,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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hs_enzoth:['male','qun',4,['mengye']],
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hs_enzoth:['male','qun',4,['mengye']],
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hs_walian:['male','shu',4,['wzhanyi']],
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hs_walian:['male','shu',4,['wzhanyi']],
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hs_pengpeng:['male','qun',4,['yindan']],
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hs_pengpeng:['male','qun',4,['yindan']],
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// hs_yashaji:['male','wei',3,[]],
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hs_yashaji:['male','qun',4,['ysjqisha']],
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// hs_wolazi:['male','wei',3,[]],
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// hs_wolazi:['male','wei',3,[]],
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hs_tanghangu:['male','shu',5,['zhongji']],
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hs_tanghangu:['male','shu',5,['zhongji']],
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@ -193,6 +193,146 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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hs_malfurion:['hs_malorne'],
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hs_malfurion:['hs_malorne'],
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},
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},
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skill:{
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skill:{
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ysjqisha:{
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trigger:{source:'damageEnd',player:'damageEnd'},
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forced:true,
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filter:function(event,player){
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return (event.source!=player&&event.source.isIn())||(event.player!=player&&event.player.isIn());
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},
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content:function(){
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var target=trigger.source;
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if(target==player){
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target=trigger.player;
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}
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var list=['ju','kuang','nu','yi','wang','hen','ao'];
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for(var i=0;i<list.length;i++){
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list[i]='ysjqisha_'+list[i];
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if(target.hasSkillTag(list[i])){
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list.splice(i--,1);
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}
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}
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if(list.length){
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target.addTempSkill(list.randomGet(),{player:'phaseAfter'});
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}
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},
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ai:{
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threaten:0.8,
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maixie_fake:true,
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},
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subSkill:{
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ju:{
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mark:true,
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intro:{
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content:'锁定技,每当你使用一张牌,需弃置一张牌'
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},
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trigger:{player:'useCard'},
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forced:true,
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filter:function(event,player){
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return player.countCards('he')>0;
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},
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content:function(){
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game.delay(0.5);
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player.chooseToDiscard(true,'he');
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}
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},
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kuang:{
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mark:true,
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intro:{
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content:'锁定技,每当你使用一张牌指定惟一目标,有50%的机率指定错误的目标'
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},
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trigger:{player:'useCard'},
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forced:true,
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filter:function(event,player){
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return event.getRand()<0.5&&event.targets&&event.targets.length==1&&game.hasPlayer(function(current){
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return current!=event.targets[0]&&lib.filter.targetEnabled2(event.card,player,current);
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});
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},
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content:function(){
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'step 0'
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game.delay();
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'step 1'
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var list=game.filterPlayer(function(current){
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return current!=trigger.targets[0]&&lib.filter.targetEnabled2(trigger.card,player,current);
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});
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if(list.length){
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var target=list.randomGet();
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trigger.targets[0]=target;
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player.line(target,'green');
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}
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}
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},
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nu:{
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mark:true,
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intro:{
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content:'锁定技,你使用的卡牌造成的伤害+1;每当你使用一张牌,有65%的机率失效'
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},
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forced:true,
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trigger:{source:'damageBegin',player:'useCardToBefore'},
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filter:function(event,player){
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if(event.name=='damage') return event.notLink()&&(event.card?true:false);
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var info=get.info(event.card);
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if(info.multitarget&&event.targets&&event.targets.contains(player)) return false;
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return event.getRand()<0.65;
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},
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content:function(){
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if(trigger.name=='damage'){
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trigger.num++;
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}
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else{
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trigger.untrigger();
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trigger.finish();
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}
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}
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},
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yi:{
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mark:true,
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intro:{
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content:'锁定技,你不能成为非敌方角色的卡牌目标'
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},
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mod:{
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targetEnabled:function(card,player,target){
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if(!player.getEnemies().contains(target)) return false;
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}
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}
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},
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wang:{
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mark:true,
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intro:{
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content:'锁定技,你的摸牌数始终-1'
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},
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trigger:{player:'drawBegin'},
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forced:true,
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content:function(){
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trigger.num--;
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}
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},
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hen:{
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mark:true,
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intro:{
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content:'锁定技,每当一名敌方角色回复一点体力,你失去一点体力'
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},
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trigger:{global:'recoverAfter'},
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forced:true,
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filter:function(event,player){
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return player.getEnemies().contains(event.player);
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},
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content:function(){
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player.loseHp();
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}
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},
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ao:{
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mark:true,
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intro:{
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content:'锁定技,你的手牌上限-2'
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},
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mod:{
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maxHandcard:function(player,num){
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return num-2;
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}
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}
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},
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}
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},
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yindan:{
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yindan:{
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enable:'phaseUse',
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enable:'phaseUse',
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filterCard:{suit:'spade'},
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filterCard:{suit:'spade'},
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@ -7393,7 +7533,15 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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hs_manyututeng:'蛮鱼图腾',
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hs_manyututeng:'蛮鱼图腾',
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hs_tgolem:'图腾魔像',
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hs_tgolem:'图腾魔像',
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ysjqisha:'七煞',
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ysjqisha_ju:'惧之煞',
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ysjqisha_kuang:'狂之煞',
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ysjqisha_nu:'怒之煞',
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ysjqisha_yi:'疑之煞',
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ysjqisha_wang:'惘之煞',
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ysjqisha_hen:'恨之煞',
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ysjqisha_ao:'傲之煞',
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ysjqisha_info:'锁定技,每当你造成或受到伤害,你令对方随机获得一种消极状态直到下一回合结束',
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zhaochao:'招潮',
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zhaochao:'招潮',
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zhaochao_info:'锁定技,结束阶段,你视为对一名随机敌人使用一张杀;若此杀被闪避,你视为对另一名随机敌人使用一张杀',
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zhaochao_info:'锁定技,结束阶段,你视为对一名随机敌人使用一张杀;若此杀被闪避,你视为对另一名随机敌人使用一张杀',
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hllingxi:'灵息',
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hllingxi:'灵息',
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10
game/game.js
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},
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},
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getTrigger:function(){
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getTrigger:function(){
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return this.getParent()._trigger;
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return this.getParent()._trigger;
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},
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getRand:function(){
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if(!this.rand) this.rand=Math.random();
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return this.rand;
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},
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},
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backup:function(skill){
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backup:function(skill){
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this._backup={
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this._backup={
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@ -25769,7 +25773,7 @@
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lib.translate[i+'_'+j]=info.subSkill[j].name;
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lib.translate[i+'_'+j]=info.subSkill[j].name;
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}
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}
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else{
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else{
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lib.translate[i+'_'+j]=lib.translate[i];
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lib.translate[i+'_'+j]=lib.translate[i+'_'+j]||lib.translate[i];
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}
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}
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if(info.subSkill[j].description){
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if(info.subSkill[j].description){
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lib.translate[i+'_'+j+'_info']=info.subSkill[j].description;
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lib.translate[i+'_'+j+'_info']=info.subSkill[j].description;
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@ -42239,7 +42243,9 @@
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else if(nature=='thunder'){
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else if(nature=='thunder'){
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name='thunderdamage';
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name='thunderdamage';
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}
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}
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return get.effect(target,{name:name},player,viewer);
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var eff=get.effect(target,{name:name},player,viewer);
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if(eff>0&&target.hujia>0) return 0;
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return eff;
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},
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},
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recoverEffect:function(target,player,viewer){
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recoverEffect:function(target,player,viewer){
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if(target.hp==target.maxHp) return 0;
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if(target.hp==target.maxHp) return 0;
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@ -1631,10 +1631,10 @@ div:not(.handcards)>.card>.info>span,
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background: none !important;
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background: none !important;
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/*box-shadow: none;*/
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/*box-shadow: none;*/
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left: auto;
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left: auto;
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right: 2px;
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right: 3px;
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top: 2px;
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top: 3px;
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font-family: 'huangcao';
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font-family: 'huangcao';
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font-size: 20px;
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/*font-size: 20px;*/
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}
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}
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.button.newstyle>.name{
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.button.newstyle>.name{
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top: 8px;
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top: 8px;
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