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@ -4482,26 +4482,18 @@ character.hearth={
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forced:true,
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unique:true,
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content:function(){
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var rand=['tuteng2','tuteng4','tuteng5','tuteng6','tuteng7','tuteng8'];
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if(player.storage.s_tuteng){
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var rand2=player.storage.s_tuteng;
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for(var i=0;i<3;i++){
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rand.remove(rand2[i]);
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var rand=['tuteng1','tuteng2','tuteng3','tuteng4','tuteng5','tuteng6','tuteng7','tuteng8'];
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var rand2=[];
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for(var i=0;i<rand.length;i++){
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if(player.skills.contains(rand[i])){
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rand2.push(rand[i]);
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rand.splice(i--,1);
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}
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player.removeSkill(rand2.randomRemove());
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var totem=rand.randomGet();
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rand2.push(totem);
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player.addSkill(totem);
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}
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else{
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for(var i=0;i<3;i++){
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rand.randomRemove();
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}
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for(var i=0;i<3;i++){
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player.addSkill(rand[i]);
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}
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player.storage.s_tuteng=rand;
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if(rand2.length>=3){
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player.removeSkill(rand2.randomGet());
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}
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player.addSkill(rand.randomGet('tuteng1','tuteng3'));
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},
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ai:{
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threaten:2
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@ -4718,15 +4710,12 @@ character.hearth={
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mark:'image',
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nopop:true,
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intro:{
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content:'每当你造成一点伤害,你摸一张牌'
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},
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filter:function(event){
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return event.num>0;
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content:'每当你造成一次伤害,你摸一张牌'
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},
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trigger:{source:'damageAfter'},
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forced:true,
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content:function(){
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player.draw(trigger.num);
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player.draw();
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}
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},
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tuteng3:{
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@ -5419,49 +5408,49 @@ character.hearth={
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noname:true,
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fullimage:true,
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type:'hstuteng',
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// derivation:'hs_sthrall'
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derivation:'hs_sthrall'
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},
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tuteng2:{
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noname:true,
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fullimage:true,
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type:'hstuteng',
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// derivation:'hs_sthrall'
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derivation:'hs_sthrall'
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},
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tuteng3:{
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noname:true,
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fullimage:true,
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type:'hstuteng',
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// derivation:'hs_sthrall'
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derivation:'hs_sthrall'
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},
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tuteng4:{
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noname:true,
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fullimage:true,
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type:'hstuteng',
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// derivation:'hs_sthrall'
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derivation:'hs_sthrall'
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},
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tuteng5:{
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noname:true,
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fullimage:true,
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type:'hstuteng',
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// derivation:'hs_sthrall'
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derivation:'hs_sthrall'
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},
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tuteng6:{
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noname:true,
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fullimage:true,
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type:'hstuteng',
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// derivation:'hs_sthrall'
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derivation:'hs_sthrall'
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},
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tuteng7:{
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noname:true,
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fullimage:true,
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type:'hstuteng',
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// derivation:'hs_sthrall'
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derivation:'hs_sthrall'
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},
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tuteng8:{
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noname:true,
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fullimage:true,
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type:'hstuteng',
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// derivation:'hs_sthrall'
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derivation:'hs_sthrall'
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},
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},
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translate:{
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@ -5761,7 +5750,7 @@ character.hearth={
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chongsheng_bg:'生',
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chongsheng_info:'濒死阶段,你可弃置所有牌,将体力回复至2-X,并摸X张牌,X为你本局发动此技能的次数。每局最多发动2次',
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s_tuteng:'神谕',
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s_tuteng_info:'在你首个准备阶段,你获得三个随机图腾;在此后的每个准备阶段,你随机替换其中的一个图腾',
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s_tuteng_info:'锁定技,准备阶段,你随机获得一个图腾,若你已有至少3个图腾,则改为随机替换一个图腾',
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guozai:'过载',
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guozai2:'过载',
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guozai2_bg:'载',
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@ -5844,7 +5833,7 @@ character.hearth={
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tuteng1:'治疗图腾',
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tuteng1_info:'结束阶段,你回复一点体力',
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tuteng2:'灼热图腾',
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tuteng2_info:'每当你造成一点伤害,你摸一张牌',
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tuteng2_info:'每当你造成一次伤害,你摸一张牌',
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tuteng3:'石爪图腾',
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tuteng3_info:'你受到的伤害-1',
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tuteng4:'空气之怒图腾',
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@ -2386,7 +2386,7 @@ character.ow={
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}
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},
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yuedong:{
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trigger:{player:'phaseEnd'},
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trigger:{player:'phaseUseEnd'},
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direct:true,
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content:function(){
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'step 0'
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@ -2400,7 +2400,17 @@ character.ow={
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if(player.storage.yuedong_recover){
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return ai.get.recoverEffect(target,player,player);
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}
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return ai.get.attitude(player,target)/Math.sqrt(2+target.num('h'));
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var att=ai.get.attitude(player,target)/Math.sqrt(2+target.num('h'));
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if(player==target){
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var num2=player.needsToDiscard(num);
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if(num2>1) return att/5;
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if(num2==1){
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if(num>1) return att/3;
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return att/4;
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}
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return att;
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}
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return att;
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});
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'step 1'
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if(result.bool){
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@ -3004,7 +3014,7 @@ character.ow={
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huoyu:'火雨',
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huoyu_info:'限定技,出牌阶段,你可以弃置两张红色牌,视为使用两张炽羽袭',
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yuedong:'乐动',
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yuedong_info:'结束阶段,你可以令一名角色摸一张牌',
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yuedong_info:'出牌阶段结束时,你可以令一名角色摸一张牌',
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kuoyin:'扩音',
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kuoyin_info:'出牌阶段,你可以弃置一张牌令本回合乐动的目标数改为3,或弃置两张牌令本回合乐动的摸牌量改为2',
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huhuan:'互换',
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