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11
card/swd.js
11
card/swd.js
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@ -581,6 +581,9 @@ card.swd={
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if(!player.hasSkill('xuanyuan')&&player.hp<=2){
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player.discard(card);
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}
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else{
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player.changeHujia();
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}
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},
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ai:{
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equipValue:9
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@ -2819,6 +2822,7 @@ card.swd={
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},
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content:function(){
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trigger.num++;
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trigger._xuanyuanjian=true;
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if(!trigger.nature) trigger.nature='thunder';
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}
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},
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@ -2826,12 +2830,11 @@ card.swd={
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trigger:{source:'damageAfter'},
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forced:true,
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popup:false,
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filter:function(event){
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return event.notLink();
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filter:function(event,player){
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return event._xuanyuanjian&&!player.hasSkill('xuanyuan');
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},
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content:function(){
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player.loseHp();
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player.draw();
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}
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},
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pangufu:{
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@ -4887,7 +4890,7 @@ card.swd={
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shouna:'收纳',
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shouna_info:'出牌阶段限一次,你可以弃置一张手牌,并将一名其他角色的一张手牌置入炼妖壶',
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donghuangzhong_info:'回合结束阶段,你可以弃置一张手牌,并选择一名角色将一张随机单体延时锦囊置入其判定区',
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xuanyuanjian_info:'锁定技,每当你即将造成一次伤害,你令此伤害加一并变为雷属性,此伤害结算后,你流失一点体力并摸一张牌。任何时候,若你体力值不超过2,则立即失去轩辕剑',
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xuanyuanjian_info:'装备时获得一点护甲;每当你即将造成一次伤害,你令此伤害加一并变为雷属性,并在伤害结算后流失一点体力。任何时候,若你体力值不超过2,则立即失去轩辕剑',
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pangufu_info:'锁定技,每当你造成一次伤害,受伤角色须弃置一张牌',
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haotianta_info:'锁定技,任意一名角色进行判定前,你观看牌堆顶的3张牌,并选择一张作为判定结果,此结果不可被更改,也不能触发技能。每回合最多发动一次',
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shennongding_info:'出牌阶段,你可以弃置两张手牌,然后回复一点体力。每阶段限一次',
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@ -1839,6 +1839,10 @@ character.ow={
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init:function(player){
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player.storage.zhanlong=false;
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},
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check:function(event,player){
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if(player.num('j','lebu')) return false;
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return true;
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},
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filter:function(event,player){
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if(player.storage.zhanlong) return false;
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if(player.num('he')==0) return false;
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@ -2479,7 +2479,35 @@ character.swd={
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},
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}
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},
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xuanyuan:{},
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xuanyuan:{
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trigger:{global:'discardAfter'},
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filter:function(event,player){
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if(event.player==player) return false;
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for(var i=0;i<event.cards.length;i++){
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if(event.cards[i].name=='xuanyuanjian'&&get.position(event.cards[i])=='d'){
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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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frequent:true,
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content:function(){
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"step 0"
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if(trigger.delay==false) game.delay();
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"step 1"
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var cards=[];
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for(var i=0;i<trigger.cards.length;i++){
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if(event.cards[i].name=='xuanyuanjian'&&get.position(trigger.cards[i])=='d'){
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cards.push(trigger.cards[i]);
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}
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}
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if(cards.length){
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player.gain(cards);
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player.$gain2(cards);
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game.log(player,'发动','【轩辕】',',获得了',cards);
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}
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},
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},
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jilve:{
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enable:'phaseUse',
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group:'jilve6',
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@ -6008,7 +6008,7 @@ character.yijiang={
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if(cards.length){
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player.gain(cards);
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player.$gain2(cards);
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game.log(player,'发动落英,获得了',cards);
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game.log(player,'发动','【落英】',',获得了',cards);
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}
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},
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},
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@ -1,5 +1,5 @@
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window.noname_update={
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version:'1.9.6.4',
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version:'1.9.6.5',
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update:'1.9.6.4',
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changeLog:[
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'bug修复',
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@ -9,20 +9,20 @@ window.noname_update={
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// 'game/package.js',
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// 'game/asset.js',
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// 'card/hearth.js',
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// 'card/swd.js',
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'card/swd.js',
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// 'card/sp.js',
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// 'card/guozhan.js',
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// 'character/rank.js',
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// 'character/ow.js',
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// 'character/extra.js',
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'character/ow.js',
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// 'character/hearth.js',
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// 'character/sp.js',
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// 'character/xianjian.js',
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// 'character/refresh.js',
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// 'character/shenhua.js',
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// 'character/swd.js',
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// 'character/sp.js',
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// 'character/xianjian.js',
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'character/swd.js',
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// 'character/yxs.js',
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// 'character/yijiang.js',
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// 'character/extra.js',
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'character/yijiang.js',
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// 'mode/boss.js',
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// 'mode/versus.js',
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// 'mode/guozhan.js',
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