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@ -182,9 +182,10 @@ character.gujian={
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player.chooseButton(dialog).ai=function(button){
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var name=button.link[2];
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var taoyuan=0,nanman=0;
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for(var i=0;i<game.players.length;i++){
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var eff1=ai.get.effect(game.players[i],{name:'taoyuan'},player,player);
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var eff2=ai.get.effect(game.players[i],{name:'nanman'},player,player);
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var players=game.filterPlayer();
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for(var i=0;i<players.length;i++){
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var eff1=ai.get.effect(players[i],{name:'taoyuan'},player,player);
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var eff2=ai.get.effect(players[i],{name:'nanman'},player,player);
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if(eff1>0){
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taoyuan++;
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}
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@ -216,12 +217,9 @@ character.gujian={
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var info=lib.card[name];
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var card={name:name};
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if(info.selectTarget==-1){
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var targets=[];
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for(var i=0;i<game.players.length;i++){
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if(lib.filter.filterTarget(card,player,game.players[i])){
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targets.push(game.players[i]);
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}
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}
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var targets=game.filterPlayer(function(current){
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return lib.filter.filterTarget(card,player,current);
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});
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if(targets.length){
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targets.sort(lib.sort.seat);
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player.useCard(card,targets);
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@ -359,24 +357,18 @@ character.gujian={
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trigger:{player:'useCard'},
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filter:function(event,player){
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if(event.card.name!='sha') return false;
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for(var i=0;i<game.players.length;i++){
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if(event.targets.contains(game.players[i])==false&&game.players[i]!=player&&
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lib.filter.targetEnabled(event.card,player,game.players[i])){
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return true;
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}
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}
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return false;
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return game.hasPlayer(function(){
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return (event.targets.contains(current)==false&¤t!=player&&
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lib.filter.targetEnabled(event.card,player,current))
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});
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},
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direct:true,
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content:function(){
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'step 0'
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var list=[];
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for(var i=0;i<game.players.length;i++){
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if(trigger.targets.contains(game.players[i])==false&&game.players[i]!=player&&
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lib.filter.targetEnabled(trigger.card,player,game.players[i])){
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list.push(game.players[i]);
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}
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}
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var list=game.filterPlayer(function(current){
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return (trigger.targets.contains(current)==false&¤t!=player&&
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lib.filter.targetEnabled(trigger.card,player,current))
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});
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event.list=list;
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'step 1'
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if(event.list.length){
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@ -619,24 +611,16 @@ character.gujian={
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popup:false,
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filter:function(event,player){
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if(event.card.name!='sha') return false;
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for(var i=0;i<game.players.length;i++){
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if(event.targets.contains(game.players[i])==false&&
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game.players[i]!=player&&
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lib.filter.targetEnabled(event.card,player,game.players[i])){
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return true;
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}
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}
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return false;
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return game.hasPlayer(function(current){
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return (event.targets.contains(current)==false&¤t!=player&&
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lib.filter.targetEnabled(event.card,player,current))
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});
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},
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content:function(){
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var list=[];
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for(var i=0;i<game.players.length;i++){
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if(trigger.targets.contains(game.players[i])==false&&
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game.players[i]!=player&&
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lib.filter.targetEnabled(trigger.card,player,game.players[i])){
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list.push(game.players[i]);
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}
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}
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var list=game.filterPlayer(function(current){
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return (trigger.targets.contains(current)==false&¤t!=player&&
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lib.filter.targetEnabled(trigger.card,player,current))
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});
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if(list.length){
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event.target=list.randomGet();
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player.line(event.target,'green');
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@ -1176,21 +1160,16 @@ character.gujian={
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if(event.targets.length!=1) return false;
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if(!player.num('he')) return false;
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var target=event.targets[0];
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for(var i=0;i<game.players.length;i++){
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if(player!=game.players[i]&&target!=game.players[i]&&get.distance(target,game.players[i])<=1){
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return true;
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}
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}
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return false;
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return game.hasPlayer(function(current){
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return player!=current&&target!=current&&get.distance(target,current)<=1;
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});
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},
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content:function(){
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"step 0"
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event.targets=[];
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for(var i=0;i<game.players.length;i++){
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if(player!=game.players[i]&&trigger.targets[0]!=game.players[i]&&get.distance(trigger.targets[0],game.players[i])<=1){
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event.targets.push(game.players[i]);
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}
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}
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event.targets=game.filterPlayer(function(current){
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var target=trigger.targets[0];
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return player!=current&&target!=current&&get.distance(target,current)<=1;
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});
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var num=0;
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for(var i=0;i<event.targets.length;i++){
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num+=ai.get.effect(event.targets[i],{name:'sha'},player,player);
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@ -1373,12 +1352,9 @@ character.gujian={
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}
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else{
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player.removeSkill('yangming2');
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var num=0
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for(var i=0;i<game.players.length;i++){
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if(get.distance(player,game.players[i])<=1&&game.players[i].hp<game.players[i].maxHp){
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num++;
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}
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}
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var num=game.countPlayer(function(current){
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return get.distance(player,current)<=1&¤t.isDamaged();
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});
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if(num==0){
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event.finish();
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}
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