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7aa7b9349c
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1bb96e5989
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@ -1681,6 +1681,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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var info=get.info(skills[i]);
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if(info&&info.ai&&info.ai.weather){
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target.removeSkill(skills[i]);
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game.log(target,'解除了','【'+get.translation(skills[i])+'】','的效果');
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}
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}
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}
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@ -1755,11 +1756,11 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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subtype:'spell_bronze',
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enable:true,
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filterTarget:function(card,player,target){
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return target.isMinHp()&&target.countCards('he');
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return target.isMinHp()&&target.countCards('h');
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},
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selectTarget:-1,
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content:function(){
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target.randomDiscard();
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target.randomDiscard('h');
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},
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ai:{
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basic:{
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@ -1795,14 +1796,30 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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selectTarget:-1,
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content:function(){
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var list=target.getEnemies();
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var equips=[];
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for(var i=0;i<list.length;i++){
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if(!list[i].countCards('e')){
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list.splice(i--,1);
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equips.addArray(list[i].getCards('e'));
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}
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equips=equips.randomGets(2);
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if(equips.length==2){
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var target1=get.owner(equips[0]);
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var target2=get.owner(equips[1]);
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if(target1==target2){
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target1.discard(equips);
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player.line(target1);
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}
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else{
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target1.discard(equips[0]).delay=false;
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target2.discard(equips[1]);
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player.line(target1);
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player.line(target2);
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}
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}
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var target=list.randomGet();
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player.line(target);
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target.randomDiscard('e',2);
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else if(equips.length){
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var target1=get.owner(equips[0]);
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target1.discard(equips[0]);
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player.line(target1);
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}
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},
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ai:{
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basic:{
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@ -2207,11 +2224,11 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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gw_ciguhanshuang_bg:'霜',
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gw_ciguhanshuang_info:'天气牌,出牌阶段对一名角色及其相邻角色使用,目标下个摸牌阶段摸牌数-1',
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gw_wenyi:'瘟疫',
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gw_wenyi_info:'令所有体力值为全场最少的角色随机弃置一张牌',
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gw_wenyi_info:'令所有体力值为全场最少的角色随机弃置一张手牌',
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gw_yanziyaoshui:'燕子药水',
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gw_yanziyaoshui_info:'令一名角色摸一张牌,若其手牌数为全场最少或之一,改为摸两张',
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gw_shanbengshu:'山崩术',
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gw_shanbengshu_info:'出牌阶段对自己使用,令一名随机敌方角色随机弃置两件装备',
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gw_shanbengshu_info:'出牌阶段对自己使用,随机弃置两件敌方角色场上的装备',
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gw_kunenfayin:'昆恩法印',
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gw_kunenfayin_info:'出牌阶段对一名角色使用,目标不能成为其他角色的普通锦囊牌的目标,持续3回合',
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},
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@ -752,18 +752,17 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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},
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gwjinyan:{
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trigger:{player:['damageBegin','loseHpBegin']},
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trigger:{player:['damageBefore']},
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forced:true,
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priority:-55,
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mark:true,
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filter:function(event,player){
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if(game.roundNumber%3==0) return false;
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return player.hp-event.num<2;
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return game.roundNumber%3!=0;
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},
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content:function(){
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trigger.num=Math.max(0,player.hp-2);
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trigger.untrigger();
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trigger.finish();
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},
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group:['gwjinyan_gain','gwjinyan_hp'],
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group:['gwjinyan_gain'],
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subSkill:{
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gain:{
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trigger:{player:'phaseBegin'},
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@ -777,21 +776,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player.gain(game.createCard(list.randomGet()),'gain2');
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}
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}
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},
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hp:{
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trigger:{global:'roundStart'},
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forced:true,
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filter:function(event,player){
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if(game.roundNumber%3==0) return false;
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return player.hp<2;
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},
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content:function(){
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player.hp=2;
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if(player.maxHp<player.hp){
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player.maxHp=player.hp;
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}
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player.update();
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}
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}
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},
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ai:{
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@ -799,11 +783,16 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(game.roundNumber%3==0) return 1.6;
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return 0.8;
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},
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nofire:true,
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nothunder:true,
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nodamage:true,
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skillTagFilter:function(){
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if(game.roundNumber%3==0) return false;
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},
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effect:{
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target:function(card,player,target){
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if(game.roundNumber%3==0) return;
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if(get.tag(card,'damage')||get.tag(card,'loseHp')){
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if(target.hp<=game.roundNumber%3) return 0;
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if(game.roundNumber%3!=0&&get.tag(card,'damage')){
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return [0,0];
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}
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}
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}
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@ -2214,7 +2203,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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lingji:'灵计',
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lingji_info:'出牌阶段限一次,你可以摸两张牌并弃置两张牌,若弃置的牌花色相同,你获得一张随机铜卡;若弃置的牌点数相同,你获得一张随机银卡',
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gwjinyan:'金焰',
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gwjinyan_info:'锁定技,准备阶段,若游戏轮数为3的倍数,你获得一张随机金卡;当游戏轮数不是3的倍数时,你的体力值不能少于2',
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gwjinyan_info:'锁定技,准备阶段,若游戏轮数为3的倍数,你获得一张随机金卡;当游戏轮数不是3的倍数时,你防止所有伤害',
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gwshenyu:'神愈',
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gwshenyu_info:'准备阶段,你可以令一名角色选择一项:回复一点体力,或从弃牌堆中获得一张非金法术牌(直到洗牌前该牌不能再以此法获得)',
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junchi:'骏驰',
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@ -38698,15 +38698,19 @@
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_status.mouseleft=false;
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_status.mousedragorigin=null;
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_status.dragstatuschanged=false;
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if(ui.arena){
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ui.canvas.width=ui.arena.offsetWidth;
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ui.canvas.height=ui.arena.offsetHeight;
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}
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if(tmpflag){
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ui.click[get.itemtype(tmpflag)].call(tmpflag);
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game.check();
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}
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// ui.updatehl();
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}
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if(ui.arena){
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ui.arena.classList.remove('dragging');
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}
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},
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mousemove:function(){
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if(!lib.config.hover_handcard&&this.parentNode&&this.parentNode.parentNode==ui.me){
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@ -39044,8 +39048,10 @@
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if(!lib.config.doubleclick_intro) return;
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if(this.parentNode.isUnseen(0)) return;
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if(!lib.character[this.parentNode.name]) return;
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if(!ui.menuContainer) return;
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var avatar=this;
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var player=this.parentNode;
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if(!game.players.contains(player)&&!game.dead.contains(player)) return;
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if(!this._doubleClicking){
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this._doubleClicking=true;
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setTimeout(function(){
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@ -39061,8 +39067,10 @@
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if(!lib.config.doubleclick_intro) return;
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if(this.parentNode.classList.contains('unseen2')) return;
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if(!lib.character[this.parentNode.name2]) return;
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if(!ui.menuContainer) return;
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var avatar=this;
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var player=this.parentNode;
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if(!game.players.contains(player)&&!game.dead.contains(player)) return;
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if(!this._doubleClicking){
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this._doubleClicking=true;
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setTimeout(function(){
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@ -3,6 +3,7 @@ window.noname_update={
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// update:'1.9.34',
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changeLog:[
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'bug修复',
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'双击头像显示资料'
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],
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files:[
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'game/game.js',
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@ -2145,6 +2145,10 @@ div:not(.handcards)>.card>.info>span,
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background-position: -4px -4px;
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background-repeat: no-repeat;
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}
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#arena:not(.chess) .player[data-position='0']>.equips>div>.image{
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background-size: 115%;
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}
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/*.equips>div:hover>.info{display: inline-block;
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animation:equip_hover 1s;
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-webkit-animation:equip_hover 1s;
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@ -1575,10 +1575,10 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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game.pause();
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var list=_status.mylist.slice(0);
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if(_status.double_character){
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event.dialog=ui.create.dialog('','hidden');
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event.dialog=ui.create.dialog('','hidden','forcebutton');
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}
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else{
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event.dialog=ui.create.dialog('','hidden');
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event.dialog=ui.create.dialog('','hidden','forcebutton');
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}
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var buttons=ui.create.div('.buttons',event.dialog.content);
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@ -104,3 +104,7 @@ body[data-background_color_music='blue'] #arena.mobile:not(.chess) .player[data-
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background: linear-gradient(#4b4b4b, #464646);
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box-shadow: rgba(0,0,0,0.6) 0 0 5px inset;
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}
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#arena:not(.chess) .player[data-position='0']>.equips>.equip5>.image{
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background-position: -6px -6px;
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}
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@ -29,3 +29,7 @@
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right: 3px;
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top: 3px;
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}
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#arena:not(.chess) .player[data-position='0']>.equips>.equip5>.image{
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background-position: -4px -4px;
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}
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@ -4,3 +4,17 @@
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background: url('../../music/wood3.png');
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background-size:auto;
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}
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#arena:not(.chess) .player[data-position='0']>.equips>.equip5>.image{
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background-position: -6px -6px;
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}
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#arena.mobile:not(.chess) .player[data-position='0']>.equips>.equip5 {
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border-radius: 100%;
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}
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#arena.mobile:not(.chess) .player[data-position='0']>.equips>.equip5>.name{
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display: none;
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}
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#arena.mobile:not(.chess) .player[data-position='0']>.equips>.equip5>.info{
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display: none;
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}
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@ -30,3 +30,7 @@
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right: 3px;
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top: 3px;
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}
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#arena:not(.chess) .player[data-position='0']>.equips>.equip5>.image{
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background-position: -4px -4px;
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}
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@ -30,3 +30,8 @@
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right: 3px;
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top: 3px;
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}
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#arena:not(.chess) .player[data-position='0']>.equips>.equip5>.image{
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background-position: -4px -4px;
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}
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@ -30,3 +30,7 @@
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right: 3px;
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top: 3px;
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}
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#arena:not(.chess) .player[data-position='0']>.equips>.equip5>.image{
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background-position: -4px -4px;
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}
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background: url('../../woodden/wood.jpg');
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background-size:auto;
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}
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#arena:not(.chess) .player[data-position='0']>.equips>.equip5>.image{
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background-position: -6px -6px;
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}
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#arena.mobile:not(.chess) .player[data-position='0']>.equips>.equip5 {
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border-radius: 100%;
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}
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#arena.mobile:not(.chess) .player[data-position='0']>.equips>.equip5>.name{
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display: none;
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}
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#arena.mobile:not(.chess) .player[data-position='0']>.equips>.equip5>.info{
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display: none;
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}
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@ -242,3 +242,7 @@ html{
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.menubg.charactercard>.ava>.avatar{
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box-shadow: rgba(0, 0, 0, 0.2) 0 0 0 1px, rgba(0, 0, 0, 0.3) 0 0 5px;
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}
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#arena:not(.chess) .player[data-position='0']>.equips>.equip5>.image{
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background-position: -6px -6px;
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}
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