v1.9.27
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b2b52f52df
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@ -836,7 +836,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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content:function(){
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content:function(){
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player.removeSkill('qianfu2');
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player.removeSkill('qianfu2');
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player.draw(3);
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player.draw(3);
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player.setAvatar('hs_selajin2','hs_selajin');
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player.setAvatar('hs_selajin','hs_selajin');
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}
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}
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}
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}
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}
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}
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@ -180,18 +180,26 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player.markSkill('guijin');
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player.markSkill('guijin');
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'step 1'
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'step 1'
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if(event.cards.length){
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if(event.cards.length){
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var more=false,remain=0,nomore=false;
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var more=false,remain=false,nomore=false;
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if(event.cards.length>=3){
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if(event.cards.length>=3){
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for(var i=0;i<event.cards.length;i++){
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for(var i=0;i<event.cards.length;i++){
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var value=get.value(event.cards[i],player,'raw');
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var value=get.value(event.cards[i],player,'raw');
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if(value>=8){
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if(value>=8){
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more=true;
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more=true;
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}
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}
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if(event.cards.length>=4&&value<=4){
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if(event.cards.length>=4&&value<6){
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remain=Math.min(remain,value);
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if(remain===false){
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remain=value;
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}
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else{
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remain=Math.min(remain,value);
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}
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}
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}
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}
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}
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}
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}
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if(remain===false){
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remain=0;
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}
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if(!more&&!game.hasPlayer(function(current){
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if(!more&&!game.hasPlayer(function(current){
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return get.attitude(player,current)<0&&!current.skipList.contains('phaseDraw');
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return get.attitude(player,current)<0&&!current.skipList.contains('phaseDraw');
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})){
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})){
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@ -604,11 +612,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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xiepan:{
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xiepan:{
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trigger:{player:'loseEnd'},
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trigger:{player:'loseEnd'},
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check:function(event,player){
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direct:true,
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return player.countCards('h',function(card){
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return get.value(card)<8;
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});
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},
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filter:function(event,player){
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filter:function(event,player){
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if(player.countCards('h',{type:'basic'})) return false;
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if(player.countCards('h',{type:'basic'})) return false;
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if(!player.countCards('h')) return false;
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if(!player.countCards('h')) return false;
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@ -619,12 +623,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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content:function(){
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content:function(){
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'step 0'
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'step 0'
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if(!player.isUnderControl(true)){
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player.chooseToDiscard('h',get.prompt('xiepan')).set('prompt2','弃置一张手牌并获一件随机装备').set('logSkill','xiepan').ai=function(card){
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player.showHandcards(player,'发动了【械磬】');
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return 8-ai.get.value(card);
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}
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};
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player.chooseToDiscard('h',true,'弃置一张手牌并获一件随机装备');
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'step 1'
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'step 1'
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player.gain(game.createCard(get.inpile('equip').randomGet()),'draw');
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if(result.bool){
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player.gain(game.createCard(get.inpile('equip').randomGet()),'draw');
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}
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},
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},
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},
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},
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yujia:{
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yujia:{
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@ -708,6 +713,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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filter:function(event,player){
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filter:function(event,player){
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return player.storage.yanshi==4;
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return player.storage.yanshi==4;
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},
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},
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intro:{
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content:'累计#个回合使用过机关牌'
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},
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content:function(){
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content:function(){
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'step 0'
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'step 0'
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player.awakenSkill('yanshi');
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player.awakenSkill('yanshi');
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@ -741,6 +749,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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silent:true,
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silent:true,
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content:function(){
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content:function(){
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player.storage.yanshi++;
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player.storage.yanshi++;
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if(player.hasSkill('yanshi')){
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player.markSkill('yanshi');
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player.updateMarks();
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}
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player.addTempSkill('yanshi2','phaseAfter');
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player.addTempSkill('yanshi2','phaseAfter');
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}
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}
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}
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}
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@ -3928,7 +3940,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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yujia:'御甲',
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yujia:'御甲',
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yujia_info:'每当你使用一张未强化的装备牌,你可以随机观看X张机关牌,并选择一张获得之,X为你本局使用过的机关牌数且至少为1',
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yujia_info:'每当你使用一张未强化的装备牌,你可以随机观看X张机关牌,并选择一张获得之,X为你本局使用过的机关牌数且至少为1',
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xiepan:'械磐',
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xiepan:'械磐',
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xiepan_info:'每当你失去最后一张基本牌,你可以展示并弃置一张手牌,然后获得一张随机装备牌',
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xiepan_info:'每当你失去最后一张基本牌,你可以弃置一张手牌,然后获得一张随机装备牌',
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yanshi:'偃师',
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yanshi:'偃师',
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yanshi_info:'觉醒技,结束阶段,若你累计有4个回合使用过机关牌,你增加一点体力和体力上限,然后用随机装备填满你的装备区',
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yanshi_info:'觉醒技,结束阶段,若你累计有4个回合使用过机关牌,你增加一点体力和体力上限,然后用随机装备填满你的装备区',
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ywuhun:'雾魂',
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ywuhun:'雾魂',
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@ -1,5 +1,5 @@
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window.noname_update={
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window.noname_update={
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version:'1.9.26.4',
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version:'1.9.27',
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update:'1.9.26',
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update:'1.9.26',
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changeLog:[
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changeLog:[
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'bug修复'
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'bug修复'
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