This commit is contained in:
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5a4c15848c
commit
2101d0b36b
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@ -226,7 +226,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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content:function(){
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content:function(){
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target.$gain2(cards);
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target.$gain2(cards);
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target.storage.mapodoufu=card;
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target.storage.mapodoufu=card;
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target.storage.mapodoufu_markcount=3;
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target.storage.mapodoufu_markcount=2;
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target.addSkill('mapodoufu');
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target.addSkill('mapodoufu');
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},
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},
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ai:{
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ai:{
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@ -1034,7 +1034,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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nopop:true,
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nopop:true,
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intro:{
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intro:{
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content:function(storage,player){
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content:function(storage,player){
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return '你受到杀造成的伤害时有50%的机率令伤害-1(剩余'+player.storage.gudonggeng_markcount+'回合)'
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return '当你下一次受到杀造成的伤害时,令伤害-1(剩余'+player.storage.gudonggeng_markcount+'回合)'
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}
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}
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},
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},
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content:function(){
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content:function(){
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@ -1053,11 +1053,14 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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damage:{
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damage:{
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trigger:{player:'damageBegin'},
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trigger:{player:'damageBegin'},
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filter:function(event,player){
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filter:function(event,player){
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return event.card&&event.card.name=='sha'&&event.num>0&&Math.random()<0.5;
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return event.card&&event.card.name=='sha'&&event.num>0;
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},
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},
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forced:true,
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forced:true,
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content:function(){
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content:function(){
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trigger.num--;
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trigger.num--;
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delete player.storage.gudonggeng;
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delete player.storage.gudonggeng_markcount;
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player.removeSkill('gudonggeng');
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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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@ -1226,14 +1229,10 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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nopop:true,
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nopop:true,
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intro:{
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intro:{
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content:function(storage,player){
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content:function(storage,player){
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return '结束阶段有,你50%机率摸一张牌(剩余'+player.storage.tanhuadong_markcount+'回合)'
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return '出牌阶段结束时,你摸一张牌(剩余'+player.storage.tanhuadong_markcount+'回合)'
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}
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}
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},
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},
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content:function(){
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content:function(){
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if(Math.random()<0.5){
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player.logSkill('tanhuadong');
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player.draw();
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}
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player.storage.tanhuadong_markcount--;
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player.storage.tanhuadong_markcount--;
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if(player.storage.tanhuadong_markcount==0){
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if(player.storage.tanhuadong_markcount==0){
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delete player.storage.tanhuadong;
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delete player.storage.tanhuadong;
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@ -1243,6 +1242,16 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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else{
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else{
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player.updateMarks();
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player.updateMarks();
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}
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}
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},
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group:'tanhuadong_draw',
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subSkill:{
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draw:{
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trigger:{player:'phaseUseEnd'},
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forced:true,
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content:function(){
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player.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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},
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mapodoufu:{
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mapodoufu:{
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@ -1253,11 +1262,10 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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nopop:true,
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nopop:true,
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intro:{
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intro:{
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content:function(storage,player){
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content:function(storage,player){
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return '结束阶段,你有65%的机率弃置一名随机敌人的一张随机牌(剩余'+player.storage.mapodoufu_markcount+'回合)'
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return '结束阶段,你随机弃置一名随机敌人的一张随机牌(剩余'+player.storage.mapodoufu_markcount+'回合)'
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}
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}
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},
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},
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content:function(){
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content:function(){
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if(Math.random()<0.65){
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var list=player.getEnemies();
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var list=player.getEnemies();
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for(var i=0;i<list.length;i++){
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for(var i=0;i<list.length;i++){
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if(!list[i].countCards('he')){
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if(!list[i].countCards('he')){
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@ -1270,7 +1278,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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target.discard(target.getCards('he').randomGet());
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target.discard(target.getCards('he').randomGet());
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target.addExpose(0.2);
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target.addExpose(0.2);
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}
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}
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}
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player.storage.mapodoufu_markcount--;
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player.storage.mapodoufu_markcount--;
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if(player.storage.mapodoufu_markcount==0){
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if(player.storage.mapodoufu_markcount==0){
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delete player.storage.mapodoufu;
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delete player.storage.mapodoufu;
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@ -1580,7 +1588,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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chunbing:'春饼',
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chunbing:'春饼',
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chunbing_info:'你的手牌上限+1,持续五回合',
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chunbing_info:'你的手牌上限+1,持续五回合',
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gudonggeng:'骨董羹',
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gudonggeng:'骨董羹',
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gudonggeng_info:'你受到杀造成的伤害时有50%的机率令伤害-1,持续三回合',
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gudonggeng_info:'当你下一次受到杀造成的伤害时,令伤害-1,持续三回合',
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yougeng:'酉羹',
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yougeng:'酉羹',
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yougeng_info:'准备阶段,若你的体力值为全场最少或之一,你回复一点体力,持续两回合',
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yougeng_info:'准备阶段,若你的体力值为全场最少或之一,你回复一点体力,持续两回合',
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liyutang:'鲤鱼汤',
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liyutang:'鲤鱼汤',
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@ -1590,7 +1598,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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xiajiao:'虾饺',
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xiajiao:'虾饺',
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xiajiao_info:'你在摸牌阶段额外摸一张牌,并在摸牌阶段时弃置一张牌,持续三回合',
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xiajiao_info:'你在摸牌阶段额外摸一张牌,并在摸牌阶段时弃置一张牌,持续三回合',
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tanhuadong:'昙花冻',
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tanhuadong:'昙花冻',
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tanhuadong_info:'结束阶段,你有50%的机率摸一张牌,持续三回合',
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tanhuadong_info:'出牌阶段结束时,你摸一张牌,持续三回合',
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qingtuan:'青团',
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qingtuan:'青团',
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qingtuan_info:'你在回合内使用首张杀时摸一张牌,持续两回合',
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qingtuan_info:'你在回合内使用首张杀时摸一张牌,持续两回合',
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luyugeng:'鲈鱼羹',
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luyugeng:'鲈鱼羹',
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@ -1600,7 +1608,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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molicha:'茉莉茶',
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molicha:'茉莉茶',
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molicha_info:'弃置判定区内的所有牌;你不能成为过河拆桥或延时锦囊牌的目标,持续五回合',
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molicha_info:'弃置判定区内的所有牌;你不能成为过河拆桥或延时锦囊牌的目标,持续五回合',
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mapodoufu:'麻婆豆腐',
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mapodoufu:'麻婆豆腐',
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mapodoufu_info:'结束阶段,你有65%的机率弃置一名随机敌人的一张随机牌,持续三回合',
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mapodoufu_info:'结束阶段,你弃置一名随机敌人的一张随机牌,持续两回合',
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},
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},
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list:[
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list:[
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['spade',2,'tanhuadong'],
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['spade',2,'tanhuadong'],
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@ -861,12 +861,14 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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es2.push(game.createCard(list.randomGet()));
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es2.push(game.createCard(list.randomGet()));
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}
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}
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if(es2.length){
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if(es2.length){
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event.delay=true;
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player.$draw(es2);
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player.$draw(es2);
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for(var i=0;i<es2.length;i++){
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for(var i=0;i<es2.length;i++){
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player.equip(es2[i]);
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player.equip(es2[i]);
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}
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}
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}
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}
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'step 3'
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'step 3'
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if(event.delay) game.delay();
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player.addTempSkill('qianxing',{player:'phaseBegin'});
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player.addTempSkill('qianxing',{player:'phaseBegin'});
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},
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},
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contentAfter:function(){
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contentAfter:function(){
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@ -1816,6 +1818,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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skill:{
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skill:{
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gw_kunenfayin:{
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gw_kunenfayin:{
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mark:true,
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mark:true,
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nopop:true,
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intro:{
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intro:{
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content:'不能成为其他角色的普通锦囊牌的目标(剩余#回合)'
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content:'不能成为其他角色的普通锦囊牌的目标(剩余#回合)'
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},
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},
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},
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},
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trigger:{player:'phaseEnd'},
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trigger:{player:'phaseEnd'},
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forced:true,
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forced:true,
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nopop:true,
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content:function(){
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content:function(){
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player.randomDiscard();
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player.randomDiscard();
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player.storage.gw_nuhaifengbao--;
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player.storage.gw_nuhaifengbao--;
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@ -1971,6 +1975,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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trigger:{global:'phaseEnd'},
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trigger:{global:'phaseEnd'},
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forced:true,
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forced:true,
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mark:true,
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mark:true,
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nopop:true,
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process:function(player){
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process:function(player){
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if(player.hasSkill('gw_dieyi')){
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if(player.hasSkill('gw_dieyi')){
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player.storage.gw_dieyi++;
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player.storage.gw_dieyi++;
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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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if(typeof player.storage.gwjieyin_round=='number'){
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if(typeof player.storage.gwjieyin_round=='number'){
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if((game.roundNumber-player.storage.gwjieyin_round)%2==0){
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var num=game.roundNumber-player.storage.gwjieyin_round;
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if(num&&num%2==0){
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player.storage.gwjieyin.length=0;
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player.storage.gwjieyin.length=0;
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player.storage.gwjieyin_round=game.roundNumber;
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}
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}
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}
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}
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else{
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else{
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10
game/game.js
10
game/game.js
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if(num==undefined) return 0;
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if(num==undefined) return 0;
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return num;
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return num;
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},
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},
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getStockSkills:function(unowned){
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getStockSkills:function(unowned,unique){
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var list=[];
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var list=[];
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if(lib.character[this.name]&&!this.isUnseen(0)){
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if(lib.character[this.name]&&!this.isUnseen(0)){
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list.addArray(lib.character[this.name][3]);
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list.addArray(lib.character[this.name][3]);
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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(!unique){
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for(var i=0;i<list.length;i++){
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var info=lib.skill[list[i]];
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if(!info||info.unique||info.temp||info.sub){
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list.splice(i--,1);
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}
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}
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}
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return list;
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return list;
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},
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},
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getCards:function(arg1,arg2){
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getCards:function(arg1,arg2){
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@ -14,6 +14,7 @@ window.noname_update={
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// 'card/*',
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// 'card/*',
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'card/gwent.js',
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'card/gwent.js',
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'card/swd.js',
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'card/swd.js',
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'card/gujian.js',
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// 'character/*',
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// 'character/*',
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'character/hearth.js',
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'character/hearth.js',
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'character/extra.js',
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'character/extra.js',
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