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f67b684e2f
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157
character/ow.js
157
character/ow.js
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@ -11,9 +11,9 @@ character.ow={
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ow_yuanshi:['male','qun',3,['feiren','lianpo','zhanlong']],
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ow_chanyata:['male','qun',3,['xie','luan','sheng']],
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ow_dva:['female','qun',2,['jijia','tuijin','zihui','chongzhuang']],
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ow_mei:['female','shu',3,[]],
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// ow_heibaihe:['female','shu',3,[]],
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// ow_mei:['female','shu',3,[]],
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// ow_baolei:['female','shu',3,[]],
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// ow_ana:['female','shu',4,[]],
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// ow_maikelei:['male','shu',4,[]],
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@ -26,8 +26,78 @@ character.ow={
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// ow_zhaliya:['female','shu',4,[]],
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},
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skill:{
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chongzhuang:{
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trigger:{source:'damageEnd'},
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forced:true,
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filter:function(event,player){
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return player.storage.jijia<=0&&event.num>0;
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},
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popup:false,
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unique:true,
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content:function(){
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player.storage.jijia2+=trigger.num;
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if(player.storage.jijia2>=4){
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player.storage.jijia=4;
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player.storage.jijia2=0;
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player.markSkill('jijia');
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if(lib.config.skill_animation){
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player.logSkill('chongzhuang');
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player.$skill('重装')
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}
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}
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}
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},
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tuijin:{
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enable:'phaseUse',
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usable:1,
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unique:true,
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filter:function(event,player){
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if(!(player.storage.jijia>0)) return false;
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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) return true;
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}
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return false;
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},
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filterTarget:function(card,player,target){
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return target!=player&&get.distance(player,target)>1;
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},
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content:function(){
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player.storage.tuijin2=target;
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player.markSkillCharacter('tuijin2',target,'推进','与'+get.translation(target)+'的距离视为1,直到回合结束');
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player.addSkill('tuijin2');
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},
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ai:{
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order:11,
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result:{
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target:function(player,target){
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if(ai.get.attitude(player,target)<0){
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if(get.distance(player,target)>2) return -1.5;
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return -1;
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}
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return 0.3;
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}
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}
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}
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},
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tuijin2:{
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mod:{
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globalFrom:function(from,to){
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if(to==from.storage.tuijin2) return -Infinity;
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}
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},
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trigger:{player:'phaseEnd'},
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priority:-1,
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forced:true,
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popup:false,
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content:function(){
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player.unmarkSkill('tuijin2');
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player.removeSkill('tuijin2');
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delete player.storage.tuijin2;
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}
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},
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jijia:{
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mark:true,
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unique:true,
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init:function(player){
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player.storage.jijia=4;
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player.storage.jijia2=0;
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@ -60,6 +130,87 @@ character.ow={
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else{
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player.updateMarks();
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}
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},
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ai:{
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threaten:function(player,target){
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if(target.storage.jijia<=0) return 2;
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return 1;
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}
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}
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},
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zihui:{
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enable:'phaseUse',
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filter:function(event,player){
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return player.storage.jijia>0;
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},
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filterTarget:function(card,player,target){
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return target!=player&&get.distance(player,target)<=2;
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},
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unique:true,
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selectTarget:-1,
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skillAnimation:true,
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animationColor:'fire',
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line:'fire',
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content:function(){
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'step 0'
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target.chooseToDiscard(player.storage.jijia,'弃置'+get.cnNumber(player.storage.jijia)+'张牌,或受到2点火焰伤害').ai=function(card){
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if(target.hasSkillTag('nofire')) return 0;
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if(get.type(card)!='basic') return 11-ai.get.value(card);
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if(target.hp>4) return 7-ai.get.value(card);
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if(target.hp==4&&player.storage.jijia>=3) return 7-ai.get.value(card);
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if(target.hp==3&&player.storage.jijia>=4) return 7-ai.get.value(card);
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if(player.storage.hujia>1) return 8-ai.get.value(card);
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return 10-ai.get.value(card);
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};
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'step 1'
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if(!result.bool){
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target.damage(2,'fire');
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}
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if(target==targets[targets.length-1]){
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player.storage.jijia=0;
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player.unmarkSkill('jijia');
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}
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},
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ai:{
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order:2,
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result:{
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player:function(player){
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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(game.players[i]==player||game.players[i].hasSkillTag('nofire')||get.distance(player,game.players[i])>2) continue;
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var nh=game.players[i].num('h');
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var att=ai.get.attitude(player,game.players[i]);
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if(nh<player.storage.jijia){
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if(att<0){
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if(game.players[i].hp<=2){
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num+=2;
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}
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else{
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num+=1.5;
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}
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}
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else if(att>0){
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if(game.players[i].hp<=2){
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num-=2;
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}
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else{
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num-=1.5;
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}
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}
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}
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else if(nh==player.storage.jijia){
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if(att<0){
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num+=0.5;
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}
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else if(att>0){
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num-=0.5;
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}
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}
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}
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if(num>=2) return 1;
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return 0;
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}
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}
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}
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},
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xiandan:{
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@ -1192,11 +1343,11 @@ character.ow={
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jijia:'机甲',
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jijia_info:'锁定技,游戏开始时,你获得一个体力为4的机甲;你的手牌上限为你和机甲的体力之和;你受到的伤害由机甲承担',
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zihui:'自毁',
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zihui_info:'出牌阶段,你可以摧毁你的机甲,然后令所有其他角色选择一项:弃置数量等同你机甲体力值的牌,或受到2点火焰伤害',
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zihui_info:'出牌阶段,你可以令距离2以内的所有其他角色选择一项:弃置数量等同你机甲体力值的牌,或受到2点火焰伤害,并在结算完毕后摧毁你的机甲',
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tuijin:'推进',
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tuijin_info:'出牌阶段限一次,若你有机甲,你可以指定一名角色,本回合内视为与其距离为1',
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chongzhuang:'重装',
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chongzhuang_info:'若你没有机甲,在你回合结束或造成伤害时,你获得一个机甲标记;当你有4个机甲标记时,你立即重新获得机甲',
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chongzhuang_info:'在你失去机甲后,当你累计造成了4点伤害时,你重新获得机甲',
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shouge:'收割',
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shouge_info:'每当你杀死一名角色,你可以获得一张治疗波',
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tuji:'突击',
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@ -376,6 +376,9 @@ character.xianjian={
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player.logSkill('shuiyun5',trigger.player,'thunder');
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game.addVideo('storage',player,['shuiyun',get.cardsInfo(player.storage.shuiyun),'cards']);
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}
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else{
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event.finish();
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}
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"step 2"
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if(trigger.player!=player){
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game.delay();
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19
game/game.js
19
game/game.js
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@ -3338,15 +3338,6 @@
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game.saveConfig('layout','phone');
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}
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}
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if(lib.device&&window.devicePixelRatio>1&&document.documentElement.offsetWidth<960){
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game.documentZoom=document.documentElement.offsetWidth/960;
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game.deviceZoom=game.documentZoom;
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document.documentElement.style.zoom=game.documentZoom;
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}
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else{
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game.documentZoom=1;
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game.deviceZoom=1;
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}
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if(lib.config.extensions.length){
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window.resetExtension=function(){
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@ -3672,6 +3663,16 @@
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}
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});
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}
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if(lib.device&&window.devicePixelRatio>1&&document.documentElement.offsetWidth<900&&
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navigator.userAgent.toLowerCase().indexOf('crosswalk')==-1){
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game.documentZoom=document.documentElement.offsetWidth/960;
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game.deviceZoom=game.documentZoom;
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document.documentElement.style.zoom=game.documentZoom;
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}
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else{
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game.documentZoom=1;
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game.deviceZoom=1;
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}
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// if(lib.config.debug&&window.require){
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// window.require('remote').getCurrentWindow().openDevTools();
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// }
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@ -12,6 +12,7 @@ window.noname_update={
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'character/rank.js',
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'character/ow.js',
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'character/hearth.js',
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'character/xianjian.js',
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],
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'1.8.17.5':[],
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}
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