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@ -645,29 +645,31 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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vanish:true,
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vanish:true,
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enable:true,
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enable:true,
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filterTarget:function(card,player,target){
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filterTarget:function(card,player,target){
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return target!=player&&target.countCards('e')>0;
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return target!=player&&target.countCards('h')>0;
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},
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},
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content:function(){
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content:function(){
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var cards=target.getCards('e');
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'step 0'
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target.gain(cards,'draw2');
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var cards=target.getCards('h');
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target.draw(cards.length);
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target.lose(cards,ui.special);
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target.storage.gw_youer=cards;
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target.addSkill('gw_youer');
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'step 1'
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player.draw();
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},
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},
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ai:{
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ai:{
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basic:{
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basic:{
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order:6,
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order:10,
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value:7,
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value:7,
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useful:[3,1],
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useful:[3,1],
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},
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},
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result:{
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result:{
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target:function(player,target){
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target:function(player,target){
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var num=target.countCards('e');
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if(target.hasSkillTag('noh')) return 3;
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if(target.hasSkillTag('noe')){
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var num=-Math.sqrt(target.countCards('h'));
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num*=1.5;
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if(player.hasSha()&&player.canUse('sha',target)){
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num-=2;
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}
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}
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if(target==_status.currentPhase){
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return num;
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num*=1.2;
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}
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return num/1.5;
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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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@ -787,6 +789,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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var list=[];
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var list=[];
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for(var i in lib.card){
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for(var i in lib.card){
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if(lib.card[i].mode&&lib.card[i].mode.contains(lib.config.mode)==false) continue;
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if(lib.card[i].mode&&lib.card[i].mode.contains(lib.config.mode)==false) continue;
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if(lib.card[i].vanish) continue;
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if(lib.card[i].type=='delay') list.push([cards[0].suit,cards[0].number,i]);
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if(lib.card[i].type=='delay') list.push([cards[0].suit,cards[0].number,i]);
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}
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}
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var dialog=ui.create.dialog('卜天术',[list,'vcard']);
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var dialog=ui.create.dialog('卜天术',[list,'vcard']);
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@ -970,7 +973,6 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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var nongwu2=game.hasPlayer(function(current){
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var nongwu2=game.hasPlayer(function(current){
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return get.attitude(player,current)<0&&get.attitude(player,current.getNext())<0&&get.attitude(player,current.getPrevious())<0;
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return get.attitude(player,current)<0&&get.attitude(player,current.getNext())<0&&get.attitude(player,current.getPrevious())<0;
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});
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});
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console.log(baoxue2,baoxue,baoxue3,aozu2,aozu,aozu3,nongwu2,nongwu);
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player.chooseButton(dialog,true,function(button){
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player.chooseButton(dialog,true,function(button){
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var name=button.link[2];
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var name=button.link[2];
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switch(name){
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switch(name){
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@ -1007,7 +1009,6 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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'step 1'
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'step 1'
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var fakecard=game.createCard(result.links[0][2]);
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var fakecard=game.createCard(result.links[0][2]);
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event.fakecard=fakecard;
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event.fakecard=fakecard;
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console.log(fakecard);
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if(get.info(fakecard).notarget){
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if(get.info(fakecard).notarget){
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player.useCard(fakecard);
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player.useCard(fakecard);
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event.finish();
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event.finish();
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@ -1330,6 +1331,31 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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}
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}
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},
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},
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skill:{
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skill:{
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gw_youer:{
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trigger:{global:['phaseEnd','dieBegin']},
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forced:true,
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audio:false,
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mark:true,
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intro:{
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content:'cards'
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},
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content:function(){
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if(player.storage.gw_youer){
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if(trigger.name=='phase'){
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player.gain(player.storage.gw_youer);
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}
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else{
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player.$throw(player.storage.gw_youer,1000);
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for(var i=0;i<player.storage.gw_youer.length;i++){
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ui.discardPile.appendChild(player.storage.gw_youer[i]);
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}
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game.log(player,'弃置了',player.storage.gw_youer);
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}
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}
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delete player.storage.gw_youer;
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player.removeSkill('gw_youer');
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},
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},
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gw_qinpendayu:{
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gw_qinpendayu:{
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mark:true,
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mark:true,
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nopop:true,
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nopop:true,
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@ -1567,7 +1593,8 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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gw_fuyuan:'复原',
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gw_fuyuan:'复原',
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gw_fuyuan_info:'对一名濒死状态角色使用,目标回复一点体力并获得一点护甲',
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gw_fuyuan_info:'对一名濒死状态角色使用,目标回复一点体力并获得一点护甲',
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gw_youer:'诱饵',
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gw_youer:'诱饵',
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gw_youer_info:'令一名装备区内有牌的其他角色将装备区内的牌收回手牌,然后摸等量的牌',
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gw_youer_bg:'饵',
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gw_youer_info:'将一名其他角色的所有手牌移出游戏,然后摸一张牌,当前回合结束后该角色将以此法失去的牌收回手牌',
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gw_tongdi:'通敌',
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gw_tongdi:'通敌',
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gw_tongdi_info:'交给一名角色一张手牌,然后观看其手牌并获得其中两张',
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gw_tongdi_info:'交给一名角色一张手牌,然后观看其手牌并获得其中两张',
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gw_baoxueyaoshui:'暴雪药水',
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gw_baoxueyaoshui:'暴雪药水',
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