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1b0a97bbb4
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@ -243,6 +243,7 @@ character.extra={
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},
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ai:{
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maixie:true,
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maixie_hp:true,
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effect:{
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target:function(card,player,target){
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if(player.hasSkill('jueqing')) return [1,-2];
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@ -562,6 +563,7 @@ character.extra={
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},
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ai:{
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maixie:true,
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maixie_hp:true,
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threaten:function(player,target){
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if(target.hp==1) return 2.5;
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return 1;
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@ -845,6 +845,7 @@ character.hearth={
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},
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ai:{
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maixie:true,
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maixie_hp:true,
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effect:{
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target:function(card,player,target){
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if(get.tag(card,'damage')){
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@ -1169,6 +1170,7 @@ character.hearth={
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},
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ai:{
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maixie:true,
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maixie_hp:true,
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effect:{
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target:function(card,player,target){
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if(player.hasSkill('jueqing')) return [1,-2];
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@ -2841,6 +2843,7 @@ character.hearth={
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},
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ai:{
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maixie:true,
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maixie_hp:true,
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effect:{
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target:function(card,player,target){
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if(get.tag(card,'damage')){
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@ -18,7 +18,7 @@ character.ow={
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ow_kuangshu:['male','shu',3,['liudan','shoujia','shihuo']],
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ow_tuobiang:['male','shu',3,['paotai','maoding']],
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// ow_baolei:['male','qun',4,[]],
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ow_baolei:['male','qun',4,['bshaowei','zhencha']],
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ow_banzang:['male','qun',4,['bfengshi','yinbo']],
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ow_laiyinhate:['male','qun',4,['zhongdun','mengji']],
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ow_luba:['male','shu',4,['liangou','xiyang']],
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@ -52,6 +52,62 @@ character.ow={
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ow_heiying:'作为全世界最臭名昭著的黑客,“黑影”利用信息与情报操控权贵。早在她称自己为“黑影”之前,░░░░░░是千千万万在智械危机后变成孤儿的儿童之一。在家乡大部分基础设施都被摧毁的情况下,她依靠自己在黑客以及计算机方面的天赋活了下来。在黑客领域的一连串的胜利让░░░░░░对自己的实力过度自信,最终她在毫无防备的情况下,陷入了一张覆盖全球的阴谋网——并且也因此被人盯上了。由于自己的安全面临严重威胁,░░░░░░不得不删除关于自己的全部信息,从此销声匿迹。后来,她以“黑影”的身份再度出现,经过改造的她决心查出那张阴谋网背后的真相。',
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},
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skill:{
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zhencha:{
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init:function(player){
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player.storage.zhencha=true;
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},
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mark:true,
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intro:{
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content:function(storage,player){
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if(storage){
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return '每当你使用一张杀,你摸一张牌或回复一点体力';
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}
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else if(player.hasSkill('bshaowei')&&player.storage.bshaowei){
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return '你的杀无视距离和防具并可额外指定一个目标;你使用杀无次数限制;你不能闪避杀';
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}
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else{
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return '无额外技能';
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}
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}
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},
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trigger:{player:'phaseEnd'},
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filter:function(event,player){
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if(player.hasSkill('zhencha2')) return false;
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return !player.storage.zhencha;
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},
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content:function(){
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player.storage.bshaowei=false;
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player.storage.zhencha=true;
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if(player.marks.zhencha){
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player.marks.zhencha.firstChild.innerHTML='侦';
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}
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player.addTempSkill('zhencha2','phaseAfter');
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}
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},
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bshaowei:{
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init:function(player){
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player.storage.bshaowei=false;
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},
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trigger:{player:'phaseEnd'},
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filter:function(event,player){
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if(player.hasSkill('zhencha2')) return false;
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return !player.storage.bshaowei;
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},
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check:function(event,player){
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if(!player.hasShan()) return true;
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if(!player.hasSha()) return false;
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return Math.random()<0.5;
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},
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content:function(){
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player.storage.bshaowei=true;
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player.storage.zhencha=false;
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if(player.marks.zhencha){
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player.marks.zhencha.firstChild.innerHTML='哨';
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}
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player.addTempSkill('zhencha2','phaseAfter');
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}
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},
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zhencha2:{},
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pingzhang:{
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trigger:{global:'damageBegin'},
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alter:true,
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@ -3046,9 +3102,9 @@ character.ow={
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feitiao:'飞跳',
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feitiao_info:'出牌阶段限一次,你可以弃置一张牌并指定一名其他角色,你与该角色的距离视为1直到回合结束,然后该角色随机弃置一张牌',
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bshaowei:'哨卫',
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bshaowei_info:'结束阶段,你可以切换至此模式。当处于时模式时,每当你使用一张杀,你摸一张牌或回复一点体力',
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bshaowei_info:'结束阶段,你可以切换至哨卫模式。当处于时模式时,每当你使用一张杀,你摸一张牌或回复一点体力',
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zhencha:'侦查',
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zhencha_info:'结束阶段,你可以切换至此模式,然后获得一点护甲。当处于时模式时,你的杀无视距离和防具并可额外指定一个目标;你使用杀无次数限制;你不能闪避杀',
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zhencha_info:'结束阶段,你可以切换至侦查模式,并获得一点护甲。当处于时模式时,你的杀无视距离和防具并可额外指定一个目标;你使用杀无次数限制;你不能闪避杀',
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liangou:'链钩',
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liangou_info:'出牌阶段限一次,你可以弃置一张牌,指定一名其他角色并进行一次判定,若结果不为红桃,该角色与你距离为1且受到的首次伤害+1直到回合结束',
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xiyang:'吸氧',
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@ -868,6 +868,7 @@ character.refresh={
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},
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ai:{
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maixie:true,
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maixie_hp:true,
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effect:{
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target:function(card,player,target){
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if(player.hasSkill('jueqing')) return [1,-1];
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@ -946,6 +947,7 @@ character.refresh={
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},
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ai:{
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maixie:true,
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maixie_hp:true,
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result:{
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effect:function(card,player,target){
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if(get.tag(card,'damage')){
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@ -1958,6 +1958,7 @@ character.shenhua={
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},
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ai:{
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maixie:true,
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maixie_hp:true,
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effect:{
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target:function(card,player,target){
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if(get.tag(card,'damage')){
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@ -2926,6 +2927,7 @@ character.shenhua={
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},
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ai:{
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maixie:true,
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maixie_hp:true,
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effect:{
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target:function(card,player,target,current){
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if(get.tag(card,'damage')&&target.hp>1){
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@ -140,6 +140,7 @@ character.standard={
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},
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ai:{
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maixie:true,
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maixie_hp:true,
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effect:{
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target:function(card,player){
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if(player.hasSkill('jueqing')) return [1,-1];
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@ -398,6 +399,7 @@ character.standard={
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},
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ai:{
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maixie:true,
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maixie_hp:true,
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effect:{
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target:function(card,player,target){
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if(get.tag(card,'damage')){
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@ -2685,6 +2685,7 @@ character.swd={
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},
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ai:{
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maixie:true,
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maixie_hp:true,
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effect:function(card,player,target){
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if(get.tag(card,'damage')){
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if(player.hasSkill('jueqing')) return [1,-0.5];
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@ -2899,6 +2900,7 @@ character.swd={
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group:'pozhou2',
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ai:{
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maixie:true,
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maixie_hp:true,
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effect:{
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target:function(card,player,target){
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if(get.tag(card,'damage')){
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@ -5076,6 +5078,7 @@ character.swd={
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},
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ai:{
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maixie:true,
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maixie_hp:true,
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effect:{
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target:function(card,player,target){
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if(get.tag(card,'damage')){
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@ -7044,7 +7047,6 @@ character.swd={
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}
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},
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ai:{
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maixie:true,
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effect:{
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target:function(card,player,target,current){
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if(card.name=='sha'&&(get.color(card)=='red')){
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@ -4860,6 +4860,7 @@ character.yijiang={
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},
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ai:{
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maixie:true,
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maixie_hp:true,
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threaten:0.8,
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effect:{
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target:function(card,player,target){
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@ -6898,6 +6899,7 @@ character.yijiang={
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},
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ai:{
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maixie:true,
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maixie_hp:true,
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effect:{
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target:function(card,player,target){
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if(get.tag(card,'damage')){
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@ -528,6 +528,7 @@ character.yxs={
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},
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ai:{
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maixie:true,
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maixie_hp:true,
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expose:0.2,
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effect:{
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target:function(card,player,target){
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@ -890,7 +891,6 @@ character.yxs={
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}
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},
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ai:{
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maixie:true,
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effect:{
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target:function(card,player,target){
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if(get.tag(card,'damage')){
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@ -2008,6 +2008,7 @@ character.yxs={
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},
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ai:{
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maixie:true,
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maixie_hp:true,
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effect:{
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target:function(card,player,target){
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if(get.tag(card,'damage')){
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79
game/game.js
79
game/game.js
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if(event.dialog) event.dialog.close();
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event.resume();
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},
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chooseDrawRecover:function(){
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'step 0'
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if(player.isHealthy()&&event.forced){
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player.draw(event.num1);
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event.finish();
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return;
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}
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var controls=['draw_card'];
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if(player.isDamaged()){
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event.num1=Math.min(event.num1,player.maxHp-player.hp);
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controls.push('recover_hp');
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}
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if(!event.forced){
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controls.push('cancel2');
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}
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var prompt=event.prompt;
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if(!prompt){
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if(player.isHealthy()){
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prompt='是否摸'+get.cnNumber(event.num1)+'张牌?';
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}
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else{
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prompt='摸'+get.cnNumber(event.num1)+'张牌或回复'+get.cnNumber(event.num2)+'点体力';
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}
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}
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var func=event.ai;
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if(typeof func!='function'){
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var choice='draw_card';
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var nh=player.num('h');
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if(player.isDamaged()&&ai.get.recoverEffect(player)>0){
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if(player.hp==1||player.needsToDiscard()||player.hasSkillTag('maixie_hp')){
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choice='recover_hp';
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}
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else if(player.hp==2){
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if(event.num2>event.num1){
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choice='recover_hp';
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}
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else if(event.num2==event.num1){
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if(nh>=2){
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choice='recover_hp';
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}
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}
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}
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else{
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if(event.num1<event.num2){
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choice='recover_hp';
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}
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}
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}
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}
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},
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choosePlayerCard:function(){
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"step 0"
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if(!event.dialog) event.dialog=ui.create.dialog('hidden');
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next._args=Array.from(arguments);
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return next;
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},
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chooseDrawRecover:function(){
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var next=game.createEvent('chooseDrawRecover',false);
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for(var i=0;i<arguments.length;i++){
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if(typeof arguments[i]=='number'){
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if(typeof next.num1=='number'){
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next.num2=arguments[i];
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}
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else{
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next.num1=arguments[i];
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}
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}
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else if(typeof arguments[i]=='boolean'){
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next.forced=arguments[i];
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}
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else if(typeof arguments[i]=='string'){
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next.prompt=arguments[i];
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}
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else if(typeof arguments[i]=='function'){
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next.ai=arguments[i];
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}
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}
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if(typeof next.num1!='number'){
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next.num1=1;
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}
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if(typeof next.num2!='number'){
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next.num2=1;
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}
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next.setContent('chooseDrawRecover');
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},
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choosePlayerCard:function(){
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var next=game.createEvent('choosePlayerCard');
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next.player=this;
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@ -18,7 +18,7 @@ window.noname_update={
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// 'character/hearth.js',
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// 'character/extra.js',
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// 'character/sp.js',
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// 'mode/boss.js',
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'mode/boss.js',
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// 'mode/chess.js',
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// 'mode/versus.js',
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'mode/guozhan.js',
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@ -469,9 +469,9 @@ not(.removing):not(.dialog):not(.centermenu):not(.popup-container):not(.forceopa
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}
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#historybar>div>.avatar2.avatar3{
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left: 12px;
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width: 14px;
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top: 31px;
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height: 14px;
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transform: scale(0.7);
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transform-origin: top left;
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}
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#window.rightbar #historybar,
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@ -1093,7 +1093,8 @@ mode.boss={
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}
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},
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ai:{
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maixie:true
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maixie:true,
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maixie_hp:true,
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}
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},
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boss_zhangwu_ai:{
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