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cd44b02618
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@ -2664,6 +2664,9 @@ character.yijiang={
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yuce:{
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yuce:{
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trigger:{player:'damageAfter'},
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trigger:{player:'damageAfter'},
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direct:true,
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direct:true,
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filter:function(event,player){
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return player.num('h')>0;
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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.chooseToDiscard('是否发动御策?').ai=function(card){
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player.chooseToDiscard('是否发动御策?').ai=function(card){
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@ -97,6 +97,7 @@ mode.stone={
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var dead=this;
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var dead=this;
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if(game.me.isDead()){
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if(game.me.isDead()){
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if(!_status.mylist.length){
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if(!_status.mylist.length){
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_status.friendCount.innerHTML='我方兵力:'+get.cnNumber(0);
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game.over(false);
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game.over(false);
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}
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}
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else{
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else{
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@ -123,12 +124,14 @@ mode.stone={
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game.arrangePlayers();
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game.arrangePlayers();
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player.draw(2+game.enemy.countFellow(),false);
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player.draw(2+game.enemy.countFellow(),false);
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game.resume();
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game.resume();
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game.updateStatusCount();
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},lib.config.duration);
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},lib.config.duration);
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}
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}
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}
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}
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else if(game.enemy.isDead()){
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else if(game.enemy.isDead()){
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if(!_status.enemylist.length){
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if(!_status.enemylist.length){
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_status.enemyCount.innerHTML='敌方兵力:'+get.cnNumber(0);
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game.over(true);
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game.over(true);
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}
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}
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else{
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else{
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@ -154,6 +157,7 @@ mode.stone={
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game.arrangePlayers();
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game.arrangePlayers();
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player.draw(2+game.me.countFellow(),false);
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player.draw(2+game.me.countFellow(),false);
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game.resume();
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game.resume();
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game.updateStatusCount();
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},lib.config.duration);
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},lib.config.duration);
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}
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}
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}
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}
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@ -176,6 +180,10 @@ mode.stone={
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game:{
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game:{
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reserveDead:true,
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reserveDead:true,
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layoutFixed:true,
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layoutFixed:true,
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updateStatusCount:function(){
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_status.friendCount.innerHTML='我方兵力:'+get.cnNumber(1+_status.mylist.length/(_status.double_character?2:1),true);
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_status.enemyCount.innerHTML='敌方兵力:'+get.cnNumber(1+_status.enemylist.length/(_status.double_character?2:1),true);
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},
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stoneLoop:function(player){
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stoneLoop:function(player){
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var next=game.createEvent('phaseLoop');
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var next=game.createEvent('phaseLoop');
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next.player=player;
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next.player=player;
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@ -284,6 +292,36 @@ mode.stone={
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game.enemy=game.me.next;
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game.enemy=game.me.next;
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game.chooseCharacter();
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game.chooseCharacter();
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"step 2"
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"step 2"
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_status.friendCount=ui.create.system('',null,true);
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_status.enemyCount=ui.create.system('',null,true);
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game.updateStatusCount();
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lib.setPopped(_status.friendCount,function(){
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var uiintro=ui.create.dialog('hidden');
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if(_status.deadfriend.length){
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uiintro.add('已阵亡');
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uiintro.add([_status.deadfriend,'player']);
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}
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uiintro.add('未上场');
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if(_status.mylist.length){
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uiintro.add([_status.mylist,'character']);
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}
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else{
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uiintro.add('(无)')
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}
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return uiintro;
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});
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lib.setPopped(_status.enemyCount,function(){
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if(_status.deadenemy.length){
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var uiintro=ui.create.dialog('hidden');
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uiintro.add('已阵亡');
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uiintro.add([_status.deadenemy,'player']);
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return uiintro;
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}
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});
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game.me.side=Math.random()<0.5;
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game.me.side=Math.random()<0.5;
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game.enemy.side=!game.me.side;
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game.enemy.side=!game.me.side;
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game.gameDraw(game.me,2);
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game.gameDraw(game.me,2);
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