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d524804c9c
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182
character/old.js
182
character/old.js
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@ -25,7 +25,7 @@ character.old={
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trigger:{player:'chooseToRespondBegin'},
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filter:function(event,player){
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if(event.responded) return false;
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if(!event.filterCard({name:'shan'})&&!!event.filterCard({name:'sha'})) return false;
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if(!event.filterCard({name:'shan'},player,event)&&!!event.filterCard({name:'sha'},player,event)) return false;
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if(player.hasSkill('zhenshan2')) return false;
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var nh=player.num('h');
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return game.hasPlayer(function(current){
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@ -55,20 +55,64 @@ character.old={
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player.swapHandcards(result.targets[0]);
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}
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},
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group:['zhenshan_sha','zhenshan_tao','zhenshan_jiu']
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group:'zhenshan_use'
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},
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zhenshan2:{},
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zhenshan_sha:{
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zhenshan_use:{
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enable:'chooseToUse',
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viewAs:{name:'sha'},
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log:false,
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viewAsFilter:function(player){
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filter:function(event,player){
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if(player.hasSkill('zhenshan2')) return false;
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var nh=player.num('h');
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return game.hasPlayer(function(current){
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if(!game.hasPlayer(function(current){
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return current!=player&¤t.num('h')<nh;
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});
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})){
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return false;
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}
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return event.filterCard({name:'sha'},player,event)||
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event.filterCard({name:'jiu'},player,event)||
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event.filterCard({name:'tao'},player,event);
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},
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chooseButton:{
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dialog:function(event,player){
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var list=[];
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if(event.filterCard({name:'sha'},player,event)){
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list.push(['基本','','sha']);
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list.push(['基本','','sha','fire']);
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list.push(['基本','','sha','thunder']);
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}
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if(event.filterCard({name:'tao'},player,event)){
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list.push(['基本','','tao']);
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}
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if(event.filterCard({name:'jiu'},player,event)){
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list.push(['基本','','jiu']);
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}
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return ui.create.dialog('振赡',[list,'vcard'],'hidden');
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},
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check:function(button){
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var player=_status.event.player;
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var card={name:button.link[2],nature:button.link[3]};
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if(card.name=='jiu') return 0;
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if(game.hasPlayer(function(current){
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return player.canUse(card,current)&&ai.get.effect(current,card,player,player)>0;
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})){
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if(card.name=='sha'){
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if(card.nature=='fire') return 2.95;
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else if(card.nature=='fire') return 2.92;
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else return 2.9;
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}
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else if(card.name=='tao'){
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return 4;
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}
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}
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return 0;
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},
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backup:function(links,player){
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return {
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filterCard:function(){return false},
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viewAs:{name:links[0][2],nature:links[0][3]},
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selectCard:-1,
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popname:true,
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log:false,
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precontent:function(){
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'step 0'
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player.chooseTarget('选择交换手牌的目标',function(card,player,target){
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@ -79,65 +123,42 @@ character.old={
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player.addTempSkill('zhenshan2','phaseAfter');
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'step 1'
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if(result.bool){
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player.logSkill('zhenshan_sha',result.targets);
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player.logSkill('zhenshan',result.targets);
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player.swapHandcards(result.targets[0]);
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}
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},
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filterCard:function(card){
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return false;
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}
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},
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prompt:function(links,player){
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return '选择'+get.translation(links[0][3]||'')+get.translation(links[0][2])+'的目标';
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}
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},
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selectCard:-1,
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ai:{
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skillTagFilter:function(player,tag,arg){
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if(player.hasSkill('zhenshan2')) return false;
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var nh=player.num('h');
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return game.hasPlayer(function(current){
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return current!=player&¤t.num('h')<nh;
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});
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},
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order:function(){
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var player=_status.event.player;
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var event=_status.event;
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var nh=player.num('h');
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if(game.hasPlayer(function(current){
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return ai.get.attitude(player,current)>0&¤t.num('h')<nh;
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})){
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if(event.type=='dying'){
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if(event.filterCard({name:'tao'},player,event)){
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return 0.5;
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}
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}
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else{
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if(event.filterCard({name:'tao'},player,event)){
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return 4;
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}
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if(event.filterCard({name:'sha'},player,event)){
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return 2.9;
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}
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}
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}
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return 0;
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},
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save:true,
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respondSha:true,
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},
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},
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zhenshan_tao:{
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enable:'chooseToUse',
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viewAs:{name:'tao'},
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viewAsFilter:function(player){
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if(player.hasSkill('zhenshan2')) return false;
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var nh=player.num('h');
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return game.hasPlayer(function(current){
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return current!=player&¤t.num('h')<nh;
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});
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},
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log:false,
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precontent:function(){
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'step 0'
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player.chooseTarget('选择交换手牌的目标',function(card,player,target){
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return target.num('h')<player.num('h')
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},true).ai=function(target){
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return ai.get.attitude(player,target);
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}
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player.addTempSkill('zhenshan2','phaseAfter');
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'step 1'
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if(result.bool){
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player.logSkill('zhenshan_tao',result.targets);
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player.swapHandcards(result.targets[0]);
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}
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},
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filterCard:function(card){
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return false;
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},
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selectCard:-1,
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ai:{
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skillTagFilter:function(player,tag,arg){
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if(player.hasSkill('zhenshan2')) return false;
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var nh=player.num('h');
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@ -145,59 +166,10 @@ character.old={
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return current!=player&¤t.num('h')<nh;
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});
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},
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order:function(){
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var player=_status.event.player;
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var nh=player.num('h');
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if(game.hasPlayer(function(current){
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return ai.get.attitude(player,current)>0&¤t.num('h')<nh;
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})){
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return _status.event.type=='dying'?0.5:4;
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result:{
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player:1
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}
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return 0;
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},
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save:true,
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},
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},
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zhenshan_jiu:{
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enable:'chooseToUse',
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viewAs:{name:'jiu'},
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viewAsFilter:function(player){
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if(player.hasSkill('zhenshan2')) return false;
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var nh=player.num('h');
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return game.hasPlayer(function(current){
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return current!=player&¤t.num('h')<nh;
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});
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},
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log:false,
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precontent:function(){
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'step 0'
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player.chooseTarget('选择交换手牌的目标',function(card,player,target){
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return target.num('h')<player.num('h')
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},true).ai=function(target){
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return ai.get.attitude(player,target);
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}
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player.addTempSkill('zhenshan2','phaseAfter');
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'step 1'
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if(result.bool){
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player.logSkill('zhenshan_jiu',result.targets);
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player.swapHandcards(result.targets[0]);
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}
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},
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filterCard:function(card){
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return false;
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},
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selectCard:-1,
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ai:{
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skillTagFilter:function(player,tag,arg){
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if(player.hasSkill('zhenshan2')) return false;
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var nh=player.num('h');
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return game.hasPlayer(function(current){
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return current!=player&¤t.num('h')<nh;
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});
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},
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order:0,
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save:true,
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},
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},
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oldzhenlie:{
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audio:'zhenlie',
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@ -383,10 +355,10 @@ character.old={
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old_quancong:'旧全琮',
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zhenshan:'振赡',
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zhenshan_sha:'赡杀',
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zhenshan_tao:'赡桃',
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zhenshan_jiu:'赡酒',
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zhenshan_use:'振赡',
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zhenshan_use_backup:'振赡',
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zhenshan_info:'每名角色的回合限一次,每当你需要使用或打出一张基本牌时,你可以与一名手牌数少于你的角色交换手牌。若如此做,视为你使用或打出了此牌',
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zhenshan_use_info:'每名角色的回合限一次,每当你需要使用或打出一张基本牌时,你可以与一名手牌数少于你的角色交换手牌。若如此做,视为你使用或打出了此牌',
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oldzhenlie:'贞烈',
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oldzhenlie_info:'在你的判定牌生效前,你可以亮出牌堆顶的一张牌代替之',
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oldmiji:'秘计',
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@ -8753,7 +8753,7 @@
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next.set('selectButton',info.chooseButton.select||1);
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event.buttoned=event.result.skill;
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}
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else if(info&&info.precontent){
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else if(info&&info.precontent&&!game.online){
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var next=game.createEvent('pre_'+event.result.skill);
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next.setContent(info.precontent);
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next.set('result',event.result);
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@ -10184,10 +10184,10 @@
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}
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if(lib.skill[event.skill].log!=false){
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player.logSkill(event.skill);
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}
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if(get.info(event.skill).popname){
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player.popup({name:event.card.name,nature:event.card.nature},'metal');
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}
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}
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}
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else if(lib.config.show_card_prompt){
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if(get.type(event.card)=='equip'&&lib.config.hide_card_prompt_equip);
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@ -10804,8 +10804,8 @@
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'step 0'
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event.cards1=player.get('h');
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event.cards2=target.get('h');
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target.$giveAuto(event.cards1,player);
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player.$giveAuto(event.cards2,target);
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player.$giveAuto(event.cards1,target);
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target.$giveAuto(event.cards2,player);
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'step 1'
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event.cards=event.cards1;
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var next=player.lose(event.cards,ui.special).set('type','gain');
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@ -16121,6 +16121,7 @@
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return node;
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},
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$giveAuto:function(card,player){
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if(Array.isArray(card)&&card.length==0) return;
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var args=Array.from(arguments);
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if(_status.connectMode||(!this.isUnderControl(true)&&!player.isUnderControl(true))){
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if(Array.isArray(card)){
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@ -1,6 +1,6 @@
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window.noname_update={
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version:'1.9.12.5',
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update:'1.9.12.5',
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update:'1.9.12.4',
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changeLog:[
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'bug修复',
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],
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@ -12,11 +12,7 @@ window.noname_update={
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'game/asset.js',
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// 'card/standard.js',
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// 'character/*',
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// 'character/xianjian.js',
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// 'character/ow.js',
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// 'character/yxs.js',
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// 'character/hearth.js',
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// 'character/extra.js',
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'character/old.js',
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'character/yijiang.js',
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// 'mode/boss.js',
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// 'mode/chess.js',
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