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@ -38,7 +38,7 @@ character.hearth={
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hs_nozdormu:['male','qun',5,['shixu']],
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hs_nozdormu:['male','qun',5,['shixu']],
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hs_sapphiron:['male','wei',4,['bingdong','stuxi']],
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hs_sapphiron:['male','wei',4,['bingdong','stuxi']],
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hs_kchromaggus:['male','wei',4,['fenlie']],
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hs_kchromaggus:['male','wei',4,['fenlie']],
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hs_lreno:['male','shu',4,['tanbao']],
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hs_lreno:['male','shu',4,['tanmi']],
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hs_brann:['male','shu',4,['qianghua']],
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hs_brann:['male','shu',4,['qianghua']],
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hs_finley:['male','wu',3,['maoxian']],
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hs_finley:['male','wu',3,['maoxian']],
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@ -70,6 +70,19 @@ character.hearth={
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hs_malfurion:['hs_malorne'],
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hs_malfurion:['hs_malorne'],
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},
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},
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skill:{
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skill:{
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tanmi:{
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trigger:{global:'phaseEnd'},
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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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'step 0'
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player.draw(2);
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player.recover();
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'step 1'
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player.chooseToUse();
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}
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},
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xueren:{
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xueren:{
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trigger:{source:'damageEnd'},
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trigger:{source:'damageEnd'},
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filter:function(event){
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filter:function(event){
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@ -3579,14 +3592,14 @@ character.hearth={
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hs_hudunren:'护盾人',
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hs_hudunren:'护盾人',
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hs_nate:'纳特',
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hs_nate:'纳特',
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hs_shifazhe:'嗜法者',
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hs_shifazhe:'嗜法者',
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xueren:'血刃',
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xueren:'血刃',
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xueren_info:'每当你使用杀造成伤害,你可以令受伤害角色与你各流失一点体力,然后你摸两张牌',
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xueren_info:'每当你使用杀造成伤害,你可以令受伤害角色与你各流失一点体力,然后你摸两张牌',
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maoxian:'冒险',
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maoxian:'冒险',
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maoxian2:'冒险',
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maoxian2:'冒险',
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maoxian_info:'出牌阶段限两次,你可以从三个来自其他存活角色的技能中选择一个作为你的技能',
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maoxian_info:'出牌阶段限两次,你可以从三个来自其他存活角色的技能中选择一个作为你的技能',
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tanbao:'探秘',
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tanmi:'探秘',
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tanbao_info:'出牌阶段限一次,若你的手牌类别均不相同,你可以展示手牌,然后回复等同于手牌数的体力',
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tanmi_info:'在任意一名角色的回合结束阶段,若你没有手牌,你可以摸两张牌并回复一点体力,然后你可以立即使用一张牌',
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yiwen:'轶闻',
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yiwen:'轶闻',
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yiwen_info:'锁定技,每当其他角色于回合内首次使用卡牌指定你为惟一目标,你获得一张此牌的复制',
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yiwen_info:'锁定技,每当其他角色于回合内首次使用卡牌指定你为惟一目标,你获得一张此牌的复制',
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tanbao_old:'探宝',
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tanbao_old:'探宝',
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29
game/game.js
29
game/game.js
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@ -11095,20 +11095,21 @@
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"step 0"
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"step 0"
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if(lib.config.mode=='stone'&&_status.mode=='deck'&&
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if(lib.config.mode=='stone'&&_status.mode=='deck'&&
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!player.isMin()&&get.type(cards[0]).indexOf('stone')==0){
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!player.isMin()&&get.type(cards[0]).indexOf('stone')==0){
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var list=[];
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// var list=[];
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for(var i=0;i<player.deckCards.length;i++){
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// for(var i=0;i<player.deckCards.length;i++){
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if(get.type(player.deckCards[i])=='stonecard'){
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// if(get.type(player.deckCards[i])=='stonecard'){
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list.push(player.deckCards[i]);
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// list.push(player.deckCards[i]);
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}
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// }
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}
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// }
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if(list.length){
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// if(list.length){
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var choice=list.randomGet();
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// var choice=list.randomGet();
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player.deckCards.remove(choice);
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// player.deckCards.remove(choice);
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player.gain(choice,'draw');
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// player.gain(choice,'draw');
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}
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// }
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else{
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// else{
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player.draw({drawDeck:1})
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// player.draw({drawDeck:1})
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}
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// }
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player.draw({drawDeck:1})
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}
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}
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else{
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else{
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player.draw();
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player.draw();
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@ -2,6 +2,7 @@ window.noname_update={
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version:'1.8.2.9',
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version:'1.8.2.9',
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changeLog:[
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changeLog:[
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'联机死亡后可退出',
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'联机死亡后可退出',
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'修复双击换肤'
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'修复双击换肤',
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'修复不能出酒的bug'
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]
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]
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}
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}
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