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@ -506,6 +506,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return true;
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}
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}
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return false;
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},
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content:function(){
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"step 0"
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@ -22,7 +22,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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sp_sunshangxiang:['female','shu',3,['liangzhu','fanxiang']],
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caoang:['male','wei',4,['kaikang']],
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re_yuanshu:['male','qun',4,['wangzun','tongji']],
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sp_caoren:['male','wei',4,['kuiwei','yanzheng']],
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sp_caoren:['male','wei',4,['weikui','lizhan']],
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zhangbao:['male','qun',3,['zhoufu','yingbin']],
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zhangliang:['male','qun',3,['fulu','fuji']],
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maliang:['male','shu',3,['xiemu','naman']],
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@ -203,6 +203,80 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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dongbai:['dongzhuo']
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},
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skill:{
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weikui:{
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audio:'kuiwei',
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enable:'phaseUse',
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usable:1,
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filterTarget:function(card,player,target){
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return target!=player&&target.countCards('h');
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},
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content:function(){
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'step 0'
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player.loseHp();
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'step 1'
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if(target.countCards('h','shan')){
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player.viewHandcards(target);
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player.useCard({name:'sha'},target);
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player.storage.weikui2=target;
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player.addTempSkill('weikui2');
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}
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else{
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player.discardPlayerCard(target,'visible',true);
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}
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},
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ai:{
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order:8,
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result:{
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target:function(player,target){
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if(player.hp<=2) return 0;
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if(player.hp==3) return target.hp<=2?-1:0;
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return -1;
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}
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}
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}
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},
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weikui2:{
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onremove:true,
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mod:{
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globalFrom:function(from,to){
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if(to==from.storage.weikui2) return -Infinity;
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}
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},
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mark:'character',
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intro:{
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content:'与$的距离视为1直到回合结束'
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},
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},
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lizhan:{
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audio:'yanzheng',
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trigger:{player:'phaseEnd'},
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direct:true,
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filter:function(event,player){
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].isDamaged()){
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return true;
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}
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}
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return false;
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},
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content:function(){
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'step 0'
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player.chooseTarget(get.prompt('lizhan'),[1,Infinity],function(card,player,target){
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return target.isDamaged();
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}).set('ai',function(target){
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return get.attitude(player,target);
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});
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'step 1'
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if(result.bool){
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player.logSkill('lizhan',result.targets);
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game.asyncDraw(result.targets);
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}
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},
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ai:{
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expose:0.3,
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threaten:1.3
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}
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},
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zhaohuo:{
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trigger:{global:'dying'},
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forced:true,
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@ -1129,16 +1203,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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'step 1'
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if(result.bool){
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if(result.cards[0].name=='shan'){
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var hs=target.getCards('h');
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if(hs.length){
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player.viewCards(get.translation(target)+'的手牌',hs);
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}
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player.viewHandcards(target);
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}
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else{
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var hs=player.getCards('h');
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if(hs.length){
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target.viewCards(get.translation(player)+'的手牌',hs);
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}
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target.viewHandcards(player);
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}
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}
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},
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@ -8543,12 +8611,17 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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miheng:'祢衡',
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taoqian:'陶谦',
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weikui:'伪溃',
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weikui2:'伪溃',
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weikui_info:'出牌阶段限一次,你可以失去1点体力并选择一名有手牌的其他角色,你观看其手牌:若其手牌中有【闪】,则视为你对其使用【杀】,且本回合你计算与其的距离视为1;若其手牌中没有【闪】,你弃置其中一张牌',
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lizhan:'励战',
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lizhan_info:'结束阶段,你可以令任意名已受伤的角色摸一张牌',
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wylianji:'连计',
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wylianji_info:'出牌阶段限一次,你可以交给一名其他角色一张【杀】或黑色锦囊牌,并令该角色将牌堆中的随机一张武器牌置入装备区(可替换原装备)。然后该角色选择一项:1.对除你以外的角色使用该牌,并将装备区里的武器牌交给该牌的一个目标角色;2.视为你对其使用此牌,并将装备区内的武器牌交给你。',
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moucheng:'谋逞',
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moucheng_info:'觉醒技,当其他角色使用因“连计”交给其的牌累计造成伤害达到3点后,你失去技能“连计”,然后获得技能“矜功”',
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jingong:'矜功',
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jingong_info:'出牌阶段限一次,你可以将一张装备牌或【杀】当一张随机锦囊牌使用(三选一),然后本回合的结束阶段,若你于本回合内未造成过伤害,你失去1点体力',
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jingong_info:'出牌阶段限一次,你可以将一张装备牌或【杀】当一张随机锦囊牌使用(三选一,含笑里藏刀和美人计),然后本回合的结束阶段,若你于本回合内未造成过伤害,你失去1点体力',
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zhaohuo:'招祸',
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zhaohuo_info:'锁定技,当其他角色进入濒死状态时,你的体力上限变为1点,你每以此法减少1点体力上限,你摸一张牌',
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yixiang:'义襄',
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@ -2917,7 +2917,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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}
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else{
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player.viewCards('读心',target.getCards('h'));
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player.viewHandcards(target);
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event.finish();
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}
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'step 1'
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@ -14518,6 +14518,9 @@
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next._args=Array.from(arguments);
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return next;
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},
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viewHandcards:function(target){
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return this.viewCards(get.translation(target)+'的手牌',target.getCards('h'));
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},
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useResult:function(result,event){
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event=event||_status.event;
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if(result._sendskill){
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@ -983,7 +983,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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},
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content:function(){
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"step 0"
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target.viewCards(get.translation(player)+'的手牌',player.getCards('h'));
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target.viewHandcards(player);
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"step 1"
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if(!target.countCards('h')){
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event._result={index:1};
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