qice
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ca3c9ceaf7
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@ -4512,7 +4512,8 @@ character.yijiang={
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filter:function(button,player){
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return lib.filter.filterCard({name:button.link[2]},player,_status.event.getParent());
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},
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check:function(button,player){
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check:function(button){
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var player=_status.event.player;
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var recover=0,lose=1;
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for(var i=0;i<game.players.length;i++){
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if(!game.players[i].isOut()){
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@ -779,6 +779,7 @@ mode.boss={
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ai:{
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get:{
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attitude:function(from,to){
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if(!from||!to) return 0;
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var t=(from.side===to.side?1:-1);
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if(from.isMad()){
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t=-t;
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@ -5954,6 +5954,7 @@ mode.chess={
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ai:{
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get:{
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attitude:function(from,to){
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if(!from||!to) return 0;
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var t=(from.side===to.side?1:-1);
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if(from.isMad()){
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t=-t;
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@ -1193,6 +1193,7 @@ mode.guozhan={
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return -0.5;
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},
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attitude:function(from,to){
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if(!from||!to) return 0;
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if(to.identity=='unknown'&&game.players.length==2) return -5;
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if(_status.currentPhase==from&&from.ai.tempIgnore&&
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from.ai.tempIgnore.contains(to)&&to.identity=='unknown'&&
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@ -1142,7 +1142,7 @@ mode.stone={
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stone_xukongkongmo:['male','qun',3,['warlock_tunshi'],['minskin','stone'],[3,3,'warlock']],
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stone_fukongmoyan:['male','qun',4,['warlock_shijie'],['minskin','stone'],[5,4,'warlock']],
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stone_zhihuiguan:['female','qun',2,['warrior_tongling'],['minskin','stone'],[2,2,'warrior']],
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stone_zhihuiguan:['female','qun',2,['warrior_tongling'],['minskin','stone'],[3,2,'warrior']],
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stone_kuangzhanshi:['male','qun',2,['warrior_baoluan'],['minskin','stone'],[3,1,'warrior']],
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stone_zhujiashi:['male','qun',2,['warrior_zhujia'],['minskin','stone'],[2,1,'warrior']],
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stone_jiangong:['male','qun',2,['warrior_jiangong'],['minskin','stone'],[2,2,'warrior']],
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@ -7154,7 +7154,7 @@ mode.stone={
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trigger.finish();
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},
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ai:{
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threaten:0
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threaten:0.1
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}
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},
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stone_jingxiang:{
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@ -7182,7 +7182,7 @@ mode.stone={
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}
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},
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ai:{
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threaten:0
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threaten:0.1
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}
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},
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priest_xundao:{
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@ -7423,26 +7423,18 @@ mode.stone={
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}
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},
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warrior_tongling:{
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trigger:{source:'fellow'},
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trigger:{global:'fellow'},
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forced:true,
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unique: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].isMin()&&game.players[i]!=player&&
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game.players[i].side==player.side&&game.players[i].isTurnedOver()){
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return true;
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}
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}
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return false;
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return event.source.side==player.side&&event.source!=player&&event.source.num('h')<=2;
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},
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content:function(){
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].isMin()&&game.players[i]!=player&&
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game.players[i].side==player.side&&game.players[i].isTurnedOver()){
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game.players[i].turnOver();
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player.line(game.players[i],'green');
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}
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}
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trigger.source.classList.remove('turnedover');
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player.line(trigger.source,'green');
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},
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ai:{
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threaten:1.3
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}
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},
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warrior_baoluan:{
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@ -8976,10 +8968,11 @@ mode.stone={
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}
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},
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stone_zhufu:{
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trigger:{player:'phaseEnd'},
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trigger:{global:'phaseEnd'},
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forced:true,
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unique:true,
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filter:function(event,player){
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if(event.player!=player.getLeader()) return false;
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].isMin()&&game.players[i]!=player&&
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game.players[i].side==player.side&&game.players[i].hp<game.players[i].maxHp){
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@ -9746,7 +9739,7 @@ mode.stone={
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warrior_zhifu_info:'每当你受到一次伤害,对敌方主将造成一点伤害',
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warrior_tongling:'统领',
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warrior_tongling_info:'你出场时,将所有友方随从的武将牌翻至正面',
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warrior_tongling_info:'每当你召唤一个初始手牌数不大于2的随从,令其获得冲锋',
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warrior_baoluan:'暴乱',
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warrior_baoluan_info:'每当一名随从受到一次伤害,摸一张牌',
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warrior_jiangong:'监工',
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@ -10084,7 +10077,7 @@ mode.stone={
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stone_mingguangjisi:'明光祭司',
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stone_nianqingjisi:'年轻祭司',
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stone_zhufu:'祝福',
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stone_zhufu_info:'回合结束阶段,你令一名随机的受伤友方随从回复一点体力',
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stone_zhufu_info:'己方主将的回合结束阶段,你令一名随机的受伤友方随从回复一点体力',
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stone_aomishouwei:'奥秘守卫',
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stone_yanjingshe:'眼镜蛇',
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stone_yanjingshe1:'毒噬',
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@ -10141,6 +10134,7 @@ mode.stone={
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ai:{
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get:{
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attitude:function(from,to){
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if(!from||!to) return 0;
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var num;
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if(to.isMin()&&!to.skills.contains('chaofeng')){
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num=5;
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@ -2484,6 +2484,7 @@ mode.versus={
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ai:{
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get:{
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attitude:function(from,to){
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if(!from||!to) return 0;
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if(from.side==to.side){
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if(to.identity=='zhu'){
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if(_status.connectMode){
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