This commit is contained in:
parent
d55a359e45
commit
8f93d2b45b
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@ -1859,7 +1859,7 @@ card.swd={
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return player.canUse('sha',target);
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},
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filter:function(event,player){
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return player.num('h','sha')>0;
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return player.num('h','sha')>0&&lib.filter.cardUsable({name:'sha'},player);
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},
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content:function(){
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'step 0'
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@ -1209,10 +1209,10 @@ character.hearth={
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num=1;
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}
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var list=['hslingjian_zhongxinghujia','hslingjian_xuanfengzhiren','hslingjian_yinmilichang',
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'hslingjian_shengxiuhaojiao','hslingjian_jinjilengdong','hslingjian_xingtigaizao','hslingjian_shijianhuisu'];
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if(get.mode()=='stone'){
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list.remove('hslingjian_jinjilengdong');
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}
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'hslingjian_shengxiuhaojiao','hslingjian_xingtigaizao','hslingjian_shijianhuisu'];
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// if(get.mode()=='stone'){
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// list.remove('hslingjian_jinjilengdong');
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// }
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var cards=[];
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while(num--){
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cards.push(game.createCard(list.randomGet()));
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@ -2656,7 +2656,7 @@ character.hearth={
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});
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}
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else{
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event.target.draw(2);
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event.target.draw();
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event.finish();
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}
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}
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@ -5440,7 +5440,7 @@ character.hearth={
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zengli:'赠礼',
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zengli_info:'出牌阶段限一次,你指定一名其他角色与你各装备一把武器',
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xiubu:'修补',
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xiubu_info:'每当你装备一把未强化的武器,你可以获得数量等同于武器攻击范围的随机零件',
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xiubu_info:'每当你装备一把未强化的武器,你可以获得数量等同于武器攻击范围的随机零件(冰冻零件除外)',
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mobao:'魔爆',
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mobao_info:'出牌阶段限一次,你可以弃置至多三张黑色牌,然后对所有于上轮对你造成过伤害的角色造成等同于你弃牌数的雷电伤害',
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xianji:'献祭',
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@ -5533,7 +5533,7 @@ character.hearth={
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mianyi:'免疫',
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mianyi_info:'锁定技,你不能成为其他角色的非延时锦囊的目标',
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jiaohui:'教诲',
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jiaohui_info:'回合结束阶段,若你没有于本回合内造成伤害,你可以令一名角色摸两张牌或回复一点体力',
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jiaohui_info:'回合结束阶段,若你没有于本回合内造成伤害,你可以令一名角色摸一张牌或回复一点体力',
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chenshui:'沉睡',
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chenshui_info:'回合结束阶段,你可以将一张随机梦境牌加入你的手牌',
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hsmengjing:'梦境',
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156
character/ow.js
156
character/ow.js
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@ -24,9 +24,155 @@ character.ow={
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// ow_luba:['male','shu',4,[]],
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// ow_wensidun:['male','shu',4,[]],
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// ow_zhaliya:['female','shu',4,['pingzhang','lichang']],
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// ow_heiying:['female','wei',3,[]],
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ow_heiying:['female','wei',3,['qinru','yinshen','maichong']],
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},
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skill:{
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qinru:{
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trigger:{player:'useCardToBegin'},
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filter:function(event,player){
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return event.target!=player&&event.targets&&event.targets.length==1&&!event.target.hasSkill('qinru2');
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},
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logTarget:'target',
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check:function(event,player){
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return ai.get.attitude(player,event.player)<0;
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},
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content:function(){
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'step 0'
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trigger.target.judge(function(card){
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return get.suit(card)=='heart'?0:-1;
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});
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'step 1'
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if(result.suit!='heart'){
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var target=trigger.target;
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var skills=target.get('s');
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var list=[];
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for(var i=0;i<skills.length;i++){
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if(!get.is.locked(skills[i])){
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list.push(skills[i]);
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}
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}
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if(!player.storage.qinru){
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player.storage.qinru=[];
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}
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for(var i=0;i<player.storage.qinru.length;i++){
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if(!game.players.contains(player.storage.qinru[i])){
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player.storage.qinru.splice(i--,1);
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}
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}
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player.storage.qinru.remove(target);
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player.storage.qinru.push(target);
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if(player.storage.qinru.length>2){
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player.storage.qinru.shift();
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}
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target.disableSkill('qinru',list);
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target.addSkill('qinru2');
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}
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},
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ai:{
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expose:0.2,
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threaten:1.3,
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}
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},
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qinru2:{
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trigger:{player:'phaseAfter'},
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forced:true,
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mark:true,
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audio:false,
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popup:false,
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content:function(){
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player.enableSkill('qinru');
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player.removeSkill('qinru2');
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},
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intro:{
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content:function(st,player){
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var storage=player.disabledSkills.qinru;
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if(storage&&storage.length){
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var str='失效技能:';
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for(var i=0;i<storage.length;i++){
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if(lib.translate[storage[i]+'_info']){
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str+=get.translation(storage[i])+'、';
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}
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}
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return str.slice(0,str.length-1);
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}
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}
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}
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},
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yinshen:{
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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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return player.num('he',{type:'equip'})>0;
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},
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content:function(){
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"step 0"
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var next=player.chooseToDiscard(get.prompt('yinshen'),'he',{type:'equip'});
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next.logSkill='yinshen';
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next.ai=function(card){
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if(player.hp==1) return 8-ai.get.value(card);
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if(player.isZhu) return 7-ai.get.value(card);
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if(player.hp==2) return 6-ai.get.value(card);
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return 5-ai.get.value(card);
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};
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"step 1"
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if(result.bool){
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player.addTempSkill('qianxing',{player:'phaseBegin'});
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}
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},
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},
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maichong:{
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trigger:{player:'phaseBegin'},
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filter:function(event,player){
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if(player.storage.qinru){
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for(var i=0;i<player.storage.qinru.length;i++){
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if(player.storage.qinru[i].isAlive()&&player.storage.qinru[i].num('he')) return true;
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}
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}
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},
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logTarget:function(event,player){
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var list=[];
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if(player.storage.qinru){
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for(var i=0;i<player.storage.qinru.length;i++){
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if(player.storage.qinru[i].isAlive()&&player.storage.qinru[i].num('he')){
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list.push(player.storage.qinru[i]);
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}
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}
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}
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return list;
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},
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content:function(){
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'step 0'
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var list=[];
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if(player.storage.qinru){
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for(var i=0;i<player.storage.qinru.length;i++){
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if(player.storage.qinru[i].isAlive()&&player.storage.qinru[i].num('he')){
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list.push(player.storage.qinru[i]);
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}
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}
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}
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event.list=list;
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'step 1'
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if(event.list.length){
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var current=event.list.shift();
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var he=current.get('he');
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if(he.length){
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var card=he.randomGet();
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current.discard(card);
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if(get.type(card)!='basic'){
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event.bool=true;
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}
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}
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event.redo();
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}
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'step 2'
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if(event.bool){
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player.draw();
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}
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},
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ai:{
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threaten:1.5
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}
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},
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mengji:{
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trigger:{source:'damageBegin'},
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forced:true,
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}
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},
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translate:{
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ow_heiying:'黑影',
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qinru:'侵入',
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qinru2:'侵入',
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qinru_info:'每当你使用卡牌指定惟一目标时,你可以令目标进行一次判定,若结果不为红桃,该角色的非锁定技失效直到其下一回合结束',
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yinshen:'隐身',
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yinshen_info:'回合结束阶段,你可以弃置一张装备牌并获得潜行直到下一回合开始',
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maichong:'脉冲',
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maichong_info:'回合开始阶段,你可以令最近两名被你侵入的角色各随机弃置一张牌,若弃置的牌中有非基本牌,你摸一张牌',
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lichang:'力场',
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lichang2:'力场',
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lichang_info:'回合结束阶段,你可以弃置一张红色牌,若如此做,你可以在下个回合开始时令一名距离1以内的角色回复一点体力或摸两张牌',
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@ -62,6 +62,7 @@ window.characterRank={
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],
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a:[
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'hs_aya',
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'ow_heiying',
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'pal_longkui',
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'pal_nangonghuang',
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'pal_xingxuan',
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@ -817,7 +817,6 @@ character.sp={
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content:function(){
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target.gain(cards,player);
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target.recover();
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game.delay();
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},
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ai:{
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order:function(skill,player){
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@ -2154,23 +2154,23 @@ character.xianjian={
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threaten:1.5
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}
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},
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xiaoyao_old:{
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group:'feiying',
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xiaoyao:{
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direct:true,
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filter:function(event,player){
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return event.player!=player&&player.num('he')>1;
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if(event.player==player) return false;
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if(event.cards&&event.cards.length==1){
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return player.num('h',{suit:get.suit(event.cards[0])})>0;
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}
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return false;
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},
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trigger:{target:'useCardToBefore'},
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content:function(){
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"step 0"
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var next=player.chooseToDiscard('是否弃置两张牌使'+get.translation(trigger.card)+'失效?','he',2);
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var next=player.chooseToDiscard('逍遥:是否弃置一张牌使'+get.translation(trigger.card)+'失效?',{suit:get.suit(trigger.cards[0])});
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next.logSkill='xiaoyao';
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next.ai=function(card){
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if(ai.get.effect(player,trigger.card,trigger.player,player)<0){
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if(get.tag(trigger.card,'respondSha')&&player.num('h','sha')) return 0;
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if(get.tag(trigger.card,'respondShan')&&player.num('h','shan')) return 0;
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if(card.name=='guohe') return 0;
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return 4-ai.get.value(card);
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return 7-ai.get.value(card);
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}
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return 0;
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}
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@ -2181,28 +2181,6 @@ character.xianjian={
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}
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}
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},
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xiaoyao:{
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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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return player.num('he',{type:'equip'})>0;
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},
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content:function(){
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"step 0"
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var next=player.chooseToDiscard(get.prompt('xiaoyao'),'he',{type:'equip'});
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next.logSkill='xiaoyao';
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next.ai=function(card){
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if(player.hp==1) return 8-ai.get.value(card);
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if(player.isZhu) return 7-ai.get.value(card);
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if(player.hp==2) return 6-ai.get.value(card);
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return 5-ai.get.value(card);
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};
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"step 1"
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if(result.bool){
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player.addTempSkill('qianxing',{player:'phaseBegin'});
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}
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},
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},
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tuoqiao:{
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filter:function(event,player){
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return game.players.length>3&&(event.player==player.next||event.player==player.previous);
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@ -2446,7 +2424,7 @@ character.xianjian={
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tuoqiao:'脱壳',
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tuoqiao_info:'每当你成为身边角色的卡牌的目标,你可以将座位后移一位,然后取消之',
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xiaoyao:'逍遥',
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xiaoyao_info:'回合结束阶段,你可以弃置一张装备牌并获得潜行直到下一回合开始',
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xiaoyao_info:'每当你成为其他角色的卡牌目标,你可以弃置一张与之花色相同的手牌取消之',
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yujian:'御剑',
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yujian_info:'出牌阶段限一次,你可以将一张杀当作万箭齐发使用',
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huimeng:'回梦',
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@ -719,6 +719,7 @@ character.yijiang={
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},
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jiyu:{
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enable:'phaseUse',
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locked:false,
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filter:function(event,player){
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var hs=player.get('h');
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for(var i=0;i<hs.length;i++){
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31
game/game.js
31
game/game.js
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@ -11739,16 +11739,20 @@
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},
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enableSkill:function(skill){
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var skills=this.disabledSkills[skill];
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this.disabledSkills[skill]=skills;
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delete this.disabledSkills[skill];
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var list=this.get('s');
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if(typeof skills=='string'){
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this.addSkillTrigger(skills,false,true);
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if(list.contains(skills)){
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this.addSkillTrigger(skills,false,true);
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}
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}
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else if(Array.isArray(skills)){
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for(var i=0;i<skills.length;i++){
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this.addSkillTrigger(skills[i],false,true);
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if(list.contains(skills[i])){
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this.addSkillTrigger(skills[i],false,true);
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}
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}
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}
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delete this.disabledSkills[skill];
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},
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checkMarks:function(){
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var skills=this.get('s');
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@ -33890,6 +33894,25 @@
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}
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},
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get:{
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threaten:function(target,player){
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var threaten=1;
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var skills=target.get('s');
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for(var i=0;i<skills.length;i++){
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var info=get.info(skills[i]);
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if(info&&info.ai&&info.ai.threaten){
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if(typeof info.ai.threaten=='function'&&player){
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var tmp=info.ai.threaten(player,target);
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if(typeof tmp=='number'){
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threaten*=tmp;
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}
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}
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else if(typeof info.ai.threaten=='number'){
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threaten*=info.ai.threaten;
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}
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}
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}
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return threaten;
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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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var att=ai.get.rawAttitude.apply(this,arguments);
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@ -10,9 +10,10 @@ window.noname_update={
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'game/asset.js',
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'card/hearth.js',
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'card/swd.js',
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'character/rank.js',
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'character/ow.js',
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'character/hearth.js',
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// 'character/old.js',
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'character/sp.js',
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'character/xianjian.js',
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'character/refresh.js',
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'character/shenhua.js',
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@ -3619,6 +3619,7 @@ mode.versus={
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filter:function(event,player){
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if(!_status.ladder) return false;
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if(event._ladder_mmr_counted) return false;
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if(!event.source) return false;
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return event.source==game.me||event.player==game.me;
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},
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content:function(){
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