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@ -55,6 +55,7 @@ window.characterRank={
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],
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a:[
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'swd_kendi',
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'swd_shuwaner',
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'hs_enzoth',
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'hs_sapphiron',
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'gw_airuiting',
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@ -228,51 +228,47 @@ character.swd={
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filter:function(event,player){
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return player.countCards('he',{color:'red'})>0;
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},
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filterTarget:true,
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selectTarget:[1,2],
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position:'he',
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check:function(card){
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return 7-ai.get.value(card);
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},
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content:function(){
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'step 0'
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contentBefore:function(){
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player.loseHp();
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var enemies=player.getEnemies();
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event.targets=enemies.randomGets(2);
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event.targets.sortBySeat();
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'step 1'
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if(event.targets.length){
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var target=event.targets.shift();
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player.line(target,'fire');
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},
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content:function(){
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if(targets.length==1){
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target.damage('fire',2);
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}
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else{
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target.damage('fire');
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target.addExpose(0.2);
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event.redo();
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}
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},
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line:'fire',
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ai:{
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order:5,
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order:15,
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expose:0.2,
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result:{
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player:function(player){
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target:function(player,target){
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if(player.hp<2) return 0;
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var enemies=player.getEnemies();
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if(enemies.length<2) return 0;
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var hp=0;
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for(var i=0;i<enemies.length;i++){
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if(ai.get.damageEffect(enemies[i],player,player,'fire')<=0){
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return 0;
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if(ai.get.attitude(player,target)>=0) return 0;
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if(ui.selected.targets.length){
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if(ui.selected.targets[0].hp>1&&target.hp>1) return 0;
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}
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var eff=ai.get.damageEffect(target,player,target,'fire');
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if(eff<0){
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var num=game.countPlayer(function(current){
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return ai.get.attitude(player,current)<0&&
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ai.get.damageEffect(current,player,player,'fire')>0&&
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current.hp<=player.hp;
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});
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if(num>=2){
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if(target.nodying) return eff/10;
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return eff/Math.sqrt(target.hp);
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}
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if(enemies[i].hasSkillTag('maixie')&&enemies[i].hp>1){
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hp--;
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}
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hp+=enemies[i].hp;
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}
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hp/=enemies.length;
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if(player.hp==2){
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if(hp<2) return 1;
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return 0;
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}
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else{
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if(hp<=player.hp) return 1;
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return 0;
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}
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return 0;
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}
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}
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}
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@ -315,6 +311,14 @@ character.swd={
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order:1,
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result:{
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player:1
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},
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threaten:function(player,target){
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if(target.storage.sxianjing&&target.storage.sxianjing.length){
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return Math.sqrt(1.6/(target.storage.sxianjing.length+1));
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}
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else{
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return 1.6
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}
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}
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},
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intro:{
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@ -9038,7 +9042,7 @@ character.swd={
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swd_xiaohuanglong:'小黄龙',
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huodan:'火丹',
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huodan_info:'出牌阶段限一次,你可以弃置一张红色牌并失去一点体力,然后对两名随机敌人各造成一点火属性伤害',
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huodan_info:'出牌阶段限一次,你可以弃置一张红色牌并失去一点体力,然后将两点火属性伤害分配给1~2名角色',
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sxianjing:'陷阱',
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sxianjing_bg:'阱',
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sxianjing_info:'出牌阶段,你可以将一张手牌背面朝上置于你的武将牌上(不能与已有花色相同)。当一名其他角色使用与一张“陷阱”牌花色相同的牌指定你为目标时,你移去对应的“陷阱”牌,然后随机获得该角色的一张牌。每当你受到一次伤害,你随机将一张“陷阱”牌返回手牌',
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24
game/game.js
24
game/game.js
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@ -10692,7 +10692,7 @@
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}
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"step 4"
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if(get.info(card).contentAfter){
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var next=game.createEvent(card.name+'contentAfter');
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var next=game.createEvent(card.name+'ContentAfter');
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next.setContent(get.info(card).contentAfter);
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next.targets=targets;
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next.card=card;
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@ -10824,6 +10824,15 @@
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}
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}
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"step 1"
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var info=get.info(event.skill);
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if(info&&info.contentBefore){
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var next=game.createEvent(event.skill+'ContentBefore');
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next.setContent(info.contentBefore);
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next.targets=targets;
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next.cards=cards;
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next.player=player;
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}
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"step 2"
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if(!event.skill){
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console.log('error: no skill',get.translation(event.player),event.player.getSkills());
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if(event._skill){
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@ -10889,7 +10898,16 @@
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event.num++;
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event.redo();
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}
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"step 2"
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"step 3"
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var info=get.info(event.skill);
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if(info&&info.contentAfter){
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var next=game.createEvent(event.skill+'ContentAfter');
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next.setContent(info.contentAfter);
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next.targets=targets;
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next.cards=cards;
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next.player=player;
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}
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"step 4"
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if(player.getStat().allSkills>200){
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player._noSkill=true;
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console.log(player.name,event.skill);
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@ -10900,7 +10918,7 @@
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else{
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event.finish();
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}
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"step 3"
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"step 5"
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ui.clear();
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},
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draw:function(){
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