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@ -649,6 +649,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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type:'trick',
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enable:true,
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selectTarget:-1,
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cardcolor:'red',
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reverseOrder:true,
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filterTarget:function(card,player,target){
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return target.hp<target.maxHp;
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@ -63,7 +63,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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gw_lanbote:['male','qun',4,['gwlangshi']],
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gw_fenghuang:['male','shu',4,['gwliaotian']],
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gw_diandian:['male','wu',3,['gwhuanbi']],
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gw_yisilinni:['male','wu',3,['gwminxiang']],
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gw_yisilinni:['female','wu',3,['gwhuanshuang']],
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gw_feilafanruide:['male','wei',3,['yinzhang']],
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},
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characterIntro:{
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@ -80,6 +80,102 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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gw_yioufeisi:'国王还是乞丐,两者有何区别,人类少一个算一个',
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},
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skill:{
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gwhuanshuang:{
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trigger:{player:['phaseBegin','phaseEnd']},
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direct:true,
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filter:function(event,player){
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return !player.hasSkill('gwhuanshuang_disable');
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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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for(var i in lib.card){
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if(lib.card[i].subtype=='spell_bronze') list.push(i);
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}
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for(var i=0;i<list.length;i++){
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if(!player.hasUseTarget(list[i])){
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list.splice(i--,1);
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}
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}
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if(!list.length){
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event.finish();
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return;
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}
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var rand=get.rand();
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var aozu=game.hasPlayer(function(current){
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return player.canUse('gw_aozuzhilei',current)&¤t.hp<=3&&get.effect(current,{name:'gw_aozuzhilei'},player,player)>0;
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});
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var aozu2=game.hasPlayer(function(current){
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return player.canUse('gw_aozuzhilei',current)&¤t.hp<=2&&get.effect(current,{name:'gw_aozuzhilei'},player,player)>0;
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});
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var aozu3=game.hasPlayer(function(current){
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return player.canUse('gw_aozuzhilei',current)&&get.effect(current,{name:'gw_aozuzhilei'},player,player)>0;
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});
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var baoxue=game.hasPlayer(function(current){
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return player.canUse('gw_baoxueyaoshui',current)&&get.attitude(player,current)<0&&[2,3].contains(current.countCards('h'))&&!current.hasSkillTag('noh');
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});
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var baoxue2=game.hasPlayer(function(current){
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return player.canUse('gw_baoxueyaoshui',current)&&get.attitude(player,current)<0&&[2].contains(current.countCards('h'))&&!current.hasSkillTag('noh');
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});
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var baoxue3=game.hasPlayer(function(current){
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return player.canUse('gw_baoxueyaoshui',current)&&get.attitude(player,current)<0&¤t.countCards('h')>=2&&!current.hasSkillTag('noh');
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});
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var nongwu=game.hasPlayer(function(current){
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return get.attitude(player,current)<0&&(get.attitude(player,current.getNext())<0||get.attitude(player,current.getPrevious())<0);
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});
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var nongwu2=game.hasPlayer(function(current){
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return get.attitude(player,current)<0&&get.attitude(player,current.getNext())<0&&get.attitude(player,current.getPrevious())<0;
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});
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var yanzi=game.hasPlayer(function(current){
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return get.attitude(player,current)>0&¤t.isMinHandcard();
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});
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player.chooseVCardButton(get.prompt('gwhuanshuang'),list.randomGets(3),'notype').ai=function(button){
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var name=button.link[2];
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switch(name){
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case 'gw_ciguhanshuang':
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if(nongwu2) return 3;
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if(nongwu) return 1;
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return 0;
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case 'gw_baoxueyaoshui':
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if(baoxue2) return 2;
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if(baoxue) return 1.5;
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if(baoxue3) return 0.5;
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return 0;
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case 'gw_aozuzhilei':
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if(aozu2) return 2.5;
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if(aozu) return 1.2;
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if(aozu3) return 0.2;
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return 0;
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case 'gw_yanziyaoshui':
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if(yanzi) return 2;
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return 0.6;
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}
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if(game.hasPlayer(function(current){
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return player.canUse(name,current)&&get.effect(current,{name:name},player,player)>0;
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})){
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return Math.random();
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}
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return 0;
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};
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'step 1'
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if(result.bool){
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player.logSkill('gwhuanshuang');
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event.cardname=result.links[0][2];
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player.chooseUseTarget(event.cardname);
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player.addTempSkill('gwhuanshuang_disable');
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}
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'step 2'
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if(event.cardname&&player.hasUseTarget(event.cardname)){
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player.chooseUseTarget(event.cardname);
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}
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},
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ai:{
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threaten:1.6
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},
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subSkill:{
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disable:{}
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}
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},
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gw_xianzumaijiu:{
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trigger:{source:'damageEnd'},
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filter:function(event){
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@ -107,28 +203,27 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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},
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gwjinli:{
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trigger:{player:'phaseEnd'},
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direct:true,
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enable:'phaseUse',
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usable:1,
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filterCard:true,
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filterTarget:function(card,player,target){
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return !target.hasSkill('gwjinli_jiu');
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},
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check:function(card){
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return 8-get.value(card);
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},
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content:function(){
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'step 0'
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player.chooseTarget(get.prompt2('gwjinli')).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('gwjinli',result.targets);
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result.targets[0].addSkill('gwjinli_jiu');
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}
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target.addSkill('gwjinli_jiu');
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},
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subSkill:{
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jiu:{
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init:function(player){
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player.storage.gwjinli_jiu_markcount=2;
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player.storage.gwjinli_jiu=2;
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},
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onremove:true,
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mark:'image',
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intro:{
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content:'结束阶段,随机获得一个正面效果;两回合后将先祖麦酒收入手牌'
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content:'结束阶段,随机获得一个正面效果;&个回合后将先祖麦酒收入手牌'
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},
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trigger:{player:'phaseEnd'},
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forced:true,
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@ -136,8 +231,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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'step 0'
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player.getBuff();
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'step 1'
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player.storage.gwjinli_jiu_markcount--;
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if(player.storage.gwjinli_jiu_markcount<=0){
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player.storage.gwjinli_jiu--;
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if(player.storage.gwjinli_jiu<=0){
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player.removeSkill('gwjinli_jiu');
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player.gain(game.createCard('gw_xianzumaijiu'),'gain2');
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}
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@ -146,6 +241,15 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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}
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}
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},
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ai:{
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threaten:1.5,
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order:2,
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result:{
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target:function(player,target){
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return 1/(1+target.hp)/Math.sqrt(1+target.countCards('h'));
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}
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}
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}
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},
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gwliaotian:{
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@ -3091,7 +3195,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return 1;
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}
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if(i==0) return 7.3;
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return 3;
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return 4;
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},
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value:function(card,player,i){
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if(player.hp>1){
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@ -3099,7 +3203,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return 1;
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}
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if(i==0) return 7.3;
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return 3;
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return 4;
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},
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},
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order:function(){
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@ -4038,9 +4142,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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gw_yisilinni:'伊斯琳妮',
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gw_lanbote:'兰伯特',
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gwhuanshuang:'幻霜',
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gwhuanshuang_info:'准备或结束阶段,你可以从三张随机亮出的铜卡法术中选择一张使用,并结算两次',
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gwjinli:'金醴',
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gwjinli_jiu:'先祖麦酒',
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gwjinli_info:'结束阶段,你可以将一张先祖麦酒置于一名角色的武将牌上',
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gwjinli_info:'出牌阶段限一次,你可以弃置一张手牌,并将一张先祖麦酒置于一名角色的武将牌上',
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gw_xianzumaijiu:'先祖麦酒',
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gw_xianzumaijiu_info:'出牌阶段对自己使用,你使用下一张杀造成伤害后,令所有友方角色摸一张牌;濒死阶段,对自己使用,回复1点体力',
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gwliaotian:'燎天',
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@ -17188,6 +17188,12 @@
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if(distance==false) return lib.filter.targetEnabled(card,this,player);
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return lib.filter.filterTarget(card,this,player);
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},
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hasUseTarget:function(card,distance,includecard){
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var player=this;
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return game.hasPlayer(function(current){
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return player.canUse(card,current,distance,includecard);
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});
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},
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addSubPlayer:function(cfg){
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var skill='subplayer_'+cfg.name+'_'+get.id();
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game.log(this,'获得了随从','#g'+get.translation(cfg.name))
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