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@ -184,10 +184,8 @@ character.gujian={
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},
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content:function(){
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"step 0"
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player.draw();
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"step 1"
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player.recover();
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"step 2"
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"step 1"
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player.turnOver();
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},
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mod:{
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@ -1040,7 +1038,7 @@ character.gujian={
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zuizhan:'醉斩',
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zuizhan_info:'每当你使用一张杀,可以摸一张牌,然后此杀随机增加一个额外目标',
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qianhuan:'千幻',
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qianhuan_info:'回合结束后,若你已受伤,你可以回复一点体力并摸一张牌,然后将武将牌翻面。若你的武将牌背面朝上,你不能使用卡牌,也不能成为卡牌的目标',
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qianhuan_info:'回合结束后,若你已受伤,你可以回复一点体力并将武将牌翻面。若你的武将牌背面朝上,你不能使用卡牌,也不能成为卡牌的目标',
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fumo:'伏魔',
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fumo_info:'每当你受到一次伤害,可以弃置两张颜色相同的手牌并对伤害来源造成一点雷电伤害',
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fanyin:'梵音',
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@ -7112,8 +7112,11 @@
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return this.classList.contains('dead')==false&&this.classList.contains('out')==false&&!this.removed;
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},
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isUnderControl:function(self){
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if(!self&&this===game.me) return false;
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if(this.isMad()) return false;
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if(this===game.me){
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if(self) return true;
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return false;
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}
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if(lib.config.mode=='versus'){
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return ui.autoreplace&&ui.autoreplace.classList.contains('on')&&
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this.side==game.me.side;
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@ -455,7 +455,7 @@ mode.stone={
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stone_beijunmushi:['male','qun',2,['priest_shengliao'],['minskin','stone'],[1,1,'priest']],
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stone_guanliyuan:['male','qun',2,['priest_faxian'],['minskin','stone'],[2,1,'priest']],
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stone_linghunjisi:['male','qun',4,['priest_hunwu'],['minskin','stone'],[4,2,'priest']],
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stone_linghunjisi:['female','qun',4,['priest_hunwu'],['minskin','stone'],[4,2,'priest']],
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stone_heianjiaotu:['male','qun',3,['priest_zhufu'],['minskin','stone'],[3,2,'priest']],
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stone_guangyaozhizi:['male','qun',3,['priest_guangyao'],['minskin','stone'],[5,3,'priest']],
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stone_longmianjiaoguan:['male','qun',2,['priest_xundao'],['minskin','stone'],[2,2,'priest']],
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@ -1460,12 +1460,14 @@ mode.stone={
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filterTarget:true,
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selectTarget:-1,
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content:function(){
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if(player.side==target.side){
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if(player.hasFellowSkill('priest_hunwu')){
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target.loseHp();
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}
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else if(player.side==target.side){
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else{
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target.recover();
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}
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}
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else{
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target.damage();
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}
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@ -3284,12 +3286,10 @@ mode.stone={
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enable:true,
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stoneact:4,
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filterTarget:function(card,player,target){
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return target.isMin()&&target.hp<5;
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return target.isMin();
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},
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content:function(){
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if(target.maxHp<5){
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target.gainMaxHp(Math.min(2,5-target.maxHp));
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}
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target.gainMaxHp(2);
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target.recover(2);
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target.draw(2);
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},
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@ -3297,7 +3297,7 @@ mode.stone={
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order:7,
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result:{
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target:function(player,target){
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return 5-target.hp;
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return Math.max(1,10-target.hp);
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}
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}
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}
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@ -4097,9 +4097,12 @@ mode.stone={
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}
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}
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var target=list.randomGet();
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player.line(target,'green');
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player.line(target,'fire');
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target.damage('fire');
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game.delay();
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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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mage_zhufa:{
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@ -4238,6 +4241,9 @@ mode.stone={
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player.line(target,'green');
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target.damage();
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game.delay();
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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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druid_huwei:{
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@ -4277,7 +4283,7 @@ mode.stone={
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}
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"step 2"
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if(result.control=='造成伤害'){
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event.target.damage();
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event.target.damage(event.chooser);
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}
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else{
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event.target.discard(event.target.get('h'));
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@ -4697,7 +4703,7 @@ mode.stone={
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var players=get.players();
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var targets=[];
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for(var i=0;i<players.length;i++){
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if(players[i].side==player.side&&!players[i].career&&players[i].num('h')==0){
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if(players[i].side==player.side&&!players[i].career&&players[i].num('h')<=1){
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targets.push(players[i]);
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}
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}
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@ -5671,7 +5677,7 @@ mode.stone={
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shaman_tuteng:'图腾',
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shaman_tuteng_info:'你跳过摸牌阶段',
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shaman_fali:'空气',
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shaman_fali_info:'已方主将的回合结束阶段,令所有无手牌的友方随从摸一张牌',
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shaman_fali_info:'已方主将的回合结束阶段,令所有手牌数不大于1的友方随从摸一张牌',
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shaman_zhiliao:'治疗',
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shaman_zhiliao_info:'已方主将的回合结束阶段,令所有友方随从回复一点体力',
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shaman_zhuore:'灼热',
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@ -5798,7 +5804,7 @@ mode.stone={
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chaofeng:'嘲讽',
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chaofeng_info:'同阵营的无嘲讽角色不以能成为杀或决斗的目标',
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spell_wangzhezhufu:'王者祝福',
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spell_wangzhezhufu_info:'令一名随从增加两点体力上限(不能超过5),回复两点体力并摸两张牌',
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spell_wangzhezhufu_info:'令一名随从增加两点体力上限,回复两点体力并摸两张牌',
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spell_diyulieyan:'地狱烈焰',
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spell_diyulieyan_info:'所有角色失去一点体力',
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spell_chenmo:'沉默',
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