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f713f68254
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be5fc19788
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@ -18,7 +18,7 @@ card.extra={
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return target==player;
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},
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content:function(){
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if(target==_status.event.getParent(2).dying){
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if(target==_status.event.getParent(2).dying||target==_status.dying){
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target.recover();
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if(_status.currentPhase==target){
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target.getStat().card.jiu--;
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@ -1131,7 +1131,7 @@ card.swd={
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},
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content:function(){
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"step 0"
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if(target==_status.event.getParent(2).dying) target.recover();
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if(target==_status.event.getParent(2).dying||target==_status.dying) target.recover();
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else{
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target.addTempSkill('tianxianjiu',['phaseAfter','shaAfter']);
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if(target==targets[0]&&card.clone&&(card.clone.parentNode==player.parentNode||card.clone.parentNode==ui.arena)){
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@ -288,7 +288,10 @@ character.sp={
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intro:{
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content:'cards'
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},
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group:'tuifeng2'
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group:'tuifeng2',
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ai:{
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threaten:0.8
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}
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},
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tuifeng2:{
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trigger:{player:'phaseBegin'},
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@ -5714,6 +5714,9 @@ character.yijiang={
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return true;
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},
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content:function(){
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if(_status.event.getParent(2).type=='dying'){
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event.dying=player;
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}
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player.turnOver();
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player.useCard({name:'jiu'},player);
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},
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@ -2696,6 +2696,11 @@
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name:'末位可换牌',
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init:true,
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frequent:true,
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},
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replace_character_two:{
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name:'替补模式',
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init:false,
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frequent:true,
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},
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ban_weak:{
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name:'屏蔽弱将',
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@ -14259,6 +14264,7 @@
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event.finish();
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return;
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}
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_status.dying=event.dying;
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event.acted.push(player);
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// else if(trigger.source&&trigger.source.isDead()){
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// trigger.start=game.findNext(trigger.source);
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@ -1,15 +1,18 @@
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window.noname_update={
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version:'1.9.1',
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version:'1.9.1.1',
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changeLog:[
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'bug修复',
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'增加牌堆补充扩展',
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'塔防模式调整',
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'新武将'
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],
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files:{
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global:[
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'game/game.js',
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'game/asset.js',
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'mode/versus.js',
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'character/yijiang.js',
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'character/sp.js',
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'card/swd.js',
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'card/extra.js',
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],
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// '1.9.1':[]
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'1.9.1':[]
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}
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}
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117
mode/versus.js
117
mode/versus.js
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@ -694,7 +694,14 @@ mode.versus={
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characterChoice=list.randomGets(7);
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}
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var dialog=ui.create.dialog('选择角色',[characterChoice,'character']);
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game.me.chooseButton(true,dialog);
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if(get.config('replace_character_two')){
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game.me.chooseButton(true,dialog,2);
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_status.replacetwo=true;
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game.additionaldead=[];
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}
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else{
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game.me.chooseButton(true,dialog);
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}
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if(!_status.brawl||!_status.brawl.noAddSetting){
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if(get.config('change_identity')){
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addSetting(dialog);
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@ -773,6 +780,9 @@ mode.versus={
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delete ui.cheat2;
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}
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game.me.init(result.links[0]);
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if(_status.replacetwo){
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game.me.replacetwo=result.links[1];
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}
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game.addRecentCharacter(game.me.name);
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event.list.remove(game.me.name);
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for(var i=0;i<game.players.length;i++){
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@ -781,9 +791,14 @@ mode.versus={
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var list=_status.brawl.chooseCharacter(event.list,game.players[i]);
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game.players[i].init(list.randomGet());
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event.list.remove(game.players[i].name);
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if(_status.replacetwo){
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game.players[i].replacetwo=list.randomGet(game.players[i].name);
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event.list.remove(game.players[i].replacetwo);
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}
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}
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else{
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game.players[i].init(event.list.randomRemove());
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game.players[i].replacetwo=event.list.randomRemove();
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}
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}
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}
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@ -2075,6 +2090,12 @@ mode.versus={
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next.source=player;
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next.setContent('replacePlayer');
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},
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replacePlayerTwo:function(player,character){
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var next=game.createEvent('replacePlayerTwo');
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next.source=player;
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next.character=character;
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next.setContent('replacePlayerTwo');
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},
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versusClickToSwap:function(e){
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if(_status.dragged) return;
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if(this.link==game.me){
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@ -2534,6 +2555,33 @@ mode.versus={
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// source.skip('phase');
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// }
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},
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replacePlayerTwo:function(){
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'step 0'
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game.delay();
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'step 1'
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source.revive(null,false);
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game.additionaldead.push({
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name:source.name,
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stat:source.stat
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});
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game.addVideo('reinit',source,[event.character,get.translation(source.side+'Color')]);
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source.uninit();
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source.init(event.character);
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game.log(source,'出场');
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// source.node.identity.dataset.color=source.side+'zhu';
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source.draw(4);
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_status.event.parent.parent.parent.untrigger(false,source);
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var evt=_status.event.parent.parent.parent;
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for(var i=0;i<100;i++){
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evt=evt.parent;
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if(evt.player==source){
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evt.finish();
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}
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if(evt.name=='phase'){
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break;
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}
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}
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},
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replacePlayerOL:function(){
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'step 0'
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game.delay();
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@ -2692,6 +2740,9 @@ mode.versus={
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game.replacePlayerOL(this);
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}
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else if(_status.mode=='2v2'){
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if(_status.replacetwo){
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}
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var friend;
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].side==this.side){
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@ -2773,20 +2824,57 @@ mode.versus={
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friend=game.players[i];break;
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}
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}
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if(friend){
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var next=game.createEvent('versusDraw');
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next.setContent(function(){
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'step 0'
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player.chooseBool('是否摸一张牌?');
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'step 1'
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if(result.bool){
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player.draw();
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if(_status.replacetwo){
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if(this.replacetwo){
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if(source){
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if(source.side==this.side){
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var he=source.get('he');
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if(he.length){
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source.discard(he);
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}
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}
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else{
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source.draw(3);
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}
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}
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});
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next.player=friend;
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game.replacePlayerTwo(this,this.replacetwo);
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delete this.replacetwo;
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}
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else if(friend&&friend.replacetwo){
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if(source){
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if(source.side==this.side){
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var he=source.get('he');
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if(he.length){
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source.discard(he);
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}
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}
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else{
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source.draw(3);
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}
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}
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game.replacePlayerTwo(this,friend.replacetwo);
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delete friend.replacetwo;
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}
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else{
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game.over(this.side!=game.me.side);
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}
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}
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else{
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game.over(this.side!=game.me.side);
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if(friend){
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var next=game.createEvent('versusDraw');
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next.setContent(function(){
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'step 0'
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player.chooseBool('是否摸一张牌?');
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'step 1'
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if(result.bool){
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player.draw();
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}
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});
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next.player=friend;
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}
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else{
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game.over(this.side!=game.me.side);
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}
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}
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return;
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}
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@ -2884,7 +2972,10 @@ mode.versus={
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}
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},
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help:{
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'对决模式':'<div style="margin:10px">4v4</div><ul style="margin-top:0"><li>双方各有一名主公和三名忠臣,杀死对方主公获胜<li>'+
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'对决模式':
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'<div style="margin:10px">2v2 替补模式</div><ul style="margin-top:0"><li>选将时额外选择一名替补武将,阵亡时使用自己的替补武将上场,无替补时改为用队友的替补武将,两人均无替补时游戏结束'+
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'<li>杀死敌方武将摸3张牌,杀死友方武将弃置所有牌</ul>'+
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'<div style="margin:10px">4v4</div><ul style="margin-top:0"><li>双方各有一名主公和三名忠臣,杀死对方主公获胜<li>'+
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'8号位游戏开始时额外摸一张牌,7、8号位可在游戏开始时置换一次手牌<li>'+
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'杀死对方忠臣摸2+x张牌,x为对方(含刚被杀的忠臣)与己方的存活人数之差;主公杀死己方忠臣须弃置所有牌',
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}
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