1.9.6
This commit is contained in:
parent
fd7ed64a37
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bef9f1a06f
239
character/old.js
239
character/old.js
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@ -20,6 +20,240 @@ character.old={
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old_quancong:['male','wu',4,['zhenshan']],
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old_quancong:['male','wu',4,['zhenshan']],
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},
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},
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skill:{
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skill:{
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zhenshan:{
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trigger:{player:'chooseToRespondBegin'},
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filter:function(event,player){
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if(event.responded) return false;
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if(!event.filterCard({name:'shan'})&&!!event.filterCard({name:'sha'})) return false;
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if(player.hasSkill('zhenshan2')) return false;
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var nh=player.num('h');
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for(var i=0;i<game.players.length;i++){
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if(game.players[i]!=player&&game.players[i].num('h')<nh) return true;
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}
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return false;
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},
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direct:true,
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content:function(){
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"step 0"
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player.chooseTarget(get.prompt('zhenshan'),function(card,player,target){
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return target.num('h')<player.num('h');
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}).set('ai',function(target){
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return ai.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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trigger.untrigger();
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trigger.responded=true;
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if(trigger.filterCard({name:'shan'})){
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trigger.result={bool:true,card:{name:'shan'}}
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}
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else{
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trigger.result={bool:true,card:{name:'sha'}}
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}
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player.logSkill('zhenshan',result.targets);
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player.addTempSkill('zhenshan2','phaseAfter');
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event.target=result.targets[0];
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event.cards0=player.get('h');
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event.cards1=event.target.get('h');
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player.lose(event.cards0,ui.special);
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event.target.lose(event.cards1,ui.special);
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}
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else{
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event.finish();
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}
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"step 2"
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player.gain(event.cards1,event.target);
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event.target.gain(event.cards0,player);
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player.$give(event.cards0.length,event.target);
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event.target.$give(event.cards1.length,player);
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game.delay();
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},
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group:['zhenshan_sha','zhenshan_tao','zhenshan_jiu']
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},
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zhenshan2:{},
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zhenshan_sha:{
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enable:'chooseToUse',
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viewAs:{name:'sha'},
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log:false,
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viewAsFilter:function(player){
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if(player.hasSkill('zhenshan2')) return false;
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var nh=player.num('h');
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for(var i=0;i<game.players.length;i++){
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if(game.players[i]!=player&&game.players[i].num('h')<nh) return true;
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}
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return false;
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},
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precontent:function(){
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'step 0'
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player.chooseTarget('选择交换手牌的目标',function(card,player,target){
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return target.num('h')<player.num('h')
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},true).ai=function(target){
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return ai.get.attitude(player,target);
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}
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player.addTempSkill('zhenshan2','phaseAfter');
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'step 1'
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if(result.bool){
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player.logSkill('zhenshan_sha',result.targets);
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event.target=result.targets[0];
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event.cards0=player.get('h');
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event.cards1=event.target.get('h');
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player.lose(event.cards0,ui.special);
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event.target.lose(event.cards1,ui.special);
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}
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else{
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event.finish();
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}
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'step 2'
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player.gain(event.cards1,event.target);
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event.target.gain(event.cards0,player);
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player.$give(event.cards0.length,event.target);
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event.target.$give(event.cards1.length,player);
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},
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filterCard:function(card){
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return false;
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},
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selectCard:-1,
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ai:{
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skillTagFilter:function(player,tag,arg){
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if(player.hasSkill('zhenshan2')) return false;
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var nh=player.num('h');
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for(var i=0;i<game.players.length;i++){
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if(game.players[i]!=player&&game.players[i].num('h')<nh) return true;
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}
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return false;
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},
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order:function(){
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var player=_status.event.player;
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var nh=player.num('h');
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for(var i=0;i<game.players.length;i++){
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if(ai.get.attitude(player,game.players[i])>0&&game.players[i].num('h')<nh){
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return 2.9;
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}
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}
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return 0;
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},
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respondSha:true,
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},
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},
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zhenshan_tao:{
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enable:'chooseToUse',
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viewAs:{name:'tao'},
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viewAsFilter:function(player){
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if(player.hasSkill('zhenshan2')) return false;
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var nh=player.num('h');
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for(var i=0;i<game.players.length;i++){
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if(game.players[i]!=player&&game.players[i].num('h')<nh) return true;
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}
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return false;
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},
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log:false,
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precontent:function(){
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'step 0'
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player.chooseTarget('选择交换手牌的目标',function(card,player,target){
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return target.num('h')<player.num('h')
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},true).ai=function(target){
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return ai.get.attitude(player,target);
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}
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player.addTempSkill('zhenshan2','phaseAfter');
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'step 1'
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if(result.bool){
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player.logSkill('zhenshan_tao',result.targets);
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event.target=result.targets[0];
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event.cards0=player.get('h');
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event.cards1=event.target.get('h');
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player.lose(event.cards0,ui.special);
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event.target.lose(event.cards1,ui.special);
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}
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else{
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event.finish();
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}
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'step 2'
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player.gain(event.cards1,event.target);
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event.target.gain(event.cards0,player);
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player.$give(event.cards0.length,event.target);
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event.target.$give(event.cards1.length,player);
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},
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filterCard:function(card){
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return false;
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},
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selectCard:-1,
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ai:{
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skillTagFilter:function(player,tag,arg){
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if(player.hasSkill('zhenshan2')) return false;
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var nh=player.num('h');
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for(var i=0;i<game.players.length;i++){
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if(game.players[i]!=player&&game.players[i].num('h')<nh) return true;
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}
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return false;
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},
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order:function(){
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var player=_status.event.player;
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var nh=player.num('h');
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for(var i=0;i<game.players.length;i++){
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if(ai.get.attitude(player,game.players[i])>0&&game.players[i].num('h')<nh){
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return _status.event.type=='dying'?0.5:4;
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}
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}
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return 0;
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},
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save:true,
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},
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},
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zhenshan_jiu:{
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enable:'chooseToUse',
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viewAs:{name:'jiu'},
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viewAsFilter:function(player){
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if(player.hasSkill('zhenshan2')) return false;
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var nh=player.num('h');
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for(var i=0;i<game.players.length;i++){
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if(game.players[i]!=player&&game.players[i].num('h')<nh) return true;
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}
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return false;
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},
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log:false,
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precontent:function(){
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'step 0'
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player.chooseTarget('选择交换手牌的目标',function(card,player,target){
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return target.num('h')<player.num('h')
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},true).ai=function(target){
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return ai.get.attitude(player,target);
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}
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player.addTempSkill('zhenshan2','phaseAfter');
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'step 1'
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if(result.bool){
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player.logSkill('zhenshan_jiu',result.targets);
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event.target=result.targets[0];
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event.cards0=player.get('h');
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event.cards1=event.target.get('h');
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player.lose(event.cards0,ui.special);
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event.target.lose(event.cards1,ui.special);
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}
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else{
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event.finish();
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}
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'step 2'
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player.gain(event.cards1,event.target);
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event.target.gain(event.cards0,player);
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player.$give(event.cards0.length,event.target);
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event.target.$give(event.cards1.length,player);
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},
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filterCard:function(card){
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return false;
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},
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selectCard:-1,
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ai:{
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skillTagFilter:function(player,tag,arg){
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if(player.hasSkill('zhenshan2')) return false;
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var nh=player.num('h');
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for(var i=0;i<game.players.length;i++){
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if(game.players[i]!=player&&game.players[i].num('h')<nh) return true;
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}
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return false;
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},
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order:0,
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save:true,
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},
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},
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oldzhenlie:{
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oldzhenlie:{
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audio:'zhenlie',
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audio:'zhenlie',
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trigger:{player:'judge'},
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trigger:{player:'judge'},
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@ -201,6 +435,11 @@ character.old={
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old_caozhen:'旧曹真',
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old_caozhen:'旧曹真',
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old_quancong:'旧全琮',
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old_quancong:'旧全琮',
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zhenshan:'振赡',
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zhenshan_sha:'赡杀',
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zhenshan_tao:'赡桃',
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zhenshan_jiu:'赡酒',
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zhenshan_info:'每名角色的回合限一次,每当你需要使用或打出一张基本牌时,你可以与一名手牌数少于你的角色交换手牌。若如此做,视为你使用或打出了此牌',
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oldzhenlie:'贞烈',
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oldzhenlie:'贞烈',
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oldzhenlie_info:'在你的判定牌生效前,你可以亮出牌堆顶的一张牌代替之',
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oldzhenlie_info:'在你的判定牌生效前,你可以亮出牌堆顶的一张牌代替之',
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oldmiji:'秘计',
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oldmiji:'秘计',
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@ -2433,6 +2433,7 @@ window.noname_skin_list={
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caoren:1,
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caoren:1,
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caoxiu:1,
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caoxiu:1,
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caozhang:2,
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caozhang:2,
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caozhen:1,
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caozhi:3,
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caozhi:3,
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chengong:1,
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chengong:1,
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chengpu:1,
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chengpu:1,
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19
game/game.js
19
game/game.js
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@ -7608,10 +7608,12 @@
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if(lib.skill[event.skill].audio){
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if(lib.skill[event.skill].audio){
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cardaudio=false;
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cardaudio=false;
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}
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}
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if(lib.skill[event.skill].log!=false){
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player.logSkill(event.skill);
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player.logSkill(event.skill);
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if(get.info(event.skill).popname){
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if(get.info(event.skill).popname){
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player.popup(event.card.name);
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player.popup(event.card.name);
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}
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}
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}
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}
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}
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else if(lib.config.show_card_prompt){
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else if(lib.config.show_card_prompt){
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if(get.type(event.card)=='equip'&&lib.config.hide_card_prompt_equip);
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if(get.type(event.card)=='equip'&&lib.config.hide_card_prompt_equip);
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@ -14946,7 +14948,20 @@
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},
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},
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filterTarget:trigger.player,
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filterTarget:trigger.player,
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prompt:str,
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prompt:str,
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ai1:function(){return 1;},
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ai1:function(card){
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if(typeof card=='string'){
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var info=get.info(card);
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if(info.ai&&info.ai.order){
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if(typeof info.ai.order=='number'){
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return info.ai.order;
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}
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else if(typeof info.ai.order=='function'){
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return info.ai.order();
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}
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}
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}
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return 1;
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},
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ai2:ai.get.effect,
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ai2:ai.get.effect,
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type:'dying',
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type:'dying',
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targetRequired:true,
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targetRequired:true,
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@ -33507,7 +33522,7 @@
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}
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}
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else{
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else{
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delete lib.config.skin[node.link];
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delete lib.config.skin[node.link];
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node.node.avatar.setBackground(node.link,'character');
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node.setBackground(node.link,'character');
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game.saveConfig('skin',lib.config.skin);
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game.saveConfig('skin',lib.config.skin);
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}
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}
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});
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});
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@ -3,6 +3,7 @@ window.noname_update={
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update:'1.9.5.2',
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update:'1.9.5.2',
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changeLog:[
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changeLog:[
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'武将修改',
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'武将修改',
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'bug修复',
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],
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],
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files:[
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files:[
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'game/game.js',
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'game/game.js',
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