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f6101997ca
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27
card/swd.js
27
card/swd.js
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@ -4579,33 +4579,6 @@ card.swd={
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}
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}
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}
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}
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},
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},
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xujin:{
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trigger:{player:'phaseBefore'},
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check:function(){return false;},
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filter:function(event,player){
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return player.storage.xujin<player.hp;
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},
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content:function(){
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player.storage.xujin++;
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trigger.untrigger();
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trigger.finish();
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},
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intro:{
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content:'已积攒#点力量'
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},
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group:['xujin2']
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},
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xujin2:{
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trigger:{source:'damageBegin'},
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forced:true,
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filter:function(event,player){
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return player.storage.xujin>0;
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},
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content:function(){
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trigger.num+=player.storage.xujin;
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player.storage.xujin--;
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}
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},
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sadengjinhuan:{
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sadengjinhuan:{
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trigger:{player:'shaMiss'},
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trigger:{player:'shaMiss'},
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check:function(event,player){
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check:function(event,player){
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@ -642,40 +642,6 @@ character.gujian={
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}
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}
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}
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}
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},
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},
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meiying_old:{
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trigger:{global:'phaseBefore'},
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filter:function(event,player){
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return event.player!=player&&!player.isTurnedOver()&&!player.storage.meiying;
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},
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check:function(event,player){
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return ai.get.attitude(player,event.player)<0&&
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((player.countCards('h')>player.hp&&player.countCards('h','lebu')==0)||get.distance(player,event.player)>1);
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},
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logTarget:'player',
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content:function(){
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"step 0"
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player.line(trigger.player,'green');
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player.phase();
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player.storage.meiying=trigger.player;
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"step 1"
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if(!player.isTurnedOver()){
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player.turnOver();
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}
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delete player.storage.meiying;
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},
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mod:{
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targetInRange:function(card,player,target,now){
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if(target==player.storage.meiying) return true;
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},
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},
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ai:{
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effect:{
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target:function(card){
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if(card.name=='guiyoujie') return [0,0];
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}
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}
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}
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},
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xidie:{
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xidie:{
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trigger:{player:'phaseBegin'},
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trigger:{player:'phaseBegin'},
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direct:true,
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direct:true,
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@ -869,7 +835,7 @@ character.gujian={
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}
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}
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if(trigger.source){
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if(trigger.source){
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trigger.source.storage.mingkong=true;
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trigger.source.storage.mingkong=true;
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trigger.source.addTempSkill('mingkong2','phaseBefore');
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trigger.source.addTempSkill('mingkong2','phaseAfter');
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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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ai:{
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@ -169,6 +169,47 @@ character.hearth={
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hs_malfurion:['hs_malorne'],
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hs_malfurion:['hs_malorne'],
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},
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},
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skill:{
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skill:{
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mengye:{
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trigger:{global:'phaseBegin'},
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priority:19,
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filter:function(event,player){
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if(get.mode()=='identity'&&_status.mode=='zhong'&&game.zhu&&!game.zhu.isZhu) return false;
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if(event.player.identity=='zhu'||get.is.jun(event.player)) return false;
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return !player.isTurnedOver()&&event.player!=player;
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},
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check:function(event,player){
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var att=ai.get.attitude(player,event.player);
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return att<=-3&&!game.hasPlayer(function(current){
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return ai.get.attitude(player,current)<att;
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});
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},
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logTarget:'player',
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content:function(){
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player.turnOver();
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trigger.player.storage.mengye=player;
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trigger.player.addSkill('mengye');
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trigger.player.ai.modAttitudeFrom=function(from,to){
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return ai.get.attitude(player,to);
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}
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trigger.player.ai.modAttitudeTo=function(){
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return 0;
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}
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// if()
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}
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},
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mengye2:{
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temp:true,
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mark:true,
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intro:{
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content:'由$控制本回合行动'
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},
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onremove:true,
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trigger:{player:['phaseAfter','dieBegin']},
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forced:true,
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content:function(){
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}
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},
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lianzhan:{
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lianzhan:{
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trigger:{source:'damageEnd'},
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trigger:{source:'damageEnd'},
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forced:true,
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forced:true,
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@ -6117,7 +6158,8 @@ character.hearth={
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hs_wujiyuansu:'无羁元素',
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hs_wujiyuansu:'无羁元素',
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mengye:'梦魇',
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mengye:'梦魇',
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mengye_info:'在一名其他角色的回合开始前,若你的武将牌正面朝上,你可以翻面并代替其进行一回合行动',
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mengye2:'梦魇',
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mengye_info:'在一名非主公的其他角色的回合开始前,若你的武将牌正面朝上,你可以翻面并代替其进行一回合行动',
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fuhua:'腐化',
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fuhua:'腐化',
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fuhua2:'腐化',
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fuhua2:'腐化',
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fuhua_info:'出牌阶段,你可以将一张毒交给一名没有魔血技能的其他角色,该角色选择一项:1. 获得技能魔血,此后每个出牌阶段开始时需交给你一张牌;2. 视为你对其使用一张决斗,若你因此受到伤害,本局不能再对其发动腐化',
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fuhua_info:'出牌阶段,你可以将一张毒交给一名没有魔血技能的其他角色,该角色选择一项:1. 获得技能魔血,此后每个出牌阶段开始时需交给你一张牌;2. 视为你对其使用一张决斗,若你因此受到伤害,本局不能再对其发动腐化',
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@ -23966,6 +23966,7 @@
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players[i].style.transition='all 0s';
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players[i].style.transition='all 0s';
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}
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}
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game.addVideo('swapPlayer',player,get.cardsInfo(player.getCards('h')));
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game.addVideo('swapPlayer',player,get.cardsInfo(player.getCards('h')));
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if(!game.chess){
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var pos=parseInt(player.dataset.position);
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var pos=parseInt(player.dataset.position);
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var num=game.players.length+game.dead.length;
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var num=game.players.length+game.dead.length;
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var players=game.players.concat(game.dead);
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var players=game.players.concat(game.dead);
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if(temp<0) temp+=num;
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if(temp<0) temp+=num;
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players[i].dataset.position=temp;
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players[i].dataset.position=temp;
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}
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}
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}
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game.me.node.handcards1.remove();
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game.me.node.handcards1.remove();
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game.me.node.handcards2.remove();
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game.me.node.handcards2.remove();
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var current=game.me;
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var current=game.me;
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