This commit is contained in:
parent
577a241c19
commit
d43b902c88
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@ -908,6 +908,7 @@ card.swd={
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}
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}
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"step 2"
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"step 2"
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if(result.bool&&result.targets&&result.targets.length){
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if(result.bool&&result.targets&&result.targets.length){
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player.line(result.targets[0],'green');
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player.discardPlayerCard(result.targets[0],'he',true);
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player.discardPlayerCard(result.targets[0],'he',true);
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}
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}
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},
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},
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@ -13,6 +13,38 @@ character.gujian={
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gjqt_aruan:['female','wu',3,['zhaolu','jiehuo','yuling']],
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gjqt_aruan:['female','wu',3,['zhaolu','jiehuo','yuling']],
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},
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},
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skill:{
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skill:{
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meiying:{
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global:'meiying2',
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globalSilent:true,
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trigger:{global:'phaseEnd'},
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filter:function(event,player){
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return event.player!=player&&!event.player.tempSkills.meiying3&&event.player.isAlive()&&player.num('he',{color:'red'})>0;
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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.chooseToDiscard('魅影:是否弃置一张红色牌视为对'+get.translation(trigger.player)+'使用一张杀?').logSkill=['meiying',trigger.player];
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"step 1"
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if(result.bool){
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player.useCard({name:'sha'},trigger.player).animate=false;
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}
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},
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ai:{
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expose:0.1
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}
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},
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meiying2:{
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trigger:{player:'useCard'},
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filter:function(event,player){
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return _status.currentPhase==player&&event.targets&&(event.targets.length>1||event.targets[0]!=player);
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},
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forced:true,
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popup:false,
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content:function(){
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player.addTempSkill('meiying3','phaseAfter');
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}
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},
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meiying3:{},
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jianwu:{
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jianwu:{
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trigger:{player:'shaBegin'},
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trigger:{player:'shaBegin'},
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forced:true,
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forced:true,
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@ -77,7 +109,7 @@ character.gujian={
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threaten:1.3
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threaten:1.3
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}
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}
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},
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},
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meiying:{
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meiying_old:{
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trigger:{global:'phaseBefore'},
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trigger:{global:'phaseBefore'},
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filter:function(event,player){
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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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return event.player!=player&&!player.isTurnedOver()&&!player.storage.meiying;
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@ -1032,9 +1064,9 @@ character.gujian={
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meihu2:'魅狐',
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meihu2:'魅狐',
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meihu_info:'当你受到伤害后,可令伤害来源交给你一张手牌',
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meihu_info:'当你受到伤害后,可令伤害来源交给你一张手牌',
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jianwu:'剑舞',
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jianwu:'剑舞',
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jianwu_info:'锁定技,每当你使用一张杀,若你不在目标的攻击范围内,此杀不可闪避。',
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jianwu_info:'锁定技,攻击范围不含你的角色无法闪避你的杀',
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meiying:'魅影',
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meiying:'魅影',
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meiying_info:'在一名其他角色的回合开始前,若你的武将牌正面朝上,你可以进行一个额外回合,并在回合结束后翻面(若已翻面则不翻回来)。若如此做,你对其使用卡牌无视距离直到回合结束。',
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meiying_info:'一名其他角色的回合结束时,若其未于此回合内使用过指定另一名角色为目标的牌,你可以弃置一张红色牌视为对其使用一张杀',
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zhongji:'重击',
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zhongji:'重击',
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zhongji_info:'每当你即将造成伤害,可弃置一张黑色手牌令伤害+1',
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zhongji_info:'每当你即将造成伤害,可弃置一张黑色手牌令伤害+1',
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zuizhan:'醉斩',
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zuizhan:'醉斩',
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110
character/ow.js
110
character/ow.js
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@ -1,7 +1,7 @@
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'use strict';
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'use strict';
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character.ow={
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character.ow={
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character:{
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character:{
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ow_liekong:['female','shu',3,[]],
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ow_liekong:['female','shu',3,['shanxian','shanhui']],
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// ow_heibaihe:['female','shu',3,[]],
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// ow_heibaihe:['female','shu',3,[]],
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ow_sishen:['female','shu',3,[]],
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ow_sishen:['female','shu',3,[]],
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ow_tianshi:['female','shu',3,[]],
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ow_tianshi:['female','shu',3,[]],
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@ -13,5 +13,113 @@ character.ow={
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// ow_mei:['female','shu',3,[]],
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// ow_mei:['female','shu',3,[]],
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// ow_baolei:['female','shu',3,[]],
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// ow_baolei:['female','shu',3,[]],
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ow_chanyata:['female','shu',3,[]],
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ow_chanyata:['female','shu',3,[]],
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},
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skill:{
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shanxian:{
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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.shanxian;
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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.num('h')>player.hp&&player.num('h','lebu')==0)||get.distance(player,event.player)>1);
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},
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prompt:function(event,player){
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return '是否对'+get.translation(event.player)+'发动【闪现】?'
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},
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content:function(){
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"step 0"
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player.storage.shanxian_h=player.get('h');
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player.storage.shanxian_e=player.get('e');
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player.syncStorage('shanxian_e');
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player.line(trigger.player,'green');
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player.phase();
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player.storage.shanxian=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.shanxian;
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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.shanxian) return true;
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},
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},
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ai:{
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expose:0.1,
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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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shanhui:{
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unique:true,
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trigger:{player:'damageEnd'},
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filter:function(event,player){
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return player.storage.shanxian_h&&player.storage.shanxian_e;
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},
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check:function(event,player){
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var n1=player.num('he');
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var n2=player.storage.shanxian_h.length+player.storage.shanxian_e.length;
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if(n1==n2+1) return true;
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if(n1<n2) return true;
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return false;
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},
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video:function(player){
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var cards=player.get('he');
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for(var i=0;i<cards.length;i++){
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cards[i].remove();
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}
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for(var i=0;i<player.storage.shanxian_e.length;i++){
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player.$equip(player.storage.shanxian_e[i]);
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}
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},
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content:function(){
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game.addVideo('skill',player,'shanhui');
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for(var i=0;i<player.storage.shanxian_h.length;i++){
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if(player.storage.shanxian_h[i].parentNode!=ui.cardPile&&
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player.storage.shanxian_h[i].parentNode!=ui.discardPile){
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player.storage.shanxian_h[i]=game.createCard(player.storage.shanxian_h[i]);
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}
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}
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for(var i=0;i<player.storage.shanxian_e.length;i++){
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if(player.storage.shanxian_e[i].parentNode!=ui.cardPile&&
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player.storage.shanxian_e[i].parentNode!=ui.discardPile){
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player.storage.shanxian_e[i]=game.createCard(player.storage.shanxian_e[i]);
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}
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}
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var cards=player.get('he');
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for(var i=0;i<cards.length;i++){
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ui.discardPile.appendChild(cards[i]);
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}
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player.directgain(player.storage.shanxian_h);
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for(var i=0;i<player.storage.shanxian_e.length;i++){
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player.$equip(player.storage.shanxian_e[i]);
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}
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if(cards.length>player.storage.shanxian_h.length+player.storage.shanxian_e.length){
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player.recover();
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}
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delete player.storage.shanxian_h;
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delete player.storage.shanxian_e;
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}
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}
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},
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translate:{
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shanxian:'闪现',
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shanxian_info:'在一名其他角色的回合开始前,若你的武将牌正面朝上,你可以进行一个额外回合,并在回合结束后将武将牌翻至背面。若如此做,你对其使用卡牌无视距离直到回合结束。',
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shanhui:'闪回',
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shanhui_info:'每当你受到一次伤害,你可以将你的牌重置为上次发动闪现前的状态,若你的牌数因此而减少,你回复一点体力',
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ow_liekong:'猎空',
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ow_sishen:'死神',
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ow_tianshi:'天使',
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ow_falaozhiying:'法老之鹰',
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ow_zhixuzhiguang:'秩序之光',
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ow_luxiao:'卢西奥',
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ow_shibing:'士兵76',
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ow_yuanshi:'源氏',
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ow_chanyata:'禅雅塔'
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}
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}
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};
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};
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17
game/game.js
17
game/game.js
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@ -3338,7 +3338,7 @@
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if(lib.config.extensions.length){
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if(lib.config.extensions.length){
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window.resetExtension=function(){
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window.resetExtension=function(){
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for(var i=0;i<lib.config.extensions.length;i++){
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for(var i=0;i<lib.config.extensions.length;i++){
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game.saveConfig('extension_'+lib.config.extensions[i],false);
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game.saveConfig('extension_'+lib.config.extensions[i]+'_enable',false);
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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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@ -10418,7 +10418,7 @@
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}
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}
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}
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}
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if(get.itemtype(card)=='cards'){
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if(get.itemtype(card)=='cards'){
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if(log!=false){
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if(log!=false&&!_status.video){
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game.log(player,'从',this,'获得了',card);
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game.log(player,'从',this,'获得了',card);
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}
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}
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if(this.$givemod){
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if(this.$givemod){
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@ -10431,7 +10431,7 @@
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}
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}
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}
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}
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else if(typeof card=='number'&&card>=0){
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else if(typeof card=='number'&&card>=0){
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if(log!=false){
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if(log!=false&&!_status.video){
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game.log(player,'从',this,'获得了'+get.cnNumber(card)+'张牌');
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game.log(player,'从',this,'获得了'+get.cnNumber(card)+'张牌');
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}
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}
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if(this.$givemod){
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if(this.$givemod){
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@ -10442,7 +10442,7 @@
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}
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}
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}
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}
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else{
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else{
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if(log!=false){
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if(log!=false&&!_status.video){
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if(get.itemtype(card)=='card'&&log!=false){
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if(get.itemtype(card)=='card'&&log!=false){
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game.log(player,'从',this,'获得了',card);
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game.log(player,'从',this,'获得了',card);
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}
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}
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@ -10548,7 +10548,7 @@
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}
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}
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}
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}
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if(get.itemtype(card)=='cards'){
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if(get.itemtype(card)=='cards'){
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if(log!=false){
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if(log!=false&&!_status.video){
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game.log(this,'获得了',card);
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game.log(this,'获得了',card);
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}
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}
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if(this.$gainmod){
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if(this.$gainmod){
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@ -10561,7 +10561,7 @@
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}
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}
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}
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}
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else if(typeof card=='number'&&card>1){
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else if(typeof card=='number'&&card>1){
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if(log!=false){
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if(log!=false&&!_status.video){
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game.log(this,'获得了'+get.cnNumber(card)+'张牌');
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game.log(this,'获得了'+get.cnNumber(card)+'张牌');
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}
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}
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if(this.$gainmod){
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if(this.$gainmod){
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@ -10574,7 +10574,7 @@
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}
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}
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}
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}
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else{
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else{
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if(get.itemtype(card)=='card'&&log!=false){
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if(get.itemtype(card)=='card'&&log!=false&&!_status.video){
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game.log(this,'获得了',card);
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game.log(this,'获得了',card);
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}
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}
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if(this.$gainmod){
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if(this.$gainmod){
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@ -15034,7 +15034,7 @@
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},
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},
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equip:function(player,card){
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equip:function(player,card){
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if(player&&card){
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if(player&&card){
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player.equip(get.infoCard(card));
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player.$equip(get.infoCard(card));
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}
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}
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else{
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else{
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console.log(player);
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console.log(player);
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@ -26486,6 +26486,7 @@
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str2+=str[i];
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str2+=str[i];
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if(nobreak) continue;
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if(nobreak) continue;
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if(sp&&str[i]=='S'&&str[i+1]=='P') continue;
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if(sp&&str[i]=='S'&&str[i+1]=='P') continue;
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if(/[0-9]/.test(str[i])&&/[0-9]/.test(str[i+1])) continue;
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if(i<str.length-1){
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if(i<str.length-1){
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str2+='<br>';
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str2+='<br>';
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}
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}
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@ -6,6 +6,7 @@ window.noname_update={
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files:{
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files:{
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global:[
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global:[
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'character/ow.js',
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'character/ow.js',
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'character/gujian.js',
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'card/swd.js',
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'card/swd.js',
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'card/hearth.js',
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'card/hearth.js',
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'card/shenqi.js',
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'card/shenqi.js',
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