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81916bb203
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@ -768,59 +768,11 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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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(!card.expired){
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player.addJudgeNext(card);
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var target=player.next;
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for(var iwhile=0;iwhile<10;iwhile++){
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if(target.hasJudge('hongshui')){
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target=target.next;
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}
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else{
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break;
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}
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}
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if(target.hasJudge('hongshui')||target==player){
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ui.discardPile.appendChild(card);
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}
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else{
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if(card.name!='hongshui'){
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target.addJudge('hongshui',card);
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}
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else{
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target.addJudge(card);
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}
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}
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}
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else{
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card.expired=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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cancel:function(){
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cancel:function(){
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if(!card.expired){
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player.addJudgeNext(card);
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var target=player.next;
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for(var iwhile=0;iwhile<10;iwhile++){
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if(target.hasJudge('hongshui')){
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target=target.next;
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}
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else{
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break;
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}
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}
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if(target.hasJudge('hongshui')||target==player){
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ui.discardPile.appendChild(card);
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}
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else{
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if(card.name!='hongshui'){
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target.addJudge('hongshui',card);
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}
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else{
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target.addJudge(card);
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}
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}
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}
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else{
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card.expired=false;
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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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basic:{
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basic:{
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@ -5753,7 +5753,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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filter:function(event,player){
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filter:function(event,player){
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if(!player.countCards('h',{suit:'spade'})) return false;
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if(!player.countCards('h',{suit:'spade'})) return false;
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return !game.hasPlayer(function(current){
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return !game.hasPlayer(function(current){
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return current.hasJudge('shandian');
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return current.hasJudge('fulei');
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});
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});
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},
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},
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forced:true,
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forced:true,
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@ -5761,22 +5761,28 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return false;
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return false;
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},
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},
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content:function(){
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content:function(){
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'step 0'
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var card=game.createCard('fulei');
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var card=get.cardPile('shandian',true);
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player.addJudge(card);
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if(card){
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player.$draw(card);
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player.addJudge(card);
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game.delay(2);
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player.$draw(card);
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game.delay();
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}
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else{
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event.finish();
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}
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'step 1'
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game.delay();
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},
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},
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ai:{
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ai:{
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threaten:1.5
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threaten:1.5
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}
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},
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group:'zuzhou_remove',
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subSkill:{
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remove:{
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trigger:{global:'damageEnd'},
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filter:function(event,player){
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return event.card&&event.card.name=='fulei';
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},
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forced:true,
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content:function(){
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trigger.card.expired=true;
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game.log(trigger.card,'被移去');
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}
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}
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}
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},
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},
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mdzhoufu:{
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mdzhoufu:{
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enable:'phaseUse',
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enable:'phaseUse',
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@ -5798,7 +5804,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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ui.special.appendChild(cards[0]);
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ui.special.appendChild(cards[0]);
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},
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},
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check:function(card){
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check:function(card){
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if(get.suit(card)=='spade'&&card.number>=2&&card.number<=9){
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if(get.suit(card)=='spade'){
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return 6-get.value(card);
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return 6-get.value(card);
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}
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}
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return -1;
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return -1;
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@ -7897,7 +7903,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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mdzhoufu2:'缚魂',
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mdzhoufu2:'缚魂',
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mdzhoufu_info:'出牌阶段,你可以将一张黑色手牌置于一名其他角色的武将牌上,在其判定时以此牌作为判定结果,然后你获得亮出的判定牌',
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mdzhoufu_info:'出牌阶段,你可以将一张黑色手牌置于一名其他角色的武将牌上,在其判定时以此牌作为判定结果,然后你获得亮出的判定牌',
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zuzhou:'诅咒',
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zuzhou:'诅咒',
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zuzhou_info:'锁定技,准备阶段,若场上没有闪电且你手牌中有黑桃牌,你将牌堆中的一张闪电置于你的判定区',
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zuzhou_info:'锁定技,准备阶段,若场上没有浮雷且你手牌中有黑桃牌,你将牌堆中的一张浮雷置于你的判定区;当一名角色受到浮雷伤害时,你移去此浮雷',
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zuzhou_old_info:'每当你造成或受到一次伤害,你可以令伤害目标或来源进行一次判定,若结果为黑色,其流失一点体力',
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zuzhou_old_info:'每当你造成或受到一次伤害,你可以令伤害目标或来源进行一次判定,若结果为黑色,其流失一点体力',
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jingxiang:'镜像',
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jingxiang:'镜像',
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jingxiang_info:'每回合限一次,当你需要打出卡牌时,你可以观看一名角色的手牌并将其视为你的手牌打出',
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jingxiang_info:'每回合限一次,当你需要打出卡牌时,你可以观看一名角色的手牌并将其视为你的手牌打出',
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@ -54,6 +54,7 @@ window.noname_character_rank={
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'hs_aya',
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'hs_aya',
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'hs_tyrande',
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'hs_tyrande',
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'swd_shuwaner',
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'swd_shuwaner',
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'pal_yueqi',
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],
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],
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a:[
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a:[
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'gw_meizi',
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'gw_meizi',
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@ -70,7 +71,6 @@ window.noname_character_rank={
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'gw_zhuoertan',
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'gw_zhuoertan',
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'gw_gaier',
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'gw_gaier',
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'pal_mingxiu',
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'pal_mingxiu',
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'pal_yueqi',
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'pal_luozhaoyan',
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'pal_luozhaoyan',
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'pal_xia',
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'pal_xia',
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'hs_yashaji',
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'hs_yashaji',
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@ -869,13 +869,17 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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tianwu:{
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tianwu:{
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trigger:{player:'useCardToBegin'},
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trigger:{player:'useCardToBegin'},
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filter:function(event,player){
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filter:function(event,player){
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if(get.is.altered('tianwu')&&player.hasSkill('tianwu2')) return false;
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return event.targets&&event.targets.length==1&&player.getEnemies().contains(event.target);
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return event.targets&&event.targets.length==1&&player.getEnemies().contains(event.target);
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},
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},
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alter:true,
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frequent:true,
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frequent:true,
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content:function(){
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content:function(){
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trigger.target.getDebuff();
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trigger.target.getDebuff();
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player.addTempSkill('tianwu2');
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}
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}
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},
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},
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tianwu2:{},
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shiying:{
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shiying:{
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trigger:{global:'dieBefore'},
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trigger:{global:'dieBefore'},
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skillAnimation:'epic',
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skillAnimation:'epic',
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chengxin_info:'每四轮限一次,当一名角色进入濒死状态时,你可以令其将体力值回复至1,然后该角色防止一切伤害直到下一回合结束',
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chengxin_info:'每四轮限一次,当一名角色进入濒死状态时,你可以令其将体力值回复至1,然后该角色防止一切伤害直到下一回合结束',
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tianwu:'天舞',
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tianwu:'天舞',
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tianwu_info:'每当你使用卡牌指定一名敌方角色为惟一目标,你可以对其施加一个随机的负面效果',
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tianwu_info:'每当你使用卡牌指定一名敌方角色为惟一目标,你可以对其施加一个随机的负面效果',
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tianwu_info_alter:'每当你使用卡牌指定一名敌方角色为惟一目标,你可以对其施加一个随机的负面效果,每回合限发动一次',
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liguang:'离光',
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liguang:'离光',
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liguang_info:'结束阶段,你可以弃置一张手牌并将场上的一张牌移动到另一个合理的位置',
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liguang_info:'结束阶段,你可以弃置一张手牌并将场上的一张牌移动到另一个合理的位置',
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shiying:'逝影',
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shiying:'逝影',
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game.delay(2);
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game.delay(2);
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trigger.player.$give(result.links[0],player);
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trigger.player.$give(result.links[0],player);
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player.equip(result.links[0]);
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player.equip(result.links[0]);
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player.addExpose(0.2);
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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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expose:0.1
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}
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},
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},
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qieting2:{
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qieting2:{
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trigger:{player:'useCard'},
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trigger:{player:'useCard'},
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'character/swd.js',
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'character/swd.js',
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'character/rank.js',
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'character/rank.js',
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'character/yijiang.js',
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'character/yijiang.js',
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'character/xianjian.js',
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// 'mode/identity.js',
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// 'mode/identity.js',
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// 'mode/guozhan.js',
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// 'mode/guozhan.js',
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// 'mode/versus.js',
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// 'mode/versus.js',
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