1.9.10.3
This commit is contained in:
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9b0a35bfb1
commit
f6bab44337
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@ -2,7 +2,7 @@ character.gwent={
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character:{
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character:{
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gw_huoge:['male','qun',3,['quanzhang']],
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gw_huoge:['male','qun',3,['quanzhang']],
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gw_aisinie:['female','wu',3,['huihun']],
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gw_aisinie:['female','wu',3,['huihun']],
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gw_gaier:['male','shu',3,['hunmo']],
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// gw_gaier:['male','shu',3,['hunmo']],
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gw_enxier:['male','wei',4,['gwbaquan']],
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gw_enxier:['male','wei',4,['gwbaquan']],
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// gw_kuite:['male','qun',3,[]],
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// gw_kuite:['male','qun',3,[]],
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@ -19,10 +19,10 @@ character.gwent={
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gw_jieluote:['male','qun',6,['fayin']],
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gw_jieluote:['male','qun',6,['fayin']],
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gw_yenaifa:['female','qun',3,['xuezhou']],
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gw_yenaifa:['female','qun',3,['xuezhou']],
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gw_telisi:['female','shu',3,['huandie']],
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gw_telisi:['female','wei',3,['huandie']],
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gw_xili:['female','qun',3,['fengjian']],
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gw_xili:['female','qun',3,['fengjian']],
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// gw_luoqi:['male','qun',3,[]],
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gw_luoqi:['male','wei',4,['gwzhanjiang']],
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// gw_yioufeisi:['male','qun',3,[]],
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gw_yioufeisi:['male','wu',4,['gwchuanxin']],
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},
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},
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characterIntro:{
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characterIntro:{
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gw_huoge:'那个老年痴呆?不知道他是活着还是已经被制成标本了!',
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gw_huoge:'那个老年痴呆?不知道他是活着还是已经被制成标本了!',
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@ -37,14 +37,93 @@ character.gwent={
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gw_yioufeisi:'国王还是乞丐,两者有何区别,人类少一个是一个',
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gw_yioufeisi:'国王还是乞丐,两者有何区别,人类少一个是一个',
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},
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},
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skill:{
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skill:{
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gwzhanjiang:{
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trigger:{global:'phaseBegin'},
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direct:true,
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filter:function(event,player){
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return !player.hasSkill('gwzhanjiang2')&&event.player!=player;
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},
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content:function(){
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'step 0'
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var bool=(ai.get.effect(trigger.player,{name:'sha'},player,player)>0&&game.hasPlayer(function(current){
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return ai.get.attitude(current,player)>0&¤t.hasSha();
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}));
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var next=player.chooseToDiscard(get.prompt('gwzhanjiang',trigger.player),'he');
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next.ai=function(card){
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if(bool) return 7-ai.get.value(card);
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return 0;
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};
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next.logSkill=['gwzhanjiang',trigger.player];
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'step 1'
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if(result.bool){
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player.addTempSkill('gwzhanjiang2',{player:'phaseBegin'});
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event.targets=game.filterPlayer(function(current){
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return current!=trigger.player;
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});
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event.targets.sortBySeat(trigger.player);
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event.list=[];
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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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if(event.targets.length){
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event.current=event.targets.shift();
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if(event.current.hasSha()){
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event.current.chooseToUse({name:'sha'},'是否对'+get.translation(trigger.player)+'使用一张杀?',trigger.player,-1);
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}
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else{
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event.redo();
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}
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}
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else{
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event.goto(4);
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}
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'step 3'
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if(result.bool){
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event.list.push(event.current);
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}
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event.goto(2);
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'step 4'
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if(event.list.length){
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game.asyncDrawAuto(event.list);
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}
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},
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ai:{
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expose:0.2
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}
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},
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gwzhanjiang2:{},
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gwchuanxin:{
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trigger:{player:'shaAfter'},
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filter:function(event,player){
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return event.target.isAlive();
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},
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check:function(event,player){
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return ai.get.effect(event.target,{name:'sha'},player,player)>0
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},
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logTarget:'target',
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content:function(){
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'step 0'
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player.judge(function(card){
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return get.color(card)=='black'?1:-1;
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});
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'step 1'
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if(result.color=='black'){
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player.useCard({name:'sha'},trigger.target,false);
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}
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}
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},
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fengjian:{
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fengjian:{
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trigger:{player:'useCard'},
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trigger:{player:'useCard'},
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direct:true,
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direct:true,
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filter:function(event,player){
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filter:function(event,player){
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return get.type(event.card,'trick')=='trick'&&event.cards[0]&&event.cards[0]==event.card&&game.hasPlayer(function(current){
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var type=get.type(event.card,'trick');
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return (type=='trick'||type=='equip')&&game.hasPlayer(function(current){
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return player.canUse('sha',current,false)&&!event.targets.contains(current);
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return player.canUse('sha',current,false)&&!event.targets.contains(current);
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});
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});
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},
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},
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usable:2,
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content:function(){
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content:function(){
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"step 0"
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"step 0"
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player.chooseTarget(get.prompt('fengjian'),function(card,player,target){
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player.chooseTarget(get.prompt('fengjian'),function(card,player,target){
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@ -54,12 +133,8 @@ character.gwent={
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}
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}
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"step 1"
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"step 1"
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if(result.bool){
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if(result.bool){
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player.logSkill('fengjian',result.targets);
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player.logSkill('fengjian');
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player.draw(false);
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player.useCard({name:'sha',nature:'thunder'},result.targets,false);
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player.$draw();
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game.delay();
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var next=player.useCard({name:'sha',nature:'thunder'},result.targets,false);
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next.animate=false;
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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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@ -96,7 +171,7 @@ character.gwent={
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result.targets.sortBySeat();
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result.targets.sortBySeat();
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result.targets.unshift(player);
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result.targets.unshift(player);
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player.logSkill('huandie',result.targets);
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player.logSkill('huandie',result.targets);
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game.asyncDraw(result.targets,function(current){
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game.asyncDrawAuto(result.targets,function(current){
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return current==player?1:2;
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return current==player?1:2;
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});
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});
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player.addTempSkill('huandie_discard','phaseAfter');
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player.addTempSkill('huandie_discard','phaseAfter');
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@ -143,10 +218,10 @@ character.gwent={
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content:function(storage,player){
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content:function(storage,player){
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var name=get.translation(player);
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var name=get.translation(player);
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if(storage==1){
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if(storage==1){
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return '每当一名角色('+name+'除外)受到一次伤害,该角色失去一点体力,'+name+'回复一点体力'
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return '每当一名角色('+name+'除外)受到一次伤害,该角色失去一点体力,'+name+'回复一点体力';
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}
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}
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else if(storage==2){
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else if(storage==2){
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return '每当一名角色('+name+'除外)造成一次伤害,该角色失去一点体力,'+name+'(若不是受伤害角色)回复一点体力'
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return '每当一名角色('+name+'除外)造成一次伤害,该角色失去一点体力,'+name+'(若不是受伤害角色)回复一点体力';
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}
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}
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else{
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else{
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return '未发动';
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return '未发动';
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@ -348,6 +423,9 @@ character.gwent={
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}
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}
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player.gain(list,'gain2','log');
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player.gain(list,'gain2','log');
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},
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},
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ai:{
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threaten:1.8,
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},
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group:['huihun_count','huihun_count2'],
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group:['huihun_count','huihun_count2'],
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subSkill:{
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subSkill:{
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count:{
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count:{
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@ -456,8 +534,12 @@ character.gwent={
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gw_luoqi:'罗契',
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gw_luoqi:'罗契',
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gw_yioufeisi:'伊欧菲斯',
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gw_yioufeisi:'伊欧菲斯',
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gwzhanjiang:'斩将',
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gwzhanjiang_info:'每轮限一次,在一名角色的准备阶段,你可以弃置一张牌,然后所有角色可以对该角色使用一张杀,结算后所有出杀的角色摸一张牌',
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gwchuanxin:'穿心',
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gwchuanxin_info:'每当你对一名角色使用杀结算完毕后,你可以进行一判定,若结果为黑色,视为对目标再使用一张杀',
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fengjian:'风剑',
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fengjian:'风剑',
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fengjian_info:'每当你使用一张非转化的锦囊牌,你可以摸一张牌并视为对一名不是此牌目标的角色使用一张雷杀;若此杀造成伤害,你获得潜行直到下一回合开始',
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fengjian_info:'每当你使用一张锦囊牌或装备牌,你可以视为对一名不是此牌目标的角色使用一张雷杀;若此杀造成伤害,你获得潜行直到下一回合开始,每回合最多发动两次',
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huandie:'幻蝶',
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huandie:'幻蝶',
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huandie_info:'准备阶段,你可以摸一张牌,并令任意名其他角色摸两张牌,若如此做,此回合结束时,所有手牌数大于体力值的角色需弃置两张手牌',
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huandie_info:'准备阶段,你可以摸一张牌,并令任意名其他角色摸两张牌,若如此做,此回合结束时,所有手牌数大于体力值的角色需弃置两张手牌',
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xuezhou:'血咒',
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xuezhou:'血咒',
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@ -467,7 +549,7 @@ character.gwent={
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gwbaquan:'霸权',
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gwbaquan:'霸权',
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gwbaquan_info:'出牌阶段限一次,你可以获得一名其他角色的所有牌,然后还给其等量的牌,若你归还的牌均为你获得的牌且该角色体力值不小于你,你对其造成一点伤害',
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gwbaquan_info:'出牌阶段限一次,你可以获得一名其他角色的所有牌,然后还给其等量的牌,若你归还的牌均为你获得的牌且该角色体力值不小于你,你对其造成一点伤害',
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hunmo:'魂墨',
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hunmo:'魂墨',
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hunmo_info:'出牌阶段限一次,你可以选择任意名角色,令目标的手牌数变为你当前的体力值(最多为3),并视为对其中弃牌的角色使用一张杀(不计入出杀次数)',
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hunmo_info:'出牌阶段限一次,你可以选择任意名角色,令目标的手牌数变为与你当前的体力值相同(最多为3),并视为对其中弃牌的角色使用一张杀(不计入出杀次数)',
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huihun:'回魂',
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huihun:'回魂',
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huihun_info:'结束阶段,你可以从弃牌堆中获得本回合使用的前两张红色牌',
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huihun_info:'结束阶段,你可以从弃牌堆中获得本回合使用的前两张红色牌',
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quanzhang:'权杖',
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quanzhang:'权杖',
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@ -53,6 +53,15 @@ window.characterRank={
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'hs_tyrande',
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'hs_tyrande',
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],
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],
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a:[
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a:[
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'gw_huoge',
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'gw_xili',
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'gw_yenaifa',
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'gw_yioufeisi',
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'gw_jieluote',
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'gw_telisi',
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'gw_luoqi',
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'gw_enxier',
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'gw_aisinie',
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'hs_khadgar',
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'hs_khadgar',
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'swd_sikongyu',
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'swd_sikongyu',
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'swd_huzhongxian',
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'swd_huzhongxian',
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@ -1102,6 +1102,7 @@ character.shenhua={
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}
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}
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else if(get.tag(card,'respondSha')||get.tag(card,'respondShan')){
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else if(get.tag(card,'respondSha')||get.tag(card,'respondShan')){
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if(ai.get.attitude(player,target)>0&&card.name=='juedou') return;
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if(ai.get.attitude(player,target)>0&&card.name=='juedou') return;
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if(get.tag(card,'damage')&&target.hasSkillTag('maixie')) return;
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if(target.num('h')==0) return 2;
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if(target.num('h')==0) return 2;
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if(target.hasSkill('ziliang')) return 0.7;
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if(target.hasSkill('ziliang')) return 0.7;
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if(get.mode()=='guozhan') return 0.5;
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if(get.mode()=='guozhan') return 0.5;
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@ -8960,7 +8960,7 @@ character.swd={
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fushen2:'附身',
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fushen2:'附身',
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wangchen:'忘尘',
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wangchen:'忘尘',
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wangchen_info:'若你于弃牌阶段弃置了基本牌,可令一名角色翻面',
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wangchen_info:'若你于弃牌阶段弃置了基本牌,可令一名角色翻面',
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wangchen_info_alter:'若你于弃牌阶段弃置了基本牌,可令一名角色翻面',
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wangchen_info_alter:'若你于弃牌阶段弃置了基本牌,可令一名角色失去一点体力',
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guiyin:'归隐',
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guiyin:'归隐',
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guiyin_info:'若你于弃牌阶段弃置了至少两张牌,你可以摸两张牌',
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guiyin_info:'若你于弃牌阶段弃置了至少两张牌,你可以摸两张牌',
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shejie:'设界',
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shejie:'设界',
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23
game/game.js
23
game/game.js
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@ -22640,6 +22640,29 @@
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players[i].$draw(num2);
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players[i].$draw(num2);
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}
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}
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},
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},
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asyncDrawAuto:function(players,num,drawDeck){
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if(players.length==1){
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var num2=1;
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if(typeof num=='number'){
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num2=num;
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}
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else if(Array.isArray(num)){
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num2=num[0];
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}
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else if(typeof num=='function'){
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num2=num(players[0]);
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}
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if(drawDeck&&drawDeck.drawDeck){
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players[0].draw(num2,drawDeck);
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}
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else{
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players[0].draw(num2);
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}
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}
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else{
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game.asyncDraw.apply(this,arguments);
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}
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},
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finishSkill:function(i,sub){
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finishSkill:function(i,sub){
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var j;
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var j;
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var mode=get.mode();
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var mode=get.mode();
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