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@ -39,7 +39,7 @@ character.hearth={
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// hs_sapphiron:['male','wei',4,['bingdong','stuxi']],
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// hs_sapphiron:['male','wei',4,['bingdong','stuxi']],
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hs_kchromaggus:['male','wei',4,['fenlie']],
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hs_kchromaggus:['male','wei',4,['fenlie']],
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hs_lreno:['male','shu',4,['tanmi']],
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hs_lreno:['male','shu',4,['tanmi']],
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hs_brann:['male','shu',4,['qianghua']],
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hs_brann:['male','shu',3,['mashu','qianghua']],
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hs_finley:['male','wu',3,['maoxian']],
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hs_finley:['male','wu',3,['maoxian']],
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hs_kcthun:['male','qun',4,['luanji','xianji']],
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hs_kcthun:['male','qun',4,['luanji','xianji']],
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hs_anomalus:['male','wei',4,['mobao']],
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hs_anomalus:['male','wei',4,['mobao']],
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@ -1002,24 +1002,27 @@ character.hearth={
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trigger:{player:'useCardToBegin'},
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trigger:{player:'useCardToBegin'},
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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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if(event.getParent(2).name=='yuanzheng') return false;
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return event.target&&event.target!=player&&get.distance(player,event.target,'attack')>1;
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return event.target&&event.target!=player&&get.distance(player,event.target,'attack')>1;
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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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'step 0'
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if(trigger.target.num('he')){
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player.chooseControl('draw_card','出杀','cancel',function(){
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player.chooseControl('draw_card','discard_card','cancel').prompt='是否发动【远征】?';
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if(ai.get.effect(trigger.target,{name:'sha'},player,player)>0){
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}
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return '出杀';
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else{
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}
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player.chooseControl('draw_card','cancel').prompt='是否发动【远征】?';
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return 'draw_card';
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}
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}).prompt='是对'+get.translation(trigger.target)+'发动否发动【远征】?';
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'step 1'
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'step 1'
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if(result.control!='cancel'){
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if(result.control!='cancel'){
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player.logSkill('yuanzheng');
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if(result.control=='draw_card'){
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if(result.control=='draw_card'){
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player.draw();
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player.draw();
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player.logSkill('yuanzheng');
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}
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}
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else{
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else{
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player.discardPlayerCard(trigger.target,'he',true);
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player.logSkill('yuanzheng',trigger.target);
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player.useCard({name:'sha'},trigger.target,false).animate=false;
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// player.discardPlayerCard(trigger.target,'he',true);
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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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@ -1041,26 +1044,13 @@ character.hearth={
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return true;
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return true;
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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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player.unmarkSkill('yuhuo');
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player.storage.byuhuo=true;
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player.storage.byuhuo=true;
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player.addSkill('busi');
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player.addSkill('byuhuo2');
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player.loseMaxHp();
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player.maxHp=2;
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'step 1'
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player.hp=2;
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player.recover(player.maxHp);
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player.update();
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'step 2'
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if(!player.isTurnedOver()){
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var targets=game.players.slice(0);
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player.turnOver();
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targets.remove(player);
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targets.sort(lib.sort.seat);
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event.targets=targets;
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event.num=0;
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'step 3'
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if(num<event.targets.length){
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if(event.targets[num].num('hej')){
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player.gainPlayerCard(event.targets[num],'hej',true);
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}
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event.num++;
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event.redo();
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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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@ -1069,9 +1059,47 @@ character.hearth={
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}
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}
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},
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},
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intro:{
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intro:{
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content:'limited'
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content:function(storage,player){
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if(storage){
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if(player.hasSkill('byuhuo2')){
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return '不能成为其他角色卡牌的目标;在下一回合开始时,对所有其他角色造成两点火焰伤害';
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}
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return '已发动';
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}
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else{
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return '未发动';
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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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byuhuo2:{
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trigger:{player:'phaseBegin'},
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forced:true,
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content:function(){
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'step 0'
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var targets=game.players.slice(0);
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targets.remove(player);
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targets.sort(lib.sort.seat);
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event.targets=targets;
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event.num=0;
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player.unmarkSkill('byuhuo');
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'step 1'
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if(num<event.targets.length){
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// if(event.targets[num].num('hej')){
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// player.gainPlayerCard(event.targets[num],'hej',true);
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// }
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player.line(event.targets[num],'fire');
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event.targets[num].damage(2,'fire');
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event.num++;
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event.redo();
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}
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},
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mod:{
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targetEnabled:function(card,player,target){
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if(player!=target) return false;
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}
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}
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},
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yulu:{
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yulu:{
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enable:'phaseUse',
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enable:'phaseUse',
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usable:1,
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usable:1,
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@ -4061,6 +4089,7 @@ character.hearth={
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filterTarget:true,
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filterTarget:true,
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content:function(){
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content:function(){
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target.damage(2);
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target.damage(2);
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player.loseHp();
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},
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},
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ai:{
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ai:{
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order:5,
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order:5,
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@ -4169,7 +4198,7 @@ character.hearth={
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return target.hp<target.maxHp;
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return target.hp<target.maxHp;
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},
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},
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content:function(){
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content:function(){
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target.recover(target.maxHp-target.hp);
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target.recover(2);
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},
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},
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ai:{
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ai:{
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order:6,
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order:6,
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@ -4390,9 +4419,10 @@ character.hearth={
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shifa:'嗜法',
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shifa:'嗜法',
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shifa_info:'锁定技,出牌阶段开始时,你令场上所有角色各获得一张随机锦囊牌',
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shifa_info:'锁定技,出牌阶段开始时,你令场上所有角色各获得一张随机锦囊牌',
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yuanzheng:'远征',
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yuanzheng:'远征',
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yuanzheng_info:'每当你对攻击范围外的一名角色使用一张牌,你可以选择一项:摸一张牌,或弃置目标一张牌',
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yuanzheng_info:'每当你对攻击范围外的一名角色使用一张牌,你可以选择一项:摸一张牌,或视为对目标使用一张杀',
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byuhuo:'浴火',
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byuhuo:'浴火',
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byuhuo_info:'觉醒技,当你进入濒死状态时,你须失去一点体力上限,回复所有体力,获得技能不死,然后从所有其他角色的区域内各获得一张牌',
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byuhuo2:'浴火',
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byuhuo_info:'觉醒技,当你进入濒死状态时,你须将体力和体力上限变为2,并将武将牌翻至背面;在你的下一回合开始时,你对所有其他角色造成两点火焰伤害,在此之前,你不能成为其他角色的卡牌的目标',
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yulu:'雨露',
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yulu:'雨露',
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yulu_info:'出牌阶段限一次,你可以指定至多3名角色各摸两张牌,然后各弃置两张牌',
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yulu_info:'出牌阶段限一次,你可以指定至多3名角色各摸两张牌,然后各弃置两张牌',
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fengyin:'封印',
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fengyin:'封印',
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@ -4435,9 +4465,9 @@ character.hearth={
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hsmengjing:'梦境',
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hsmengjing:'梦境',
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hsmengjing_card_config:'梦境',
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hsmengjing_card_config:'梦境',
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hsmengjing_feicuiyoulong:'翡翠幼龙',
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hsmengjing_feicuiyoulong:'翡翠幼龙',
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hsmengjing_feicuiyoulong_info:'出牌阶段对任意一名角色使用,对目标造成2点伤害',
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hsmengjing_feicuiyoulong_info:'出牌阶段对任意一名角色使用,对目标造成2点伤害,然后流失一点体力',
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hsmengjing_huanxiaojiemei:'欢笑姐妹',
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hsmengjing_huanxiaojiemei:'欢笑姐妹',
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hsmengjing_huanxiaojiemei_info:'出牌阶段对一名已受伤角色使用,令目标恢复所有体力值',
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hsmengjing_huanxiaojiemei_info:'出牌阶段对一名已受伤角色使用,令目标恢复两点体力',
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hsmengjing_suxing:'苏醒',
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hsmengjing_suxing:'苏醒',
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hsmengjing_suxing_info:'令所有其他角色流失一点体力并随机弃置两张牌',
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hsmengjing_suxing_info:'令所有其他角色流失一点体力并随机弃置两张牌',
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hsmengjing_mengye:'梦魇',
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hsmengjing_mengye:'梦魇',
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@ -4852,6 +4852,7 @@ character.yijiang={
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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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expose:0.2,
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effect:{
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effect:{
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target:function(card,player,target){
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target:function(card,player,target){
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if(card.name!='sha') return;
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if(card.name!='sha') return;
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@ -5,6 +5,8 @@ window.noname_update={
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],
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],
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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/hearth.js',
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'character/yijiang.js',
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'mode/chess.js',
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'mode/chess.js',
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'game/game.js',
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'game/game.js',
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],
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],
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