调整处理区的牌进入弃牌堆的处理机制
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2f14771f2a
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21185a0754
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@ -1806,10 +1806,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return player.getHistory('lose').length;
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},
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frequent:true,
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content(){
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'step 0'
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player.judge();
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'step 1'
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async content(event,trigger,player){
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const {result} = await player.judge();
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let num = 0;
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game.getGlobalHistory('cardMove',evt=>{
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if(evt.name!='cardsDiscard'){
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@ -4773,15 +4773,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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'step 3'
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if(result.bool) target.addExpose(0.1);
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else{
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var next=game.createEvent('twdingzhen_addSkill');
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event.next.remove(next);
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trigger.after.push(next);
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next.target=target;
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next.player=player;
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next.setContent(function(){
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target.addSkill('twdingzhen_target');
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target.markAuto('twdingzhen_target',[player]);
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})
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target.addSkill('twdingzhen_target');
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target.markAuto('twdingzhen_target',[player]);
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}
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'step 4'
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if(event.num<event.targets.length-1){
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@ -1372,7 +1372,9 @@ export const Content = {
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if (!evt.orderingCards) evt.orderingCards = [];
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if (!evt.noOrdering && !evt.cardsOrdered) {
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evt.cardsOrdered = true;
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var next = game.createEvent('orderingDiscard', false, evt.getParent());
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var next = game.createEvent('orderingDiscard', false);
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event.next.remove(next);
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evt.after.push(next);
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next.relatedEvent = evt;
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next.setContent('orderingDiscard');
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}
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@ -7512,7 +7514,9 @@ export const Content = {
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if (!evt.orderingCards) evt.orderingCards = [];
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if (!evt.noOrdering && !evt.cardsOrdered) {
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evt.cardsOrdered = true;
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var next = game.createEvent('orderingDiscard', false, evt.getParent());
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var next = game.createEvent('orderingDiscard', false);
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event.next.remove(next);
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evt.after.push(next);
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next.relatedEvent = evt;
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next.setContent('orderingDiscard');
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}
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