修复国战【望归】,同时改async写法
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@ -12371,53 +12371,53 @@ const skills = {
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player: "damageEnd",
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source: "damageSource",
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},
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direct: true,
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filter: function (event, player) {
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if (!player.hasSkill("wanggui") || player.hasSkill("wanggui2")) return false;
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if (player.isUnseen()) return false;
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if (!player.isUnseen(2)) return true;
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return !player.isUnseen() && [player.name1, player.name2].some(name => {
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return get.character(name, 3).includes("wanggui");
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});
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return (
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!player.isUnseen(0) && get.character(player.name1, 3).includes("wanggui") ||
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!player.isUnseen(1) && get.character(player.name2, 3).includes("wanggui")
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);
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},
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usable: 1,
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preHidden: true,
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content: function () {
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"step 0";
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player.addTempSkill("wanggui2");
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var bool = player.isUnseen(2);
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if (bool) {
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player
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.chooseTarget("望归:是否对一名势力不同的角色造成1点伤害?", function (card, player, target) {
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async cost(event, trigger, player) {
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if (player.isUnseen(2)) event.result = await player
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.chooseTarget(
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get.prompt("wanggui"),
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"望归:是否对与你势力不同的一名角色造成1点伤害?",
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(card, player, target) => {
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return target.isEnemyOf(player);
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})
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.set("ai", function (target) {
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var player = _status.event.player;
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return get.damageEffect(target, player, player);
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})
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.setHiddenSkill("wanggui");
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} else event.goto(2);
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"step 1";
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if (result.bool) {
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var target = result.targets[0];
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player.logSkill("wanggui", target);
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target.damage();
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}
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)
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.set("ai", (target) => {
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let player = _status.event.player;
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return get.damageEffect(target, player, player);
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})
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.setHiddenSkill("wanggui")
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.forResult();
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else event.result = await player
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.chooseBool("望归:是否令与你势力相同的角色各摸一张牌?")
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.setHiddenSkill("wanggui")
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.set("logSkill", ["wanggui", game.filterPlayer(current => {
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return current.isFriendOf(player);
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})])
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.forResult();
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},
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async content(event, trigger, player) {
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if (player.isUnseen(2)) {
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const target = event.targets[0];
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target.damage("nocard");
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}
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event.finish();
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"step 2";
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player.chooseBool("望归:是否令所有与自己势力相同的角色各摸一张牌?").setHiddenSkill("wanggui");
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"step 3";
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if (result.bool) {
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var targets = game.filterPlayer(function (current) {
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else {
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const targets = game.filterPlayer(current => {
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return current.isFriendOf(player);
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});
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targets.sortBySeat();
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player.logSkill("wanggui", targets);
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game.asyncDraw(targets);
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} else event.finish();
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"step 4";
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game.delayx();
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}
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},
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},
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wanggui2: {},
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xibing: {
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audio: 2,
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trigger: { global: "useCardToPlayered" },
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