修复助战弃牌视为非自己弃置的bug
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539aa1ab41
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7984f74a43
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@ -678,7 +678,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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if(event.zhuzhanresult){
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if(event.zhuzhanresult){
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var target=event.zhuzhanresult;
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var target=event.zhuzhanresult;
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target.line(player,'green');
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target.line(player,'green');
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target.discard(event.zhuzhanresult2.cards);
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target.discard(event.zhuzhanresult2.cards).discarder=target;
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target.popup('助战','wood');
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target.popup('助战','wood');
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game.log(target,'响应了',player,'发起的助战');
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game.log(target,'响应了',player,'发起的助战');
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target.addExpose(0.2);
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target.addExpose(0.2);
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@ -2275,7 +2275,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(event.zhuzhanresult){
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if(event.zhuzhanresult){
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var target=event.zhuzhanresult;
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var target=event.zhuzhanresult;
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target.line(player,'green');
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target.line(player,'green');
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target.discard(event.zhuzhanresult2.cards);
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target.discard(event.zhuzhanresult2.cards).discarder=target;
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target.draw(2);
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target.draw(2);
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target.popup('助战','wood');
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target.popup('助战','wood');
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game.log(target,'响应了',player,'发起的助战');
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game.log(target,'响应了',player,'发起的助战');
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@ -763,10 +763,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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'将势力改为任意一个势力'
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'将势力改为任意一个势力'
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].map((text,ind)=>{
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].map((text,ind)=>{
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var hint='';
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var hint='';
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if(list.contains(ind+1)){
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if(list2.contains(ind+1)){
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return text;
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return text;
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}
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}
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else{
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else if(!list.contains(ind+1)){
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hint+='已被执行过且';
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hint+='已被执行过且';
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}
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}
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if(ind==1&&nochai&&!list2.contains(ind+1)) hint+='无有手牌角色且';
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if(ind==1&&nochai&&!list2.contains(ind+1)) hint+='无有手牌角色且';
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@ -841,7 +841,7 @@ game.import('character',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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选项三:function(){
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选项三:function(){
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player.chooseUseTarget('sha',true,false).set('logSkill','olgoude');
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player.chooseUseTarget('sha',true,false).set('logSkill','olgoude').set('prompt','苟得:选择【杀】的目标');
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},
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},
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选项四:function(){
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选项四:function(){
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'step 0'
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'step 0'
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17
game/game.js
17
game/game.js
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@ -10545,6 +10545,7 @@
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},
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},
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changeGroup:function(){
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changeGroup:function(){
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'step 0'
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'step 0'
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event.originGroup=player.group;
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if(!event.group) event.group=player.group;
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if(!event.group) event.group=player.group;
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var group=event.group;
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var group=event.group;
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player.getHistory('custom').push(event);
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player.getHistory('custom').push(event);
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@ -16210,6 +16211,7 @@
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game.log(player,'弃置了',cards);
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game.log(player,'弃置了',cards);
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event.done=player.lose(cards,event.position,'visible');
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event.done=player.lose(cards,event.position,'visible');
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event.done.type='discard';
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event.done.type='discard';
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if(event.discarder) event.done.discarder=event.discarder;
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"step 1"
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"step 1"
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event.trigger('discard');
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event.trigger('discard');
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},
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},
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@ -23662,7 +23664,7 @@
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this.addSkill(skill,checkConflict,true,true);
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this.addSkill(skill,checkConflict,true,true);
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if(!expire){
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if(!expire){
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expire='phaseAfter';
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expire=['phaseAfter','phaseBefore'];
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}
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}
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this.tempSkills[skill]=expire;
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this.tempSkills[skill]=expire;
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@ -29055,6 +29057,19 @@
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content:function(){
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content:function(){
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player.removeSkill('counttrigger');
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player.removeSkill('counttrigger');
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delete player.storage.counttrigger;
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delete player.storage.counttrigger;
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},
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group:'counttrigger_2',
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subSkill:{
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2:{
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trigger:{global:'phaseBefore'},
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silent:true,
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charlotte:true,
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priority:100,
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content:function(){
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player.removeSkill('counttrigger');
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delete player.storage.counttrigger;
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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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_recovercheck:{
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_recovercheck:{
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