标准包xinluoshen技能使用async content
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@ -691,44 +691,38 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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// alter:true,
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trigger:{player:'phaseZhunbeiBegin'},
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frequent:true,
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content:function(){
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"step 0"
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if(event.cards==undefined) event.cards=[];
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player.judge(function(card){
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if(get.color(card)=='black') return 1.5;
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return -1.5;
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},ui.special).judge2=function(result){
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return result.bool;
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};
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"step 1"
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if(result.judge>0){
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event.cards.push(result.card);
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if(lib.config.autoskilllist.contains('luoshen')){
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player.chooseBool('是否再次发动【洛神】?');
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async content(event,trigger,player){
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while(true){
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if(event.cards==undefined) event.cards=[];
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const judgeEvent=player.promises.judge(card=>{
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if(get.color(card)=='black') return 1.5;
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return -1.5;
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},ui.special);
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judgeEvent.judge2=result=>result.bool;
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const {result:{judge,card}}=await judgeEvent;
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let bool;
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if(judge>0){
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event.cards.push(card);
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bool=lib.config.autoskilllist.contains('luoshen')?(await player.promises.chooseBool('是否再次发动【洛神】?')).result.bool:true;
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}
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else{
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event._result={bool:true};
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}
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}
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else{
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for(var i=0;i<event.cards.length;i++){
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if(get.position(event.cards[i])!='s'){
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event.cards.splice(i,1);i--;
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for(let i=0;i<event.cards.length;i++){
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if(get.position(event.cards[i])!='s'){
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event.cards.splice(i,1);
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i--;
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}
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}
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}
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player.gain(event.cards,'gain2');
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player.storage.xinluoshen=event.cards.slice(0);
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event.finish();
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}
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"step 2"
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if(result.bool){
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event.goto(0);
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}
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else{
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if(event.cards.length){
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player.gain(event.cards,'gain2');
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await player.promises.gain(event.cards,'gain2');
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player.storage.xinluoshen=event.cards.slice(0);
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return;
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}
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if(!bool){
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if(event.cards.length){
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await player.promises.gain(event.cards,'gain2');
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player.storage.xinluoshen=event.cards.slice(0);
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return;
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}
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};
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}
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},
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mod:{
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@ -743,7 +737,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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clear:{
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trigger:{player:'phaseAfter'},
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silent:true,
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content:function(){
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async content(event,trigger,player){
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delete player.storage.xinluoshen;
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}
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}
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