game.asyncDraw改为async函数,修改周妃的良姻技能作为测试
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@ -458,9 +458,8 @@ game.import("character", function () {
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},
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direct: true,
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usable: 1,
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content() {
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"step 0";
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player
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async content(event, trigger, player) {
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const { result: { bool, targets } } = await player
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.chooseTarget(
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get.prompt("olliangyin"),
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"选择一名其他角色,你与其各摸一张牌",
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@ -479,32 +478,32 @@ game.import("character", function () {
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return 3 * att;
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return att;
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});
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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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if (bool) {
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const target = targets[0];
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event.target = target;
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player.logSkill("olliangyin", target);
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game.asyncDraw([player, target].sortBySeat());
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} else event.finish();
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"step 2";
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game.delayx();
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var num = player.getExpansions("olkongsheng").length;
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var check = function (player) {
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await game.asyncDraw([player, target].sortBySeat());
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}
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else return;
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await game.asyncDelayx();
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let num = player.getExpansions("olkongsheng").length;
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let check = player => {
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if (!player.isIn() || player.isHealthy()) return false;
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return player.countCards("h") == num;
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};
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const { target } = event;
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if (check(player) || check(target)) {
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var choiceList = [
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const choiceList = [
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"令自己回复1点体力",
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"令" + get.translation(target) + "回复1点体力",
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];
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var choices = [];
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const choices = [];
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if (check(player)) choices.push("选项一");
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else choiceList[0] = '<span style="opacity:0.5">' + choiceList[0] + "</span>";
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if (check(target)) choices.push("选项二");
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else choiceList[1] = '<span style="opacity:0.5">' + choiceList[1] + "</span>";
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choices.push("cancel2");
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player
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const { result : { control } } = await player
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.chooseControl(choices)
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.set("choiceList", choiceList)
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.set("prompt", "良姻:是否令一名角色回复体力?")
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@ -520,10 +519,9 @@ game.import("character", function () {
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if (eff2 > 0) return "选项二";
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return "cancel2";
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});
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} else event.finish();
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"step 3";
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if (result.control == "选项一") player.recover();
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else if (result.control == "选项二") target.recover();
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if (control == "选项一") await player.recover();
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else if (control == "选项二") await target.recover();
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}
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},
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group: "olliangyin_gain",
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subSkill: {
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@ -547,90 +545,86 @@ game.import("character", function () {
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});
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},
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usable: 1,
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content() {
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"step 0";
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async content(event, trigger, player) {
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if (
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!player.countCards("he") ||
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!game.hasPlayer(function (current) {
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return current != player && current.countCards("he") > 0;
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})
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)
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event.finish();
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else
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player.chooseCardTarget({
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prompt: get.prompt("olliangyin"),
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prompt2: "弃置一张牌,并令一名其他角色也弃置一张牌",
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position: "he",
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filterCard: lib.filter.cardDiscardable,
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filterTarget(card, player, target) {
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return target != player && target.countCards("he") > 0;
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},
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ai1(card) {
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let player = _status.event.player;
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if (_status.event.me) {
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if (get.position(card) === _status.event.me)
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return 12 - player.hp - get.value(card);
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return 0;
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}
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return 5 - get.value(card);
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},
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ai2(target) {
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let player = _status.event.player,
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att = get.attitude(player, target);
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if (att > 0 && (_status.event.me || target.isHealthy())) return -att;
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if (
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att > 0 &&
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(target.countCards("he") > target.hp ||
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target.hasCard(function (card) {
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return get.value(card, target) <= 0;
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}, "e"))
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)
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return att;
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return -att;
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},
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me: (function () {
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if (
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player.isHealthy() ||
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get.recoverEffect(player, player, _status.event.player) <= 0
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)
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return false;
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let ph = player.countCards("h"),
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num = player.getExpansions("olkongsheng").length;
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if (ph === num) {
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if (player.hasSkillTag("noh")) return "h";
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return "e";
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}
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if (ph - 1 === num) return "h";
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!game.hasPlayer(current => current != player &&
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current.countCards("he") > 0)
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) return;
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const { result: { bool, targets, cards } } = await player.chooseCardTarget({
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prompt: get.prompt("olliangyin"),
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prompt2: "弃置一张牌,并令一名其他角色也弃置一张牌",
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position: "he",
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filterCard: lib.filter.cardDiscardable,
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filterTarget(card, player, target) {
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return target != player && target.countCards("he") > 0;
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},
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ai1(card) {
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let player = _status.event.player;
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if (_status.event.me) {
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if (get.position(card) === _status.event.me)
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return 12 - player.hp - get.value(card);
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return 0;
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}
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return 5 - get.value(card);
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},
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ai2(target) {
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let player = _status.event.player,
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att = get.attitude(player, target);
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if (att > 0 && (_status.event.me || target.isHealthy())) return -att;
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if (
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att > 0 &&
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(target.countCards("he") > target.hp ||
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target.hasCard(function (card) {
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return get.value(card, target) <= 0;
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}, "e"))
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)
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return att;
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return -att;
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},
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me: (() => {
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if (
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player.isHealthy() ||
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get.recoverEffect(player, player, _status.event.player) <= 0
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)
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return false;
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})(),
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});
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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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let ph = player.countCards("h"),
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num = player.getExpansions("olkongsheng").length;
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if (ph === num) {
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if (player.hasSkillTag("noh")) return "h";
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return "e";
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}
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if (ph - 1 === num) return "h";
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return false;
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})(),
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});
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if (bool) {
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const target = targets[0];
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event.target = target;
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player.logSkill("olliangyin_gain", target);
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player.discard(result.cards);
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target.chooseToDiscard("he", true);
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} else event.finish();
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"step 2";
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game.delayx();
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var num = player.getExpansions("olkongsheng").length;
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var check = function (player) {
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await player.discard(cards);
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await target.chooseToDiscard("he", true);
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}
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else return;
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await game.asyncDelayx();
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let num = player.getExpansions("olkongsheng").length;
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let check = player => {
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if (!player.isIn() || player.isHealthy()) return false;
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return player.countCards("h") == num;
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};
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const { target } = event;
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if (check(player) || check(target)) {
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var choiceList = [
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const choiceList = [
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"令自己回复1点体力",
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"令" + get.translation(target) + "回复1点体力",
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];
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var choices = [];
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const choices = [];
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if (check(player)) choices.push("选项一");
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else choiceList[0] = '<span style="opacity:0.5">' + choiceList[0] + "</span>";
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if (check(target)) choices.push("选项二");
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else choiceList[1] = '<span style="opacity:0.5">' + choiceList[1] + "</span>";
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choices.push("cancel2");
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player
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const { result: { control } } = await player
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.chooseControl(choices)
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.set("choiceList", choiceList)
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.set("prompt", "良姻:是否令一名角色回复体力?")
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@ -648,10 +642,9 @@ game.import("character", function () {
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if (eff2 > 0) return "选项二";
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return "cancel2";
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});
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} else event.finish();
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"step 3";
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if (result.control == "选项一") player.recover();
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else if (result.control == "选项二") target.recover();
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if (control == "选项一") await player.recover();
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else if (control == "选项二") await target.recover();
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}
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},
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},
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},
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@ -7491,16 +7491,17 @@ export class Game {
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* @param { { drawDeck: boolean } } [drawDeck]
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* @param { boolean } [bottom]
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*/
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asyncDraw(players, num, drawDeck, bottom) {
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return players.forEach((value, index) => {
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async asyncDraw(players, num, drawDeck, bottom) {
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for (let index = 0; index < players.length; index++) {
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const value = players[index];
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let num2 = 1;
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if (typeof num == "number") num2 = num;
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else if (Array.isArray(num)) num2 = num[index];
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else if (typeof num == "function") num2 = num(value);
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if (drawDeck && drawDeck.drawDeck) value.draw(num2, false, drawDeck);
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else if (bottom) value.draw(num2, "nodelay", "bottom");
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else value.draw(num2, "nodelay");
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});
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if (drawDeck && drawDeck.drawDeck) await value.draw(num2, false, drawDeck);
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else if (bottom) await value.draw(num2, "nodelay", "bottom");
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else await value.draw(num2, "nodelay");
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}
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}
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/**
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* @param { Player[] } players
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