删除部分无用代码
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@ -3952,13 +3952,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(target.isMin()) return false;
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if(target.isMin()) return false;
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return player!=target&&target.canEquip(card);
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return player!=target&&target.canEquip(card);
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},
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},
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content2:function(){
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target.equip(cards[0]);
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player.draw();
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},
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async content(event, trigger, player){
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async content(event, trigger, player){
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await event.target.promises.equip(event.cards[0]);
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await event.target.promises.equip(event.cards[0]);
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game.log('老子装完了,还没摸牌')
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await player.promises.draw();
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await player.promises.draw();
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},
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},
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discard:false,
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discard:false,
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@ -588,90 +588,16 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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filter:function(event){
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filter:function(event){
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return (event.num>0)
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return (event.num>0)
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},
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},
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content2:function(){
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'step 0'
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event.count=trigger.num;
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'step 1'
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event.count--;
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event.cards=game.cardsGotoOrdering(get.cards(2)).cards;
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if(_status.connectMode) game.broadcastAll(function(){_status.noclearcountdown=true});
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event.given_map={};
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'step 2'
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if(event.cards.length>1){
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player.chooseCardButton('遗计:请选择要分配的牌',true,event.cards,[1,event.cards.length]).set('ai',function(button){
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if(ui.selected.buttons.length==0) return 1;
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return 0;
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});
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}
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else if(event.cards.length==1){
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event._result={links:event.cards.slice(0),bool:true};
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}
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else{
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event.finish();
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}
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'step 3'
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if(result.bool){
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event.cards.removeArray(result.links);
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event.togive=result.links.slice(0);
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player.chooseTarget('选择一名角色获得'+get.translation(result.links),true).set('ai',function(target){
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var att=get.attitude(_status.event.player,target);
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if(_status.event.enemy){
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return -att;
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}
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else if(att>0){
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return att/(1+target.countCards('h'));
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}
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else{
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return att/100;
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}
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}).set('enemy',get.value(event.togive[0],player,'raw')<0);
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}
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'step 4'
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if(result.targets.length){
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var id=result.targets[0].playerid,map=event.given_map;
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if(!map[id]) map[id]=[];
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map[id].addArray(event.togive);
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}
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if(cards.length>0) event.goto(2);
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'step 5'
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if(_status.connectMode){
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game.broadcastAll(function(){delete _status.noclearcountdown;game.stopCountChoose()});
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}
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var list=[];
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for(var i in event.given_map){
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var source=(_status.connectMode?lib.playerOL:game.playerMap)[i];
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player.line(source,'green');
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list.push([source,event.given_map[i]]);
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}
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game.loseAsync({
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gain_list:list,
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giver:player,
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animate:'draw',
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}).setContent('gaincardMultiple');
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'step 6'
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if(event.count>0&&player.hasSkill(event.name)&&!get.is.blocked(event.name,player)){
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player.chooseBool(get.prompt2(event.name)).set('frequentSkill',event.name);
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}
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else event.finish();
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'step 7'
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if(result.bool){
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player.logSkill(event.name);
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event.goto(1);
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}
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},
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async content(event, trigger, player) {
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async content(event, trigger, player) {
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console.log('step 0');
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event.count = trigger.num;
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event.count = trigger.num;
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while (event.count > 0) {
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while (event.count > 0) {
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console.log('step 1');
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event.count--;
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event.count--;
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const { cards } = await game.cardsGotoOrdering(get.cards(2)).toPromise();
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const { cards } = await game.cardsGotoOrdering(get.cards(2)).toPromise();
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if (_status.connectMode) game.broadcastAll(function () { _status.noclearcountdown = true });
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if (_status.connectMode) game.broadcastAll(function () { _status.noclearcountdown = true });
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event.given_map = {};
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event.given_map = {};
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if (!cards.length) return event.finish();
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if (!cards.length) return;
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do {
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do {
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console.log('step 2');
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const { result: { bool, links } } =
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const { result: { bool, links } } =
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cards.length == 1 ?
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cards.length == 1 ?
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{ result: { links: cards.slice(0), bool: true } } :
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{ result: { links: cards.slice(0), bool: true } } :
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@ -680,8 +606,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if (ui.selected.buttons.length == 0) return 1;
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if (ui.selected.buttons.length == 0) return 1;
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return 0;
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return 0;
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});
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});
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if (!bool) return event.finish();
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if (!bool) return;
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console.log('step 3');
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cards.removeArray(links);
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cards.removeArray(links);
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event.togive = links.slice(0);
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event.togive = links.slice(0);
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const { result: { targets } } = await player.promises.chooseTarget('选择一名角色获得' + get.translation(links), true)
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const { result: { targets } } = await player.promises.chooseTarget('选择一名角色获得' + get.translation(links), true)
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@ -698,7 +623,6 @@ 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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.set('enemy', get.value(event.togive[0], player, 'raw') < 0);
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.set('enemy', get.value(event.togive[0], player, 'raw') < 0);
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console.log('step 4');
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if (targets.length) {
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if (targets.length) {
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const id = targets[0].playerid,
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const id = targets[0].playerid,
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map = event.given_map;
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map = event.given_map;
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@ -706,7 +630,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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map[id].addArray(event.togive);
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map[id].addArray(event.togive);
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}
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}
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} while (cards.length > 0);
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} while (cards.length > 0);
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console.log('step 5');
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if (_status.connectMode) {
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if (_status.connectMode) {
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game.broadcastAll(function () { delete _status.noclearcountdown; game.stopCountChoose() });
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game.broadcastAll(function () { delete _status.noclearcountdown; game.stopCountChoose() });
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}
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}
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@ -721,15 +644,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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giver: player,
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giver: player,
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animate: 'draw',
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animate: 'draw',
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}).setContent('gaincardMultiple').toPromise();
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}).setContent('gaincardMultiple').toPromise();
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console.log('step 6');
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if (event.count > 0 && player.hasSkill(event.name) && !get.is.blocked(event.name, player)) {
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if (event.count > 0 && player.hasSkill(event.name) && !get.is.blocked(event.name, player)) {
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const { result: { bool: repeat } } = await player.promises.chooseBool(get.prompt2(event.name)).set('frequentSkill', event.name);
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const { result: { bool: repeat } } = await player.promises.chooseBool(get.prompt2(event.name)).set('frequentSkill', event.name);
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console.log('step 7');
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if (repeat) {
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if (repeat) {
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player.logSkill(event.name);
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player.logSkill(event.name);
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}
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} else return;
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}
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}
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else return event.finish();
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else return;
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}
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}
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},
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},
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ai:{
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ai:{
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@ -32131,7 +32131,6 @@ new Promise(resolve=>{
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event.resolve=resolve;
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event.resolve=resolve;
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//如果父级事件也是一个异步的话,那应该立即执行这个事件的
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//如果父级事件也是一个异步的话,那应该立即执行这个事件的
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if(_status.event.next.includes(event)&&_status.event.content instanceof AsyncFunction){
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if(_status.event.next.includes(event)&&_status.event.content instanceof AsyncFunction){
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// console.log(event, '的父级事件也是一个异步,立即执行这个事件');
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if (_status.event != event) {
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if (_status.event != event) {
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event.parent = _status.event;
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event.parent = _status.event;
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_status.event = event;
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_status.event = event;
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@ -41410,13 +41409,6 @@ new Promise(resolve=>{
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lib.status.dateDelayed+=lib.getUTC(new Date())-lib.getUTC(lib.status.dateDelaying);
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lib.status.dateDelayed+=lib.getUTC(new Date())-lib.getUTC(lib.status.dateDelaying);
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delete lib.status.dateDelaying;
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delete lib.status.dateDelaying;
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}
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}
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if (belongAsyncEvent) {
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console.log('-----------------------');
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console.log(event);
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console.log('event.finished', event.finished);
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console.log('event.after:', [...event.after]);
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console.log('event.next:', [...event.next]);
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}
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if(event.next.length>0){
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if(event.next.length>0){
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var next=event.next.shift();
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var next=event.next.shift();
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if(next.player&&next.player.skipList.contains(next.name)){
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if(next.player&&next.player.skipList.contains(next.name)){
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