将DamageFinished承载者改为受到伤害的角色(解决无来源伤害无法传导的bug)
bury加入重置武将牌
改进火攻的交互
更改八卦阵的pattern(解决AskForUseCard和AskForResponseCard的pattern为任意时八卦阵可以响应的bug)

---------

Signed-off-by: Mechanel <nyutanislavsky@qq.com>
This commit is contained in:
Nyutanislavsky 2023-04-26 09:40:51 +08:00 committed by GitHub
parent 754bd24794
commit b50c94d171
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 9 additions and 5 deletions

View File

@ -27,12 +27,12 @@ end
---@param player Player ---@param player Player
function ViewAsSkill:enabledAtPlay(player) function ViewAsSkill:enabledAtPlay(player)
return true return player:hasSkill(self)
end end
---@param player Player ---@param player Player
function ViewAsSkill:enabledAtResponse(player) function ViewAsSkill:enabledAtResponse(player)
return true return player:hasSkill(self)
end end
return ViewAsSkill return ViewAsSkill

View File

@ -151,7 +151,7 @@ GameEvent.functions[GameEvent.Damage] = function(self)
stages = { stages = {
{fk.Damage, damageStruct.from}, {fk.Damage, damageStruct.from},
{fk.Damaged, damageStruct.to}, {fk.Damaged, damageStruct.to},
{fk.DamageFinished, damageStruct.from}, {fk.DamageFinished, damageStruct.to},
} }
for _, struct in ipairs(stages) do for _, struct in ipairs(stages) do

View File

@ -478,6 +478,8 @@ function ServerPlayer:bury()
self:throwAllCards() self:throwAllCards()
self:throwAllMarks() self:throwAllMarks()
self:clearPiles() self:clearPiles()
self:setChainState(false)
if not self.faceup then self:turnOver() end
end end
function ServerPlayer:throwAllCards(flag) function ServerPlayer:throwAllCards(flag)

View File

@ -251,12 +251,12 @@ local fireAttackSkill = fk.CreateActiveSkill{
local to = room:getPlayerById(cardEffectEvent.to) local to = room:getPlayerById(cardEffectEvent.to)
if to:isKongcheng() then return end if to:isKongcheng() then return end
local showCard = room:askForCard(to, 1, 1, false, self.name, false)[1] local showCard = room:askForCard(to, 1, 1, false, self.name, false, nil, "#fire_attack-show:" .. from.id)[1]
to:showCards(showCard) to:showCards(showCard)
showCard = Fk:getCardById(showCard) showCard = Fk:getCardById(showCard)
local cards = room:askForDiscard(from, 1, 1, false, self.name, true, local cards = room:askForDiscard(from, 1, 1, false, self.name, true,
".|.|" .. showCard:getSuitString()) ".|.|" .. showCard:getSuitString(), "#fire_attack-discard:" .. to.id .. "::" .. showCard:getSuitString())
if #cards > 0 then if #cards > 0 then
room:damage({ room:damage({
from = from, from = from,
@ -496,6 +496,8 @@ Fk:loadTranslationTable{
["fire_attack"] = "火攻", ["fire_attack"] = "火攻",
["fire_attack_skill"] = "火攻", ["fire_attack_skill"] = "火攻",
[":fire_attack"] = "锦囊牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:一名有手牌的角色<br /><b>效果</b>目标角色展示一张手牌然后你可以弃置一张与所展示牌花色相同的手牌令其受到1点火焰伤害。", [":fire_attack"] = "锦囊牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:一名有手牌的角色<br /><b>效果</b>目标角色展示一张手牌然后你可以弃置一张与所展示牌花色相同的手牌令其受到1点火焰伤害。",
["#fire_attack-show"] = "%src 对你使用了火攻,请展示一张手牌",
["#fire_attack-discard"] = "你可弃置一张 %arg 手牌,对 %src 造成1点火属性伤害",
["supply_shortage"] = "兵粮寸断", ["supply_shortage"] = "兵粮寸断",
[":supply_shortage"] = "延时锦囊牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>距离1的一名其他角色<br /><b>效果</b>:将此牌置于目标角色判定区内。其判定阶段进行判定:若结果不为梅花,其跳过摸牌阶段。然后将【兵粮寸断】置入弃牌堆。", [":supply_shortage"] = "延时锦囊牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>距离1的一名其他角色<br /><b>效果</b>:将此牌置于目标角色判定区内。其判定阶段进行判定:若结果不为梅花,其跳过摸牌阶段。然后将【兵粮寸断】置入弃牌堆。",
["guding_blade"] = "古锭刀", ["guding_blade"] = "古锭刀",