diff --git a/jianyu.lua b/jianyu.lua index f30abfa..060daa9 100644 --- a/jianyu.lua +++ b/jianyu.lua @@ -1079,7 +1079,7 @@ local jy_yuanshen_2 = fk.CreateTriggerSkill{ {fk.ThunderDamage, "@jy_yuanshen_2_electro", "@jy_yuanshen_2_pyro", function(self, event, target, player, data) -- player.room:askForDiscard(data.to, 2, 2, true, self.name, false, nil, "#jy_yuanshen_2_overload_discard") - player:turnOver() -- 改成翻面了 + data.to:turnOver() -- 受到伤害的人翻面 end, "#jy_yuanshen_2_reaction_2", }, @@ -1117,15 +1117,16 @@ local jy_fumo = fk.CreateTriggerSkill{ local room = player.room local card = room:askForDiscard(player, 1, 1, true, self.name, true, ".", "#jy_fumo-invoke::"..target.id, true) if #card > 0 then - room:doIndicate(player.id, {target.id}) + room:doIndicate(player.id, {target.id}) -- 播放指示线 self.cost_data = card return true end end, on_use = function(self, event, target, player, data) local room = player.room - local card = room:throwCard(self.cost_data, self.name, player, player) + room:throwCard(self.cost_data, self.name, player, player) if target.dead then return false end + card = Fk:getCardById(self.cost_data[1]) -- 这张被弃掉的牌是通过self.cost_data传过来的,是一个int table,你得转化成一张card if card.color == Card.Red then data.damageType = fk.FireDamage elseif card.color == Card.Black then @@ -1148,7 +1149,7 @@ Fk:loadTranslationTable { 当一名【火附着】状态的角色受到雷属性伤害时, 本次伤害不会令其进入【雷附着】状态,而是移除【火附着】状态并令其翻面。]], ["#jy_yuanshen_2_reaction_1"] = [[火属性伤害遭遇【雷附着】发生反应,伤害+1]], - ["#jy_yuanshen_2_reaction_2"] = [[雷属性伤害遭遇【火附着】发生反应,弃两张牌]], + ["#jy_yuanshen_2_reaction_2"] = [[雷属性伤害遭遇【火附着】发生反应,目标翻面]], ["@jy_yuanshen_2_pyro"] = [[火附着]], ["@jy_yuanshen_2_electro"] = [[雷附着]],