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]],