Bug fixes
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@ -1079,7 +1079,7 @@ local jy_yuanshen_2 = fk.CreateTriggerSkill{
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{fk.ThunderDamage, "@jy_yuanshen_2_electro", "@jy_yuanshen_2_pyro",
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{fk.ThunderDamage, "@jy_yuanshen_2_electro", "@jy_yuanshen_2_pyro",
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function(self, event, target, player, data)
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function(self, event, target, player, data)
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-- player.room:askForDiscard(data.to, 2, 2, true, self.name, false, nil, "#jy_yuanshen_2_overload_discard")
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-- player.room:askForDiscard(data.to, 2, 2, true, self.name, false, nil, "#jy_yuanshen_2_overload_discard")
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player:turnOver() -- 改成翻面了
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data.to:turnOver() -- 受到伤害的人翻面
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end,
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end,
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"#jy_yuanshen_2_reaction_2",
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"#jy_yuanshen_2_reaction_2",
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},
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},
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@ -1117,15 +1117,16 @@ local jy_fumo = fk.CreateTriggerSkill{
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local room = player.room
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local room = player.room
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local card = room:askForDiscard(player, 1, 1, true, self.name, true, ".", "#jy_fumo-invoke::"..target.id, true)
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local card = room:askForDiscard(player, 1, 1, true, self.name, true, ".", "#jy_fumo-invoke::"..target.id, true)
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if #card > 0 then
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if #card > 0 then
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room:doIndicate(player.id, {target.id})
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room:doIndicate(player.id, {target.id}) -- 播放指示线
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self.cost_data = card
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self.cost_data = card
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return true
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return true
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end
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end
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end,
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end,
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on_use = function(self, event, target, player, data)
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on_use = function(self, event, target, player, data)
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local room = player.room
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local room = player.room
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local card = room:throwCard(self.cost_data, self.name, player, player)
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room:throwCard(self.cost_data, self.name, player, player)
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if target.dead then return false end
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if target.dead then return false end
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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
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if card.color == Card.Red then
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if card.color == Card.Red then
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data.damageType = fk.FireDamage
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data.damageType = fk.FireDamage
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elseif card.color == Card.Black then
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elseif card.color == Card.Black then
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@ -1148,7 +1149,7 @@ Fk:loadTranslationTable {
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当一名<font color="red">【火附着】</font>状态的角色受到<font color="purple">雷属性伤害</font>时,
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当一名<font color="red">【火附着】</font>状态的角色受到<font color="purple">雷属性伤害</font>时,
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本次伤害不会令其进入<font color="purple">【雷附着】</font>状态,而是移除<font color="red">【火附着】</font>状态并令其翻面。]],
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本次伤害不会令其进入<font color="purple">【雷附着】</font>状态,而是移除<font color="red">【火附着】</font>状态并令其翻面。]],
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["#jy_yuanshen_2_reaction_1"] = [[<font color="red">火属性伤害</font>遭遇<font color="purple">【雷附着】</font>发生反应,伤害+1]],
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["#jy_yuanshen_2_reaction_1"] = [[<font color="red">火属性伤害</font>遭遇<font color="purple">【雷附着】</font>发生反应,伤害+1]],
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["#jy_yuanshen_2_reaction_2"] = [[<font color="purple">雷属性伤害</font>遭遇<font color="red">【火附着】</font>发生反应,弃两张牌]],
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["#jy_yuanshen_2_reaction_2"] = [[<font color="purple">雷属性伤害</font>遭遇<font color="red">【火附着】</font>发生反应,目标翻面]],
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["@jy_yuanshen_2_pyro"] = [[<font color="red">火附着</font>]],
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["@jy_yuanshen_2_pyro"] = [[<font color="red">火附着</font>]],
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["@jy_yuanshen_2_electro"] = [[<font color="purple">雷附着</font>]],
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["@jy_yuanshen_2_electro"] = [[<font color="purple">雷附着</font>]],
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