bug fixes
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7dfeddd071
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cc26092896
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@ -2403,21 +2403,21 @@ local suzhan = fk.CreateActiveSkill {
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card_num = 0,
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card_filter = Util.FalseFunc,
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interaction = function(self)
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return UI.ComboBox { choices = { "1", "2" }, default = "2" }
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return UI.ComboBox { choices = { "摸一张牌", "摸两张牌" }, default = "摸两张牌" }
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end,
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on_use = function(self, room, effect)
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local player = room:getPlayerById(effect.from)
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player:broadcastSkillInvoke(self.name, math.random(3))
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room:notifySkillInvoked(player, self.name, "support")
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local n
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if self.interaction.data == "1" then
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if self.interaction.data == "摸一张牌" then
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n = 1
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else
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n = 2
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end
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local to = room:getPlayerById(effect.tos[1])
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to:drawCards(n, self.name, "bottom")
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room:setPlayerMark(to, "@jy_suzhan-round", n)
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room:setPlayerMark(to, "jy_suzhan_" .. player.id .. "-turn", n) -- 先用这种笨办法吧,哈希表用起来不太对的样子
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end,
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}
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local suzhan_trigger = fk.CreateTriggerSkill {
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@ -2427,10 +2427,10 @@ local suzhan_trigger = fk.CreateTriggerSkill {
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events = { fk.AfterCardsMove },
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can_trigger = function(self, event, target, player, data)
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local room = player.room
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if not player:hasSkill(self) then return false end
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-- if not player:hasSkill(self) then return false end
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for _, move in ipairs(data) do
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local from = room:getPlayerById(move.from)
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if from and from:getMark("@jy_suzhan-round") ~= 0 then
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if from and from:getMark("jy_suzhan_" .. player.id .. "-turn") ~= 0 then
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self.cost_data = from
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for _, info in ipairs(move.moveInfo) do
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if info.fromArea == Card.PlayerHand then
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@ -2444,8 +2444,8 @@ local suzhan_trigger = fk.CreateTriggerSkill {
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local from = self.cost_data
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player:broadcastSkillInvoke("jy_suzhan", math.random(4, 5))
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player.room:notifySkillInvoked(player, "jy_suzhan", "drawcard")
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player:drawCards(2 * from:getMark("@jy_suzhan-round"), self.name)
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player.room:setPlayerMark(from, "@jy_suzhan-round", 0)
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player:drawCards(2 * from:getMark("jy_suzhan_" .. player.id .. "-turn"), self.name)
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player.room:setPlayerMark(from, "jy_suzhan_" .. player.id .. "-turn", 0)
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end,
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}
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suzhan:addRelatedSkill(suzhan_trigger)
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@ -2486,12 +2486,11 @@ local zhuojing = fk.CreateViewAsSkill {
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local target = room:getPlayerById(result[1])
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room:askForDiscard(target, #use.card.subcards, #use.card.subcards, true, self.name, false, nil,
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"#jy_zhuojing-discard:" .. player.id .. "::" .. #use.card.subcards)
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-- local skill_name = room:askForChoice(target, { "jy_suzhan", "jy_zhuojing" }, self.name,
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-- "#jy_zhuojing-skill:" .. player.id) -- TODO:感觉可以用更好的UI
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room:askForUseActiveSkill(player, "jy_suzhan",
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"#jy_zhuojing-use::" .. target.id .. ":" .. Fk:translate("jy_suzhan"))
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local skill_name = room:askForChoice(target, { "jy_suzhan", "jy_zhuojing" }, self.name,
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"#jy_zhuojing-skill:" .. player.id) -- TODO:感觉可以用更好的UI
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room:askForUseActiveSkill(target, skill_name,
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"#jy_zhuojing-use::" .. target.id .. ":" .. Fk:translate(skill_name))
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-- 这个函数会直接执行这个技能。问题是如果有的技能是有多个时机的,怎么办?如果有的是被动的,怎么办?所以我建议限定成只能用这两个技能。
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-- 我觉得这里肯定有问题,因为没写时机。目前暂时仅可触发素绽
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end
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end,
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enabled_at_play = function(self, player)
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@ -2511,7 +2510,7 @@ Fk:loadTranslationTable {
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["~jy__luocha"] = [[没能……实现啊……]],
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["jy_suzhan"] = [[素绽]],
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[":jy_suzhan"] = [[出牌阶段限一次,你可以令一名没有手牌的角色从牌堆底摸X张牌(X由你选择且至多为2)。若如此做,本轮其下次失去最后的手牌后,你摸2X张牌。]],
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[":jy_suzhan"] = [[出牌阶段限一次,你可以令一名没有手牌的角色从牌堆底摸X张牌(X由你选择且至多为2)。若如此做,本回合其下次失去最后的手牌后,你摸2X张牌。]],
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["#jy_suzhan-prompt"] = [[素绽:选择一名没有手牌的角色摸一或两张牌]],
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["@jy_suzhan-round"] = [[<font color="yellow">素绽</font>]],
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["$jy_suzhan1"] = [[白花盛放。]],
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@ -2521,11 +2520,11 @@ Fk:loadTranslationTable {
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["$jy_suzhan5"] = [[清算的时刻到了。]],
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["jy_zhuojing"] = [[濯荆]],
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[":jy_zhuojing"] = [[每回合限一次,你可以将所有手牌当【桃】使用。若此【桃】无颜色且你武将牌上有该技能,你可以令一名其他角色弃置等量的牌,且你可以视为发动〖素绽〗。]],
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[":jy_zhuojing"] = [[每回合限一次,你可以将所有手牌当【桃】使用。若此【桃】无颜色且你武将牌上有该技能,你可以令一名其他角色弃置等量的牌,然后其可以视为发动〖素绽〗或〖濯荆〗。]],
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["#jy_zhuojing-prompt"] = [[濯荆:你可以将所有手牌当【桃】使用]],
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["#jy_zhuojing-choose"] = [[濯荆:你可以令一名目标弃置%arg张牌]],
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["#jy_zhuojing-discard"] = [[濯荆:弃置%arg张牌]],
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-- ["#jy_zhuojing-skill"] = [[濯荆:选择令 %src 发动〖素绽〗]],
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["#jy_zhuojing-skill"] = [[濯荆:选择发动〖素绽〗或〖濯荆〗]],
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["#jy_zhuojing-use"] = [[濯荆:%dest 令你发动 %arg,请指定目标]],
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["$jy_zhuojing1"] = [[永眠非终焉……]],
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["$jy_zhuojing2"] = [[逝者将再临!]],
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