diff --git a/character/hearth.js b/character/hearth.js index 15cc96531..86eac0bae 100644 --- a/character/hearth.js +++ b/character/hearth.js @@ -4482,26 +4482,18 @@ character.hearth={ forced:true, unique:true, content:function(){ - var rand=['tuteng2','tuteng4','tuteng5','tuteng6','tuteng7','tuteng8']; - if(player.storage.s_tuteng){ - var rand2=player.storage.s_tuteng; - for(var i=0;i<3;i++){ - rand.remove(rand2[i]); + var rand=['tuteng1','tuteng2','tuteng3','tuteng4','tuteng5','tuteng6','tuteng7','tuteng8']; + var rand2=[]; + for(var i=0;i=3){ + player.removeSkill(rand2.randomGet()); } + player.addSkill(rand.randomGet('tuteng1','tuteng3')); }, ai:{ threaten:2 @@ -4718,15 +4710,12 @@ character.hearth={ mark:'image', nopop:true, intro:{ - content:'每当你造成一点伤害,你摸一张牌' - }, - filter:function(event){ - return event.num>0; + content:'每当你造成一次伤害,你摸一张牌' }, trigger:{source:'damageAfter'}, forced:true, content:function(){ - player.draw(trigger.num); + player.draw(); } }, tuteng3:{ @@ -5419,49 +5408,49 @@ character.hearth={ noname:true, fullimage:true, type:'hstuteng', - // derivation:'hs_sthrall' + derivation:'hs_sthrall' }, tuteng2:{ noname:true, fullimage:true, type:'hstuteng', - // derivation:'hs_sthrall' + derivation:'hs_sthrall' }, tuteng3:{ noname:true, fullimage:true, type:'hstuteng', - // derivation:'hs_sthrall' + derivation:'hs_sthrall' }, tuteng4:{ noname:true, fullimage:true, type:'hstuteng', - // derivation:'hs_sthrall' + derivation:'hs_sthrall' }, tuteng5:{ noname:true, fullimage:true, type:'hstuteng', - // derivation:'hs_sthrall' + derivation:'hs_sthrall' }, tuteng6:{ noname:true, fullimage:true, type:'hstuteng', - // derivation:'hs_sthrall' + derivation:'hs_sthrall' }, tuteng7:{ noname:true, fullimage:true, type:'hstuteng', - // derivation:'hs_sthrall' + derivation:'hs_sthrall' }, tuteng8:{ noname:true, fullimage:true, type:'hstuteng', - // derivation:'hs_sthrall' + derivation:'hs_sthrall' }, }, translate:{ @@ -5761,7 +5750,7 @@ character.hearth={ chongsheng_bg:'生', chongsheng_info:'濒死阶段,你可弃置所有牌,将体力回复至2-X,并摸X张牌,X为你本局发动此技能的次数。每局最多发动2次', s_tuteng:'神谕', - s_tuteng_info:'在你首个准备阶段,你获得三个随机图腾;在此后的每个准备阶段,你随机替换其中的一个图腾', + s_tuteng_info:'锁定技,准备阶段,你随机获得一个图腾,若你已有至少3个图腾,则改为随机替换一个图腾', guozai:'过载', guozai2:'过载', guozai2_bg:'载', @@ -5844,7 +5833,7 @@ character.hearth={ tuteng1:'治疗图腾', tuteng1_info:'结束阶段,你回复一点体力', tuteng2:'灼热图腾', - tuteng2_info:'每当你造成一点伤害,你摸一张牌', + tuteng2_info:'每当你造成一次伤害,你摸一张牌', tuteng3:'石爪图腾', tuteng3_info:'你受到的伤害-1', tuteng4:'空气之怒图腾', diff --git a/character/ow.js b/character/ow.js index 758a59583..3d73e31b4 100644 --- a/character/ow.js +++ b/character/ow.js @@ -2386,7 +2386,7 @@ character.ow={ } }, yuedong:{ - trigger:{player:'phaseEnd'}, + trigger:{player:'phaseUseEnd'}, direct:true, content:function(){ 'step 0' @@ -2400,7 +2400,17 @@ character.ow={ if(player.storage.yuedong_recover){ return ai.get.recoverEffect(target,player,player); } - return ai.get.attitude(player,target)/Math.sqrt(2+target.num('h')); + var att=ai.get.attitude(player,target)/Math.sqrt(2+target.num('h')); + if(player==target){ + var num2=player.needsToDiscard(num); + if(num2>1) return att/5; + if(num2==1){ + if(num>1) return att/3; + return att/4; + } + return att; + } + return att; }); 'step 1' if(result.bool){ @@ -3004,7 +3014,7 @@ character.ow={ huoyu:'火雨', huoyu_info:'限定技,出牌阶段,你可以弃置两张红色牌,视为使用两张炽羽袭', yuedong:'乐动', - yuedong_info:'结束阶段,你可以令一名角色摸一张牌', + yuedong_info:'出牌阶段结束时,你可以令一名角色摸一张牌', kuoyin:'扩音', kuoyin_info:'出牌阶段,你可以弃置一张牌令本回合乐动的目标数改为3,或弃置两张牌令本回合乐动的摸牌量改为2', huhuan:'互换',