Merge pull request #1334 from mengxinzxz/PR-Branch

bugfix
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Spmario233 2024-05-10 18:15:04 +08:00 committed by GitHub
commit 1cf2c7c79e
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6 changed files with 11 additions and 32 deletions

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@ -77,7 +77,7 @@ const skills = {
if (card.cards && (card.cards || []).some(i => get.position(i) == "h")) return false;
},
cardSavable() {
return lib.skill.dctunchu.subSkill.debuff.mod.cardEnabled2.apply(this, arguments);
return lib.skill.dctunchu.subSkill.debuff.mod.cardEnabled.apply(this, arguments);
},
},
},

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@ -5241,7 +5241,7 @@ const skills = {
//卢氏
olzhuyan: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
trigger: { player: "phaseDiscardEnd" },
init: function (player) {
player.addSkill("olzhuyan_record");
},

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@ -1078,7 +1078,7 @@ const translates = {
olxinggu_info: "①游戏开始时,你将牌堆中的三张坐骑牌扣置于武将牌上。②结束阶段,你可以将一张〖行贾①〗牌置于一名其他角色的装备区,然后你从牌堆获得一张♦牌。",
lushi: "卢氏",
olzhuyan: "驻颜",
olzhuyan_info: "每名角色每项各限一次。结束阶段你可以令一名角色将以下一项调整至与其上一个结束阶段结束后相同1.体力值2.手牌数体力值至多失去至1手牌数至多摸至5若其未执行过准备阶段则改为游戏开始时。",
olzhuyan_info: "每名角色每项各限一次。弃牌阶段结束时你可以令一名角色将以下一项调整至与其上一个结束阶段结束后相同1.体力值2.手牌数体力值至多失去至1手牌数至多摸至5若其未执行过准备阶段则改为游戏开始时。",
olleijie: "雷劫",
olleijie_info: "准备阶段你可以令一名角色判定若结果为♠2~9其受到2点雷电伤害否则其摸两张牌。",
releijie: "雷劫",

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@ -1,5 +1,5 @@
const characters = {
dc_sb_jiaxu: ["male", "qun", 3, ["dcsbsushen", "dcsbrushi", "dcsbfumou"]],
dc_sb_jiaxu: ["male", "qun", 3, ["dcsbsushen", "dcsbfumou"]],
guanyue: ["male", "shu", 4, ["dcshouzhi", "dcfenhui"]],
sp_zhenji: ["female", "qun", 3, ["dcjijie", "dchuiji"]],
wu_guanyu: ["male", "shu", 5, ["dcjuewu", "dcwuyou", "dcyixian"]],

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@ -108,7 +108,7 @@ const skills = {
num = Math.ceil(target.countCards("h")/2);
player.changeZhuanhuanji("dcsbfumou");
let cards = await player
.choosePlayerCard("覆谋:展示" + get.translation(target) + "的至多" + get.cnNumber(num) + "张牌", target, "h", num, true)
.choosePlayerCard("覆谋:选择展示" + get.translation(target) + "的" + get.cnNumber(num) + "张牌", target, "h", num, true)
.set("ai", card => {
const player = get.event("player"),
storage = get.event("storage"),
@ -132,31 +132,10 @@ const skills = {
aim.chat("555一张都拿不到~");
}
} else {
cards = cards.filter(card => {
return target.hasUseTarget(card) && get.owner(card) == target && get.position(card) == "h";
});
while (
cards.some(card => {
return target.hasUseTarget(card) && get.owner(card) == target && get.position(card) == "h";
})
) {
const result = await target
.chooseToUse(
true,
function (card) {
const event = get.event();
if (!lib.filter.cardEnabled(card, event.player, event)) return false;
return get.event("cards").includes(card);
},
"覆谋:请依次使用展示的牌"
)
.set("cards", cards)
.forResult();
if (result.bool) {
cards = cards.filter(card => {
return target.hasUseTarget(card) && get.owner(card) == target && get.position(card) == "h";
});
} else break;
for (const card of cards) {
if (target.hasUseTarget(card)) {
await target.chooseUseTarget(card, true, false);
}
}
}
},
@ -195,7 +174,7 @@ const skills = {
return event.name != "phase" || game.phaseNumber == 0;
},
prompt2(event, player) {
return "切换【谋】为状态" + (player.storage.dcsbfumou ? "阳" : "阴");
return "切换【谋】为状态" + (player.storage.dcsbfumou ? "阳" : "阴");
},
check: () => Math.random() > 0.5,
content() {

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@ -786,7 +786,7 @@ export class GameEvent {
}
trigger(name) {
if (_status.video) return;
if ((this.name === "gain" || this.name === "lose") && !_status.gameDrawed) return;
if (!_status.gameDrawed && ["lose", "gain", "loseAsync", "equip", "addJudge", "addToExpansion"].includes(this.name)) return;
if (name === "gameDrawEnd") _status.gameDrawed = true;
if (name === "gameStart") {
lib.announce.publish("Noname.Game.Event.GameStart", {});