diff --git a/card/swd.js b/card/swd.js index 7add22795..a489fe7e4 100644 --- a/card/swd.js +++ b/card/swd.js @@ -2418,6 +2418,7 @@ card.swd={ check:function(event,player){ return ai.get.attitude(player,event.player)>=3; }, + logTarget:'player', content:function(){ "step 0" trigger.player.recover(); @@ -4140,7 +4141,7 @@ card.swd={ chiyuxi_info:'出牌阶段,对所有其他角色使用。每名目标角色需打出一张【闪】,否则受到1点火焰伤害。', guangshatianyi:'光纱天衣', guangshatianyi_bg:'纱', - guangshatianyi_info:'仅女性可装备,锁定技,每当你即将受到伤害,有三分之一的概率令伤害减一', + guangshatianyi_info:'仅女性角色可使用,锁定技,每当你即将受到伤害,有三分之一的概率令伤害减一', sifeizhenmian:'四非真面', sifeizhenmian_info:'出牌阶段限一次,你可以指定攻击范围内的一名角色并亮出牌堆顶的一张牌,若此牌为黑色,该角色进入混乱状态直到下一回合结束;否则该角色摸一张牌', yiluan:'意乱', diff --git a/character/hearth.js b/character/hearth.js index 056f93204..890a61c88 100644 --- a/character/hearth.js +++ b/character/hearth.js @@ -2232,29 +2232,30 @@ character.hearth={ enable:'chooseToUse', mark:true, init:function(player){ - player.storage.chongsheng=0; - game.addVideo('storage',player,['chongsheng',player.storage.chongsheng]); + player.storage.chongsheng=2; + player.syncStorage('chongsheng'); }, filter:function(event,player){ if(event.type!='dying') return false; if(player!=_status.dying) return false; - if(player.storage.chongsheng==2) return false; + if(player.storage.chongsheng<=0) return false; + return true; }, content:function(){ - player.hp=Math.min(2-player.storage.chongsheng,player.maxHp); + player.hp=Math.min(player.storage.chongsheng,player.maxHp); player.discard(player.get('hej')); - player.draw(2-player.storage.chongsheng); - player.storage.chongsheng++; - if(player.storage.chongsheng==2){ + player.draw(player.storage.chongsheng); + player.storage.chongsheng--; + if(player.storage.chongsheng<=0){ player.unmarkSkill('chongsheng'); } if(player.isLinked()) player.link(); if(player.isTurnedOver()) player.turnOver(); - game.addVideo('storage',player,['chongsheng',player.storage.chongsheng]); + player.syncStorage('chongsheng'); }, ai:{ skillTagFilter:function(player){ - if(player.storage.chongsheng==2) return false; + if(player.storage.chongsheng<=0) return false; if(player.hp>0) return false; }, save:true, @@ -2262,13 +2263,11 @@ character.hearth={ player:10 }, threaten:function(player,target){ - if(target.storage.chongsheng<2) return 0.6; + if(target.storage.chongsheng>0) return 0.6; } }, intro:{ - content:function(storage){ - return '剩余'+get.cnNumber(2-storage)+'次'; - } + content:'time' } }, guozai:{ diff --git a/character/swd.js b/character/swd.js index 006293aa1..00434b9c1 100644 --- a/character/swd.js +++ b/character/swd.js @@ -459,7 +459,7 @@ character.swd={ if(!player.num('he',{color:'red'})) return false; }, }, - group:['huanxia_expire','huanxia_draw'], + group:['huanxia_expire','huanxia_draw','huanxia_gain'], subSkill:{ expire:{ trigger:{source:'damageAfter'}, @@ -474,16 +474,32 @@ character.swd={ }, draw:{ trigger:{player:'shaAfter'}, - direct:true, + forced:true, + popup:false, content:function(){ if(trigger.parent.skill=='huanxia'){ var card=trigger.cards[0]; if(get.itemtype(card)=='card'&&get.position(card)=='d'&&!player.storage.huanxia){ - player.gain(card,'gain2'); + ui.special.appendChild(card); + if(!player.storage.huanxia_draw){ + player.storage.huanxia_draw=[]; + } + player.storage.huanxia_draw.push(card); } } delete player.storage.huanxia; } + }, + gain:{ + trigger:{player:'phaseEnd'}, + forced:true, + filter:function(event,player){ + return player.storage.huanxia_draw; + }, + content:function(){ + player.gain(player.storage.huanxia_draw,'gain2'); + delete player.storage.huanxia_draw; + } } } }, @@ -8067,7 +8083,7 @@ character.swd={ jinlin:'金鳞', jinlin_info:'限定技,出牌阶段,你可以令任意名角色各获得3点护甲,获得护甲的角色于每个回合开始阶段失去1点护甲直到首次失去所有护甲或累计以此法失去3点护甲', huanxia:'幻霞', - huanxia_info:'你可以将一张红色牌当作杀使用,若此杀未造成伤害,你可以在其进入弃牌堆后收回此牌', + huanxia_info:'你可以将一张红色牌当作杀使用,若此杀未造成伤害,你在回合结束时收回此牌', jingjie:'镜界', jingjie_info:'回合开始阶段,你可以流失一点体力,并', jingjie_old_info:'限定技,出牌阶段,你可以令所有角色弃置所有牌,然后摸两张牌(不触发任何技能)', diff --git a/game/game.js b/game/game.js index 0601a3746..ac3c0941c 100644 --- a/game/game.js +++ b/game/game.js @@ -3431,7 +3431,6 @@ lib.status.canvas=false; return false; } - _status.canvasChanged=true; ui.canvas.width=ui.arena.offsetWidth; ui.canvas.height=ui.arena.offsetHeight; var ctx=ui.ctx; @@ -19236,11 +19235,8 @@ ui.touchlines.shift().delete(); } } - if(_status.canvasChanged||!lib.config.low_performance){ - ui.canvas.width=ui.arena.offsetWidth; - ui.canvas.height=ui.arena.offsetHeight; - delete _status.canvasChanged; - } + ui.canvas.width=ui.arena.offsetWidth; + ui.canvas.height=ui.arena.offsetHeight; for(var i=0;i0){ - return '还剩'+content+'个回合'; + return '剩余'+content+'个回合'; } return false; } case 'time':{ if(content>0){ - return '还剩'+content+'次'; + return '剩余'+content+'次'; } return false; } diff --git a/game/update.js b/game/update.js index f403771e4..e9e300212 100644 --- a/game/update.js +++ b/game/update.js @@ -22,8 +22,10 @@ window.noname_update={ // 'card/swd.js', // 'game/package.js', // 'game/asset.js', +// 'game/game.js', // 'character/diy.js', // 'character/swd.js', +// 'character/hearth.js', // 'mode/boss.js', // 'mode/versus.js', // 'extension/boss/extension.js',