diff --git a/character/refresh.js b/character/refresh.js index 69e582df5..f331bd9b5 100755 --- a/character/refresh.js +++ b/character/refresh.js @@ -441,6 +441,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){ event.finish(); } else{ + if(!game.hasPlayer(function(current){ + return current!=player&¤t!=trigger.player&&player.canUse('juedou',current); + })){ + event.finish(); + return; + } trigger.player.chooseTarget(true,function(card,player,target){ var evt=_status.event.getParent(); return evt.player.canUse({name:'juedou'},target)&&target!=_status.event.player; diff --git a/character/xinghuoliaoyuan.js b/character/xinghuoliaoyuan.js index 3354ce58b..48b790f3c 100755 --- a/character/xinghuoliaoyuan.js +++ b/character/xinghuoliaoyuan.js @@ -1837,14 +1837,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){ global:"damageEnd", }, filter:function (event,player){ - return event.player.isLinked()&&event.player.isAlive()&&event.notLink()&&event.nature; + return event.lianhuanable==true&&event.player.isAlive(); }, frequent:true, content:function (){ "step 0" event.cards=get.cards(game.countPlayer(function(current){ return current.isLinked(); - })); + })+1); "step 1" if(event.cards.length>1){ player.chooseCardButton('【称好】:请选择要分配的牌',true,event.cards,[1,event.cards.length]).set('ai',function(button){ @@ -5290,7 +5290,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){ if(player.hasSkillTag('unequip2')) return false; if(event.responded) return false; if(!event.filterCard({name:'shan'})) return false; - if(!lib.filter.cardRespondable({name:'sha'},player,event)) return false; + if(!lib.filter.cardRespondable({name:'shan'},player,event)) return false; var evt=event.getParent(); if(evt.player&&evt.player.hasSkillTag('unequip',false,{ name:evt.card?evt.card.name:null, diff --git a/character/yijiang.js b/character/yijiang.js index c0a0b879a..ee45ba057 100755 --- a/character/yijiang.js +++ b/character/yijiang.js @@ -274,7 +274,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){ player.storage.xinbenxi=0; }, filter:function(trigger,player){ - return _status.currentPhase==player&&trigger.targets&&trigger.targets.length==1&&!game.hasPlayer(function(current){ + return _status.currentPhase==player&&trigger.targets&&trigger.targets.length==1&&(get.name(trigger.card)=='sha'||get.type(trigger.card)=='trick')&&!game.hasPlayer(function(current){ return get.distance(player,current)>1; }); }, @@ -430,6 +430,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){ sub:true, trigger:{player:['phaseAfter','useCardAfter','useCard']}, silent:true, + filter:function(event,player){ + return player==_status.currentPhase; + }, content:function(){ if(trigger.name=='phase'){ player.storage.xinbenxi=0; @@ -5764,7 +5767,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){ player.discard(cards); event.num=cards.length; 'step 3' - player.chooseTarget([1,event.num],function(card,player,target){ + player.chooseTarget('请选择至多'+get.cnNumber(event.num)+'名有牌的其他角色,获得这些角色的各一张手牌。',[1,event.num],function(card,player,target){ return target!=player&&target.countCards('he')>0; }).set('ai',function(target){ return -get.attitude(_status.event.player,target)+0.5; @@ -11089,7 +11092,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){ benxi:'奔袭', benxi_info:'锁定技,你的回合内,你每使用一次牌后,你的进攻距离+1直到回合结束;你的回合内,若你与所有角色的距离均为1,你无视其他角色的防具,且你使用的【杀】可额外指定一个目标', xinbenxi:'奔袭', - xinbenxi_info:'锁定技,当你于回合内使用牌时,你本回合计算与其他角色的距离-1。你的回合内若你至场上所有其他角色的距离均不大于1,则当你使用牌选择唯一目标后,你选择至多两项:1.为此牌多指定一个目标;2.令此牌无视防具;3.令此牌不可被响应;4.你因此牌造成伤害时摸一张牌。', + xinbenxi_info:'锁定技,当你于回合内使用牌时,你本回合计算与其他角色的距离-1。你的回合内,若你至场上所有其他角色的距离均不大于1,则当你使用【杀】或普通锦囊牌选择唯一目标后,你选择至多两项:1.为此牌多指定一个目标;2.令此牌无视防具;3.令此牌不可被响应;4.你因此牌造成伤害时摸一张牌。', sidi:'司敌', sidi2:'司敌', sidi3:'司敌',