diff --git a/card/standard.js b/card/standard.js index 028ba6617..e04bcd1a0 100755 --- a/card/standard.js +++ b/card/standard.js @@ -1385,6 +1385,7 @@ card.standard={ event.state=true; event.card=trigger.card; event._global_waiting=true; + event.tempnowuxie=(trigger.targets&&trigger.targets.length>1&&!trigger.multitarget); event.filterCard=function(card,player){ if(card.name!='wuxie') return false; var mod=game.checkMod(card,player,'unchanged','cardEnabled',player.get('s')); @@ -1494,7 +1495,8 @@ card.standard={ } else{ event.current=event.list.shift(); - event.send(event.current,event.state,event.triggername=='phaseJudge',event.card,event.source,event.target,event.targets,event.id); + event.send(event.current,event.state,event.triggername=='phaseJudge', + event.card,event.source,event.target,event.targets,event.id,trigger.parent.id,event.tempnowuxie); } 'step 3' if(result.bool){ @@ -1528,7 +1530,6 @@ card.standard={ } } }; - var tempnowuxie=(trigger.targets&&trigger.targets.length>1&&!trigger.multitarget); var withme=false; var withol=false; @@ -1538,13 +1539,13 @@ card.standard={ withol=true; list[i].wait(sendback); list[i].send(event.send,list[i],event.state,event.triggername=='phaseJudge', - event.card,event.source,event.target,event.targets,event.id,trigger.parent.id,tempnowuxie); + event.card,event.source,event.target,event.targets,event.id,trigger.parent.id,event.tempnowuxie); list.splice(i--,1); } else if(list[i]==game.me){ withme=true; event.send(list[i],event.state,event.triggername=='phaseJudge', - event.card,event.source,event.target,event.targets,event.id,trigger.parent.id,tempnowuxie); + event.card,event.source,event.target,event.targets,event.id,trigger.parent.id,event.tempnowuxie); list.splice(i--,1); } } diff --git a/character/hearth.js b/character/hearth.js index c15abc04b..fbc5f93da 100755 --- a/character/hearth.js +++ b/character/hearth.js @@ -3786,7 +3786,7 @@ character.hearth={ moying_old_info:'每当你造成或受到一次伤害,你可以令伤害目标或来源进行一次判定,若结果为黑色,其流失一点体力', jingxiang:'镜像', jingxiang_info:'每当你需要打出卡牌时,你可以观看一名随机角色的手牌并将其视为你的手牌打出', - tuteng:'图腾', + tuteng:'元素', tuteng_info:'出牌阶段,你可以获得一个基础图腾,你最多可以同时拥有3个图腾;每当你受到一次伤害,你随机失去一个图腾', zuling:'祖灵', zuling_info:'觉醒技,回合开始阶段,若你拥有至少3个图腾,你失去一点体力上限,并解锁强化图腾', diff --git a/character/shenhua.js b/character/shenhua.js index 13531d965..7511f869c 100644 --- a/character/shenhua.js +++ b/character/shenhua.js @@ -168,10 +168,11 @@ character.shenhua={ var fang=player.hp>=2&&player.num('h')<=player.hp+1; player.chooseTarget('是否发动【放权】?',function(card,player,target){ return target!=player; - }).ai=function(target){ - if(!fang) return -1; + }).set('ai',function(target){ + if(!_status.event.fang) return -1; + if(target.num('j','lebu')) return -1; return ai.get.attitude(player,target)-4; - }; + }).set('fang',fang); "step 1" if(result.bool){ player.logSkill('fangquan',result.targets); diff --git a/game/config.js b/game/config.js index ef49caf3f..d0beecebf 100755 --- a/game/config.js +++ b/game/config.js @@ -4,8 +4,8 @@ window.config={ 'caocao','simayi','guanyu','zhangfei','zhaoyun','ganning','lvmeng','lvbu','gongsunzan'], forbidversus:['swd_kangnalishi'], forbidstone:['zhugedan','pal_xuanxiao','hs_malfurion','lusu','chenlin','hs_siwangzhiyi', - 'gjqt_bailitusu','yuanshao','swd_anka','swd_nicole','daqiao','re_daqiao', - 'zhuran','huatuo','swd_tuwei','hs_guldan','wangyi','caoang','swd_guyue', + 'gjqt_bailitusu','yuanshao','swd_anka','swd_nicole','daqiao','re_daqiao','hs_xuanzhuanjijia', + 'zhuran','huatuo','swd_tuwei','hs_guldan','wangyi','caoang','swd_guyue','swd_rongshuang', 'swd_jiangziya','guojia','re_guojia','shen_caocao','swd_qiner','caopi','hs_yngvar', 'gjqt_aruan','swd_hanluo','hs_anduin','swd_huanglei','yxs_luzhishen','swd_muyun'], forbidchess:['hetaihou','swd_kangnalishi'], diff --git a/game/game.js b/game/game.js index 089f8b662..f76e90967 100755 --- a/game/game.js +++ b/game/game.js @@ -4442,7 +4442,7 @@ } return; } - if(ui.tempnowuxie&&ui.tempnowuxie.classList.contains('glow')){ + if(ui.tempnowuxie&&ui.tempnowuxie.classList.contains('glow')&&event.getParent().state){ event.result={ bool:false } @@ -10742,6 +10742,9 @@ }, trigger:function(name){ if(_status.video) return; + if(name=='gameStart'){ + _status.gameStarted=true; + } var event=this; var i,j,iwhile,next,add; var totalPopulation=game.players.length+game.dead.length+1; @@ -11521,21 +11524,13 @@ "step 0" if(lib.config.mode=='stone'&&_status.mode=='deck'&& !player.isMin()&&get.type(cards[0]).indexOf('stone')==0){ - // var list=[]; - // for(var i=0;i使用随从牌可召唤一个随从,随从出场时背面朝上。每一方在场的随从数不能超过4
  • 随从于摸牌阶段摸牌基数为1,随从的随从牌均视为闪,装备牌均视为杀
  • '+ '随从与其他所有角色相互距离基数为1
  • '+ '主将杀死对方随从后获得一个额外的行动值并摸两张牌,杀死己方随从无惩罚,随从杀死随从无效果'+ - '
  • 主将可重铸随从牌,但回合内总的重铸次数不能超过3,随从不能重铸任何牌(包括铁索等默认可以重铸的牌);若重铸的牌为随从牌或法术牌,则摸牌改为从牌库中获得一张法术牌'+ + '
  • 主将可重铸随从牌,但回合内总的重铸次数不能超过3,随从不能重铸任何牌(包括铁索等默认可以重铸的牌);若重铸的牌为随从牌或法术牌,则摸牌改为获得一张随机法术牌'+ '
  • 嘲讽:若一方阵营中有嘲讽角色,则同阵营的无嘲讽角色不以能成为杀目标'+ '
  • 行动顺序为先主将后随从。主将或随从死亡后立即移出游戏,主将死亡后替补登场,替补登场时摸3+X张牌,X为对方存活的随从数,无替补时游戏结束' } diff --git a/play/coin.js b/play/coin.js index 276bb3cd2..db440ae78 100644 --- a/play/coin.js +++ b/play/coin.js @@ -80,7 +80,7 @@ play.coin={ buy.listen(clickBuy); } - if(!game.phaseNumber){ + if(!game.phaseNumber&&!game.online){ uiintro.add('下注'); uiintro.add('
    本局获胜
    '); var bet=uiintro.content.lastChild.lastChild.lastChild;