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@ -805,31 +805,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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ywuhun:{
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trigger:{player:'phaseBefore'},
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forced:true,
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alter:true,
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filter:function(event){
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return event.parent.name!='ywuhun';
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},
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intro:{
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content:function(storage,player){
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var str='回合结束后,场上及牌堆中的牌将恢复到回合前的状态';
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var list=[];
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for(var i in player.disabledSkills){
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if(player.disabledSkills[i].contains('ywuhun')){
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list.push(i)
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}
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}
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list.remove('ywuhun');
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if(list.length){
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str+='<br><br>失效技能:';
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for(var i=0;i<list.length;i++){
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if(lib.translate[list[i]+'_info']){
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str+=get.translation(list[i])+'、';
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}
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}
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str=str.slice(0,str.length-1);
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}
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return str;
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}
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content:'回合结束后,场上及牌堆中的牌将恢复到回合前的状态'
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},
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video:function(player,data){
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for(var i in data){
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@ -891,12 +871,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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'step 1'
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player.markSkill('ywuhun');
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if(get.is.altered('ywuhun')){
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player.disableSkill('ywuhun',player.getSkills(true,false));
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}
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player.addSkill('ywuhun_end');
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player.phase();
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'step 2'
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player.enableSkill('ywuhun');
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player.removeSkill('ywuhun_end');
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game.delay(0.5);
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'step 3'
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game.animate.window(1);
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@ -985,6 +963,25 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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}
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ui.updatehl();
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},
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subSkill:{
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end:{
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trigger:{source:'damageEnd'},
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priority:9,
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forced:true,
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popup:false,
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silent:true,
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content:function(){
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var evt=_status.event.getParent('ywuhun');
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if(evt){
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_status.event=evt;
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game.resetSkills();
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}
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},
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ai:{
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jueqing:true
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}
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}
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}
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},
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fenglue:{
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@ -3944,8 +3941,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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yanshi:'偃师',
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yanshi_info:'觉醒技,结束阶段,若你累计有4个回合使用过机关牌,你增加一点体力和体力上限,然后用随机装备填满你的装备区',
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ywuhun:'雾魂',
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ywuhun_info:'锁定技,回合开始前,你获得一个额外的回合,并在此回合结束后将场上及牌堆的所有牌恢复至回合前的状态',
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ywuhun_info_alter:'锁定技,回合开始前,你获得一个额外的回合(此回合中你的所有技能被禁用),并在此回合结束后将场上及牌堆的所有牌恢复至回合前的状态',
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ywuhun_info:'锁定技,回合开始前,你获得一个额外的回合,并在此回合结束后复原场上及牌堆中的所有牌;当你在此回合中造成伤害后,终止所有结算并结束此回合',
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feichen:'飞尘',
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feichen_info:'',
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tanhua:'昙华',
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@ -6106,12 +6106,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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"step 0"
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player.draw();
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"step 1"
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while(_status.event.name!='phase'){
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_status.event=_status.event.parent;
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}
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game.resetSkills();
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_status.event.finish();
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_status.event.untrigger(true);
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var evt=_status.event.getParent('phase');
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if(evt){
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game.resetSkills();
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_status.event=evt;
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_status.event.finish();
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_status.event.untrigger(true);
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}
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},
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ai:{
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jueqing:true
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