diff --git a/character/sp.js b/character/sp.js index 068c464fd..e725cc6f6 100644 --- a/character/sp.js +++ b/character/sp.js @@ -1190,6 +1190,7 @@ character.sp={ order:4, result:{ target:function(player,target){ + if(target.isMin()) return 0; if(player.hp>1){ if(game.phaseNumber2) return 0; @@ -1483,7 +1484,7 @@ character.sp={ }, filterTarget:function(card,player,target){ if(_status.auto||player!=game.me){ - if(ai.get.attitude(player,target)<0) return -1; + if(ai.get.attitude(player,target)<=0) return false; } return player!=target; }, @@ -1512,7 +1513,7 @@ character.sp={ if(player.hp==2&&num<=1) return 1; if(player.hp==3&&num==0) return 1; if(player.hp>=3&&num>=3) return -10; - if(lib.config.mode!='versus'){ + if(lib.config.mode=='identity'||lib.config.mode=='guozhan'){ for(var i=0;i=4) return [0,1]; } if(get.tag(card,'recover')&&player.hp>=player.maxHp-1) return [0,0]; diff --git a/character/yijiang.js b/character/yijiang.js index 7414d9b3a..421e065fa 100644 --- a/character/yijiang.js +++ b/character/yijiang.js @@ -3069,7 +3069,9 @@ character.yijiang={ if(isjudge){ return !target.hasJudge(card.name); } - return true; + else{ + return !target.isMin(); + } }).ai=function(target){ return ai.get.effect(target,card,player,player); } diff --git a/game/game.js b/game/game.js index f544d399a..da0b297a0 100644 --- a/game/game.js +++ b/game/game.js @@ -2078,7 +2078,7 @@ window.play={}; this.update(); return this; }, - uninit:function(stat){ + uninit:function(){ var that=this; this.node.avatar.hide(); this.node.count.hide(); @@ -2113,9 +2113,7 @@ window.play={}; this.hiddenSkills=[]; this.forbiddenSkills=[]; this.modeSkills=[]; - if(stat!==false){ - this.stat=[{card:{},skill:{}}]; - } + this.stat=[{card:{},skill:{}}]; this.tempSkills={}; this.storage={}; this.marks={}; @@ -3830,6 +3828,14 @@ window.play={}; } return false; }, + hasFriend:function(){ + for(var i=0;i=0){ + return true; + } + } + return false; + }, getJudge:function(name){ var judges=this.node.judges.childNodes; for(var i=0;idiv, .player .judges>div{ margin-right:0; diff --git a/mode/stone.js b/mode/stone.js index 6d4018e48..c9db1c629 100644 --- a/mode/stone.js +++ b/mode/stone.js @@ -102,6 +102,7 @@ mode.stone={ else{ game.pause(); _status.deadfriend.push(this); + game.additionaldead.push(this); setTimeout(function(){ var player=ui.create.player(); player.dataset.position=dead.dataset.position; @@ -133,6 +134,7 @@ mode.stone={ else{ game.pause(); _status.deadenemy.push(this); + game.additionaldead.push(this); setTimeout(function(){ var player=ui.create.player(); player.dataset.position=dead.dataset.position; @@ -268,6 +270,7 @@ mode.stone={ _status.deadfriend=[]; _status.deadenemy=[]; + game.additionaldead=[]; }, start:function(){ var next=game.createEvent('game',false); @@ -281,8 +284,6 @@ mode.stone={ game.enemy=game.me.next; game.chooseCharacter(); "step 2" - game.me.identity='zhu'; - game.enemy.identity='zhu'; game.me.side=Math.random()<0.5; game.enemy.side=!game.me.side; game.gameDraw(game.me,2); @@ -329,6 +330,7 @@ mode.stone={ return (get.config('double_character')?2:1)*get.config('battle_number'); }; next.custom.add.button=function(){ + if(ui.cheat2&&ui.cheat2.backup) return; _status.event.dialog.content.childNodes[0].innerHTML= '按顺序选择出场角色'+(get.config('double_character')?'(双将)':''); _status.event.dialog.content.childNodes[1].innerHTML= @@ -472,8 +474,13 @@ mode.stone={ return true; }, selectTarget:2, + multitarget:true, + multiline:true, content:function(){ - target.die(); + targets.sort(lib.sort.seat); + for(var i=0;i牌堆中随机加入总量1/6的炉石牌,效果主要与随从有关,炉石牌根据强度不同可能会消耗额外的行动值'+ '
  • 主将可重铸装备牌和随从牌,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)'+ '
  • 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或决斗的目标'+ - '
  • 主将或随从死亡后立即移出游戏,主将死亡后替补登场,无替补时游戏结束' + '
  • 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2+X张牌,X为对方存活的随从数,无替补时游戏结束' } } diff --git a/mode/versus.js b/mode/versus.js index b351570ad..d57613f72 100644 --- a/mode/versus.js +++ b/mode/versus.js @@ -99,6 +99,7 @@ mode.versus={ ui.control.style.top='calc(100% - 30px)'; _status.friend=[]; _status.enemy=[]; + game.additionaldead=[]; _status.color=Math.random()<0.5; var i,list=[]; for(i in lib.character){ @@ -553,7 +554,11 @@ mode.versus={ _status.friend.remove(event.character); _status.enemy.remove(event.character); source.revive(); - source.uninit(false); + game.additionaldead.push({ + name:source.name, + stat:source.stat + }); + source.uninit(); source.init(event.character); source.node.identity.dataset.color=get.translation(source.side+'Color'); source.draw(4);