diff --git a/character/shenhua/skill.js b/character/shenhua/skill.js index 1baf89218..dd594404e 100644 --- a/character/shenhua/skill.js +++ b/character/shenhua/skill.js @@ -81,7 +81,7 @@ const skills = { if (result.targets.length > 0) result.card = get.autoViewAs({ name: "tiesuo" }, result.cards); }, async content(event, trigger, player) { - player.recast(event.cards); + await player.recast(event.cards); }, }, //新杀小加强 陈到 @@ -230,7 +230,6 @@ const skills = { }, async content(event, trigger, player) { const target = event.targets[0]; - player.logSkill("olliangyin", target); await game.asyncDraw([player, target].sortBySeat()); await game.asyncDelayx(); let num = player.getExpansions("olkongsheng").length; @@ -331,7 +330,6 @@ const skills = { }, async content(event, trigger, player) { const target = event.targets[0]; - player.logSkill("olliangyin_gain", target); await player.discard(event.cards); await target.chooseToDiscard("he", true); await game.asyncDelayx(); @@ -410,7 +408,9 @@ const skills = { .forResult(); }, async content(event, trigger, player) { - player.addToExpansion(event.cards, player, "give").gaintag.add("olkongsheng"); + const next = player.addToExpansion(event.cards, player, "give"); + next.gaintag.add("olkongsheng"); + await next; }, onremove(player, skill) { const cards = player.getExpansions(skill); @@ -498,7 +498,9 @@ const skills = { const { result } = await next; if (result.bool) { const card = result.links[0]; - player.addToExpansion(card, "give", "log", target).gaintag.add("zhengrong"); + const next = player.addToExpansion(card, "give", "log", target); + next.gaintag.add("zhengrong"); + await next; } }, onremove(player, skill) { @@ -657,7 +659,9 @@ const skills = { } }, async content(event, trigger, player) { - player.addToExpansion(event.cards, trigger.player, "give", "log").gaintag.add("drlt_zhenrong"); + const next = player.addToExpansion(event.cards, trigger.player, "give", "log"); + next.gaintag.add("drlt_zhenrong"); + await next; }, }, drlt_hongju: { @@ -730,8 +734,8 @@ const skills = { const { result } = await next; if (result.bool) { const cards = result.links; - player.loseToDiscardpile(cards); - player.discardPlayerCard(event.target, "ej", 1, true); + await player.loseToDiscardpile(cards); + await player.discardPlayerCard(event.target, "ej", 1, true); } }, ai: { @@ -1012,25 +1016,28 @@ const skills = { return player.hasEnabledSlot(1) || player.hasEnabledSlot(2) || player.hasEnabledSlot(5) || player.hasEnabledSlot("horse"); }, async content(event, trigger, player) { - const { control } = await player.chooseToDisable(true).set("ai", function (event, player, list) { - if (list.includes("equip2")) return "equip2"; - if ( - list.includes("equip1") && - player.countCards("h", function (card) { - return get.name(card, player) == "sha" && player.hasUseTarget(card); - }) - - player.getCardUsable("sha") > - 1 - ) - return "equip1"; - if ( - list.includes("equip5") && - player.countCards("h", function (card) { - return get.type2(card, player) == "trick" && player.hasUseTarget(card); - }) > 1 - ) - return "equip5"; - }).forResult(); + const { control } = await player + .chooseToDisable(true) + .set("ai", function (event, player, list) { + if (list.includes("equip2")) return "equip2"; + if ( + list.includes("equip1") && + player.countCards("h", function (card) { + return get.name(card, player) == "sha" && player.hasUseTarget(card); + }) - + player.getCardUsable("sha") > + 1 + ) + return "equip1"; + if ( + list.includes("equip5") && + player.countCards("h", function (card) { + return get.type2(card, player) == "trick" && player.hasUseTarget(card); + }) > 1 + ) + return "equip5"; + }) + .forResult(); switch (control) { case "equip1": player.addTempSkill("drlt_jueyan1"); @@ -1122,8 +1129,8 @@ const skills = { player.awakenSkill("drlt_poshi"); await player.loseMaxHp(); const num = player.maxHp - player.countCards("h"); - if (num > 0) player.draw(num); - player.changeSkills(["drlt_huairou"], ["drlt_jueyan"]); + if (num > 0) await player.draw(num); + await player.changeSkills(["drlt_huairou"], ["drlt_jueyan"]); }, }, drlt_huairou: { @@ -1137,7 +1144,7 @@ const skills = { return 3 - get.value(card); }, async content(event, trigger, player) { - player.recast(event.cards); + await player.recast(event.cards); }, discard: false, lose: false, @@ -1164,7 +1171,7 @@ const skills = { filter(event, player) { return !event.numFixed; }, - content() { + async content(event, trigger, player) { trigger.num = game.countGroup(); }, }, @@ -1175,20 +1182,20 @@ const skills = { }, forced: true, filter(event, player) { - var num = 0; + let num = 0; player.getHistory("sourceDamage", function (evt) { if (evt.getParent("phaseUse") == event) num += evt.num; }); return !num || num > 1; }, - content() { - var numx = 0; + async content(event, trigger, player) { + let numx = 0; player.getHistory("sourceDamage", function (evt) { if (evt.getParent("phaseUse") == trigger) numx += evt.num; }); if (!numx) { - var num = player.hp - player.countCards("h"); - if (num > 0) player.draw(num); + const num = player.hp - player.countCards("h"); + if (num > 0) await player.draw(num); } else { player.addTempSkill("drlt_yongsi1", { player: "phaseDiscardAfter" }); } @@ -1211,7 +1218,6 @@ const skills = { trigger: { player: "phaseDiscardBegin", }, - direct: true, filter(event, player) { if (!player.hasZhuSkill("drlt_weidi")) return false; return ( @@ -1221,16 +1227,16 @@ const skills = { }) > 0 ); }, - content() { - "step 0"; - var num = Math.min( + async cost(event, trigger, player) { + const num = Math.min( player.needsToDiscard(), game.countPlayer(function (target) { return target != player && target.group == "qun"; }) ); - if (num) { - player.chooseCardTarget({ + if (!num) return; + event.result = await player + .chooseCardTarget({ prompt: get.prompt("drlt_weidi"), prompt2: "你可以将" + (num > 1 ? "至多" : "") + get.cnNumber(num) + "张手牌交给等量的其他群势力角色。先按顺序选中所有要给出的手牌,然后再按顺序选择等量的目标角色", selectCard: [1, num], @@ -1245,8 +1251,8 @@ const skills = { return ui.selected.cards.length == ui.selected.targets.length; }, ai1(card) { - var player = _status.event.player; - var value = get.value(card, player, "raw"); + const player = _status.event.player; + const value = get.value(card, player, "raw"); if ( game.hasPlayer(function (target) { return target != player && target.group == "qun" && !ui.selected.targets.includes(target) && get.sgn(value) == get.sgn(get.attitude(player, target)); @@ -1256,30 +1262,31 @@ const skills = { return -1; }, ai2(target) { - var player = _status.event.player; - var card = ui.selected.cards[ui.selected.targets.length]; + const player = _status.event.player; + const card = ui.selected.cards[ui.selected.targets.length]; if (card && get.value(card, player, "raw") < 0) return -get.attitude(player, target); return get.attitude(player, target); }, - }); - } else event.finish(); - "step 1"; - if (result.bool && result.cards.length > 0) { - var list = []; - for (var i = 0; i < result.targets.length; i++) { - var target = result.targets[i]; - var card = result.cards[i]; - list.push([target, card]); - } - player.logSkill("drlt_weidi", result.targets); - game.loseAsync({ + }) + .forResult(); + if (event.result.bool) event.result.bool = event.result.cards.length > 0; + }, + async content(event, trigger, player) { + const list = []; + for (let i = 0; i < event.targets.length; i++) { + const target = event.targets[i]; + const card = event.cards[i]; + list.push([target, card]); + } + await game + .loseAsync({ gain_list: list, player: player, - cards: result.cards, + cards: event.cards, giver: player, animate: "giveAuto", - }).setContent("gaincardMultiple"); - } else event.finish(); + }) + .setContent("gaincardMultiple"); }, }, drlt_xiongluan: { @@ -1296,20 +1303,20 @@ const skills = { filterTarget(card, player, target) { return target != player; }, - content() { + async content(event, trigger, player) { player.awakenSkill("drlt_xiongluan"); - var disables = []; - for (var i = 1; i <= 5; i++) { - for (var j = 0; j < player.countEnabledSlot(i); j++) { + const disables = []; + for (let i = 1; i <= 5; i++) { + for (let j = 0; j < player.countEnabledSlot(i); j++) { disables.push(i); } } - if (disables.length > 0) player.disableEquip(disables); - player.disableJudge(); + if (disables.length > 0) await player.disableEquip(disables); + await player.disableJudge(); player.addTempSkill("drlt_xiongluan1"); - player.storage.drlt_xiongluan1 = target; - target.addSkill("drlt_xiongluan2"); - target.markSkillCharacter("drlt_xiongluan1", player, "雄乱", "无法使用或打出任何手牌"); + player.storage.drlt_xiongluan1 = event.target; + event.target.addSkill("drlt_xiongluan2"); + event.target.markSkillCharacter("drlt_xiongluan1", player, "雄乱", "无法使用或打出任何手牌"); }, ai: { order: 13, @@ -1378,44 +1385,42 @@ const skills = { trigger: { target: "useCardToTargeted", }, - direct: true, filter(event, player) { return get.type(event.card) == "trick" && event.targets.length > 1 && player.countCards("he") > 0; }, - content() { + async cost(event, trigger, player) { "step 0"; - player.chooseCardTarget({ - filterCard: true, - selectCard: 1, - position: "he", - filterTarget(card, player, target) { - return player != target && _status.event.targets.includes(target); - }, - ai1(card) { - if (card.name == "du") return 20; - if (_status.event.player.storage.drlt_xiongluan && get.type(card) == "equip") return 15; - return 6 - get.value(card); - }, - ai2(target) { - var att = get.attitude(_status.event.player, target); - if (ui.selected.cards.length && ui.selected.cards[0].name == "du") { - if (target.hasSkillTag("nodu")) return 0.1; - return 1 - att; - } - return att - 3; - }, - prompt: get.prompt2("drlt_congjian"), - targets: trigger.targets, - }); - "step 1"; - if (result.bool) { - var target = result.targets[0]; - player.logSkill("drlt_congjian", target); - player.give(result.cards, target, "give"); - var num = 1; - if (get.type(result.cards[0]) == "equip") num = 2; - player.draw(num); - } + event.result = await player + .chooseCardTarget({ + filterCard: true, + selectCard: 1, + position: "he", + filterTarget(card, player, target) { + return player != target && _status.event.targets.includes(target); + }, + ai1(card) { + if (card.name == "du") return 20; + if (_status.event.player.storage.drlt_xiongluan && get.type(card) == "equip") return 15; + return 6 - get.value(card); + }, + ai2(target) { + const att = get.attitude(_status.event.player, target); + if (ui.selected.cards.length && ui.selected.cards[0].name == "du") { + if (target.hasSkillTag("nodu")) return 0.1; + return 1 - att; + } + return att - 3; + }, + prompt: get.prompt2("drlt_congjian"), + targets: trigger.targets, + }) + .forResult(); + }, + async content(event, trigger, player) { + const target = event.targets[0]; + await player.give(event.cards, target, "give"); + const num = get.type(event.cards[0]) == "equip" ? 2 : 1; + await player.draw(num); }, }, drlt_wanglie: { @@ -1425,7 +1430,7 @@ const skills = { if (game.online) { if (!player.countUsed()) return true; } else { - var evt = _status.event.getParent("phaseUse"); + const evt = _status.event.getParent("phaseUse"); if ( evt && evt.name == "phaseUse" && @@ -1448,8 +1453,8 @@ const skills = { check(event, player) { if (["wuzhong", "kaihua", "dongzhuxianji"].includes(event.card.name)) return false; player._wanglie_temp = true; - var eff = 0; - for (var i of event.targets) { + let eff = 0; + for (const i of event.targets) { eff += get.effect(i, event.card, player, player); } delete player._wanglie_temp; @@ -1473,7 +1478,7 @@ const skills = { prompt2(event) { return "令" + get.translation(event.card) + "不能被响应,然后本阶段不能再使用牌"; }, - content() { + async content(event, trigger, player) { trigger.nowuxie = true; trigger.directHit.addArray(game.players); player.addTempSkill("drlt_wanglie2", "phaseUseAfter"); @@ -1485,13 +1490,13 @@ const skills = { if (tag == "pretao") return true; if (player._wanglie_temp) return false; player._wanglie_temp = true; - var bool = (function () { + const bool = (function () { if (["wuzhong", "kaihua", "dongzhuxianji"].includes(arg.card.name)) return false; if (get.attitude(player, arg.target) > 0 || !player.isPhaseUsing()) return false; - var cards = player.getCards("h", function (card) { + let cards = player.getCards("h", function (card) { return card != arg.card && (!arg.card.cards || !arg.card.cards.includes(card)); }); - var sha = player.getCardUsable("sha"); + let sha = player.getCardUsable("sha"); if (arg.card.name == "sha") sha--; cards = cards.filter(function (card) { if (card.name == "sha" && sha <= 0) return false; @@ -1533,19 +1538,17 @@ const skills = { if (event.name == "cardsGotoSpecial") return !event.notrigger; return true; }, - direct: true, - content() { - "step 0"; - player.chooseTarget("是否发动【良姻】令手牌数大于你的一名角色摸一张牌?", function (card, player, target) { + async cost(event, trigger, player) { + const next = player.chooseTarget("是否发动【良姻】令手牌数大于你的一名角色摸一张牌?", function (card, player, target) { return target != player && target.countCards("h") > player.countCards("h"); - }).ai = function (target) { + }); + next.ai = function (target) { return get.attitude(player, target); }; - "step 1"; - if (result.bool) { - player.logSkill("liangyin", result.targets); - result.targets[0].draw(); - } + event.result = await next.forResult(); + }, + async content(event, trigger, player) { + await event.targets[0].draw(); }, sub: true, }, @@ -1557,24 +1560,22 @@ const skills = { return ( event.fromStorage == true || game.hasPlayer2(function (current) { - var evt = event.getl(current); + const evt = event.getl(current); return evt && evt.xs && evt.xs.length > 0; }) ); }, - direct: true, - content() { - "step 0"; - player.chooseTarget("是否发动【良姻】令手牌数小于你的一名角色弃置一张牌?", function (card, player, target) { + async cost(event, trigger, player) { + const next = player.chooseTarget("是否发动【良姻】令手牌数小于你的一名角色弃置一张牌?", function (card, player, target) { return target != player && target.countCards("h") < player.countCards("h") && target.countCards("he") > 0; - }).ai = function (target) { + }); + next.ai = function (target) { return -get.attitude(player, target); }; - "step 1"; - if (result.bool) { - player.logSkill("liangyin", result.targets); - result.targets[0].chooseToDiscard("he", 1, true); - } + event.result = await next.forResult(); + }, + async content(event, trigger, player) { + await event.targets[0].chooseToDiscard("he", 1, true); }, sub: true, }, @@ -1585,23 +1586,25 @@ const skills = { trigger: { player: "phaseZhunbeiBegin", }, - direct: true, filter(event, player) { return player.countCards("he") > 0; }, - content() { + async cost(event, trigger, player) { "step 0"; - player.chooseCard(get.prompt("kongsheng"), "将任意张牌置于武将牌上", "he", [1, player.countCards("he")]).set("ai", function (card) { - if (get.position(card) == "e") return 1 - get.value(card); - if (card.name == "shan" || card.name == "du" || !player.hasValueTarget(card)) return 1; - return 4 - get.value(card); - }); - "step 1"; - if (result.bool) { - player.logSkill("kongsheng"); - player.addSkill("kongsheng2"); - player.addToExpansion(result.cards, "log", "give", player).gaintag.add("kongsheng2"); - } + event.result = await player + .chooseCard(get.prompt("kongsheng"), "将任意张牌置于武将牌上", "he", [1, player.countCards("he")]) + .set("ai", function (card) { + if (get.position(card) == "e") return 1 - get.value(card); + if (card.name == "shan" || card.name == "du" || !player.hasValueTarget(card)) return 1; + return 4 - get.value(card); + }) + .forResult(); + }, + async content(event, trigger, player) { + player.addSkill("kongsheng2"); + const next = player.addToExpansion(event.cards, "log", "give", player); + next.gaintag.add("kongsheng2"); + await next; }, }, kongsheng_ai: { ai: { reverseOrder: true } }, @@ -1620,28 +1623,26 @@ const skills = { }, forced: true, charlotte: true, - content() { - "step 0"; + async content(event, trigger, player) { player.addTempSkill("kongsheng_ai", "kongsheng2After"); - "step 1"; - var cards = player.getExpansions("kongsheng2").filter(function (i) { - return get.type(i, false) == "equip" && player.hasUseTarget(i); - }); - if (cards.length == 1) { - event._result = { bool: true, links: cards }; - } else if (cards.length) - player.chooseButton(true, ["选择要使用的装备牌", cards]).set("ai", function (button) { - return get.order(button.link); + while (true) { + const cards = player.getExpansions("kongsheng2").filter(function (i) { + return get.type(i, false) == "equip" && player.hasUseTarget(i); }); - else event.goto(3); - "step 2"; - if (result.bool) { - player.chooseUseTarget(result.links[0], true); - event.goto(1); + if (cards.length > 0) { + let card = cards[0]; + if (cards.length > 1) { + const { result } = await player.chooseButton(true, ["选择要使用的装备牌", cards]).set("ai", function (button) { + return get.order(button.link); + }); + if (!result.bool) continue; + card = result.links[0]; + } + await player.chooseUseTarget(card, true); + } else break; } - "step 3"; - var cards = player.getExpansions("kongsheng2"); - if (cards.length) player.gain(cards, "gain2"); + const cards2 = player.getExpansions("kongsheng2"); + if (cards2.length) await player.gain(cards2, "gain2"); }, }, nzry_juzhan: { @@ -1668,14 +1669,12 @@ const skills = { return event.card.name == "sha" && !player.storage.nzry_juzhan; }, logTarget: "player", - content() { - "step 0"; - game.asyncDraw([player, trigger.player]); + async content(event, trigger, player) { + await game.asyncDraw([player, trigger.player]); trigger.player.addTempSkill("nzry_juzhany"); player.changeZhuanhuanji("nzry_juzhan"); player.addTempSkill("nzry_juzhanx"); - "step 1"; - game.delayx(); + await game.asyncDelayx(); }, }, 2: { @@ -1691,8 +1690,8 @@ const skills = { return event.player.countCards("he") > 0 && event.targets && event.targets.length == 1; }, logTarget: "target", - content() { - player.gainPlayerCard(trigger.targets[0], "he", true); + async content(event, trigger, player) { + await player.gainPlayerCard(trigger.targets[0], "he", true); player.changeZhuanhuanji("nzry_juzhan"); trigger.target.addTempSkill("nzry_juzhanx"); player.addTempSkill("nzry_juzhany"); @@ -1715,7 +1714,7 @@ const skills = { intro: { content(storage) { if (!storage || !storage.length) return "尚未发动"; - var str = get.translation(storage); + const str = get.translation(storage); return "已对" + str + "发动过〖飞军〗"; }, }, @@ -1738,9 +1737,8 @@ const skills = { check(card) { return 5 - get.value(card); }, - content() { - "step 0"; - var list = []; + async content(event, trigger, player) { + const list = []; if ( game.hasPlayer(function (current) { return current.countCards("h") > player.countCards("h"); @@ -1753,17 +1751,18 @@ const skills = { }) > 0 ) list.push("令一名装备区内牌数大于你的角色弃置一张装备牌"); - if (list.length == 0) event.finish(); - else if (list.length < 2) { + if (list.length == 0) return; + let index; + if (list.length < 2) { if ( game.hasPlayer(function (current) { return current.countCards("h") > player.countCards("h"); }) ) - event._result = { index: 0 }; - else event._result = { index: 1 }; + index = 0; + else index = 1; } else { - player + ({ index } = await player .chooseControl() .set("ai", function () { if ( @@ -1774,49 +1773,45 @@ const skills = { return 0; return 1; }) - .set("choiceList", list); + .set("choiceList", list) + .forResult()); } - "step 1"; - event.index = result.index; - if (result.index == 0) { - player + let result; + if (index == 0) { + result = await player .chooseTarget(function (card, player, target) { return target != player && target.countCards("h") > player.countCards("h"); }, "选择一名手牌数大于你的角色") .set("ai", function (target) { return -get.attitude(player, target); - }); + }) + .forResult(); } else { - player.chooseTarget(function (card, player, target) { + const next = player.chooseTarget(function (card, player, target) { return target.countCards("e") > player.countCards("e") && target != player; - }, "选择一名装备区里牌数大于你的角色").ai = function (target) { + }, "选择一名装备区里牌数大于你的角色"); + next.ai = function (target) { return -get.attitude(player, target); }; + result = await next.forResult(); } - "step 2"; - if (result.bool) { - event.target = result.targets[0]; - var list = player.getStorage("nzry_feijun"); - if (!list.includes(event.target)) { - event._nzry_binglve = true; - player.markAuto("nzry_feijun", [event.target]); - } - player.line(event.target, "green"); - if (event.index == 0) { - event.target.chooseCard("he", true, "选择一张牌交给" + get.translation(player)).set("ai", function (card) { + if (!result.bool) return; + const target = result.targets[0]; + const list2 = player.getStorage("nzry_feijun"); + if (!list2.includes(target)) { + event._nzry_binglve = true; + player.markAuto("nzry_feijun", [target]); + } + player.line(target, "green"); + if (index == 0) { + const result = await target + .chooseCard("he", true, "选择一张牌交给" + get.translation(player)) + .set("ai", function (card) { return 6 - get.value(card); - }); - } else { - event.target.chooseToDiscard("he", true, { type: "equip" }, "请弃置一张装备牌"); - event.finish(); - } - } else { - event.finish(); - } - "step 3"; - if (result.bool) { - target.give(result.cards, player); - } + }) + .forResult(); + if (result.bool) target.give(result.cards, player); + } else await target.chooseToDiscard("he", true, { type: "equip" }, "请弃置一张装备牌"); }, ai: { order: 11, @@ -1846,8 +1841,8 @@ const skills = { filter(event, player) { return event._nzry_binglve == true; }, - content() { - player.draw(2); + async content(event, trigger, player) { + await player.draw(2); }, ai: { combo: "nzry_feijun" }, }, @@ -1885,7 +1880,7 @@ const skills = { filter(event, player) { return event.name != "phase" || game.phaseNumber == 0; }, - content() { + async content(event, trigger, player) { player.addMark("nzry_huaiju", 3); player.addSkill("nzry_huaiju_ai"); }, @@ -1901,7 +1896,7 @@ const skills = { filter(event, player) { return event.player.hasMark("nzry_huaiju") && (event.name == "damage" || !event.numFixed); }, - content() { + async content(event, trigger, player) { player.line(trigger.player, "green"); if (trigger.name == "damage") { trigger.cancel(); @@ -1914,38 +1909,32 @@ const skills = { trigger: { player: "phaseUseBegin", }, - direct: true, - content() { - "step 0"; - player.chooseTarget(get.prompt("nzry_yili"), "移去一个【橘】或失去1点体力,然后令一名其他角色获得一个【橘】", function (card, player, target) { + async cost(event, trigger, player) { + const next = player.chooseTarget(get.prompt("nzry_yili"), "移去一个【橘】或失去1点体力,然后令一名其他角色获得一个【橘】", function (card, player, target) { return target != player; - }).ai = function (target) { - var player = _status.event.player; + }); + next.ai = function (target) { + const player = _status.event.player; if (player.storage.nzry_huaiju > 2 || player.hp > 2) return get.attitude(player, target); return -1; }; - "step 1"; - if (result.bool) { - event.target = result.targets[0]; - if (player.hasMark("nzry_huaiju")) { - player - .chooseControl() - .set("choiceList", ["失去1点体力", "移去一个“橘”"]) - .set("ai", function () { - if (player.hp > 2) return 0; - return 1; - }); - } else event._result = { index: 0 }; - } else { - event.finish(); - } - "step 2"; - player.logSkill("nzry_yili", target); - if (result.index == 1) { - player.removeMark("nzry_huaiju", 1); - } else { - player.loseHp(); + event.result = await next.forResult(); + }, + async content(event, trigger, player) { + const target = event.targets[0]; + let index = 0; + if (player.hasMark("nzry_huaiju")) { + ({ index } = await player + .chooseControl() + .set("choiceList", ["失去1点体力", "移去一个“橘”"]) + .set("ai", function () { + if (player.hp > 2) return 0; + return 1; + }) + .forResult()); } + if (index == 1) player.removeMark("nzry_huaiju", 1); + else await player.loseHp(); target.addMark("nzry_huaiju", 1); target.addSkill("nzry_huaiju_ai"); }, @@ -1964,7 +1953,7 @@ const skills = { check(event, player) { return player.countCards("h") >= 2 || player.skipList.includes("phaseUse"); }, - content() { + async content(event, trigger, player) { trigger.cancel(); player.addMark("nzry_huaiju", 1); }, diff --git a/noname/ui/create/index.js b/noname/ui/create/index.js index 60bed5759..d7b4c4258 100644 --- a/noname/ui/create/index.js +++ b/noname/ui/create/index.js @@ -2015,6 +2015,7 @@ export class Create { input.style.borderRadius = "6px"; input.style.fontWeight = "bold"; input.style.fontSize = "21px"; + input.placeholder = "支持正则搜索"; let find = ui.create.button(["find", "搜索"], "tdnodes"); find.style.display = "inline"; let clickfind = function (e) { @@ -2034,8 +2035,9 @@ export class Create { } } }; - input.addEventListener("keyup", (e) => { + input.addEventListener("keydown", (e) => { if (e.key == "Enter") clickfind(e); + e.stopPropagation(); }); find.listen(clickfind); Searcher.appendChild(input);