Merge pull request #917 from mengxinzxz/PR-Branch

bugfix
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Spmario233 2024-02-05 17:54:16 +08:00 committed by GitHub
commit b36f210368
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7 changed files with 22 additions and 14 deletions

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@ -241,8 +241,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return 7-get.value(button.link); return 7-get.value(button.link);
}).set('map',map); }).set('map',map);
if(bool){ if(bool){
const name=links.find(i=>typeof i=='string'),card=links.find(j=>j!=name); const name=links.find(i=>typeof i=='string'),card=links.find(j=>j!=name),cardname=map[name];
const cardname=map[name];
const {result:{bool,targets}}=await player.chooseTarget('请选择【'+name+''+get.translation(card)+')】置入的目标',(cardx,player,target)=>{ const {result:{bool,targets}}=await player.chooseTarget('请选择【'+name+''+get.translation(card)+')】置入的目标',(cardx,player,target)=>{
return target.canAddJudge(get.autoViewAs({name:'dczixi_'+get.event('name')},[get.event('card')])); return target.canAddJudge(get.autoViewAs({name:'dczixi_'+get.event('name')},[get.event('card')]));
},true).set('ai',target=>{ },true).set('ai',target=>{
@ -293,7 +292,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return [ return [
'令'+get.translation(event.card)+'对'+str+'额外结算一次', '令'+get.translation(event.card)+'对'+str+'额外结算一次',
'摸两张牌', '摸两张牌',
'弃置'+str+'判定区里的所有牌,对其造成3点伤害', '弃置'+str+'判定区里的所有牌,对其造成3点伤害',
][target.countCards('j')-1]; ][target.countCards('j')-1];
}, },
check(event,player){ check(event,player){
@ -516,11 +515,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
audioname:['yue_daqiao'], audioname:['yue_daqiao'],
trigger:{player:'phaseZhunbeiBegin'}, trigger:{player:'phaseZhunbeiBegin'},
filter:function(event,player){ filter:function(event,player){
return player.getStorage('dcqiqin').filterInD('d').length; const targets=game.players.slice().concat(game.dead);
return targets.some(target=>target.getStorage('dcqiqin').filterInD('d').length);
}, },
forced:true, forced:true,
content:function(){ content:function(){
player.gain(player.getStorage('dcqiqin').filterInD('d'),'gain2').gaintag.add('dcqiqin_tag'); const targets=game.players.slice().concat(game.dead);
const cards=targets.reduce((list,target)=>list.addArray(target.getStorage('dcqiqin').filterInD('d')),[]);
player.gain(cards,'gain2').gaintag.add('dcqiqin_tag');
}, },
}, },
}, },
@ -8217,9 +8219,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
buff:{ buff:{
charlotte:true, charlotte:true,
mark:true, mark:true,
marktext:" +4 ", marktext:" + ",
intro:{ intro:{
content:"本回合手牌上限+4且使用牌无次数限制", content:"本回合手牌上限+#且使用牌无次数限制",
}, },
mod:{ mod:{
maxHandcard:function(player,num){ maxHandcard:function(player,num){
@ -8234,7 +8236,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
debuff:{ debuff:{
charlotte:true, charlotte:true,
mark:true, mark:true,
marktext:" -4 ", marktext:" - ",
intro:{ intro:{
content:"本回合手牌上限-#且不能使用基本牌", content:"本回合手牌上限-#且不能使用基本牌",
}, },
@ -11948,7 +11950,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
yue_xiaoqiao_prefix:'乐', yue_xiaoqiao_prefix:'乐',
dcqiqin:'绮琴', dcqiqin:'绮琴',
dcqiqin_tag:'琴', dcqiqin_tag:'琴',
dcqiqin_info:'锁定技。①游戏开始时,你将所有手牌标记为“琴”。②你的“琴”牌不计入手牌上限。③准备阶段,你获得弃牌堆中所有你标记过的“琴”牌。', dcqiqin_info:'锁定技。①游戏开始时,你将所有手牌标记为“琴”。②你的“琴”牌不计入手牌上限。③准备阶段,你获得位于弃牌堆的所有“琴”。',
dcweiwan:'媦婉', dcweiwan:'媦婉',
dcweiwan_info:'出牌阶段限一次你可以弃置一张“琴”并随机获得一名其他角色区域内花色与此牌不相同的牌各一张若你获得了一张牌其失去1点体力两张牌本回合你对其使用牌无距离和次数限制三张牌本回合你不能对其使用牌。', dcweiwan_info:'出牌阶段限一次你可以弃置一张“琴”并随机获得一名其他角色区域内花色与此牌不相同的牌各一张若你获得了一张牌其失去1点体力两张牌本回合你对其使用牌无距离和次数限制三张牌本回合你不能对其使用牌。',
dc_lingcao:'新杀凌操', dc_lingcao:'新杀凌操',

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@ -452,7 +452,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}, },
skillAnimation:true, skillAnimation:true,
animationColor:'gray', animationColor:'gray',
marktext:"登",
content:function (){ content:function (){
"step 0" "step 0"
player.awakenSkill('xinfu_denglou'); player.awakenSkill('xinfu_denglou');

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@ -8,6 +8,11 @@ import { GNC as gnc } from '../../gnc/index.js';
export const Contents = { export const Contents = {
phase: [ phase: [
async (event) => {
//规则集中的“回合开始后③(处理“游戏开始时”的时机)”
//提前phaseBefore时机解决“游戏开始时”时机和“一轮开始时”先后
event.trigger('phaseBefore');
},
async (event, _trigger, player) => { async (event, _trigger, player) => {
// 初始化阶段列表 // 初始化阶段列表
if (!event.phaseList) { if (!event.phaseList) {
@ -82,10 +87,6 @@ export const Contents = {
//规则集中的“回合开始后②1v1武将登场专用 //规则集中的“回合开始后②1v1武将登场专用
event.trigger('phaseBeforeStart'); event.trigger('phaseBeforeStart');
}, },
async (event) => {
//规则集中的“回合开始后③(处理“游戏开始时”的时机)”
event.trigger('phaseBefore');
},
async (event) => { async (event) => {
//规则集中的“回合开始后④(卑弥呼〖纵傀〗的时机)” //规则集中的“回合开始后④(卑弥呼〖纵傀〗的时机)”
event.trigger('phaseBeforeEnd'); event.trigger('phaseBeforeEnd');
@ -96,6 +97,12 @@ export const Contents = {
event.cancel(); event.cancel();
player.turnOver(); player.turnOver();
player.phaseSkipped = true; player.phaseSkipped = true;
var players = game.players.slice(0).concat(game.dead);
for (var i = 0; i < players.length; i++) {
var current = players[i];
current.getHistory().isSkipped = true;
current.getStat().isSkipped = true;
}
} }
else { else {
player.phaseSkipped = false; player.phaseSkipped = false;