canSave
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@ -8482,15 +8482,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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logTarget:'player',
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logTarget:'player',
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check:function(event,player){
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check:function(event,player){
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if(get.attitude(player,event.player)<4) return false;
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if(get.attitude(player,event.player)<4) return false;
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if(player.countCards('h',function(card){
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if(player.countCards('hs',card=>player.canSaveCard(card,target))>=1+event.num-event.player.hp) return false;
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var mod2=game.checkMod(card,player,'unchanged','cardEnabled2',player);
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if(mod2!='unchanged') return mod2;
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var mod=game.checkMod(card,player,event.player,'unchanged','cardSavable',player);
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if(mod!='unchanged') return mod;
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var savable=get.info(card).savable;
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if(typeof savable=='function') savable=savable(card,player,event.player);
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return savable;
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})>=1+event.num-event.player.hp) return false;
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if(event.player==player||event.player==get.zhu(player)) return true;
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if(event.player==player||event.player==get.zhu(player)) return true;
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return !player.hasUnknown();
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return !player.hasUnknown();
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},
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},
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@ -10155,15 +10147,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger:{global:'dying'},
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trigger:{global:'dying'},
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check:function(event,player){
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check:function(event,player){
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if(get.attitude(player,event.player)<4) return false;
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if(get.attitude(player,event.player)<4) return false;
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if(player.countCards('h',function(card){
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if(player.countCards('hs',card=>player.canSaveCard(card,target))>=1-event.player.hp) return false;
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var mod2=game.checkMod(card,player,'unchanged','cardEnabled2',player);
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if(mod2!='unchanged') return mod2;
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var mod=game.checkMod(card,player,event.player,'unchanged','cardSavable',player);
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if(mod!='unchanged') return mod;
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var savable=get.info(card).savable;
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if(typeof savable=='function') savable=savable(card,player,event.player);
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return savable;
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})>=1-event.player.hp) return false;
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if(event.player==player||event.player==get.zhu(player)) return true;
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if(event.player==player||event.player==get.zhu(player)) return true;
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if(_status.currentPhase&&get.damageEffect(_status.currentPhase,player,player)<0) return false;
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if(_status.currentPhase&&get.damageEffect(_status.currentPhase,player,player)<0) return false;
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return !player.hasUnknown();
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return !player.hasUnknown();
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