bugfixs
This commit is contained in:
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16340a218d
commit
eac3bad743
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@ -1011,7 +1011,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(player==current) return false;
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if(player==current) return false;
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if(boole&¤t.countCards('e')==es){
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if(boole&¤t.countCards('e')==es){
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var num=trigger.getl(current).es.length;
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var num=trigger.getl(current).es.length;
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if(trigger.name=='equip'&&trigger==event.player) num--;
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if(trigger.name=='equip'&&trigger.player==current) num--;
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if(num!=0) return true;
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if(num!=0) return true;
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}
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}
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return false;
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return false;
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@ -1714,9 +1714,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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mod:{
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mod:{
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"cardEnabled2":function (card,player){
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"cardEnabled2":function (card,player){
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var source=_status.currentPhase;
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var source=_status.currentPhase;
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if(!source||source==player||!source.hasSkill('dddfusi')||source.countCards('h')==0||source.hasCard('h',function(card){
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if(!source||source==player||!source.hasSkill('dddfusi')||source.countCards('h')==0||source.hasCard(function(card){
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return !card.hasGaintag('dddxujing_tag');
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return !card.hasGaintag('dddxujing_tag');
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})) return;
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},'h')) return;
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if(player.getCards('h').contains(card)) return false;
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if(player.getCards('h').contains(card)) return false;
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},
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},
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},
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},
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@ -615,7 +615,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return current.hasHistory('lose',function(evt){
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return current.hasHistory('lose',function(evt){
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return evt.cards2.length>0;
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return evt.cards2.length>0;
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});
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});
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})&&(_status.connectMode||player.hasCard({type:'basic'},'h'));
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})&&player.countCards('he')>0;
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},
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},
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direct:true,
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direct:true,
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content:function(){
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content:function(){
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@ -626,14 +626,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(current.hasHistory('lose',function(evt){
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if(current.hasHistory('lose',function(evt){
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return evt.cards2.length>0;
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return evt.cards2.length>0;
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})) map[current.playerid]=Math.min(5,current.getHistory('lose').reduce(function(num,evt){
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})) map[current.playerid]=Math.min(5,current.getHistory('lose').reduce(function(num,evt){
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return num=evt.cards2.length;
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return num+evt.cards2.length;
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},0))+1;
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},0))+1;
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});
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});
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player.chooseCardTarget({
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player.chooseCardTarget({
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prompt:get.prompt('dcporui'),
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prompt:get.prompt('dcporui'),
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prompt2:get.skillInfoTranslation('dcporui',player),
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prompt2:get.skillInfoTranslation('dcporui',player),
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filterCard:function(card,player){
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filterCard:function(card,player){
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return get.type2(card)=='basic'&&lib.filter.cardDiscardable(card,player,'dcporui');
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return lib.filter.cardDiscardable(card,player,'dcporui');
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},
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},
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position:'he',
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position:'he',
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filterTarget:function(card,player,target){
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filterTarget:function(card,player,target){
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@ -653,7 +653,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player.logSkill('dcporui',target);
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player.logSkill('dcporui',target);
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player.discard(cards);
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player.discard(cards);
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event.num2=Math.min(5,target.getHistory('lose').reduce(function(num,evt){
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event.num2=Math.min(5,target.getHistory('lose').reduce(function(num,evt){
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return num=evt.cards2.length;
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return num+evt.cards2.length;
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},0));
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},0));
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event.num=event.num2+1;
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event.num=event.num2+1;
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player.addTempSkill('dcporui_round','roundStart');
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player.addTempSkill('dcporui_round','roundStart');
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@ -708,7 +708,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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forced:true,
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forced:true,
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filter:function(event,player){
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filter:function(event,player){
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if(!_status.currentPhase||_status.currentPhase==player) return false;
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if(event.name=='damage'){
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if(event.name=='damage'){
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if(player.hasMark('dcgonghu_damage')) return false;
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if(player.hasMark('dcgonghu_damage')) return false;
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var num=0;
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var num=0;
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@ -716,6 +715,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player.getHistory('sourceDamage',evt=>num+=evt.num);
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player.getHistory('sourceDamage',evt=>num+=evt.num);
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return num>1;
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return num>1;
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}
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}
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if(!_status.currentPhase||_status.currentPhase==player) return false;
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if(player.hasMark('dcgonghu_basic')) return false;
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if(player.hasMark('dcgonghu_basic')) return false;
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if(_status.currentPhase&&_status.currentPhase==player) return false;
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if(_status.currentPhase&&_status.currentPhase==player) return false;
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var evt=event.getl(player);
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var evt=event.getl(player);
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@ -9826,7 +9826,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return str;
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return str;
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},
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},
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dcporui:function(player){
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dcporui:function(player){
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return '每轮限'+(player.hasMark('dcgonghu_basic')?'两':'一')+'次。其他角色的结束阶段,你可以弃置一张基本牌并选择另一名于此回合内失去过牌的其他角色,你视为对其依次使用X+1张【杀】'+(player.hasMark('dcgonghu_damage')?'':',然后你交给其X张手牌')+'(X为其本回合失去的牌数且至多为5)。';
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return '每轮限'+(player.hasMark('dcgonghu_basic')?'两':'一')+'次。其他角色的结束阶段,你可以弃置一张牌并选择另一名于此回合内失去过牌的其他角色,你视为对其依次使用X+1张【杀】'+(player.hasMark('dcgonghu_damage')?'':',然后你交给其X张手牌')+'(X为其本回合失去的牌数且至多为5)。';
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},
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},
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},
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},
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perfectPair:{},
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perfectPair:{},
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@ -9843,7 +9843,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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jiling:['dc_jiling','tw_jiling','jiling'],
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jiling:['dc_jiling','tw_jiling','jiling'],
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sp_jiaxu:['dc_sp_jiaxu','sp_jiaxu','yj_jiaxu'],
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sp_jiaxu:['dc_sp_jiaxu','sp_jiaxu','yj_jiaxu'],
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qiaorui:['qiaorui','tw_qiaorui'],
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qiaorui:['qiaorui','tw_qiaorui'],
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mamidi:['mamidi','xin_mamidi'],
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},
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},
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translate:{
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translate:{
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re_panfeng:'潘凤',
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re_panfeng:'潘凤',
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@ -10246,9 +10246,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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dcjini_info:'当你受到伤害后,你可以重铸至多Y张手牌(Y为你的体力上限减本回合你以此法重铸过的牌数)。若你以此法获得了【杀】,你可以对伤害来源使用一张无视距离且不可被响应的【杀】。',
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dcjini_info:'当你受到伤害后,你可以重铸至多Y张手牌(Y为你的体力上限减本回合你以此法重铸过的牌数)。若你以此法获得了【杀】,你可以对伤害来源使用一张无视距离且不可被响应的【杀】。',
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yuechen:'乐綝',
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yuechen:'乐綝',
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dcporui:'破锐',
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dcporui:'破锐',
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dcporui_info:'每轮限一次。其他角色的结束阶段,你可以弃置一张基本牌并选择另一名于此回合内失去过牌的其他角色,你视为对其依次使用X+1张【杀】,然后你交给其X张手牌(X为其本回合失去的牌数且至多为5)。',
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dcporui_info:'每轮限一次。其他角色的结束阶段,你可以弃置一张牌并选择另一名于此回合内失去过牌的其他角色,你视为对其依次使用X+1张【杀】,然后你交给其X张手牌(X为其本回合失去的牌数且至多为5)。',
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dcgonghu:'共护',
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dcgonghu:'共护',
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dcgonghu_info:'锁定技。①当你于回合外失去基本牌后,若你本回合内失去基本牌的数量大于1,你将〖破锐〗改为每轮限两次。②当你于回合外造成或受到伤害后,若你本回合内造成或受到的伤害大于1,你删除〖破锐〗中的“,然后你交给其X张手牌”。③当你使用红色基本牌/红色普通锦囊牌时,若你已发动过〖共护①〗和〖共护②〗,则此牌不可被响应/可额外增加一个目标。',
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dcgonghu_info:'锁定技。①当你于回合外失去基本牌后,若你本回合内失去基本牌的数量大于1,你将〖破锐〗改为每轮限两次。②当你造成或受到伤害后,若你本回合内造成或受到的总伤害大于1,你删除〖破锐〗中的“,然后你交给其X张手牌”。③当你使用红色基本牌/红色普通锦囊牌时,若你已发动过〖共护①〗和〖共护②〗,则此牌不可被响应/可额外增加一个目标。',
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yue_caiwenji:'乐蔡琰',
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yue_caiwenji:'乐蔡琰',
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dcshuangjia:'霜笳',
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dcshuangjia:'霜笳',
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dcshuangjia_tag:'胡笳',
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dcshuangjia_tag:'胡笳',
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@ -12425,7 +12425,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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filter:(event,player)=>{
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filter:(event,player)=>{
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if(event.type!='dying') return false;
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if(event.type!='dying') return false;
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if(player!=event.dying) return false;
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if(player!=event.dying) return false;
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return player.hasCard(card=>lib.skill.xinfu_jingxie2.filterCard(card,player),lib.skill.xinfu_jingxie2.position);
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return player.hasCard(card=>lib.skill.xinfu_jingxie2.filterCard(card,player),'he');
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},
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},
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position:"he",
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position:"he",
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discard:false,
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discard:false,
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@ -3544,7 +3544,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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ai:{
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ai:{
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effect:{
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effect:{
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target:function(card,player,target){
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target:function(card,player,target){
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if(get.tag(card,'recover')&&player.hp>=player.maxHp-1&&player.maxHp>1) return [0,0];
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if(get.tag(card,'recover')&&target.hp>=target.maxHp-1&&target.maxHp>1) return [0,0];
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}
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}
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}
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}
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}
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}
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