diff --git a/card/extra.js b/card/extra.js index d23ec770a..3ad82a7d1 100644 --- a/card/extra.js +++ b/card/extra.js @@ -223,6 +223,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){ enable:true, filterTarget:true, selectTarget:[1,2], + complexTarget:true, content:function(){ target.link(); }, diff --git a/character/extra.js b/character/extra.js index dde31b09c..1ef914052 100755 --- a/character/extra.js +++ b/character/extra.js @@ -660,14 +660,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){ }; "step 1" if(result.bool){ - player.respond(result.cards,'highlight'); + player.respond(result.cards,'highlight','jilue_guicai'); } else{ event.finish(); } "step 2" if(result.bool){ - player.logSkill('jilue_guicai'); + //player.logSkill('jilue_guicai'); player.storage.renjie--; player.updateMarks(); if(trigger.player.judging[0].clone){ @@ -1828,7 +1828,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){ event.dialog.close(); var card=event.card; if(result.control=='gongxin_top'){ - target.lose(card); + target.lose(card,ui.special); player.showCards(card,'置于牌堆顶'); } else{ diff --git a/character/shenhua.js b/character/shenhua.js index 5b9daa07c..f0d45c946 100755 --- a/character/shenhua.js +++ b/character/shenhua.js @@ -1584,7 +1584,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){ }, content:function(){ player.storage.nzry_shicai.push(get.type(trigger.card,'trick')); - if(trigger.name=='useCard'&&['equip','delay'].contains(get.type(trigger.card))) trigger.cancel(); for(var i=0;i0) return '不质疑'; @@ -4036,7 +4072,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){ 'step 2' if(!result.control) result.control='不质疑'; event.guessers[0].chat(result.control); - game.delay(); + game.delay(1); if(result.control=='不质疑'){ game.log(event.guessers[0],'#g不质疑'); event.guessers.remove(event.guessers[0]); @@ -4045,6 +4081,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){ game.log(event.guessers[0],'#y质疑'); } 'step 3' + game.broadcastAll(function(onEnd){ + _status.guhuoNode.listenTransition(onEnd); + },event.onEnd01); + 'step 4' + game.delay(3.2); + 'step 5' + if(!event.guessers.length) event.finish(); + 'step 6' if(trigger.card.name==trigger.cards[0].name){ event.guessers[0].popup('质疑错误','fire'); event.guessers[0].addSkill('chanyuan'); @@ -4054,8 +4098,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){ event.guessers[0].popup('质疑正确','wood'); game.log(player,'使用的',trigger.card,'作废了'); game.cardsDiscard(trigger.cards); + game.broadcastAll(ui.clear); trigger.cancel(); } + game.delay(); }, }, chanyuan:{ @@ -4148,9 +4194,45 @@ game.import('character',function(lib,game,ui,get,ai,_status){ return current!=player&&!current.hasSkill('chanyuan'); }); event.guessers.sort(lib.sort.seat); + + + game.broadcastAll(function(card){ + _status.guhuoNode=card.copy('thrown'); + if(lib.config.cardback_style!='default'){ + _status.guhuoNode.style.transitionProperty='none'; + ui.refresh(_status.guhuoNode); + _status.guhuoNode.classList.add('infohidden'); + ui.refresh(_status.guhuoNode); + _status.guhuoNode.style.transitionProperty=''; + } + else{ + _status.guhuoNode.classList.add('infohidden'); + } + _status.guhuoNode.style.transform='perspective(600px) rotateY(180deg) translateX(0)'; + player.$throwordered2(_status.guhuoNode); + },result.cards[0]); + + + event.onEnd01=function(){ + _status.guhuoNode.removeEventListener('webkitTransitionEnd',event.onEnd01); + _status.guhuoNode.style.transition='all ease-in 0.3s'; + _status.guhuoNode.style.transform='perspective(600px) rotateY(270deg) translateX(52px)'; + var onEnd=function(){ + _status.guhuoNode.classList.remove('infohidden'); + _status.guhuoNode.style.transition='all 0s'; + ui.refresh(_status.guhuoNode); + _status.guhuoNode.style.transform='perspective(600px) rotateY(-90deg) translateX(52px)'; + ui.refresh(_status.guhuoNode); + _status.guhuoNode.style.transition=''; + ui.refresh(_status.guhuoNode); + _status.guhuoNode.style.transform=''; + _status.guhuoNode.removeEventListener('webkitTransitionEnd',onEnd); + } + _status.guhuoNode.listenTransition(onEnd); + }; }else event.finish(); "step 2" - if(event.guessers.length==0) event.goto(5); + if(event.guessers.length==0) event.goto(4); else{ event.guessers[0].chooseControl('质疑','不质疑').set('prompt',event.prompt).set('ai',function(){ if(get.attitude(event.guessers[0],player)>0) return '不质疑'; @@ -4169,6 +4251,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){ game.log(event.guessers[0],'#y质疑'); } "step 4" + game.broadcastAll(function(onEnd){ + _status.guhuoNode.listenTransition(onEnd); + },event.onEnd01); + "step 5" + game.delay(3.2); + if(!event.guessers.length) event.goto(7); + "step 6" if(event.name==event.card.name){ event.guessers[0].popup('质疑错误','fire'); event.guessers[0].addSkill('chanyuan'); @@ -4180,10 +4269,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){ game.cardsDiscard(event.card); event.finish(); } - "step 5" + "step 7" trigger.untrigger(); trigger.responded=true; - trigger.result={bool:true,card:{name:event.name},cards:[event.card]}; + trigger.result={bool:true,card:{name:event.name},cards:[event.card],noanimate:true}; }, ai:{ order:4, diff --git a/character/yijiang.js b/character/yijiang.js index 3f866371c..b245d684f 100755 --- a/character/yijiang.js +++ b/character/yijiang.js @@ -7247,6 +7247,21 @@ game.import('character',function(lib,game,ui,get,ai,_status){ if(result.bool){ trigger.player.addTempSkill('zishou2'); } + else{ + trigger.player.storage.zhuikong_distance=player; + trigger.player.addTempSkill('zhuikong_distance'); + } + }, + subSkill:{ + distance:{ + sub:true, + onremove:true, + mod:{ + globalFrom:function(from,to,distance){ + if(from.storage.zhuikong_distance==to) return -Infinity; + }, + }, + }, }, }, qiuyuan:{ @@ -10086,7 +10101,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){ quanji_info:'每当你受到1点伤害后,你可以可摸一张牌,然后将一张手牌置于武将牌上,称为“权”;你的手牌上限+X(X为“权”的数量)。', xianzhou_info:'限定技。出牌阶段,你可以将装备区里的所有牌交给一名其他角色,然后该角色选择一项:令你回复X点体力;或对其攻击范围内的X名角色各造成1点伤害(X为你以此法交给该角色的牌的数量)。', qieting_info:'一名其他角色的结束阶段,若其未于此回合内使用过指定另一名角色为目标的牌,你可以选择一项:将其装备区里的一张牌移动至你装备区里的相应位置(可替换原装备);或摸一张牌。', - zhuikong_info:'一名其他角色的准备阶段,若你已受伤,你可以与该角色拼点,若你赢,该角色本回合使用的牌不能指定除该角色外的角色为目标', + zhuikong_info:'一名其他角色的准备阶段,若你已受伤,你可以与该角色拼点,若你赢,该角色本回合使用的牌不能指定除该角色外的角色为目标。若你没赢,其本回合至你的距离视为1。', qiuyuan_info:'当你成为【杀】的目标时,你可以令另一名其他角色选择一项:①、交给你一张【闪】;②、成为此【杀】的额外目标。', gongji_info:'出牌阶段,你可以弃置一张牌,令你的攻击范围无限,直到回合结束,然后若你以此法弃置的牌为装备牌,你可以弃置一名其他角色的一张牌。每回合限一次。', zhuiyi_info:'你死亡时,可以令一名其他角色(杀死你的角色除外)摸三张牌,然后令其回复1点体力。', diff --git a/game/asset.js b/game/asset.js index b9f99b7d3..13bb41e7b 100644 --- a/game/asset.js +++ b/game/asset.js @@ -1,5 +1,5 @@ window.noname_asset_list=[ - '1.9.92.3', + '1.9.92.4', 'audio/background/aozhan_chaoming.mp3', 'audio/background/aozhan_online.mp3', 'audio/background/music_danji.mp3', @@ -1879,7 +1879,6 @@ window.noname_asset_list=[ 'image/background/wangshi_bg.jpg', 'image/background/xiongxin_bg.jpg', 'image/background/zhanyun_bg.jpg', - 'image/background/xinsha_bg.jpg', 'image/card/db_atk1.jpg', 'image/card/db_atk2.jpg', @@ -3156,6 +3155,18 @@ window.noname_asset_list=[ 'image/mode/boss/card/xuwangzhimian.jpg', 'image/mode/boss/card/yihuajiemu.png', 'image/mode/boss/card/qicaishenlu.jpg', + + 'image/mode/boss/character/boss_bianchengwang.jpg', + 'image/mode/boss/character/boss_chujiangwang.jpg', + 'image/mode/boss/character/boss_dushiwang.jpg', + 'image/mode/boss/character/boss_pingdengwang.jpg', + 'image/mode/boss/character/boss_qinguangwang.jpg', + 'image/mode/boss/character/boss_songdiwang.jpg', + 'image/mode/boss/character/boss_taishanwang.jpg', + 'image/mode/boss/character/boss_wuguanwang.jpg', + 'image/mode/boss/character/boss_yanluowang.jpg', + 'image/mode/boss/character/boss_zhuanlunwang.jpg', + 'image/mode/boss/character/boss_xiangliu.jpg', 'image/mode/boss/character/boss_zhuyan.jpg', 'image/mode/boss/character/boss_bifang.jpg', diff --git a/game/game.js b/game/game.js index 03f0d22b0..ebd5f8557 100644 --- a/game/game.js +++ b/game/game.js @@ -11184,6 +11184,7 @@ info.prerespond(event.result,player); } var next=player.respond(event.result.cards,event.result.card,event.animate,event.result.skill,event.source); + if(event.result.noanimate) next.animate=false; if(event.parent.card&&event.parent.type=='card'){ next.set('respondTo',[event.parent.player,event.parent.card]); } @@ -13234,11 +13235,26 @@ next.type='precard'; } "step 2" + var info=get.info(card); + if(num==0&&targets.length>1){ + if(!info.multitarget){ + if(!event.fixedSeat){ + targets.sortBySeat(player); + } + for(var i=0;i1){ - if(!info.multitarget){ - if(!event.fixedSeat){ - targets.sortBySeat(player); - } - for(var i=0;i1){ @@ -14438,17 +14439,22 @@ if(event.animate!==false){ player.$die(source); } - if(player.dieAfter) player.dieAfter(source); - event.trigger('die'); "step 1" + if(player.dieAfter) player.dieAfter(source); + "step 2" + event.trigger('die'); + "step 3" if(player.isDead()){ event.cards=player.getCards('hej'); if(event.cards.length){ + player.lose(event.cards).forceDie=true; player.$throw(event.cards,1000); game.log(player,'弃置了',event.cards,event.logvid); - game.cardsDiscard(event.cards); } } + "step 4" + if(player.dieAfter2) player.dieAfter2(source); + "step 5" if(typeof _status.coin=='number'&&source&&!_status.auto){ if(source==game.me||source.isUnderControl()){ _status.coin+=10; @@ -42178,10 +42184,10 @@ var list=ui.create.div('.caption'); if(get.is.phoneLayout()){ - list.style.maxHeight='250px'; + list.style.maxHeight='150px'; } else{ - list.style.maxHeight='350px'; + list.style.maxHeight='250px'; } list.style.overflow='scroll'; lib.setScroll(list); @@ -46655,10 +46661,13 @@ var i,j; if(typeof obj=='string'){ if(obj.length<=3){ + var bool=true; for(i=0;i0; + }, + content:function(){ + player.discard(player.getCards('j').randomGet()) + }, + }, + boss_xuechi:{ + trigger:{player:'phaseEnd'}, + forced:true, + content:function(){ + var list=game.players.slice(0); + list.remove(player); + var target=list.randomGet(); + player.line(target); + target.loseHp(2); + }, + }, + boss_tiemian:{ + inherit:'renwang_skill', + filter:function(event,player){ + if(!player.isEmpty(2)) return false; + return lib.skill.renwang_skill.filter.apply(this,arguments); + }, + }, + boss_zhadao:{ + inherit:'qingang_skill', + }, + boss_zhuxin:{ + trigger:{player:'dieBegin'}, + forced:true, + content:function(){ + 'step 0' + player.chooseTarget('【诛心】:请选择一名角色,令其受到2点伤害。',function(card,player,target){ + return target!=player&&!game.hasPlayer(function(current){ + return current!=player&¤t!=target&¤t.hp2; + }, + content:function(){ + var list=game.players.slice(0); + list.remove(player); + list.remove(trigger.player); + var target=list.randomGet(); + player.line(target); + target.loseHp(); + }, + }, + boss_kujiu:{ + trigger:{global:'phaseBegin'}, + forced:true, + filter:function(event,player){ + return event.player!=player; + }, + logTarget:'player', + content:function(){ + 'step 0' + trigger.player.loseHp(); + 'step 1' + trigger.player.useCard({name:'jiu'},trigger.player); + }, + }, + boss_renao:{ + trigger:{player:'dieBegin'}, + forced:true, + content:function(){ + var list=game.players.slice(0); + list.remove(player); + if(list.length){ + var target=list.randomGet(); + player.line(target); + target.damage(3,'fire'); + } + } + }, + boss_remen:{ + inherit:'boss_manjia', + }, + boss_zhifen:{ + trigger:{player:'phaseBegin'}, + forced:true, + content:function(){ + 'step 0' + var list=game.players.slice(0); + list.remove(player); + if(list.length){ + var target=list.randomGet(); + player.line(target); + event.target=target; + if(target.countGainableCards(player,'h')) player.gainPlayerCard(target,'h',true); + } + else event.finish(); + 'step 1' + target.damage('fire'); + } + }, + + boss_huoxing:{ + trigger:{player:'dieBegin'}, + forced:true, + content:function(){ + var list=game.players.slice(0); + list.remove(player); + if(list.length){ + list.sort(lib.sort.seat); + player.line(list); + for(var i=0;icurrent.hp; + }); + }); + if(list.length){ + var target=list.randomGet() + player.line(target); + target.damage(2).nature=lib.linked.randomGet(); + } + else event.finish(); + 'step 1' + var list=game.filterPlayer(function(current){ + return current!=player&&!game.hasPlayer(function(current2){ + return current2.hp>current.hp; + }); + }); + if(list.length){ + var target=list.randomGet(); + player.line(target); + target.damage().nature=lib.linked.randomGet(); + } + }, + }, + boss_lunhui:{ + trigger:{player:'phaseBegin'}, + forced:true, + filter:function(event,player){ + return player.hp<=2&&game.hasPlayer(function(current){ + return current!=player&¤t.hp>2; + }); + }, + content:function(){ + var list=game.filterPlayer(function(current){ + return current!=player&¤t.hp>2; + }); + if(list.length){ + var target=list.randomGet(); + player.line(target); + var hp1=player.hp; + var hp2=target.hp; + player.hp=Math.min(player.maxHp,hp2); + target.hp=Math.min(target.maxHp,hp1); + player.update(); + target.update(); + game.log(player,'和',target,'交换了体力值') + } + }, + }, + boss_wangsheng:{ + trigger:{player:'phaseUseBegin'}, + forced:true, + content:function(){ + var name=['nanman','wanjian'].randomGet(); + player.useCard({name:name},game.filterPlayer(function(current){ + return player.canUse({name:name},current) + }),'noai'); + }, + }, + boss_fanshi:{ + trigger:{player:'damageEnd'}, + forced:true, + content:function(){ + if(player.hasSkill('boss_fanshi_terra')){ + var list=game.players.slice(0); + list.remove(player); + if(list.length){ + var target=list.randomGet(); + player.line(target); + target.damage(); + } + } + else player.addTempSkill('boss_fanshi_terra'); + }, + }, + boss_fanshi_terra:{charlotte:true}, + "boss_jingjia":{}, "boss_aozhan":{ forced:true, @@ -7908,6 +8346,77 @@ game.import('mode',function(lib,game,ui,get,ai,_status){ "hongmianbaihuapao_info":"锁定技,防止你受到的属性伤害。", "linglongshimandai":"玲珑狮蛮带", "linglongshimandai_info":"当其他角色使用牌指定你为唯一目标后,你可以进行一次判定,若判定结果为红桃,则此牌对你无效。", + + boss_qinguangwang:'秦广王', + boss_panguan:'判官', + boss_panguan_info:' 锁定技,你不能成为延时类锦囊的目标。', + boss_juhun:'拘魂', + boss_juhun_info:'锁定技,结束阶段,你令随机一名其他角色的武将牌翻面或横置。', + boss_wangxiang:'望乡', + boss_wangxiang_info:'锁定技,当你死亡时,你令所有其他角色弃置其装备区内的所有牌。', + boss_chujiangwang:'楚江王', + boss_bingfeng:'冰封', + boss_bingfeng_info:'锁定技,你死亡时,若杀死你的角色武将牌是正面朝上, 你令其翻面。', + boss_songdiwang:'宋帝王', + boss_heisheng:'黑绳', + boss_heisheng_info:'锁定技,你死亡时,横置所有场上角色。', + boss_shengfu:'绳缚', + boss_shengfu_info:'锁定技,你的回合结束时,随机弃置一张场上其他角色的坐骑牌。', + boss_wuguanwang:'五官王', + boss_zhiwang:'治妄', + boss_zhiwang_info:'锁定技,当其他角色于摸牌阶段外获得牌时,你随机弃置其一张手牌。', + boss_zhiwang_planetarian:'注意事项', + boss_zhiwang_planetarian_info:'若触发【治妄】的角色因【治妄】触发的其他的技能(如【伤逝】【连营】等)继续获得了牌,则该角色将其武将牌变更为孙策。', + boss_gongzheng:'公正', + boss_gongzheng_info:'锁定技,准备阶段,若你判定区有牌,你随机弃置一张你判定区的牌。', + boss_xuechi:'血池', + boss_xuechi_info:'锁定技,你的回合结束时,令随机一名其他角色失去2点体力。', + boss_yanluowang:'阎罗王', + boss_tiemian:'铁面', + boss_tiemian_info:'锁定技,你的防具区没有牌时,视为你装备【仁王盾】。', + boss_zhadao:'铡刀', + boss_zhadao_info:'锁定技,你使用【杀】指定目标后,你令目标角色防具无效。', + boss_zhuxin:'诛心', + boss_zhuxin_info:'锁定技,你死亡时,你令场上血量最少的一名其他角色受到2点伤害。', + boss_bianchengwang:'卞城王', + boss_leizhou:'雷咒', + boss_leizhou_info:'锁定技,准备阶段,你对随机一名其他角色造成1点雷属性伤害', + boss_leifu:'雷缚', + boss_leifu_info:'锁定技,你的回合结束时,随机横置一名其他角色。', + boss_leizhu:'雷诛', + boss_leizhu_info:'锁定技,你死亡时,对所有其他角色造成依次造成1点雷属性伤害。', + boss_taishanwang:'泰山王', + boss_fudu:'服毒', + boss_fudu_info:'锁定技,其他角色使用【桃】时,你令随机另一名其他角色失去1点体力。', + boss_kujiu:'苦酒', + boss_kujiu_info:'锁定技,其他角色准备阶段,你令其失去1点体力,然后该角色视为使用一张【酒】。', + boss_renao:'热恼', + boss_renao_info:'锁定技,你死亡时,你令随机一名其他角色受到3点火属性伤害。', + boss_dushiwang:'都市王', + boss_remen:'热闷', + boss_remen_info:'锁定技,若你的装备区内没有防具牌,则【南蛮入侵】、【万箭齐发】和普通【杀】对你无效。', + boss_zhifen:'炙焚', + boss_zhifen_info:'锁定技,准备阶段,你随机选择一名其他角色,获得其1张手牌(没有则不获得),并对其造成1点火属性伤害。', + boss_huoxing:'火刑', + boss_huoxing_info:'锁定技,你死亡时,你对所有其他角色造成1点火属性伤害。', + boss_pingdengwang:'平等王', + boss_suozu:'锁足', + boss_suozu_info:'锁定技,准备阶段,你令所有其他角色横置。', + boss_abi:'阿鼻', + boss_abi_info:'锁定技,锁定技,你受到伤害时,你对伤害来源造成伤害的角色造成1点随机属性伤害(雷或火随机)。', + boss_pingdeng:'平等', + boss_pingdeng_info:'锁定技,你死亡时,你对体力最多的一名其他角色造成2点随机属性伤害(属性随机),然后再对一名体力最多的其他角色造成1点随机属性伤害(属性随机)。', + boss_zhuanlunwang:'转轮王', + boss_lunhui:'轮回', + boss_lunhui_info:'锁定技,准备阶段,若你的体力小于等于2,则你与场上除你以外体力最高且大于2的角色交换体力值。', + boss_wangsheng:'往生', + boss_wangsheng_info:'锁定技,你的出牌阶段开始时,视为你随机使用一张【南蛮入侵】或【万箭齐发】。', + boss_fanshi:'反噬', + boss_fanshi_info:'锁定技,每个回合你受到第一次伤害后,若再次受到伤害,则对随机一名其他角色造成1点伤害。', + + boss_xhuanren:'关卡说明', + boss_xhuanren_info:'', + boss_xhuanren_info_boss:'第一关:挑战秦广王。
第二关:挑战楚江王,宋帝王,五官王,阎罗王中的一个。
第三关:挑战卞城王,泰山王,都市王,平等王中的一个。
第四关:挑战转轮王。', mode_boss_card_config:'挑战卡牌', mode_boss_character_config:'挑战武将', diff --git a/mode/guozhan.js b/mode/guozhan.js index f63ad44ed..83942c6a1 100644 --- a/mode/guozhan.js +++ b/mode/guozhan.js @@ -1235,7 +1235,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){ var choices=[]; if(game.hasPlayer(function(current){return current.isUnseen()})) choices.push('选择一名未确定势力的角色'); if(game.hasPlayer(function(current){return current!=player&&!current.isUnseen()})&&player.countCards('h',{type:'basic'})) choices.push('交给一名已确定势力角色一张基本牌'); - player.chooseControl(choices,ui.create.dialog('征辟

选择一项
','hidden')).set('ai',function(){ + player.chooseControl(choices).set('ai',function(){ if(choices.length>1){ var player=_status.event.player; if(!game.hasPlayer(function(current){ @@ -1252,7 +1252,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){ return 1; } return 0; - }); + }).set('prompt','征辟

选择一项
'); 'step 1' if(result.control=='选择一名未确定势力的角色') player.chooseTarget('征辟

选择一名未确定势力角色,你对其使用牌没有次数和距离限制直到回合结束
',function(card,player,target){ return target!=player&&target.identity=='unknown' @@ -1284,13 +1284,13 @@ game.import('mode',function(lib,game,ui,get,ai,_status){ var choices=[]; if(target.countCards('he',{type:['trick','delay','equip']})) choices.push('一张非基本牌'); if(target.countCards('h',{type:'basic'})>1) choices.push('两张基本牌'); - if(choices.length) target.chooseControl(choices,ui.create.dialog('征辟

交给'+get.translation(player)+'
')).set('ai',function(event,player){ + if(choices.length) target.chooseControl(choices).set('ai',function(event,player){ if(choices.length>1){ if(player.countCards('he',{type:['trick','delay','equip']},function(card){return get.value(card)<7})) return 0; return 1; } return 0; - }); + }).set('prompt','征辟

交给'+get.translation(player)+'
'); else{ if(target.countCards('h')){ var cards=target.getCards('h'); @@ -5599,7 +5599,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){ direct:true, content:function(){ 'step 0' - player.chooseControl('点数+3','点数-3','cancel2').set('prompt',get.prompt3('yingyang')).set('ai',function(){ + player.chooseControl('点数+3','点数-3','cancel2').set('prompt',get.prompt2('yingyang')).set('ai',function(){ if(_status.event.small) return 1; else return 0; }).set('small',trigger.small); @@ -7599,13 +7599,13 @@ game.import('mode',function(lib,game,ui,get,ai,_status){ }, chooseJunlingControl:function(){ 'step 0' - var dialog=ui.create.dialog('hidden'); + var dialog=[]; var str1=source==player?'(你)':''; var str2=event.targets?'(被指定的角色为'+get.translation(event.targets)+')':''; if(!event.prompt) dialog.add(get.translation(event.source)+str1+'选择的军令'+str2+'为'); else{ dialog.add(event.prompt); - dialog.addText(get.translation(event.source)+str1+'选择的军令'+str2+'为'); + dialog.add(get.translation(event.source)+str1+'选择的军令'+str2+'为'); } dialog.add([[event.junling],'vcard']); var controls=[]; @@ -7827,16 +7827,22 @@ game.import('mode',function(lib,game,ui,get,ai,_status){ this.node.identity.classList.add('guessing'); } }, - dieAfter:function(source){ - this.showCharacter(2); - if(source&&source.identity!='unknown'){ + dieAfter2:function(source){ + if(source.shijun){ + source.discard(source.getCards('he')); + delete source.shijun; + } + else if(source&&source.identity!='unknown'){ if(source.identity=='ye') source.draw(3); else if(this.identity=='ye') source.draw(1); else if(this.identity!=source.identity) source.draw(get.population(this.identity)+1); else source.discard(source.getCards('he')); } - + }, + dieAfter:function(source){ + this.showCharacter(2); if(get.is.jun(this.name1)){ + if(source&&source.identity==this.identity) source.shijun=true; var yelist=[]; for(var i=0;i