diff --git a/Card.js b/Card.js index a1652f5..5f371f4 100644 --- a/Card.js +++ b/Card.js @@ -449,7 +449,7 @@ Card.prototype.canAttack = function () { // <バインド・ウェポンズ> if (this.type === 'SIGNI') { - var attackCount = this.game.getData(this,'attackCount') || 0; + var attackCount = this.fieldData.attackCount || 0; if (attackCount >= this.player.signiAttackCountLimit) return false; } else { var lrigAttackCount = this.game.getData(this.player,'lrigAttackCount') || 0; @@ -1019,8 +1019,8 @@ Card.prototype.attackAsyn = function () { } // <バインド・ウェポンズ>, <白羅星 フルムーン> if (this.type === 'SIGNI') { - var attackCount = this.game.getData(this,'attackCount') || 0; - this.game.setData(this,'attackCount',++attackCount); + var attackCount = this.fieldData.attackCount || 0; + this.fieldData.attackCount++; var signiAttackCount = this.game.getData(this.player,'signiAttackCount') || 0; this.game.setData(this.player,'signiAttackCount',++signiAttackCount); } else { @@ -1114,17 +1114,7 @@ Card.prototype.attackAsyn = function () { return opponent.crashAsyn(1,crashArg); } }); - }).callback(this,function () { - // "这场战斗结束之后,就回老家结婚" (划掉) - // "战斗结束后,将进行攻击的 SIGNI 驱逐" - if (event.banishAttackingSigniSource) { - return this.game.blockAsyn(event.banishAttackingSigniSource,card,card.banishAsyn); - } }); - } else { - if (event.banishAttackingSigniSource) { - return this.game.blockAsyn(event.banishAttackingSigniSource,card,card.banishAsyn); - } } }); } else { @@ -1143,6 +1133,12 @@ Card.prototype.attackAsyn = function () { } } }); + }).callback(this,function () { + // "这场战斗结束之后,就回老家结婚" (划掉) + // "战斗结束后,将进行攻击的 SIGNI 驱逐" + if (event.banishAttackingSigniSource) { + return this.game.blockAsyn(event.banishAttackingSigniSource,card,card.banishAsyn); + } }).callback(this,function () { if (event.prevented) { return this.game.blockAsyn(this,function () { diff --git a/CardInfo.js b/CardInfo.js index 87e603e..75e83a5 100644 --- a/CardInfo.js +++ b/CardInfo.js @@ -121861,7 +121861,7 @@ var CardInfo = { ], costChange: function () { if (this.game.turnPlayer === this.player.opponent) return { - colorless: 3 + costColorless: 3 }; var obj = Object.create(this); obj.costChange = null; diff --git a/Player.js b/Player.js index 190767c..a14711d 100644 --- a/Player.js +++ b/Player.js @@ -797,7 +797,7 @@ Player.prototype.canUseActionEffect = function (effect,arg) { if (effect.source.zone !== this.handZone && effect.activatedInHand) return false; // inTrashZone if (effect.source.zone === this.trashZone && !effect.activatedInTrashZone) return false; - if (effect.source.zone !== this.handZone && effect.activatedInHand) return false; + if (effect.source.zone !== this.trashZone && effect.activatedInTrashZone) return false; // attackPhase && spellCutIn if (!arg.ignoreTimming) { if (arg.spellCutIn) {