Changelog: v0.2.1
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CHANGELOG.md
25
CHANGELOG.md
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@ -2,6 +2,31 @@
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___
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___
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## v0.2.1
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大引流之后的第一次更新。感觉很仓促。
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1. 扣上限心碎
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2. 进服维护的各种跟后端稳定性有关的代码
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3. 断线重连/旁观时候计入技能次数
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4. ban人和banip,相应的也有解禁
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5. 开房设置现在可以滑动
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6. 完善网络错误报错
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7. 现在开始游戏之前需要等待和所有人准备
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8. 指示掉线之人和走小道之人
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9. 掉线和走小道的人不再被AI接管
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10. 延时锦囊牌素材从拓展包找
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11. 拓展包管理界面UI优化,下载失败的包可以在管理拓展包中删除
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12. 手牌上限显示:体力值为负数和手牌上限为无限时显示优化
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13. 观星新增提示,修复观星
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14. 手牌上限技中,增加不计入手牌上限技
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15. 修复变更武将
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16. 修复奸雄和救援
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17. 修复选角色的cancelble
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18. 增强谋徐盛
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___
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## v0.2.0
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## v0.2.0
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修复了标准版吕布属性杀不触发无双、貂蝉决斗可被无懈。
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修复了标准版吕布属性杀不触发无双、貂蝉决斗可被无懈。
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@ -2,7 +2,7 @@
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cmake_minimum_required(VERSION 3.16)
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cmake_minimum_required(VERSION 3.16)
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project(FreeKill VERSION 0.2.0)
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project(FreeKill VERSION 0.2.1)
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add_definitions(-DFK_VERSION=\"${CMAKE_PROJECT_VERSION}\")
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add_definitions(-DFK_VERSION=\"${CMAKE_PROJECT_VERSION}\")
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find_package(Qt6 REQUIRED COMPONENTS
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find_package(Qt6 REQUIRED COMPONENTS
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@ -33,13 +33,14 @@ Item {
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flickableDirection: Flickable.VerticalFlick
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flickableDirection: Flickable.VerticalFlick
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width: parent.width - 10
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width: parent.width - 10
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height: parent.height - 10
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height: parent.height - 10
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contentWidth: flickableContainer.width
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contentHeight: bulletin_info.height
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contentHeight: flickableContainer.height
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clip: true
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clip: true
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Text {
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Text {
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anchors.fill: parent
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id: bulletin_info
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width: parent.width
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wrapMode: TextEdit.WrapAnywhere
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wrapMode: TextEdit.WrapAnywhere
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textFormat: Text.MarkdownText
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text: Backend.translate('Bulletin Info')
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text: Backend.translate('Bulletin Info')
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}
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}
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}
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}
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@ -112,6 +112,25 @@ Item {
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ClientInstance.notifyServer("Ready", "");
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ClientInstance.notifyServer("Ready", "");
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}
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}
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}
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}
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Rectangle {
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x: parent.width / 2 + 80
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y: parent.height / 2
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color: "snow"
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opacity: 0.8
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radius: 6
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height: childrenRect.height + 16
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width: childrenRect.width + 16
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visible: !isStarted
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Text {
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x: 8; y: 8
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Component.onCompleted: {
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let data = JSON.parse(Backend.callLuaFunction("GetRoomConfig", []));
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text = "手气卡次数:" + data.luckTime + "<br />出手时间:" + config.roomTimeout
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+ "<br />选将框数:" + data.generalNum
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}
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}
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}
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states: [
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states: [
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State { name: "notactive" }, // Normal status
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State { name: "notactive" }, // Normal status
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@ -873,6 +892,7 @@ Item {
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}
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}
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}
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}
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mainStack.pop();
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mainStack.pop();
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Backend.callLuaFunction("ResetClientLua", []);
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mainStack.push(room);
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mainStack.push(room);
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mainStack.currentItem.loadPlayerData(datalist);
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mainStack.currentItem.loadPlayerData(datalist);
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}
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}
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@ -882,7 +902,7 @@ Item {
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if (d.id == Self.id) {
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if (d.id == Self.id) {
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roomScene.isOwner = d.isOwner;
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roomScene.isOwner = d.isOwner;
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} else {
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} else {
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callbacks["AddPlayer"](JSON.stringify([d.id, d.name, d.avatar, d.ready]));
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Backend.callLuaFunction("ResetAddPlayer", [JSON.stringify([d.id, d.name, d.avatar, d.ready])]);
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}
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}
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Logic.getPhotoModel(d.id).isOwner = d.isOwner;
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Logic.getPhotoModel(d.id).isOwner = d.isOwner;
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});
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});
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@ -25,6 +25,7 @@ GraphicsBox {
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MetroButton {
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MetroButton {
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text: Backend.translate("Back To Room")
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text: Backend.translate("Back To Room")
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anchors.horizontalCenter: parent.horizontalCenter
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anchors.horizontalCenter: parent.horizontalCenter
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visible: !config.observing
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onClicked: {
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onClicked: {
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roomScene.resetToInit();
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roomScene.resetToInit();
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@ -3,8 +3,8 @@
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="org.notify.FreeKill"
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package="org.notify.FreeKill"
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android:installLocation="preferExternal"
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android:installLocation="preferExternal"
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android:versionCode="200"
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android:versionCode="201"
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android:versionName="0.2.0">
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android:versionName="0.2.1">
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<uses-permission android:name="android.permission.INTERNET" />
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<uses-permission android:name="android.permission.INTERNET" />
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<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />
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<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />
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<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" />
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<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" />
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ClientInstance.discard_pile = {}
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ClientInstance.discard_pile = {}
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local data = json.decode(jsonData)[3]
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local data = json.decode(jsonData)[3]
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ClientInstance.room_settings = data
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Fk.disabled_packs = data.disabledPack
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Fk.disabled_packs = data.disabledPack
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Fk.disabled_generals = data.disabledGenerals
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Fk.disabled_generals = data.disabledGenerals
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ClientInstance:notifyUI("EnterRoom", jsonData)
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ClientInstance:notifyUI("EnterRoom", jsonData)
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-- jsonData: [ int id, string property_name, value ]
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-- jsonData: [ int id, string property_name, value ]
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local data = json.decode(jsonData)
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local data = json.decode(jsonData)
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local id, name, value = data[1], data[2], data[3]
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local id, name, value = data[1], data[2], data[3]
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ClientInstance:getPlayerById(id)[name] = value
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local p = ClientInstance:getPlayerById(id)
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p[name] = value
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if name == "dead" then
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if value == true then
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table.removeOne(ClientInstance.alive_players, p)
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else
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table.insertIfNeed(ClientInstance.alive_players, p)
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end
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end
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ClientInstance:notifyUI("PropertyUpdate", jsonData)
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ClientInstance:notifyUI("PropertyUpdate", jsonData)
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ClientInstance:notifyUI("MaxCard", json.encode{
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ClientInstance:notifyUI("MaxCard", json.encode{
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pcardMax = ClientInstance:getPlayerById(id):getMaxCards(),
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pcardMax = ClientInstance:getPlayerById(id):getMaxCards(),
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return json.encode(p.player_cards[Player.Hand])
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return json.encode(p.player_cards[Player.Hand])
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end
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end
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function ResetClientLua()
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local data = ClientInstance.room_settings
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Self = ClientPlayer:new(fk.Self)
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ClientInstance = Client:new() -- clear old client data
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ClientInstance.players = {Self}
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ClientInstance.alive_players = {Self}
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ClientInstance.discard_pile = {}
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ClientInstance.room_settings = data
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Fk.disabled_packs = data.disabledPack
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Fk.disabled_generals = data.disabledGenerals
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-- ClientInstance:notifyUI("EnterRoom", jsonData)
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end
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function ResetAddPlayer(j)
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fk.client_callback["AddPlayer"](j)
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end
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function GetRoomConfig()
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return json.encode(ClientInstance.room_settings)
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end
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dofile "lua/client/i18n/init.lua"
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dofile "lua/client/i18n/init.lua"
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@ -214,18 +214,30 @@ FreeKill使用的是libgit2的C API,与此同时使用Git完成拓展包的下
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["Back To Room"] = "回到房间",
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["Back To Room"] = "回到房间",
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["Back To Lobby"] = "返回大厅",
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["Back To Lobby"] = "返回大厅",
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["Bulletin Info"] = [==[<h2>v0.2.0 更新说明</h2>
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["Bulletin Info"] = [==[
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修复了标准版吕布属性杀不触发无双、貂蝉决斗可被无懈。<br/>
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## v0.2.1
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由于标准包更加完善了,所以增加一位中版本号。<br/>
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大引流之后的第一次更新。感觉很仓促。
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1. 获得了中文名“新月杀”<br/>
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- 扣上限心碎
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2. 房间可设置密码<br/>
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- 进服维护的各种跟后端稳定性有关的代码
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3. 手牌上限不等于HP时会显示<br/>
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- 断线重连/旁观时候计入技能次数
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4. 修禁用铁锁无法重铸<br/>
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- ban人和banip,相应的也有解禁
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5. 修视为技按钮一直亮着<br/>
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- 开房设置现在可以滑动
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6. 使命技机制,完善游戏逻辑<br/>
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- 完善网络错误报错
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7. 砸拖鞋<br/>]==],
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- 现在开始游戏之前需要等待和所有人准备
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- 指示掉线之人和走小道之人
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- 掉线和走小道的人不再被AI接管
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- 延时锦囊牌素材从拓展包找
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- 拓展包管理界面UI优化,下载失败的包可以在管理拓展包中删除
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- 手牌上限显示:体力值为负数和手牌上限为无限时显示优化
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- 观星新增提示,修复观星
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- 手牌上限技中,增加不计入手牌上限技
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- 修复变更武将
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- 修复奸雄和救援
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- 修复选角色的cancelble
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- 增强谋徐盛
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]==],
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}
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}
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-- Game concepts
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-- Game concepts
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}
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}
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local control = fk.CreateActiveSkill{
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local control = fk.CreateActiveSkill{
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name = "control",
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name = "control",
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anim_type = "control",
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can_use = function(self, player)
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can_use = function(self, player)
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return true
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return true
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end,
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end,
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}
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}
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local damage_maker = fk.CreateActiveSkill{
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local damage_maker = fk.CreateActiveSkill{
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name = "damage_maker",
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name = "damage_maker",
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anim_type = "offensive",
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can_use = function(self, player)
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can_use = function(self, player)
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return true
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return true
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end,
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end,
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["test_filter"] = "破军",
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["test_filter"] = "破军",
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[":test_filter"] = "你的点数大于11的牌视为无中生有。",
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[":test_filter"] = "你的点数大于11的牌视为无中生有。",
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["mouxusheng"] = "谋徐盛",
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["mouxusheng"] = "谋徐盛",
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--["cheat"] = "开挂",
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-- ["cheat"] = "小开",
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[":cheat"] = "出牌阶段,你可以获得一张想要的牌。",
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[":cheat"] = "出牌阶段,你可以获得一张想要的牌。",
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--["#test_trig-ask"] = "你可弃置一张手牌",
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--["#test_trig-ask"] = "你可弃置一张手牌",
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["control"] = "控制",
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["control"] = "控制",
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["damage_maker"] = "制伤器",
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[":control"] = "出牌阶段,你可以控制/解除控制若干名其他角色。",
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["test_vs"] = "视为",
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[":test_vs"] = "你可以将牌当包含无懈在内的某张锦囊使用。",
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["damage_maker"] = "制伤",
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[":damage_maker"] = "出牌阶段,你可以进行一次伤害制造器。",
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["change_hero"] = "变更",
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["change_hero"] = "变更",
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[":change_hero"] = "出牌阶段,你可以变更一名角色武将牌。",
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}
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}
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return { extension }
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return { extension }
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