だんご大家族
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@ -547,9 +547,12 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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},
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content:function(){
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'step 0'
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player.chooseToUse({name:'jinchan'},'是否对'+get.translation(trigger.card)+'使用【金蝉脱壳】?').set('ai1',function(card){
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player.chooseToUse('是否对'+get.translation(trigger.card)+'使用【金蝉脱壳】?').set('ai1',function(card){
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return _status.event.bool;
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}).set('bool',-get.effect(player,trigger.card,trigger.player,player)).set('respondTo',[trigger.player,trigger.card]);
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}).set('bool',-get.effect(player,trigger.card,trigger.player,player)).set('respondTo',[trigger.player,trigger.card]).set('filterCard',function(card,player){
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if(get.name(card)!='jinchan') return false;
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return lib.filter.cardEnabled(card,player,'forceEnable');
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});
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trigger.jinchan=true;
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'step 1'
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delete trigger.jinchan;
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288
character/diy.js
288
character/diy.js
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@ -41,6 +41,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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key_hisako:['female','key',3,['hisako_yinbao','hisako_zhuanyun']],
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key_hinata:['male','key',4,['hinata_qiulve','hinata_ehou']],
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key_noda:['male','key',4,['noda_fengcheng','noda_xunxin']],
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key_tomoya:['male','key',4,['tomoya_shangxian','tomoya_wangjin']],
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key_nagisa:['female','key',3,['nagisa_tiandu','nagisa_fuxin']],
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key_ayato:['male','key',3,['ayato_jianshen','ayato_zonghuan']],
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// diy_caocao:['male','wei',4,['xicai','diyjianxiong','hujia']],
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// diy_hanlong:['male','wei',4,['siji','ciqiu']],
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diy_feishi:['male','shu',3,['shuaiyan','moshou']],
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@ -106,6 +109,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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ns_xinnanhua:['male','qun',3,['ns_xiandao','ns_xiuzheng','ns_chuanshu'],[]],
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},
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characterFilter:{
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key_tomoya:function(mode){
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return mode!='chess'&&mode!='tafang'&&mode!='stone';
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},
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key_sunohara:function(mode){
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return mode!='guozhan';
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},
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@ -120,7 +126,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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diy:{
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diy_tieba:["diy_wenyang","ns_zuoci","ns_lvzhi","ns_wangyun","ns_nanhua","ns_nanhua_left","ns_nanhua_right","ns_huamulan","ns_huangzu","ns_jinke","ns_yanliang","ns_wenchou","ns_caocao","ns_caocaosp","ns_zhugeliang","ns_wangyue","ns_yuji","ns_xinxianying","ns_guanlu","ns_simazhao","ns_sunjian","ns_duangui","ns_zhangbao","ns_masu","ns_zhangxiu","ns_lvmeng","ns_shenpei","ns_yujisp","ns_yangyi","ns_liuzhang","ns_xinnanhua","ns_zhangwei"],
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diy_default:["diy_feishi","diy_liuyan","diy_yuji","diy_caiwenji","diy_lukang","diy_zhenji","diy_liufu","diy_xizhenxihong","diy_liuzan","diy_zaozhirenjun","diy_yangyi","diy_tianyu"],
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diy_key:["key_lucia","key_kyousuke","key_yuri","key_haruko","key_kagari","key_umi","key_rei","key_komari","key_yukine","key_yusa","key_misa","key_masato","key_iwasawa","key_kengo","key_yoshino","key_yui","key_tsumugi","key_saya","key_harukakanata","key_inari","key_shiina","key_sunohara","key_rin","key_sasami","key_akane","key_doruji","key_yuiko","key_riki","key_hisako","key_hinata","key_noda"],
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diy_key:["key_lucia","key_kyousuke","key_yuri","key_haruko","key_kagari","key_umi","key_rei","key_komari","key_yukine","key_yusa","key_misa","key_masato","key_iwasawa","key_kengo","key_yoshino","key_yui","key_tsumugi","key_saya","key_harukakanata","key_inari","key_shiina","key_sunohara","key_rin","key_sasami","key_akane","key_doruji","key_yuiko","key_riki","key_hisako","key_hinata","key_noda","key_tomoya","key_nagisa","key_ayato"],
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diy_yongjian:["ns_chendao","yj_caoang"],
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},
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},
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@ -136,6 +142,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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diy_tianyu:'字国让,渔阳雍奴(今天津市武清区东北)人。三国时期曹魏将领。初从刘备,因母亲年老回乡,后跟随公孙瓒,公孙瓒败亡,劝说鲜于辅加入曹操。曹操攻略河北时,田豫正式得到曹操任用,历任颖阴、郎陵令、弋阳太守等。',
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},
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characterTitle:{
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key_ayato:'#rAngel Beats!',
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key_nagisa:'#gClannad',
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key_tomoya:'#gClannad',
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key_noda:'#rAngel Beats!',
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key_hinata:'#rAngel Beats!',
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key_hisako:'#rAngel Beats!',
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@ -201,6 +210,246 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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yuji:['zuoci']
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},
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skill:{
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ayato_jianshen:{
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mod:{
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cardnature:function(card,player){
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if(get.name(card)=='sha') return 'kami';
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},
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},
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ai:{threaten:3},
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},
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ayato_zonghuan:{
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enable:'phaseUse',
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usable:1,
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filterTarget:function(card,player,target){
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return target!=player&&target.countCards('h')>0;
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},
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content:function(){
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'step 0'
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player.chooseButton(['请选择'+get.translation(target)+'的一张手牌',target.getCards('h')],true).set('ai',get.buttonValue);
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'step 1'
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if(result.bool){
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var card=result.links[0];
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event.card=card;
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if(!lib.filter.cardEnabled(card,target)) event._result={bool:false};
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else{
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var targets=game.players.slice(0);
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var info=get.info(card);
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var range;
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if(!info.notarget){
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var select=get.copy(info.selectTarget);
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if(select==undefined){
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range=[1,1];
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}
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else if(typeof select=='number') range=[select,select];
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else if(get.itemtype(select)=='select') range=select;
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else if(typeof select=='function') range=select(card,player);
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game.checkMod(card,target,range,'selectTarget',target);
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}
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if(info.notarget||range[1]==-1){
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if(range[1]==-1){
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for(var i=0;i<targets.length;i++){
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if(!target.canUse(card,targets[i])){
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targets.splice(i--,1);
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}
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}
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if(targets.length){
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event.targets2=targets;
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}
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else{
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event.finish();
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return;
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}
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}
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else event.targets2=[];
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var next=player.chooseBool();
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next.set('prompt',event.prompt||('是否令'+get.translation(target)+(event.targets2.length?'对':'')+get.translation(event.targets2)+'使用'+get.translation(card)+'?'));
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next.set('prompt2','或点「取消」,令其将此牌置入弃牌堆');
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next.ai=function(){
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var eff=0;
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for(var i=0;i<event.targets2.length;i++){
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eff+=get.effect(event.targets2[i],card,target,player);
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}
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return eff>0;
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};
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}
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else{
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var next=player.chooseTarget();
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next.set('_get_card',card);
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next.set('source',target);
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next.set('filterTarget',function(card,player,target){
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return lib.filter.filterTarget(_status.event._get_card,_status.event.source,target);
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});
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next.set('ai',function(target){
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var evt=_status.event;
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return get.effect(target,evt._get_card,evt.source,evt.player)
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});
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next.set('selectTarget',function(){
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var card=get.card(),player=_status.event.source;
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if(card==undefined) return;
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var range;
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var select=get.copy(get.info(card).selectTarget);
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if(select==undefined){
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if(get.info(card).filterTarget==undefined) return[0,0];
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range=[1,1];
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}
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else if(typeof select=='number') range=[select,select];
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else if(get.itemtype(select)=='select') range=select;
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else if(typeof select=='function') range=select(card,player);
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game.checkMod(card,player,range,'selectTarget',player);
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return range;
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});
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next.set('prompt',event.prompt||('选择'+get.translation(target)+'使用'+get.translation(card)+'的目标'));
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next.set('prompt2','或点「取消」令其将此牌置入弃牌堆');
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}
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}
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}
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else event.finish();
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'step 2'
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if(result.bool){
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target.useCard(card,event.targets2||result.targets,false,'noai');
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player.draw();
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}
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else{
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target.lose(card,ui.discardPile);
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target.$throw(card);
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game.log(target,'将',card,'置入了弃牌堆');
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}
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},
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ai:{order:10,result:{target:-1}},
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},
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nagisa_tiandu:{
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trigger:{player:'judgeEnd'},
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frequent:function(event){
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if(event.result.card.name=='du') return false;
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return true;
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},
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check:function(event){
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if(event.result.card.name=='du') return false;
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return true;
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},
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filter:function(event,player){
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return get.position(event.result.card,true)=='o';
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},
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content:function(){
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player.gain(trigger.result.card,'gain2');
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}
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},
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nagisa_fuxin:{
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trigger:{
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global:["gainAfter","loseAfter","damageEnd"],
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},
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filter:function (event){
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var evt=event;
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if(event.name=='lose'){
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if(event.type!='discard') return false;
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evt=event.getParent();
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}
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var player=evt[event.name=='gain'?'source':'player'];
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if(!player||player==_status.currentPhase||player.isDead()) return false;
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if(event.name=='damage') return true;
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if(evt[event.name=='gain'?'bySelf':'notBySelf']!=true) return false;
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if(event.name=='lose') return event.hs.length>0;
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return event.relatedLose&&event.relatedLose.hs&&event.relatedLose.hs.length>0;
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},
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check:function(event,player){
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return get.attitude(player,event[event.name=='gain'?'source':'player'])>0&&get.attitude(player,_status.currentPhase)<=0;
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},
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logTarget:function(event){
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return event[event.name=='gain'?'source':'player'];
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},
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content:function(){
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"step 0"
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event.target=trigger[trigger.name=='gain'?'source':'player'];
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event.target.judge();
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"step 1"
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if(result.color=='red') target.draw();
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else if(_status.currentPhase&&_status.currentPhase.countCards('he')) _status.currentPhase.chooseToDiscard('he',true);
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},
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ai:{expose:0.2},
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},
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tomoya_shangxian:{
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trigger:{player:'phaseUseBegin'},
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mark:true,
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intro:{
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content:function(s){
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return '计算与其他角色的距离时始终从'+(s?'逆':'顺')+'时针计算'
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},
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},
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content:function(){
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player.draw();
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player.storage.tomoya_shangxian=!player.storage.tomoya_shangxian;
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},
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ai:{
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left_hand:true,
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right_hand:true,
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skillTagFilter:function(player,tag){
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return (player.storage.tomoya_shangxian==true)==(tag=='left_hand');
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},
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},
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},
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tomoya_wangjin:{
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trigger:{global:'phaseJieshuBegin'},
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filter:function(event,player){
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return player!=event.player&&!player.hasSkill('tomoya_wangjin_'+player.inRange(event.player));
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},
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logTarget:'player',
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check:function(event,player){
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var target=event.player;
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var bool=player.inRange(target);
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if(!bool){
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if(target.hp>player.hp) return get.effect(target,{name:'sha',isCard:true},player,player)>0;
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var temp=target;
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while(true){
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temp=temp.getNext();
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if(temp==target||temp==_status.roundStart) return true;
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if(temp==player) continue;
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if(temp.hp>player.hp&&!player.inRange(temp)&&get.effect(temp,{name:'sha',isCard:true},player,player)>0) return false;
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}
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}
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if(get.attitude(player,target)<2) return false;
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if(target.hp<player.hp&&!target.hasSkillTag('nogain')) return true;
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var temp=target;
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while(true){
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temp=temp.getNext();
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if(temp==target||temp==_status.roundStart) return true;
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if(temp==player) continue;
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if(temp.hp<player.hp&&player.inRange(temp)&&get.attitude(player,target)>=2&&!temp.hasSkillTag('nogain')) return false;
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}
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},
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content:function(){
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'step 0'
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event.bool=player.inRange(trigger.player);
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player.addTempSkill('tomoya_wangjin_'+event.bool,{global:'roundStart'});
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if(event.bool){
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trigger.player.draw();
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}
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else player.draw(2);
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'step 1'
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if(event.bool){
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if(trigger.player.hp<player.hp) player.draw();
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else event.finish();
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}
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else{
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if(player.countDiscardableCards(trigger.player,'h')>0) trigger.player.discardPlayerCard(player,'h',true);
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else event.finish();
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}
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'step 2'
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if(event.bool){
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player.chooseCard('h','是否交给'+get.translation(trigger.player)+'一张牌?');
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}
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else{
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event.finish();
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if(player.hp>=trigger.player.hp) return;
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var card={name:'sha',isCard:true};
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if(player.canUse(card,trigger.player,false)) player.useCard(card,trigger.player,false);
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}
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'step 3'
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if(result.bool) trigger.player.gain(result.cards,player,'giveAuto')
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},
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subSkill:{true:{},false:{}},
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ai:{expose:0.2},
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},
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noda_fengcheng:{
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trigger:{
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player:"gainAfter",
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@ -338,6 +587,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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else event.finish();
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'step 2'
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var target=result.targets[0];
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player.addExpose(0.2);
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player.line(target,'thunder');
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target.damage();
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},
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@ -397,6 +647,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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event.target.give(result.cards,player,true);
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}
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},
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ai:{expose:0.2},
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subSkill:{
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respond:{
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onremove:true,
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@ -484,6 +735,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player.addTempSkill('zishou2','phaseEnd');
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}
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},
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ai:{expose:0.2},
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},
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yuiko_fenglun:{
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enable:'phaseUse',
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@ -2490,6 +2742,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(lib.card[card.name].type=='delay') return 'wuzhong';
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},
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},
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trigger:{player:'drawBefore'},
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forced:true,
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filter:function(event,player){
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return event.getParent().name=='wuzhong';
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},
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content:function(){trigger.num+=2},
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},
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haruko_zhuishi:{
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trigger:{global:'phaseJudgeBegin'},
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@ -2497,14 +2755,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return misuzu.player.countCards('j')>0;
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},
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check:function(event,player){
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return player.hp>1&&get.attitude(player,event.player)>1;
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return get.attitude(player,event.player)>1;
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},
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logTarget:'player',
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content:function(){
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'step 0'
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player.loseHp();
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'step 1'
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player.gain(trigger.player.getCards('j'),trigger.player,'give');
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'step 1'
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if(player.hp>1) player.loseHp();
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},
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},
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yuri_xingdong:{
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@ -7585,6 +7843,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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key_hisako:'久子',
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key_hinata:'日向秀树',
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key_noda:'野田',
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key_tomoya:'冈崎朋也',
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key_nagisa:'古河渚',
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key_ayato:'直井文人',
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lucia_duqu:'毒躯',
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lucia_duqu_info:'锁定技,①当你对其他角色造成伤害或受到其他角色的伤害时,你和对方各获得一张花色点数随机的【毒】。<br>②当你因【毒】失去体力时,你改为回复等量的体力。<br>③当你处于濒死状态时,你可以使用一张【毒】(每回合限一次)。',
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lucia_zhenren:'振刃',
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@ -7598,9 +7859,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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yuri_wangxi:'忘隙',
|
||||
yuri_wangxi_info:'主公技,限定技,当有角色因你发动的【行动】而死亡后,若其身份不为【明忠】,则其可以将身份改为忠臣并重新加入游戏,然后将势力改为与你相同,将体力值回复至2点并摸一张牌。',
|
||||
haruko_haofang:'豪放',
|
||||
haruko_haofang_info:'锁定技,你的延时锦囊牌视为【无中生有】。',
|
||||
haruko_haofang_info:'锁定技,你的延时锦囊牌视为【无中生有】。当你因执行【无中生有】的效果而摸牌时,你令摸牌数+2。',
|
||||
haruko_zhuishi:'追逝',
|
||||
haruko_zhuishi_info:'一名角色的判定阶段开始时,若其判定区内有牌,则你可以失去1点体力,然后获得其判定区内的所有牌。',
|
||||
haruko_zhuishi_info:'一名角色的判定阶段开始时,若其判定区内有牌,则你可以获得其判定区内的所有牌。若你的体力值大于1,你失去1点体力。',
|
||||
kagari_zongsi:'纵丝',
|
||||
kagari_zongsi_info:'出牌阶段限一次,你可以选择一张不在游戏外的牌,然后将其置于牌堆/弃牌堆的顶部/底部或一名角色的对应区域内。',
|
||||
umi_chaofan:'炒饭',
|
||||
|
@ -7735,7 +7996,20 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
noda_fengcheng_info:'锁定技,其他角色交给你牌后,其摸一张牌。',
|
||||
noda_xunxin:'寻衅',
|
||||
noda_xunxin2:'寻衅',
|
||||
noda_xunxin_info:'出牌阶段限X次,你可以视为对一名体力值不小于你的角色使用【决斗】。若如此做,此【决斗】结算完成后,没赢的角色交给赢的角色一张牌。',
|
||||
noda_xunxin_info:'出牌阶段限X次,你可以视为对一名体力值不小于你的角色使用【决斗】。若如此做,此【决斗】结算完成后,没赢的角色交给赢的角色一张牌。(X为你的体力值)',
|
||||
tomoya_shangxian:'伤弦',
|
||||
tomoya_shangxian_info:'锁定技,你计算与其他角色的距离时始终从逆时针方向计算。出牌阶段开始时,你可摸一张牌,并改变此方向。',
|
||||
tomoya_wangjin:'往今',
|
||||
tomoya_wangjin_info:'每项每轮各限一次。一名其他角色的回合结束时,若其:在你的攻击范围内,你可令其摸一张牌。若其的体力值小于你,则你摸一张牌,并可交给其一张牌。不在你的攻击范围内,则你摸两张牌,并令其弃置你的一张手牌。若其的体力值大于你,则你视为对其使用一张【杀】(无距离限制)。',
|
||||
nagisa_tiandu:'天妒',
|
||||
nagisa_tiandu_info:'当你的判定牌生效后,你可以获得此牌。',
|
||||
nagisa_fuxin:'抚心',
|
||||
nagisa_fuxin_info:'当一名角色于回合外受到伤害,或其手牌被其他角色弃置或获得后,你可以令其判定。若结果为:红色,其摸一张牌。黑色,当前回合角色弃置一张牌。',
|
||||
ayato_jianshen:'僭神',
|
||||
ayato_jianshen_info:'锁定技,你手牌中的【杀】均视为神属性。',
|
||||
ayato_zonghuan:'纵幻',
|
||||
ayato_zonghuan_info:'出牌阶段限一次,你可以观看一名其他角色的手牌,然后选择一项:将其中的一张牌置入弃牌堆,或以该角色的视角使用其中的一张,然后摸一张牌。',
|
||||
|
||||
|
||||
yj_caoang:'SP曹昂',
|
||||
yjxuepin:'血拼',
|
||||
|
|
|
@ -299,9 +299,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
player.logSkill('olzhiti',target);
|
||||
var list=[];
|
||||
for(var i=1;i<6;i++){
|
||||
if(!target.isDisabled(i)) list.push(i);
|
||||
if(!target.isDisabled(i)) list.add((i==3||i==4)?6:i);
|
||||
}
|
||||
var num=list.randomGet();
|
||||
if(num!=6) target.disableEquip(num);
|
||||
else{
|
||||
target.disableEquip(3);
|
||||
target.disableEquip(4);
|
||||
}
|
||||
target.disableEquip(list.randomGet());
|
||||
}
|
||||
},
|
||||
},
|
||||
|
|
|
@ -1280,7 +1280,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
player.draw();
|
||||
}
|
||||
else{
|
||||
var next=player.chooseUseTarget({name:trigger.card.name,nature:trigger.card.nature},false,true);
|
||||
var next=player.chooseUseTarget({name:trigger.card.name,nature:trigger.card.nature,isCard:true},false,true);
|
||||
_status.event.next.remove(next);
|
||||
event.evt.after.push(next);
|
||||
next.logSkill='zhiyi';
|
||||
|
@ -1775,11 +1775,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
if(get.nature(card)) return 1.5;
|
||||
return 1;
|
||||
},
|
||||
prepare:'give',
|
||||
discard:false,
|
||||
content:function(){
|
||||
'step 0'
|
||||
target.gain(cards,player);
|
||||
target.gain(cards,player,'giveAuto');
|
||||
player.recover();
|
||||
'step 1'
|
||||
var num=1;
|
||||
|
|
|
@ -542,10 +542,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
}
|
||||
},
|
||||
jiushi:{
|
||||
audio:'jiushi1',
|
||||
group:['jiushi1','jiushi2','jiushi3'],
|
||||
},
|
||||
chengzhang:{
|
||||
trigger:{player:'phaseZhunbeiBegin'},
|
||||
derivation:'rejiushi_mark',
|
||||
|
@ -585,6 +581,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
filter:function(event,player){
|
||||
return player.storage.chengzhang==true;
|
||||
},
|
||||
prompt:'是否发动【酒诗】,获得牌堆中的一张锦囊牌?',
|
||||
content:function(){
|
||||
var card=get.cardPile2(function(card){
|
||||
return get.type2(card)=='trick';
|
||||
|
@ -599,12 +596,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
enable:'chooseToUse',
|
||||
filter:function(event,player){
|
||||
if(player.classList.contains('turnedover')) return false;
|
||||
if(event.parent.name=='phaseUse'){
|
||||
return lib.filter.filterCard({name:'jiu'},player,event);
|
||||
}
|
||||
if(event.type!='dying') return false;
|
||||
if(player!=event.dying) return false;
|
||||
return true;
|
||||
return event.filterCard({name:'jiu',isCard:true},player,event);
|
||||
},
|
||||
content:function(){
|
||||
if(_status.event.getParent(2).type=='dying'){
|
||||
|
@ -704,6 +696,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
return false;
|
||||
},
|
||||
prompt:function(event,player){
|
||||
var str='是否发动【酒诗】,将武将牌翻面';
|
||||
if(!player.storage.chengzhang) str+=',并获得牌堆中的一张锦囊牌';
|
||||
str+='?'
|
||||
return str;
|
||||
},
|
||||
content:function(){
|
||||
delete trigger.rejiushi;
|
||||
player.turnOver();
|
||||
|
@ -731,7 +729,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
trigger:{player:'loseEnd'},
|
||||
filter:function(event,player){
|
||||
if(player==_status.currentPhase||!event.visible||player.hp>=player.countCards('h')) return false;
|
||||
if(player==_status.currentPhase||!event.visible||player.hp<=player.countCards('h')) return false;
|
||||
for(var i=0;i<event.cards2.length;i++){
|
||||
if(get.suit(event.cards2[i],player)=='heart') return true;
|
||||
}
|
||||
|
@ -1910,10 +1908,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
addHuashen:function(player){
|
||||
if(!player.storage.rehuashen) return;
|
||||
if(!_status.characterlist){
|
||||
var list=[];
|
||||
for(var i in lib.character){
|
||||
if(lib.filter.characterDisabled2(i)||lib.filter.characterDisabled(i)) continue;
|
||||
list.push(i);
|
||||
if(_status.connectMode) var list=get.charactersOL();
|
||||
else{
|
||||
var list=[];
|
||||
for(var i in lib.character){
|
||||
if(lib.filter.characterDisabled2(i)||lib.filter.characterDisabled(i)) continue;
|
||||
list.push(i);
|
||||
}
|
||||
}
|
||||
game.countPlayer2(function(current){
|
||||
list.remove(current.name);
|
||||
|
@ -4590,11 +4591,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
return 8-get.value(card);
|
||||
},
|
||||
discard:false,
|
||||
prepare:'give',
|
||||
lose:false,
|
||||
delay:false,
|
||||
content:function(){
|
||||
"step 0"
|
||||
target.storage.refanjian=cards[0];
|
||||
target.gain(cards[0],player);
|
||||
target.gain(cards[0],player,'give');
|
||||
"step 1"
|
||||
target.chooseControl('refanjian_card','refanjian_hp').ai=function(event,player){
|
||||
var cards=player.getCards('he',{suit:get.suit(player.storage.refanjian)});
|
||||
|
|
|
@ -2015,7 +2015,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
discard:false,
|
||||
line:true,
|
||||
prepare:'give',
|
||||
lose:false,
|
||||
delay:false,
|
||||
position:'he',
|
||||
filterCard:true,
|
||||
filterTarget:function(card,player,target){
|
||||
|
@ -2029,7 +2030,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
content:function(){
|
||||
'step 0'
|
||||
player.storage.nzry_shenshi=true;
|
||||
target.gain(cards,player);
|
||||
target.gain(cards,player,'giveAuto');
|
||||
target.damage('nocard');
|
||||
'step 1'
|
||||
if(!target.isAlive()){
|
||||
|
@ -6638,11 +6639,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
audio:2,
|
||||
enable:'phaseUse',
|
||||
discard:false,
|
||||
lose:false,
|
||||
delay:false,
|
||||
line:true,
|
||||
direct:true,
|
||||
prepare:function(cards,player,targets){
|
||||
targets[0].logSkill('huangtian');
|
||||
player.$give(cards,targets[0]);
|
||||
},
|
||||
prompt:function(){
|
||||
var player=_status.event.player;
|
||||
|
@ -6671,7 +6673,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
//usable:1,
|
||||
//forceaudio:true,
|
||||
content:function(){
|
||||
target.gain(cards,player);
|
||||
target.gain(cards,player,'giveAuto');
|
||||
target.addTempSkill('huangtian3','phaseUseEnd');
|
||||
},
|
||||
ai:{
|
||||
|
|
|
@ -590,6 +590,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
return (player.getStat().skill.liji||0)<(event.liji_num||0);
|
||||
},
|
||||
onChooseToUse:function(event){
|
||||
if(game.online) return
|
||||
var num=0;
|
||||
game.getGlobalHistory('cardMove',function(evt){
|
||||
if(evt.name=='cardsDiscard'||(evt.name=='lose'&&evt.position==ui.discardPile)) num+=evt.cards.length;
|
||||
|
@ -612,6 +613,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
xinkuangfu:{
|
||||
enable:'phaseUse',
|
||||
usable:1,
|
||||
delay:false,
|
||||
filterTarget:function(card,player,target){
|
||||
if(player==target) return player.countCards('e',function(card){
|
||||
return lib.filter.cardDiscardable(card,player);
|
||||
|
@ -1965,9 +1967,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
initList:function(){
|
||||
var list=[];
|
||||
for(var i in lib.character){
|
||||
if(lib.filter.characterDisabled2(i)||lib.filter.characterDisabled(i)) continue;
|
||||
list.push(i);
|
||||
if(_status.connectMode) var list=get.charactersOL();
|
||||
else{
|
||||
var list=[];
|
||||
for(var i in lib.character){
|
||||
if(lib.filter.characterDisabled2(i)||lib.filter.characterDisabled(i)) continue;
|
||||
list.push(i);
|
||||
}
|
||||
}
|
||||
game.countPlayer2(function(current){
|
||||
list.remove(current.name);
|
||||
|
@ -6908,10 +6914,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
return player.countCards('h','sha');
|
||||
},
|
||||
discard:false,
|
||||
prepare:'give',
|
||||
lose:false,
|
||||
delay:false,
|
||||
filterCard:{name:'sha'},
|
||||
content:function(){
|
||||
target.gain(cards,player);
|
||||
target.gain(cards,player,'giveAuto');
|
||||
target.storage.fuman3=cards[0];
|
||||
target.storage.fuman2=player;
|
||||
target.addTempSkill('fuman2',{player:'phaseAfter'});
|
||||
|
@ -7455,10 +7462,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
return 0;
|
||||
},
|
||||
discard:false,
|
||||
prepare:'give',
|
||||
lose:false,
|
||||
delay:false,
|
||||
content:function(){
|
||||
'step 0'
|
||||
target.gain(cards,player);
|
||||
target.gain(cards,player,'giveAuto');
|
||||
if(get.color(cards[0])=='black'){
|
||||
target.chooseToDiscard(2,'he','弃置两张牌,或令'+get.translation(player)+'摸两张牌').set('ai',function(card){
|
||||
if(_status.event.goon) return 7-get.value(card);
|
||||
|
@ -8098,7 +8106,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
return ui.selected.cards.length+2;
|
||||
},
|
||||
discard:false,
|
||||
prepare:'give',
|
||||
lose:false,
|
||||
delay:false,
|
||||
filterTarget:function(card,player,target){
|
||||
return player!=target;
|
||||
},
|
||||
|
@ -8121,7 +8130,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
return 0;
|
||||
},
|
||||
content:function(){
|
||||
target.gain(cards,player);
|
||||
target.gain(cards,player,'giveAuto');
|
||||
target.recover();
|
||||
},
|
||||
ai:{
|
||||
|
@ -13444,15 +13453,19 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
direct:true,
|
||||
content:function(){
|
||||
"step 0"
|
||||
event.count=trigger.num;
|
||||
"step 1"
|
||||
player.chooseTarget(get.prompt('shushen'),'令一名其他角色选择摸两张牌或回复1点体力',function(card,player,target){
|
||||
return target!=player;
|
||||
}).set('ai',function(target){
|
||||
return get.attitude(_status.event.player,target);
|
||||
});
|
||||
"step 1"
|
||||
"step 2"
|
||||
if(result.bool){
|
||||
event.count--;
|
||||
player.logSkill('shushen',result.targets);
|
||||
result.targets[0].chooseDrawRecover(2,true);
|
||||
if(event.count) event.goto(1);
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
|
@ -17171,6 +17184,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
sunluyu:'孙鲁育',
|
||||
hanba:'旱魃',
|
||||
panfeng:'旧潘凤',
|
||||
gz_panfeng:'潘凤',
|
||||
zumao:'祖茂',
|
||||
daxiaoqiao:'大小乔',
|
||||
sp_daqiao:'☆SP大乔',
|
||||
|
|
|
@ -6912,10 +6912,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
filterCard:true,
|
||||
selectCard:-1,
|
||||
discard:false,
|
||||
lose:true,
|
||||
lose:false,
|
||||
delay:false,
|
||||
content:function(){
|
||||
player.$give(cards.length,target);
|
||||
target.gain(cards,player);
|
||||
target.gain(cards,player,'giveAuto');
|
||||
target.addTempSkill('mingjian2',{player:'phaseAfter'});
|
||||
target.storage.mingjian2++;
|
||||
target.updateMarks('mingjian2');
|
||||
|
@ -8894,8 +8894,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
selectTarget:2,
|
||||
multitarget:true,
|
||||
discard:false,
|
||||
lose:false,
|
||||
targetprompt:['得到牌','出杀目标'],
|
||||
prepare:'give',
|
||||
filterTarget:function(card,player,target){
|
||||
if(ui.selected.targets.length==0){
|
||||
return player!=target;
|
||||
|
@ -8904,9 +8904,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
return ui.selected.targets[0].inRange(target);
|
||||
}
|
||||
},
|
||||
delay:false,
|
||||
content:function(){
|
||||
"step 0"
|
||||
targets[0].gain(cards,player);
|
||||
targets[0].gain(cards,player,'give');
|
||||
"step 1"
|
||||
if(!lib.filter.filterTarget({name:'sha',isCard:true},targets[0],targets[1])) event._result={control:'draw_card'};
|
||||
else targets[0].chooseControl('draw_card','出杀',function(){
|
||||
|
@ -9525,12 +9526,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
enable:'chooseToUse',
|
||||
filter:function(event,player){
|
||||
if(player.classList.contains('turnedover')) return false;
|
||||
if(event.parent.name=='phaseUse'){
|
||||
return lib.filter.filterCard({name:'jiu'},player,event);
|
||||
}
|
||||
if(event.type!='dying') return false;
|
||||
if(player!=event.dying) return false;
|
||||
return true;
|
||||
return event.filterCard({name:'jiu',isCard:true},player,event);
|
||||
},
|
||||
content:function(){
|
||||
if(_status.event.getParent(2).type=='dying'){
|
||||
|
@ -9624,6 +9620,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
check:function(event,player){
|
||||
return player.isTurnedOver();
|
||||
},
|
||||
prompt:'是否发动【酒诗】,将武将牌翻面?',
|
||||
filter:function(event,player){
|
||||
if(event.jiushi){
|
||||
return true;
|
||||
|
@ -10151,7 +10148,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
enable:'phaseUse',
|
||||
usable:1,
|
||||
discard:false,
|
||||
prepare:'give2',
|
||||
lose:false,
|
||||
delay:0,
|
||||
filter:function(event,player){
|
||||
return player.countCards('he',{suit:'heart'});
|
||||
},
|
||||
|
@ -10173,7 +10171,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
content:function(){
|
||||
"step 0"
|
||||
target.gain(cards,player);
|
||||
target.gain(cards,player,'give');
|
||||
// game.delay();
|
||||
"step 1"
|
||||
player.gainPlayerCard(target,'he',true);
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
window.noname_asset_list=[
|
||||
'v1.9.99.2',
|
||||
'v1.9.99.3',
|
||||
'audio/background/aozhan_chaoming.mp3',
|
||||
'audio/background/aozhan_online.mp3',
|
||||
'audio/background/aozhan_rewrite.mp3',
|
||||
|
@ -3042,6 +3042,9 @@ window.noname_asset_list=[
|
|||
'image/character/yujin_yujin.jpg', 'image/character/key_hinata.jpg',
|
||||
'image/character/key_hisako.jpg',
|
||||
'image/character/key_noda.jpg',
|
||||
'image/character/key_ayato.jpg',
|
||||
'image/character/key_nagisa.jpg',
|
||||
'image/character/key_tomoya.jpg',
|
||||
|
||||
'image/character/baiwuchang.jpg',
|
||||
'image/character/baosanniang.jpg',
|
||||
|
|
53
game/game.js
53
game/game.js
|
@ -9822,11 +9822,21 @@
|
|||
return;
|
||||
}
|
||||
var info=get.info(card);
|
||||
var select=get.select(info.selectTarget);
|
||||
if(select[1]==-1||info.notarget){
|
||||
if(select[1]==-1){
|
||||
var range;
|
||||
if(!info.notarget){
|
||||
var select=get.copy(info.selectTarget);
|
||||
if(select==undefined){
|
||||
range=[1,1];
|
||||
}
|
||||
else if(typeof select=='number') range=[select,select];
|
||||
else if(get.itemtype(select)=='select') range=select;
|
||||
else if(typeof select=='function') range=select(card,player);
|
||||
game.checkMod(card,player,range,'selectTarget',player);
|
||||
}
|
||||
if(info.notarget||range[1]==-1){
|
||||
if(range[1]==-1){
|
||||
for(var i=0;i<targets.length;i++){
|
||||
if(!player.canUse(card,targets[i],false)){
|
||||
if(!player.canUse(card,targets[i],event.nodistance?false:null)){
|
||||
targets.splice(i--,1);
|
||||
}
|
||||
}
|
||||
|
@ -13369,7 +13379,7 @@
|
|||
if(att>0){
|
||||
if(!_status.event.nojudge&&target.countCards('j',function(card){
|
||||
return game.hasPlayer(function(current){
|
||||
return !current.hasJudge(card);
|
||||
return !current.hasJudge(card)&&get.attitude(player,current)<0;
|
||||
})
|
||||
})) return 14;
|
||||
if(target.countCards('e',function(card){
|
||||
|
@ -13431,7 +13441,7 @@
|
|||
var player=_status.event.player;
|
||||
var targets0=_status.event.targets0;
|
||||
var targets1=_status.event.targets1;
|
||||
if(get.attitude(player,targets0)>get.attitude(player,targets1)){
|
||||
if(get.attitude(player,targets0)>0&&get.attitude(player,targets1)<0){
|
||||
if(get.position(button.link)=='j') return 12;
|
||||
if(get.value(button.link,targets0)<0) return 10;
|
||||
return 0;
|
||||
|
@ -15506,7 +15516,10 @@
|
|||
}
|
||||
if(from.isDead()) length++;
|
||||
if(to.isDead()) length++;
|
||||
n=Math.min(n,length-n);
|
||||
var left=from.hasSkillTag('left_hand');
|
||||
var right=from.hasSkillTag('right_hand');
|
||||
if(left===right) n=Math.min(n,length-n);
|
||||
else if(left==true) n=length-n;
|
||||
}
|
||||
|
||||
n=game.checkMod(from,to,n,'globalFrom',from);
|
||||
|
@ -18110,7 +18123,7 @@
|
|||
if(game.hasPlayer(function(current2){
|
||||
if(withatt){
|
||||
var att2=get.attitude(player,current2);
|
||||
if(att2>0) return false;
|
||||
if(att2>=0) return false;
|
||||
}
|
||||
return current!=current2&&!current2.storage._disableJudge&&!current2.hasJudge(js[i]);
|
||||
})){
|
||||
|
@ -30677,14 +30690,15 @@
|
|||
for(i=0;i<cards.length;i++){
|
||||
if(lib.config.cardtempname!='off'){
|
||||
var cardname=get.name(cards[i]);
|
||||
if(cards[i].name!=cardname){
|
||||
var cardnature=get.nature(cards[i]);
|
||||
if(cards[i].name!=cardname||((cardnature||cards[i].nature)&&cards[i].nature!=cardnature)){
|
||||
if(!cards[i]._tempName) cards[i]._tempName=ui.create.div('.tempname',cards[i]);
|
||||
var tempname=get.translation(cardname);
|
||||
cards[i]._tempName.dataset.nature='fire';
|
||||
if(cardname=='sha'){
|
||||
var nature=get.nature(cards[i]);
|
||||
if(nature) tempname=get.translation(nature)+tempname;
|
||||
if(nature=='thunder') cards[i]._tempName.dataset.nature='thunder';
|
||||
if(cardnature) tempname=get.translation(cardnature)+tempname;
|
||||
if(cardnature=='thunder') cards[i]._tempName.dataset.nature='thunder';
|
||||
if(cardnature=='kami') cards[i]._tempName.dataset.nature='kami';
|
||||
}
|
||||
cards[i]._tempName.innerHTML=lib.config.cardtempname=='default'?get.verticalStr(tempname):tempname;
|
||||
cards[i]._tempName.tempname=tempname;
|
||||
|
@ -48551,7 +48565,10 @@
|
|||
if(method=='absolute') return n;
|
||||
if(from.isDead()) length++;
|
||||
if(to.isDead()) length++;
|
||||
n=Math.min(n,length-n);
|
||||
var left=from.hasSkillTag('left_hand');
|
||||
var right=from.hasSkillTag('right_hand');
|
||||
if(left===right) n=Math.min(n,length-n);
|
||||
else if(left==true) n=length-n;
|
||||
if(method=='raw'||method=='pure') return n;
|
||||
}
|
||||
|
||||
|
@ -48922,10 +48939,12 @@
|
|||
},
|
||||
selectableTargets:function(sort){
|
||||
var selectable=[];
|
||||
for(var i=0;i<game.players.length;i++){
|
||||
if(game.players[i].classList.contains('selectable')&&
|
||||
game.players[i].classList.contains('selected')==false){
|
||||
selectable.push(game.players[i]);
|
||||
var players=game.players.slice(0);
|
||||
if(_status.event.deadTarget) players.addArray(game.dead);
|
||||
for(var i=0;i<players.length;i++){
|
||||
if(players[i].classList.contains('selectable')&&
|
||||
players[i].classList.contains('selected')==false){
|
||||
selectable.push(players[i]);
|
||||
}
|
||||
}
|
||||
selectable.randomSort();
|
||||
|
|
|
@ -1,14 +1,13 @@
|
|||
window.noname_update={
|
||||
version:'1.9.99.2',
|
||||
update:'1.9.99.1',
|
||||
version:'1.9.99.3',
|
||||
update:'1.9.99.2',
|
||||
changeLog:[
|
||||
'船新版本的神武再临',
|
||||
'bug修复',
|
||||
],
|
||||
files:[
|
||||
//'card/extra.js',
|
||||
//'card/huanlekapai.js',
|
||||
//'card/sp.js',
|
||||
'card/sp.js',
|
||||
'card/standard.js',
|
||||
//'card/swd.js',
|
||||
//'card/mtg.js',
|
||||
|
@ -23,7 +22,7 @@ window.noname_update={
|
|||
//'character/gujian.js',
|
||||
//'character/gwent.js',
|
||||
//'character/hearth.js',
|
||||
//'character/mobile.js',
|
||||
'character/mobile.js',
|
||||
//'character/mtg.js',
|
||||
'character/old.js',
|
||||
'character/refresh.js',
|
||||
|
@ -34,10 +33,10 @@ window.noname_update={
|
|||
//'character/swd.js',
|
||||
//'character/xianjian.js',
|
||||
//'character/xinghuoliaoyuan.js',
|
||||
//'character/yijiang.js',
|
||||
'character/yijiang.js',
|
||||
//'character/yxs.js',
|
||||
//'extension/boss/extension.js',
|
||||
'layout/default/layout.css',
|
||||
//'layout/default/layout.css',
|
||||
//'layout/nova/layout.css',
|
||||
//'mode/identity.js',
|
||||
//'mode/doudizhu.js',
|
||||
|
@ -46,9 +45,9 @@ window.noname_update={
|
|||
//'mode/tafang.js',
|
||||
//'mode/single.js',
|
||||
//'mode/stone.js',
|
||||
//'mode/brawl.js',
|
||||
//'mode/versus.js',
|
||||
'mode/boss.js',
|
||||
'mode/brawl.js',
|
||||
'mode/versus.js',
|
||||
//'mode/boss.js',
|
||||
'game/game.js',
|
||||
//'game/NoSleep.js',
|
||||
//'game/config.js',
|
||||
|
|
Binary file not shown.
After Width: | Height: | Size: 137 KiB |
Binary file not shown.
After Width: | Height: | Size: 159 KiB |
Binary file not shown.
After Width: | Height: | Size: 158 KiB |
|
@ -1564,6 +1564,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
var exclude=['界','新','大','旧','☆','神'];
|
||||
for(var i in lib.character){
|
||||
if(lib.filter.characterDisabled(i)) continue;
|
||||
if(lib.character[i][1]=='key') continue;
|
||||
var surname=lib.translate[i];
|
||||
for(var j=0;j<surname.length;j++){
|
||||
if(exclude.contains(surname[j])) continue;
|
||||
|
|
|
@ -1100,6 +1100,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
var choose=[];
|
||||
event.list=list;
|
||||
_status.characterlist=list;
|
||||
|
||||
var addSetting=function(dialog){
|
||||
dialog.add('选择座位').classList.add('add-setting');
|
||||
|
@ -1323,6 +1324,10 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
}
|
||||
}
|
||||
for(var i=0;i<game.players.length;i++){
|
||||
_status.characterlist.remove(game.players[i].name);
|
||||
_status.characterlist.remove(game.players[i].replacetwo);
|
||||
}
|
||||
setTimeout(function(){
|
||||
ui.arena.classList.remove('choose-character');
|
||||
},500);
|
||||
|
@ -2791,6 +2796,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
var list=get.charactersOL();
|
||||
var choose=[];
|
||||
event.list=list;
|
||||
_status.characterlist=list;
|
||||
for(var i=0;i<game.players.length;i++){
|
||||
choose.push([game.players[i],['选择角色',[list.randomRemove(7),'character']],true]);
|
||||
}
|
||||
|
@ -2805,6 +2811,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
else{
|
||||
result[i]=result[i].links[0];
|
||||
}
|
||||
_status.characterlist.remove(result[i]);
|
||||
if(!lib.playerOL[i].name){
|
||||
lib.playerOL[i].init(result[i]);
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue