This commit is contained in:
parent
6ce42c0317
commit
0a135f5331
95
card/swd.js
95
card/swd.js
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@ -785,57 +785,72 @@ card.swd={
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type:'jiguan',
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type:'jiguan',
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wuxieable:true,
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wuxieable:true,
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filterTarget:function(card,player,target){
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filterTarget:function(card,player,target){
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var es=target.get('e');
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return target==player;
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for(var i=0;i<es.length;i++){
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// var es=target.get('e');
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if(lib.inpile.contains(es[i].name)) return true;
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// for(var i=0;i<es.length;i++){
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}
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// if(lib.inpile.contains(es[i].name)) return true;
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return false;
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// }
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// return false;
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},
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},
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selectTarget:-1,
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content:function(){
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content:function(){
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var es=target.get('e');
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var es=target.get('e');
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var list=get.typeCard('hslingjian');
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var list=get.typeCard('hslingjian');
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var list2=get.typeCard('jiqi');
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var cards=[];
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var cards=[];
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var time=0;
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var time=0;
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target.clearEquipTrigger();
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for(var i=0;i<es.length;i++){
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for(var i=0;i<es.length;i++){
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if(lib.inpile.contains(es[i].name)){
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if(!lib.inpile.contains(es[i].name)){
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var card=game.createCard(list.randomGet());
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es.splice(i--,1);
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cards.push(card);
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time+=200;
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setTimeout((function(card,name){
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return function(){
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ui.discardPile.appendChild(game.createCard(card));
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card.init([card.suit,card.number,name,card.nature]);
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card.style.transform='scale(1.1)';
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card.classList.add('glow');
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var info=get.info(card);
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if(info.skills){
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for(var i=0;i<info.skills.length;i++){
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target.addSkillTrigger(info.skills[i]);
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}
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}
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setTimeout(function(){
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card.style.transform='';
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card.classList.remove('glow');
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},500);
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}
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}(es[i],lib.skill._lingjianduanzao.process([card,es[i]]))),i*200);
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}
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}
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}
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}
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var num=get.rand(es.length);
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var card;
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for(var i=0;i<es.length;i++){
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target.clearEquipTrigger(es[i]);
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if(i==num){
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card=game.createCard(list2.randomGet());
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}
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else{
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card=game.createCard(list.randomGet());
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}
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cards.push(card);
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time+=200;
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setTimeout((function(card,name){
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return function(){
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ui.discardPile.appendChild(game.createCard(card));
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card.init([card.suit,card.number,name,card.nature]);
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card.style.transform='scale(1.1)';
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card.classList.add('glow');
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var info=get.info(card);
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if(info.skills){
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for(var i=0;i<info.skills.length;i++){
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target.addSkillTrigger(info.skills[i]);
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}
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}
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setTimeout(function(){
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card.style.transform='';
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card.classList.remove('glow');
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},500);
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}
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}(es[i],lib.skill._lingjianduanzao.process([card,es[i]]))),i*200);
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}
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target.$gain2(cards);
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target.$gain2(cards);
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game.delay(0,time)
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game.delay(0,time)
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},
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},
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ai:{
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ai:{
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value:7,
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order:7.5,
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order:7.5,
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result:{
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result:{
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target:function(player,target){
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// target:function(player,target){
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var es=target.get('e');
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// var es=target.get('e');
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var num=0;
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// var num=0;
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for(var i=0;i<es.length;i++){
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// for(var i=0;i<es.length;i++){
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if(lib.inpile.contains(es[i].name)) num++;
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// if(lib.inpile.contains(es[i].name)) num++;
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}
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// }
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return num;
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// return num;
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}
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// }
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target:1
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}
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}
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}
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}
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},
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},
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@ -1752,13 +1767,13 @@ card.swd={
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_shenmiguo:{
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_shenmiguo:{
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trigger:{player:'useCardAfter'},
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trigger:{player:'useCardAfter'},
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direct:true,
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direct:true,
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usable:1,
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filter:function(event,player){
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filter:function(event,player){
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if(event.parent.name=='_shenmiguo') return false;
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if(event.parent.name=='_shenmiguo') return false;
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if(_status.currentPhase!=player) return false;
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if(_status.currentPhase!=player) return false;
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if(event.parent.parent.name!='phaseUse') return false;
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if(event.parent.parent.name!='phaseUse') return false;
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if(!event.targets||!event.card) return false;
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if(!event.targets||!event.card) return false;
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if(event.card.name=='shenmiguo') return false;
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if(event.card.name=='shenmiguo') return false;
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if(player.hasSkill('shenmiguo2')) return false;
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var type=get.type(event.card);
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var type=get.type(event.card);
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if(type!='basic'&&type!='trick') return false;
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if(type!='basic'&&type!='trick') return false;
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var card=game.createCard(event.card.name,event.card.suit,event.card.number,event.card.nature);
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var card=game.createCard(event.card.name,event.card.suit,event.card.number,event.card.nature);
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@ -1788,9 +1803,13 @@ card.swd={
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return true;
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return true;
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},trigger.player,-1).set('cardname',trigger.card.name).targetRequired=true;
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},trigger.player,-1).set('cardname',trigger.card.name).targetRequired=true;
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'step 1'
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'step 1'
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if(result.bool){
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player.addTempSkill('shenmiguo2','phaseAfter');
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}
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delete player.storage.shenmiguo;
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delete player.storage.shenmiguo;
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}
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}
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},
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},
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shenmiguo2:{},
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yuruyi:{
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yuruyi:{
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trigger:{player:'drawBegin'},
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trigger:{player:'drawBegin'},
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forced:true,
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forced:true,
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@ -4399,7 +4418,7 @@ card.swd={
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_lingjianduanzao:'煅造',
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_lingjianduanzao:'煅造',
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_lingjianduanzao_info:'出牌阶段,你可以将一张装备牌和一张可煅造的牌合成为一件强化装备,并可装备给距离1以内的一名角色',
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_lingjianduanzao_info:'出牌阶段,你可以将一张装备牌和一张可煅造的牌合成为一件强化装备,并可装备给距离1以内的一名角色',
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jiguanshu:'机关鼠',
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jiguanshu:'机关鼠',
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jiguanshu_info:'出牌阶段对一名角色使用,用随机零件强化目标装备区内的装备',
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jiguanshu_info:'出牌阶段对自己使用,用随机祭器强化装备区内的一张随机装备,然后用随机零件强化其余的装备',
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lingjiandai:'零件袋',
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lingjiandai:'零件袋',
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lingjiandai_info:'出牌阶段对自己使用,获得3张随机零件',
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lingjiandai_info:'出牌阶段对自己使用,获得3张随机零件',
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mujiaren:'木甲人',
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mujiaren:'木甲人',
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@ -31,7 +31,7 @@ character.hearth={
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hs_trueheart:['female','qun',3,['qianghuax']],
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hs_trueheart:['female','qun',3,['qianghuax']],
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hs_sainaliusi:['male','wu',4,['chongsheng','yulu']],
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hs_sainaliusi:['male','wu',4,['chongsheng','yulu']],
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hs_lrhonin:['male','wei',4,['bingyan','yufa']],
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hs_lrhonin:['male','wei',4,['bingyan','yufa']],
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hs_bolvar:['male','wei',4,['yuanzheng','byuhuo']],
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hs_bolvar:['male','wei',4,['yuanzheng','bzhuiji']],
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hs_fuding:['male','wei',4,['shengdun','fbeifa']],
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hs_fuding:['male','wei',4,['shengdun','fbeifa']],
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hs_xuanzhuanjijia:['male','shu',3,['jixuan']],
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hs_xuanzhuanjijia:['male','shu',3,['jixuan']],
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hs_ysera:['female','wu',4,['chenshui']],
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hs_ysera:['female','wu',4,['chenshui']],
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hs_malfurion:['hs_malorne'],
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hs_malfurion:['hs_malorne'],
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},
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},
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skill:{
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skill:{
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bzhuiji:{
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trigger:{global:'dieAfter'},
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check:function(event,player){
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return ai.get.attitude(player,event.source)<=0;
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},
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filter:function(event,player){
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return event.source&&event.source.isAlive()&&event.source!=player;
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},
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content:function(){
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player.draw(2);
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player.useCard({name:'juedou'},trigger.source);
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},
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ai:{
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threaten:1.5,
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expose:0.1
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}
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},
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lianjin:{
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lianjin:{
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enable:'phaseUse',
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enable:'phaseUse',
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usable:2,
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usable:2,
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event.target.draw(result.cards.length);
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event.target.draw(result.cards.length);
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player.storage.xianji3=event.target;
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player.storage.xianji3=event.target;
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player.addSkill('xianji3');
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player.addSkill('xianji3');
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player.addExpose(0.2);
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}
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}
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}
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}
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},
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},
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}
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}
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},
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},
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yuanzheng:{
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yuanzheng:{
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trigger:{player:'useCardToBegin'},
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direct:true,
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filter:function(event,player){
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return event.target&&event.target!=player&&get.distance(player,event.target)>1&&event.target.num('he')>0;
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},
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content:function(){
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player.discardPlayerCard(trigger.target,get.prompt('yuanzheng',trigger.target),'hej').logSkill=['yuanzheng',trigger.target];
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}
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},
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yuanzheng_old:{
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trigger:{player:'useCardToBegin'},
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trigger:{player:'useCardToBegin'},
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direct:true,
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direct:true,
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filter:function(event,player){
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filter:function(event,player){
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@ -4907,7 +4935,9 @@ character.hearth={
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shifa:'嗜法',
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shifa:'嗜法',
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shifa_info:'锁定技,出牌阶段开始时,你令场上所有角色各获得一张随机锦囊牌',
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shifa_info:'锁定技,出牌阶段开始时,你令场上所有角色各获得一张随机锦囊牌',
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yuanzheng:'远征',
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yuanzheng:'远征',
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yuanzheng_info:'每当你对攻击范围外的一名角色使用一张牌,你可以选择一项:摸一张牌,或视为对目标使用一张杀',
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yuanzheng_info:'每当你对距离1以外的角色使用一张牌,你可以弃置目标区域内的一张牌',
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bzhuiji:'追击',
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bzhuiji_info:'每当一名角色死亡,你可以摸两张牌,并视为对杀死该角色的人使用一张决斗',
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byuhuo:'浴火',
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byuhuo:'浴火',
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byuhuo2:'浴火',
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byuhuo2:'浴火',
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byuhuo_info:'觉醒技,当你进入濒死状态时,你须将体力和体力上限变为2,并将武将牌翻至背面;在你的下一回合开始时,你对所有其他角色造成两点火焰伤害,在此之前,你不能成为其他角色的卡牌的目标',
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byuhuo_info:'觉醒技,当你进入濒死状态时,你须将体力和体力上限变为2,并将武将牌翻至背面;在你的下一回合开始时,你对所有其他角色造成两点火焰伤害,在此之前,你不能成为其他角色的卡牌的目标',
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@ -20,7 +20,7 @@ character.ow={
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ow_tuobiang:['male','shu',3,['paotai','maoding']],
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ow_tuobiang:['male','shu',3,['paotai','maoding']],
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// ow_baolei:['female','shu',3,[]],
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// ow_baolei:['female','shu',3,[]],
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ow_banzang:['male','qun',4,['fengshi','yinbo']],
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ow_banzang:['male','qun',4,['fengshi','yinbo']],
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ow_laiyinhate:['male','qun',4,['lzhongjia','mengji']],
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ow_laiyinhate:['male','qun',4,['zhongdun','mengji']],
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// ow_luba:['male','shu',4,[]],
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// ow_luba:['male','shu',4,[]],
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// ow_wensidun:['male','shu',4,[]],
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// ow_wensidun:['male','shu',4,[]],
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// ow_zhaliya:['female','shu',4,['pingzhang','lichang']],
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// ow_zhaliya:['female','shu',4,['pingzhang','lichang']],
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@ -31,18 +31,18 @@ character.ow={
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forced:true,
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forced:true,
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unique:true,
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unique:true,
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filter:function(event,player){
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filter:function(event,player){
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return player.storage.zhongjia&&!player.hujia&&event.card&&event.card.name=='sha'&&event.notLink();
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return player.storage.zhongdun&&!player.hujia&&event.card&&event.card.name=='sha'&&event.notLink();
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},
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},
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content:function(){
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content:function(){
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trigger.num++;
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trigger.num++;
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}
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}
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},
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},
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lzhongjia:{
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zhongdun:{
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unique:true,
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unique:true,
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init2:function(player){
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init2:function(player){
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if(!player.storage.zhongjia){
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if(!player.storage.zhongdun){
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player.changeHujia(8);
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player.changeHujia(game.players.length);
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player.storage.zhongjia=true;
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player.storage.zhongdun=true;
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}
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}
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},
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},
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enable:'phaseUse',
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enable:'phaseUse',
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@ -363,6 +363,7 @@ character.ow={
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game.addVideo('storage',player,['shoujia2',null]);
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game.addVideo('storage',player,['shoujia2',null]);
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if(!player.isTurnedOver()){
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if(!player.isTurnedOver()){
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player.turnOver();
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player.turnOver();
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player.draw();
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}
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}
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},
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},
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intro:{
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intro:{
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@ -2577,8 +2578,8 @@ character.ow={
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translate:{
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translate:{
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mengji:'猛击',
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mengji:'猛击',
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mengji_info:'锁定技,若你已发动重盾,当你没有护甲时,你的杀造成的伤害+1',
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mengji_info:'锁定技,若你已发动重盾,当你没有护甲时,你的杀造成的伤害+1',
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lzhongjia:'重盾',
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zhongdun:'重盾',
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lzhongjia_info:'游戏开始时,你获得8点护甲;出牌阶段限一次,你可以弃置一张牌并将一点护甲分给一名没有护甲的其他角色',
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zhongdun_info:'游戏开始时,你获得等同于游戏人数护甲;出牌阶段限一次,你可以弃置一张牌并将一点护甲分给一名没有护甲的其他角色',
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paotai:'炮台',
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paotai:'炮台',
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paotai2:'炮台',
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paotai2:'炮台',
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paotai_info:'出牌阶段,你可以弃置一张杀布置或升级一个炮台(最高3级);回合结束阶段,炮台有一定机率对一名随机敌人造成一点火焰伤害;每当你受到杀造成的伤害,炮台降低一级',
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paotai_info:'出牌阶段,你可以弃置一张杀布置或升级一个炮台(最高3级);回合结束阶段,炮台有一定机率对一名随机敌人造成一点火焰伤害;每当你受到杀造成的伤害,炮台降低一级',
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@ -2595,7 +2596,7 @@ character.ow={
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shoujia:'兽夹',
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shoujia:'兽夹',
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shoujia2:'兽夹',
|
shoujia2:'兽夹',
|
||||||
shoujia3:'兽夹',
|
shoujia3:'兽夹',
|
||||||
shoujia_info:'出牌阶段限一次,你可以将一张牌背面朝上置于一名其他角色的武将牌上,当该角色使用一张与此牌花色相同的牌指定其他角色为目标时,将此牌置入弃牌堆,该角色将武将牌翻至背面;当该角色对你造成伤害时,将此牌置入弃牌堆',
|
shoujia_info:'出牌阶段限一次,你可以将一张牌背面朝上置于一名其他角色的武将牌上,当该角色使用一张与此牌花色相同的牌指定其他角色为目标时,将此牌置入弃牌堆,该角色将武将牌翻至背面并摸一张牌;当该角色对你造成伤害时,将此牌置入弃牌堆',
|
||||||
shihuo:'嗜火',
|
shihuo:'嗜火',
|
||||||
shihuo_info:'锁定技,每当一名角色受到火焰伤害,你摸一张牌',
|
shihuo_info:'锁定技,每当一名角色受到火焰伤害,你摸一张牌',
|
||||||
shanguang:'闪光',
|
shanguang:'闪光',
|
||||||
|
|
|
@ -240,6 +240,7 @@ character.refresh={
|
||||||
},
|
},
|
||||||
rejizhi:{
|
rejizhi:{
|
||||||
audio:2,
|
audio:2,
|
||||||
|
usable:3,
|
||||||
trigger:{player:'useCard'},
|
trigger:{player:'useCard'},
|
||||||
frequent:true,
|
frequent:true,
|
||||||
filter:function(event){
|
filter:function(event){
|
||||||
|
@ -1563,7 +1564,7 @@ character.refresh={
|
||||||
rerende:'仁德',
|
rerende:'仁德',
|
||||||
rerende_info:'出牌阶段,你可以将至少一张手牌交给其他角色,然后你于此阶段内不能再以此法交给该角色牌;若你于此阶段内给出的牌首次达到两张,你可以视为使用一张基本牌',
|
rerende_info:'出牌阶段,你可以将至少一张手牌交给其他角色,然后你于此阶段内不能再以此法交给该角色牌;若你于此阶段内给出的牌首次达到两张,你可以视为使用一张基本牌',
|
||||||
liyu_info:'当你使用【杀】对一名其他角色造成伤害后,该角色可令你获得其一张牌,若如此做,则视为你对其选择的另一名角色使用一张【决斗】',
|
liyu_info:'当你使用【杀】对一名其他角色造成伤害后,该角色可令你获得其一张牌,若如此做,则视为你对其选择的另一名角色使用一张【决斗】',
|
||||||
rejizhi_info:'当你使用一张装备牌或锦囊牌时,你可以摸一张牌并展示之,若此牌是基本牌,你须弃置一张手牌',
|
rejizhi_info:'当你使用一张装备牌或锦囊牌时,你可以摸一张牌并展示之,若此牌是基本牌,你须弃置一张手牌,每回合限3次',
|
||||||
xunxun_info:'摸牌阶段,你可以放弃摸牌,改为观看牌堆顶的四张牌,然后获得其中的两张牌,将其余的牌以任意顺序置于牌堆底。',
|
xunxun_info:'摸牌阶段,你可以放弃摸牌,改为观看牌堆顶的四张牌,然后获得其中的两张牌,将其余的牌以任意顺序置于牌堆底。',
|
||||||
wangxi_info:'每当你对其他角色造成1点伤害后,或受到其他角色造成的1点伤害后,你可与该角色各摸一张牌。',
|
wangxi_info:'每当你对其他角色造成1点伤害后,或受到其他角色造成的1点伤害后,你可与该角色各摸一张牌。',
|
||||||
reguose_info:'出牌阶段限一次,你可以选择一项:将一张方片花色牌当做【乐不思蜀】使用;或弃置一张方片花色牌并弃置场上的一张【乐不思蜀】。选择完成后,你摸一张牌。',
|
reguose_info:'出牌阶段限一次,你可以选择一项:将一张方片花色牌当做【乐不思蜀】使用;或弃置一张方片花色牌并弃置场上的一张【乐不思蜀】。选择完成后,你摸一张牌。',
|
||||||
|
|
|
@ -6554,6 +6554,7 @@ character.sp={
|
||||||
jici:'激词',
|
jici:'激词',
|
||||||
jici_info:'当你发动“鼓舌”拼点的牌亮出后,若点数小于X,你可令点数+X;若点数等于X,你可令你本回合发动“鼓舌”的次数上限+1(X为你“饶舌”标记的数量)',
|
jici_info:'当你发动“鼓舌”拼点的牌亮出后,若点数小于X,你可令点数+X;若点数等于X,你可令你本回合发动“鼓舌”的次数上限+1(X为你“饶舌”标记的数量)',
|
||||||
shefu:'设伏',
|
shefu:'设伏',
|
||||||
|
shefu_bg:'伏',
|
||||||
shefu_info:'结束阶段开始时,你可以将一张手牌移出游戏,称为"伏兵"。然后为"伏兵"记录一个基本牌或锦囊牌名称(须与其他"伏兵"记录的名称均不同)。你的回合外,当有其他角色使用与你记录的"伏兵"牌名相同的牌时,你可以令此牌无效,然后将该"伏兵"置入弃牌堆',
|
shefu_info:'结束阶段开始时,你可以将一张手牌移出游戏,称为"伏兵"。然后为"伏兵"记录一个基本牌或锦囊牌名称(须与其他"伏兵"记录的名称均不同)。你的回合外,当有其他角色使用与你记录的"伏兵"牌名相同的牌时,你可以令此牌无效,然后将该"伏兵"置入弃牌堆',
|
||||||
benyu:'贲育',
|
benyu:'贲育',
|
||||||
benyu2:'贲育',
|
benyu2:'贲育',
|
||||||
|
|
|
@ -2719,32 +2719,30 @@ character.swd={
|
||||||
dangping2:{},
|
dangping2:{},
|
||||||
duishi:{
|
duishi:{
|
||||||
enable:'phaseUse',
|
enable:'phaseUse',
|
||||||
usable:1,
|
|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
return player.num('h')>0;
|
return player.num('h')>0&&!player.hasSkill('duishi2');
|
||||||
},
|
},
|
||||||
filterTarget:function(card,player,target){
|
filterTarget:function(card,player,target){
|
||||||
return player!=target&&target.num('h')>0;
|
return player!=target&&target.num('h')>0&&!target.hasSkill('duishi3');
|
||||||
},
|
},
|
||||||
filterCard:true,
|
filterCard:true,
|
||||||
check:function(card){return 8-ai.get.value(card)},
|
check:function(card){return 8-ai.get.value(card)},
|
||||||
content:function(){
|
content:function(){
|
||||||
"step 0"
|
"step 0"
|
||||||
var suit=get.suit(cards[0]);
|
var suit=get.suit(cards[0]);
|
||||||
target.chooseToDiscard({suit:suit},'h','弃置一张'+get.translation(suit)+
|
target.chooseToDiscard({suit:suit},'h','对诗:弃置一张'+get.translation(suit)+
|
||||||
'牌并令'+get.translation(player)+'摸一张牌,或随机弃置两张牌').ai=function(card){
|
'牌,或令'+get.translation(player)+'获得你一张牌').ai=function(card){
|
||||||
return 8-ai.get.value(card);
|
if(ai.get.attitude(target,player)>0) return 0;
|
||||||
|
return 9-ai.get.value(card);
|
||||||
}
|
}
|
||||||
|
|
||||||
"step 1"
|
"step 1"
|
||||||
if(result.bool){
|
if(result.bool){
|
||||||
player.draw();
|
target.addTempSkill('duishi3','phaseAfter');
|
||||||
}
|
}
|
||||||
else{
|
else{
|
||||||
var he=target.get('he');
|
player.gainPlayerCard(target,'he',true);
|
||||||
if(he.length){
|
player.addTempSkill('duishi2','phaseAfter');
|
||||||
target.discard(he.randomGets(2));
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
ai:{
|
ai:{
|
||||||
|
@ -8256,7 +8254,7 @@ character.swd={
|
||||||
guisi:'归思',
|
guisi:'归思',
|
||||||
guisi_info:'每当你成为杀的目标,你可以交给对方一张手牌并取消之',
|
guisi_info:'每当你成为杀的目标,你可以交给对方一张手牌并取消之',
|
||||||
duishi:'对诗',
|
duishi:'对诗',
|
||||||
duishi_info:'出牌阶段限一次,你可以弃置一张手牌,并指定一名有手牌的角色选择一项:弃置一张与之花色相同的手牌并令你摸一张牌,或随机弃置两张牌',
|
duishi_info:'出牌阶段,你可以弃置一张手牌,并指定一名有手牌的角色选择一项:1)弃置一张与之花色相同的手牌,本回合内对诗不能再次指定其为目标,2)令你获得其一张牌,对诗失效直到回合结束',
|
||||||
anlianying:'连营',
|
anlianying:'连营',
|
||||||
anlianying_info:'每当你失去最后一张手牌,可摸两张牌',
|
anlianying_info:'每当你失去最后一张手牌,可摸两张牌',
|
||||||
lianwu:'连舞',
|
lianwu:'连舞',
|
||||||
|
|
|
@ -1,5 +1,6 @@
|
||||||
play.boss={
|
play.boss={
|
||||||
init:function(){
|
init:function(){
|
||||||
|
if(get.mode()=='tafang') return;
|
||||||
if(get.mode()!='boss'){
|
if(get.mode()!='boss'){
|
||||||
lib.characterPack.mode_extension_boss={
|
lib.characterPack.mode_extension_boss={
|
||||||
boss_zhangchunhua:['female','wei',4,['jueqing','wuxin','shangshix'],['boss','bossallowed'],'wei'],
|
boss_zhangchunhua:['female','wei',4,['jueqing','wuxin','shangshix'],['boss','bossallowed'],'wei'],
|
||||||
|
@ -156,6 +157,7 @@ play.boss={
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
arenaReady:function(){
|
arenaReady:function(){
|
||||||
|
if(get.mode()=='tafang') return;
|
||||||
var loadversus=function(){
|
var loadversus=function(){
|
||||||
if(get.mode()!='versus'){
|
if(get.mode()!='versus'){
|
||||||
window.mode={};
|
window.mode={};
|
||||||
|
|
111
game/game.js
111
game/game.js
|
@ -1031,6 +1031,12 @@
|
||||||
init:true,
|
init:true,
|
||||||
game:'sgs',
|
game:'sgs',
|
||||||
unfrequent:true
|
unfrequent:true
|
||||||
|
},
|
||||||
|
show_favourite_menu:{
|
||||||
|
name:'显示收藏菜单',
|
||||||
|
init:true,
|
||||||
|
game:'sgs',
|
||||||
|
unfrequent:true
|
||||||
},
|
},
|
||||||
hide_card_image:{
|
hide_card_image:{
|
||||||
name:'隐藏卡牌背景',
|
name:'隐藏卡牌背景',
|
||||||
|
@ -2107,6 +2113,8 @@
|
||||||
map.choice_zhong.hide();
|
map.choice_zhong.hide();
|
||||||
map.choice_nei.hide();
|
map.choice_nei.hide();
|
||||||
map.choice_fan.hide();
|
map.choice_fan.hide();
|
||||||
|
map.ban_identity.hide();
|
||||||
|
map.ban_identity2.hide();
|
||||||
}
|
}
|
||||||
else{
|
else{
|
||||||
map.player_number.show();
|
map.player_number.show();
|
||||||
|
@ -2122,6 +2130,13 @@
|
||||||
map.choice_zhong.show();
|
map.choice_zhong.show();
|
||||||
map.choice_nei.show();
|
map.choice_nei.show();
|
||||||
map.choice_fan.show();
|
map.choice_fan.show();
|
||||||
|
map.ban_identity.show();
|
||||||
|
if(config.ban_identity=='off'){
|
||||||
|
map.ban_identity2.hide();
|
||||||
|
}
|
||||||
|
else{
|
||||||
|
map.ban_identity2.show();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
identity_mode:{
|
identity_mode:{
|
||||||
|
@ -2318,6 +2333,28 @@
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
ban_identity:{
|
||||||
|
name:'屏蔽身份',
|
||||||
|
init:'off',
|
||||||
|
item:{
|
||||||
|
off:'关闭',
|
||||||
|
zhu:'主公',
|
||||||
|
zhong:'忠臣',
|
||||||
|
nei:'内奸',
|
||||||
|
fan:'反贼',
|
||||||
|
},
|
||||||
|
},
|
||||||
|
ban_identity2:{
|
||||||
|
name:'屏蔽身份2',
|
||||||
|
init:'off',
|
||||||
|
item:{
|
||||||
|
off:'关闭',
|
||||||
|
zhu:'主公',
|
||||||
|
zhong:'忠臣',
|
||||||
|
nei:'内奸',
|
||||||
|
fan:'反贼',
|
||||||
|
},
|
||||||
|
},
|
||||||
ai_strategy:{
|
ai_strategy:{
|
||||||
name:'内奸策略',
|
name:'内奸策略',
|
||||||
init:'ai_strategy_1',
|
init:'ai_strategy_1',
|
||||||
|
@ -4926,6 +4963,15 @@
|
||||||
window.lib=lib;
|
window.lib=lib;
|
||||||
window._status=_status;
|
window._status=_status;
|
||||||
},
|
},
|
||||||
|
m:function(){
|
||||||
|
if(lib.config.game!='sgs'){
|
||||||
|
game.saveConfig('game','sgs');
|
||||||
|
}
|
||||||
|
else{
|
||||||
|
game.saveConfig('game','hs');
|
||||||
|
}
|
||||||
|
game.reload();
|
||||||
|
},
|
||||||
c:function(){
|
c:function(){
|
||||||
(function(){
|
(function(){
|
||||||
var a=0,b=0,c=0,d=0;
|
var a=0,b=0,c=0,d=0;
|
||||||
|
@ -5242,6 +5288,7 @@
|
||||||
'default':"默认",
|
'default':"默认",
|
||||||
zhenfa:'阵法',
|
zhenfa:'阵法',
|
||||||
mode_derivation_card_config:'衍生',
|
mode_derivation_card_config:'衍生',
|
||||||
|
mode_favourite_character_config:'收藏',
|
||||||
heart:"♥︎",
|
heart:"♥︎",
|
||||||
diamond:"♦︎",
|
diamond:"♦︎",
|
||||||
spade:"♠︎",
|
spade:"♠︎",
|
||||||
|
@ -22204,6 +22251,19 @@
|
||||||
}
|
}
|
||||||
return node;
|
return node;
|
||||||
};
|
};
|
||||||
|
if(lib.config.show_favourite_menu&&!connectMenu&&Array.isArray(lib.config.favouriteCharacter)){
|
||||||
|
lib.characterPack.mode_favourite={};
|
||||||
|
for(var i=0;i<lib.config.favouriteCharacter.length;i++){
|
||||||
|
var favname=lib.config.favouriteCharacter[i];
|
||||||
|
if(lib.character[favname]){
|
||||||
|
lib.characterPack.mode_favourite[favname]=lib.character[favname];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if(!get.is.empty(lib.characterPack.mode_favourite)){
|
||||||
|
ui.favouriteCharacter=createModeConfig('mode_favourite',start.firstChild).link;
|
||||||
|
}
|
||||||
|
delete lib.characterPack.mode_favourite;
|
||||||
|
}
|
||||||
var characterlist=connectMenu?lib.connectCharacterPack:lib.config.all.characters;
|
var characterlist=connectMenu?lib.connectCharacterPack:lib.config.all.characters;
|
||||||
for(var i=0;i<characterlist.length;i++){
|
for(var i=0;i<characterlist.length;i++){
|
||||||
createModeConfig(characterlist[i],start.firstChild);
|
createModeConfig(characterlist[i],start.firstChild);
|
||||||
|
@ -28526,15 +28586,37 @@
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
favouriteCharacter:function(e){
|
favouriteCharacter:function(e){
|
||||||
if(this.innerHTML=='添加收藏'){
|
if(typeof this.link=='string'){
|
||||||
this.innerHTML='移除收藏';
|
if(this.innerHTML=='添加收藏'){
|
||||||
lib.config.favouriteCharacter.add(this.link);
|
this.innerHTML='移除收藏';
|
||||||
|
lib.config.favouriteCharacter.add(this.link);
|
||||||
|
}
|
||||||
|
else{
|
||||||
|
this.innerHTML='添加收藏';
|
||||||
|
lib.config.favouriteCharacter.remove(this.link);
|
||||||
|
}
|
||||||
|
if(ui.favouriteCharacter){
|
||||||
|
if(lib.config.favouriteCharacter.contains(this.link)){
|
||||||
|
for(var i=0;i<ui.favouriteCharacter.childElementCount;i++){
|
||||||
|
if(ui.favouriteCharacter.childNodes[i].link==this.link){
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if(i==ui.favouriteCharacter.childElementCount){
|
||||||
|
ui.create.button(this.link,'character',ui.favouriteCharacter).classList.add('noclick');
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else{
|
||||||
|
for(var i=0;i<ui.favouriteCharacter.childElementCount;i++){
|
||||||
|
if(ui.favouriteCharacter.childNodes[i].link==this.link){
|
||||||
|
ui.favouriteCharacter.childNodes[i].remove();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
game.saveConfig('favouriteCharacter',lib.config.favouriteCharacter);
|
||||||
}
|
}
|
||||||
else{
|
|
||||||
this.innerHTML='添加收藏';
|
|
||||||
lib.config.favouriteCharacter.remove(this.link);
|
|
||||||
}
|
|
||||||
game.saveConfig('favouriteCharacter',lib.config.favouriteCharacter);
|
|
||||||
e.stopPropagation();
|
e.stopPropagation();
|
||||||
},
|
},
|
||||||
dragtouchdialog:function(e){
|
dragtouchdialog:function(e){
|
||||||
|
@ -31082,6 +31164,14 @@
|
||||||
return false;
|
return false;
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
|
rand:function(num,num2){
|
||||||
|
if(typeof num2=='number'){
|
||||||
|
return num+Math.floor(Math.random()*(num2-num+1));
|
||||||
|
}
|
||||||
|
else{
|
||||||
|
return Math.floor(Math.random()*num);
|
||||||
|
}
|
||||||
|
},
|
||||||
prompt:function(skill,target,player){
|
prompt:function(skill,target,player){
|
||||||
player=player||_status.event.player;
|
player=player||_status.event.player;
|
||||||
if(target){
|
if(target){
|
||||||
|
@ -32792,7 +32882,7 @@
|
||||||
else{
|
else{
|
||||||
uiintro.add(get.translation(node));
|
uiintro.add(get.translation(node));
|
||||||
}
|
}
|
||||||
if(node.name=='muniu'&&get.position(node)=='e'){
|
if(node.name.indexOf('muniu')==0&&get.position(node)=='e'){
|
||||||
var num=0;
|
var num=0;
|
||||||
if(node.cards){
|
if(node.cards){
|
||||||
num=node.cards.length;
|
num=node.cards.length;
|
||||||
|
@ -32803,6 +32893,9 @@
|
||||||
else{
|
else{
|
||||||
uiintro.add('<div class="text center">'+'共有'+get.cnNumber(num)+'张牌'+'</div>');
|
uiintro.add('<div class="text center">'+'共有'+get.cnNumber(num)+'张牌'+'</div>');
|
||||||
}
|
}
|
||||||
|
if(node.name!='muniu'){
|
||||||
|
uiintro.add('<div class="text">'+lib.translate[node.name+'_info'].slice(81)+'</div>');
|
||||||
|
}
|
||||||
}
|
}
|
||||||
else if(node.name=='lianyaohu'&&get.position(node)=='e'){
|
else if(node.name=='lianyaohu'&&get.position(node)=='e'){
|
||||||
var num=0;
|
var num=0;
|
||||||
|
|
|
@ -1,5 +1,5 @@
|
||||||
window.noname_update={
|
window.noname_update={
|
||||||
version:'1.9.3.3',
|
version:'1.9.3.4',
|
||||||
changeLog:[
|
changeLog:[
|
||||||
'bug修复',
|
'bug修复',
|
||||||
],
|
],
|
||||||
|
@ -9,15 +9,22 @@ window.noname_update={
|
||||||
'game/game.js',
|
'game/game.js',
|
||||||
'game/package.js',
|
'game/package.js',
|
||||||
'mode/boss.js',
|
'mode/boss.js',
|
||||||
|
'mode/guozhan.js',
|
||||||
|
'mode/identity.js',
|
||||||
'character/yijiang.js',
|
'character/yijiang.js',
|
||||||
|
'character/sp.js',
|
||||||
'character/hearth.js',
|
'character/hearth.js',
|
||||||
'character/swd.js',
|
'character/swd.js',
|
||||||
|
'character/ow.js',
|
||||||
|
'character/refresh.js',
|
||||||
'card/hearth.js',
|
'card/hearth.js',
|
||||||
'card/swd.js',
|
'card/swd.js',
|
||||||
'extension/boss/extension.js',
|
'extension/boss/extension.js',
|
||||||
|
'layout/default/layout.css',
|
||||||
],
|
],
|
||||||
'1.9.3':[],
|
'1.9.3':[],
|
||||||
'1.9.3.1':[],
|
'1.9.3.1':[],
|
||||||
'1.9.3.2':[],
|
'1.9.3.2':[],
|
||||||
|
'1.9.3.3':[],
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Binary file not shown.
Before Width: | Height: | Size: 55 KiB After Width: | Height: | Size: 57 KiB |
|
@ -852,6 +852,10 @@ div:not(.handcards)>.card>.info>span,
|
||||||
height:108px;
|
height:108px;
|
||||||
background-size: cover;
|
background-size: cover;
|
||||||
}
|
}
|
||||||
|
.dialog .buttons>.button.character>.name,
|
||||||
|
.button.character.longcharacter>.name{
|
||||||
|
overflow: visible;
|
||||||
|
}
|
||||||
.card.center{top:calc(50% - 52px);left:calc(50% - 52px);}
|
.card.center{top:calc(50% - 52px);left:calc(50% - 52px);}
|
||||||
.card>.background{font-size: 80px;height: 80px;padding-top: 14px;text-align: center;}
|
.card>.background{font-size: 80px;height: 80px;padding-top: 14px;text-align: center;}
|
||||||
.equips>.card>.background{font-size: 36px;height: 36px;padding-top: 3px;}
|
.equips>.card>.background{font-size: 36px;height: 36px;padding-top: 3px;}
|
||||||
|
@ -977,7 +981,12 @@ margin-bottom: 5px;
|
||||||
.caption>.ctext{text-align:center;font-size:16px;}
|
.caption>.ctext{text-align:center;font-size:16px;}
|
||||||
.button.character,.button.card{width: 90px;height: 90px;position: relative;margin: 6px;}
|
.button.character,.button.card{width: 90px;height: 90px;position: relative;margin: 6px;}
|
||||||
.button.card{font-size: 14px;}
|
.button.card{font-size: 14px;}
|
||||||
.button.character>.name{left:5px;top:22px;}
|
.button.character>.name{
|
||||||
|
left:5px;
|
||||||
|
top:22px;
|
||||||
|
max-height: 68px;
|
||||||
|
overflow: hidden;
|
||||||
|
}
|
||||||
.button.character>.hp{left:5px;top:3px;}
|
.button.character>.hp{left:5px;top:3px;}
|
||||||
.button.character>.hp.text{
|
.button.character>.hp.text{
|
||||||
top:8px;
|
top:8px;
|
||||||
|
|
|
@ -1174,25 +1174,42 @@ mode.guozhan={
|
||||||
event.skillHidden=true;
|
event.skillHidden=true;
|
||||||
var bool1=(game.expandSkills(lib.character[player.name1][3]).contains(trigger.skill));
|
var bool1=(game.expandSkills(lib.character[player.name1][3]).contains(trigger.skill));
|
||||||
var bool2=(game.expandSkills(lib.character[player.name2][3]).contains(trigger.skill));
|
var bool2=(game.expandSkills(lib.character[player.name2][3]).contains(trigger.skill));
|
||||||
|
var nai=function(){
|
||||||
|
var player=_status.event.player;
|
||||||
|
if(!_status.event.yes) return false;
|
||||||
|
if(player.identity!='unknown') return true;
|
||||||
|
if(Math.random()<0.5) return true;
|
||||||
|
var info=get.info(_status.event.skill);
|
||||||
|
if(info&&info.ai&&info.ai.maixie) return true;
|
||||||
|
var group=lib.character[player.name1][1];
|
||||||
|
var popu=get.population(lib.character[player.name1][1])
|
||||||
|
if(popu>=2||(popu==1&&game.players.length<=4)){
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
if(get.population(group)>0&&get.totalPopulation(group)+1<=get.population()/2){
|
||||||
|
return Math.random()<0.2?true:false;
|
||||||
|
}
|
||||||
|
var nming=0;
|
||||||
|
for(var i=0;i<game.players.length;i++){
|
||||||
|
if(game.players[i]!=player&&game.players[i].identity!='unknown'){
|
||||||
|
nming++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if(nming==game.players.length-1) return Math.random()<0.5?true:false;
|
||||||
|
return (Math.random()<0.1*nming/game.players.length)?true:false;
|
||||||
|
}
|
||||||
if(bool1&&bool2){
|
if(bool1&&bool2){
|
||||||
event.name=player.name1;
|
event.name=player.name1;
|
||||||
event.name2=player.name2;
|
event.name2=player.name2;
|
||||||
var info=get.info(trigger.skill);
|
|
||||||
var yes=!info.check||info.check(trigger._trigger,player);
|
|
||||||
var next=player.chooseBool('是否明置'+get.translation(event.name)+'以发动【'+get.translation(trigger.skill)+'】?');
|
|
||||||
next.ai=function(){
|
|
||||||
return yes;
|
|
||||||
};
|
|
||||||
}
|
}
|
||||||
else{
|
else{
|
||||||
event.name=bool1?player.name1:player.name2;
|
event.name=bool1?player.name1:player.name2;
|
||||||
var info=get.info(trigger.skill);
|
|
||||||
var yes=!info.check||info.check(trigger._trigger,player);
|
|
||||||
var next=player.chooseBool('是否明置'+get.translation(event.name)+'以发动【'+get.translation(trigger.skill)+'】?');
|
|
||||||
next.ai=function(){
|
|
||||||
return yes;
|
|
||||||
};
|
|
||||||
}
|
}
|
||||||
|
var info=get.info(trigger.skill);
|
||||||
|
var next=player.chooseBool('是否明置'+get.translation(event.name)+'以发动【'+get.translation(trigger.skill)+'】?');
|
||||||
|
next.yes=!info.check||info.check(trigger._trigger,player);
|
||||||
|
next.skill=trigger.skill;
|
||||||
|
next.ai=nai
|
||||||
}
|
}
|
||||||
"step 1"
|
"step 1"
|
||||||
if(result.bool){
|
if(result.bool){
|
||||||
|
@ -1203,9 +1220,10 @@ mode.guozhan={
|
||||||
}
|
}
|
||||||
else if(event.name2){
|
else if(event.name2){
|
||||||
var info=get.info(trigger.skill);
|
var info=get.info(trigger.skill);
|
||||||
var yes=!info.check||info.check(trigger._trigger,player);
|
var next=player.chooseBool('是否明置'+get.translation(event.name2)+'以发动【'+get.translation(trigger.skill)+'】?');
|
||||||
player.chooseBool('是否明置'+get.translation(event.name2)+'以发动【'+get.translation(trigger.skill)+'】?').ai=function(){
|
next.yes=!info.check||info.check(trigger._trigger,player);
|
||||||
return yes;
|
next.ai=function(){
|
||||||
|
return _status.event.yes;
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
else{
|
else{
|
||||||
|
|
|
@ -134,19 +134,23 @@ mode.hearthstone={
|
||||||
};
|
};
|
||||||
for(var i=0;i<lib.careerList.length;i++){
|
for(var i=0;i<lib.careerList.length;i++){
|
||||||
var className=get.translation(lib.careerList[i]);
|
var className=get.translation(lib.careerList[i]);
|
||||||
result[className]=[];
|
result[className+'_link:'+lib.careerList[i]]=[];
|
||||||
result.list[className]=[];
|
result.list[className]=[];
|
||||||
}
|
}
|
||||||
result['中立']=[];
|
result['中立']=[];
|
||||||
result.list['中立']=[];
|
result.list['中立']=[];
|
||||||
for(var i=0;i<list.length;i++){
|
for(var i=0;i<list.length;i++){
|
||||||
var className=get.translation(lib.card[list[i][2]].class);
|
var className=get.translation(lib.card[list[i][2]].class);
|
||||||
if(!result[className]){
|
var className2=className;
|
||||||
result[className]=[];
|
if(lib.card[list[i][2]].class!='neutral'){
|
||||||
|
className2+='_link:'+lib.card[list[i][2]].class
|
||||||
|
}
|
||||||
|
if(!result[className2]){
|
||||||
|
result[className2]=[];
|
||||||
result.list[className]=[];
|
result.list[className]=[];
|
||||||
}
|
}
|
||||||
result.list[className].push(list[i]);
|
result.list[className].push(list[i]);
|
||||||
result[className].push(list[i]);
|
result[className2].push(list[i]);
|
||||||
}
|
}
|
||||||
return result;
|
return result;
|
||||||
}});
|
}});
|
||||||
|
|
|
@ -748,6 +748,23 @@ mode.identity={
|
||||||
identityList.unshift(event.identity);
|
identityList.unshift(event.identity);
|
||||||
delete event.identity;
|
delete event.identity;
|
||||||
}
|
}
|
||||||
|
else if(_status.mode!='zhong'&&(!_status.brawl||!_status.brawl.identityShown)){
|
||||||
|
var ban_identity=[];
|
||||||
|
ban_identity.push(get.config('ban_identity')||'off');
|
||||||
|
if(ban_identity[0]!='off'){
|
||||||
|
ban_identity.push(get.config('ban_identity2')||'off');
|
||||||
|
}
|
||||||
|
ban_identity.remove('off');
|
||||||
|
if(ban_identity.length){
|
||||||
|
var identityList2=identityList.slice(0);
|
||||||
|
for(var i=0;i<ban_identity.length;i++){
|
||||||
|
while(identityList2.remove(ban_identity[i]));
|
||||||
|
}
|
||||||
|
ban_identity=identityList2.randomGet();
|
||||||
|
identityList.remove(ban_identity);
|
||||||
|
identityList.splice(game.players.indexOf(game.me),0,ban_identity);
|
||||||
|
}
|
||||||
|
}
|
||||||
for(i=0;i<game.players.length;i++){
|
for(i=0;i<game.players.length;i++){
|
||||||
if(_status.brawl&&_status.brawl.identityShown){
|
if(_status.brawl&&_status.brawl.identityShown){
|
||||||
if(game.players[i].identity=='zhu') game.zhu=game.players[i];
|
if(game.players[i].identity=='zhu') game.zhu=game.players[i];
|
||||||
|
|
Loading…
Reference in New Issue