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@ -122,6 +122,10 @@ window.characterRank={
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'ow_heibaihe',
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'ow_maikelei',
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'ow_kuangshu',
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'ow_tuobiang',
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'ow_banzang',
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'ow_laiyinhate',
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'wanglang',
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],
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am:[
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'pal_wangpengxu',
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@ -205,6 +209,7 @@ window.characterRank={
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'hs_brann',
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're_liubei',
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'liyan',
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'yanbaihu',
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],
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bp:[
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'hs_hallazeal',
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@ -327,7 +332,8 @@ window.characterRank={
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'hs_zhouzhuo',
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'hs_liadrin',
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'hs_anomalus',
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'yanbaihu',
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'sp_pangde',
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'sp_jiaxu',
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],
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b:[
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'xin_liru',
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@ -4095,12 +4095,7 @@ character.swd={
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return ai.get.attitude(player,event.player)<0;
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},
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content:function(){
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"step 0"
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player.discardPlayerCard(trigger.player);
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"step 1"
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if(result.bool){
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player.logSkill('guanhu',trigger.player);
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}
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player.discardPlayerCard(trigger.player).logSkill=['guanhu',trigger.player];
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},
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ai:{
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expose:0.2
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@ -5731,7 +5726,7 @@ character.swd={
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direct:true,
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content:function(){
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"step 0"
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var next=player.chooseToDiscard('朱羽:是否弃置一张红色牌使其受到一点火焰伤害?','he',function(card){
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var next=player.chooseToDiscard('朱羽:是否弃置一张红色牌使'+get.translation(trigger.player)+'受到一点火焰伤害?','he',function(card){
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return get.color(card)=='red';
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});
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next.logSkill=['zhuyu',trigger.player,'fire'];
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@ -10,7 +10,7 @@ play.cardpile={
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},
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huosha:{
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diamond:2,
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hearth:3
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heart:3
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},
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leisha:{
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spade:5,
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@ -76,9 +76,12 @@ play.cardpile={
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for(var j in data[i]){
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var n=Math.round(dn*data[i][j]/num);
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while(n--){
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if(i=='huosha'||i=='leisha'){
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lib.card.list.push([j,rand(),'sha',i.slice(0,3)]);
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if(i=='huosha'){
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lib.card.list.push([j,rand(),'sha','fire']);
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}
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else if(i=='leisha'){
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lib.card.list.push([j,rand(),'sha','thunder']);
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}
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else{
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lib.card.list.push([j,rand(),i]);
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}
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28
game/game.js
28
game/game.js
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@ -4733,7 +4733,7 @@
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var list=lib.rank.s.concat(lib.rank.ap).concat(lib.rank.a).concat(lib.rank.am).
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concat(lib.rank.bp).concat(lib.rank.b).concat(lib.rank.bm).concat(lib.rank.c).concat(lib.rank.d);
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for(var i in lib.character){
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if(i!='zuoci'&&i.indexOf('boss_')!=0&&!list.contains(i)&&!lib.customCharacters.contains(i)) console.log(i);
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if(i!='zuoci'&&i.indexOf('boss_')!=0&&i.indexOf('tafang_')!=0&&!list.contains(i)&&!lib.customCharacters.contains(i)) console.log(i);
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}
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},
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h:function(player){
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@ -30871,19 +30871,21 @@
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return num/list.length;
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},
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rank:function(name,num){
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if(name==_status.lord) return num?8:'ap';
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if(num==true) num=9;
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if(typeof num!='number') num=false;
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if(name==_status.lord) return num?Math.round(7*(num-1)/8+1):'ap';
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var rank=lib.rank;
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if(rank.s.contains(name)) return num?9:'s';
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if(rank.ap.contains(name)) return num?8:'ap';
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if(rank.a.contains(name)) return num?7:'a';
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if(rank.am.contains(name)) return num?6:'am';
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if(rank.bp.contains(name)) return num?5:'bp';
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if(rank.b.contains(name)) return num?4:'b';
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if(rank.bm.contains(name)) return num?3:'bm';
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if(rank.c.contains(name)) return num?2:'c';
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if(rank.d.contains(name)) return num?1:'d';
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if(lib.customCharacters.contains(name)) return num?9:'s';
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if(lib.characterPack.boss&&lib.characterPack.boss[name]) return num?10:'sp';
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if(rank.s.contains(name)) return num?Math.round(8*(num-1)/8+1):'s';
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if(rank.ap.contains(name)) return num?Math.round(7*(num-1)/8+1):'ap';
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if(rank.a.contains(name)) return num?Math.round(6*(num-1)/8+1):'a';
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if(rank.am.contains(name)) return num?Math.round(5*(num-1)/8+1):'am';
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if(rank.bp.contains(name)) return num?Math.round(4*(num-1)/8+1):'bp';
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if(rank.b.contains(name)) return num?Math.round(3*(num-1)/8+1):'b';
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if(rank.bm.contains(name)) return num?Math.round(2*(num-1)/8+1):'bm';
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if(rank.c.contains(name)) return num?Math.round(1*(num-1)/8+1):'c';
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if(rank.d.contains(name)) return num?Math.round(0*(num-1)/8+1):'d';
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if(lib.customCharacters.contains(name)) return num?Math.round(8*(num-1)/8+1):'s';
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if(lib.characterPack.boss&&lib.characterPack.boss[name]) return num?Math.round(9*(num-1)/8+1):'sp';
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return num?1:'x';
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},
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targetsInfo:function(targets){
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@ -385,6 +385,7 @@ mode.tafang={
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next.setContent(function(){
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'step 0'
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_status.turnCount++;
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_status.remainingCount-=_status.friends.length;
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ui.turnCount.innerHTML='回合'+get.cnNumber(_status.turnCount,true);
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var dialog=ui.create.dialog('剩余行动点:'+(10+_status.remainingCount),'hidden');
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dialog.style.height='260px';
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@ -393,6 +394,9 @@ mode.tafang={
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dialog.classList.add('noupdate');
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event.dialog=dialog;
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var list=_status.characterList.splice(0,6);
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list.sort(function(a,b){
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return get.rank(a,true)-get.rank(b,true);
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});
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var map={};
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map.bufang=ui.create.buttons(lib.mechlist,'character',dialog.content);
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var difficulty=parseInt(get.config('tafang_difficulty'));
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@ -418,7 +422,7 @@ mode.tafang={
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var button=map.zhaomu[i];
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button.node.intro.classList.add('showintro');
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button.node.intro.classList.add('tafang');
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button.count=difficulty+4;
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button.count=difficulty+get.rank(button.link,3.9)+3;
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button.node.intro.innerHTML=get.cnNumber(button.count,true);
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button._link='招募';
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}
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@ -457,7 +461,7 @@ mode.tafang={
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if(map[i][j].count>count){
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map[i][j].classList.add('unselectable');
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}
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else if(i=='zhaomu'&&_status.friends.length+selectedZhaomu>=ui.chesswidth){
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else if(i=='zhaomu'&&_status.friends.length+selectedZhaomu>=5){
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map[i][j].classList.add('unselectable');
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}
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else if(i=='bufang'){
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@ -514,9 +518,8 @@ mode.tafang={
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}
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_status.lastTafangCommand=link;
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}
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event.control=ui.create.control('布防','招募','行动',function(link,node){
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if(link=='行动'&&_status.friends.length==0) return;
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if(link=='招募'&&_status.friends.length>=ui.chesswidth) return;
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event.control=ui.create.control('布防','招募',function(link,node){
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if(node.disabled) return;
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var current=node.parentNode.querySelector('.thundertext');
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if(current==node) return;
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if(current){
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@ -524,16 +527,17 @@ mode.tafang={
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}
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update(link);
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});
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if(!_status.friends.length){
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event.control.lastChild.style.opacity=0.5;
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if(_status.lastTafangCommand=='行动'){
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_status.lastTafangCommand='招募';
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}
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}
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if(_status.friends.length>=ui.chesswidth){
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// if(!_status.friends.length){
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// event.control.lastChild.style.opacity=0.5;
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// if(_status.lastTafangCommand=='行动'){
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// _status.lastTafangCommand='招募';
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// }
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// }
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if(_status.friends.length>=5){
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event.control.childNodes[1].style.opacity=0.5;
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event.control.childNodes[1].disabled=true;
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if(_status.lastTafangCommand=='招募'){
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_status.lastTafangCommand='行动';
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_status.lastTafangCommand='布防';
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}
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}
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_status.imchoosing=true;
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@ -542,24 +546,24 @@ mode.tafang={
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var selected=dialog.querySelectorAll('.button.selected');
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event.bufang=[];
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event.zhaomu=[];
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event.xingdong=[];
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var xingdongs=[];
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event.xingdong=_status.friends.slice(0);
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// var xingdongs=[];
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_status.remainingCount+=10;
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for(var i=0;i<selected.length;i++){
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switch(selected[i]._link){
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case '布防':event.bufang.push(selected[i].link);break;
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case '招募':event.zhaomu.push(selected[i].link);break;
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case '行动':xingdongs.push(selected[i]);break;
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// case '行动':xingdongs.push(selected[i]);break;
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}
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_status.remainingCount-=selected[i].count;
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}
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_status.remainingCount=Math.ceil(_status.remainingCount/2);
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xingdongs.sort(function(a,b){
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return a._clickOrder-b._clickOrder;
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});
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for(var i=0;i<xingdongs.length;i++){
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event.xingdong.push(xingdongs[i].link);
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}
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_status.remainingCount=Math.floor(_status.remainingCount/2);
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// xingdongs.sort(function(a,b){
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// return a._clickOrder-b._clickOrder;
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// });
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// for(var i=0;i<xingdongs.length;i++){
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// event.xingdong.push(xingdongs[i].link);
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// }
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game.resume();
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};
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event.done=ui.create.control('完成',eventdong);
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@ -580,7 +584,7 @@ mode.tafang={
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updateSelected();
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},50);
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event.switchToAuto=eventdong;
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if(!_status.auto){
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if(!_status.auto&&10+_status.remainingCount>0){
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game.pause();
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}
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else{
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@ -1195,12 +1199,12 @@ mode.tafang={
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},
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characterPack:{
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mode_tafang:{
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tafang_mech_dubiaoxianjing:['','',4,[],['boss']],
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tafang_mech_jiqishi:['','',4,[],['boss']],
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tafang_mech_shenmidiaoxiang:['','',4,[],['boss']],
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tafang_mech_shenpanxianjing:['','',4,[],['boss']],
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tafang_mech_shiyuansu:['','',4,[],['boss']],
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tafang_mech_wuyashenxiang:['','',4,[],['boss']],
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// tafang_mech_dubiaoxianjing:['','',4,[],['boss']],
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// tafang_mech_jiqishi:['','',4,[],['boss']],
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// tafang_mech_shenmidiaoxiang:['','',4,[],['boss']],
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// tafang_mech_shenpanxianjing:['','',4,[],['boss']],
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// tafang_mech_shiyuansu:['','',4,[],['boss']],
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// tafang_mech_wuyashenxiang:['','',4,[],['boss']],
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tafang_mech_guangmingquan:['','',3,['tafang_mech_guangmingquan_skill'],['boss']],
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tafang_mech_nengliangqiu:['','',3,['tafang_mech_nengliangqiu_skill'],['boss']],
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@ -1217,9 +1221,9 @@ mode.tafang={
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help:{
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'塔防模式':
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'<ul><li>阻上敌人到达最下方的出口,坚持到给定的回合数即获得胜利<li>'+
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'每轮可获得10个行动点,用来布置机关、招募武将,或令武将行动。游戏难度将影响不同操作消耗的行动点数。未用完的行动点将减半(向上取整)并累积到下一轮<li>'+
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'每轮可获得10个行动点,用来布置机关、招募武将。场上每有一个友方武将,行动点数-1。游戏难度将影响不同操作消耗的行动点数。未用完的行动点将减半(向下取整)并累积到下一轮<li>'+
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'每一轮在最上方的一个随机位置增加一名敌人,若最上方已有角色,则将其下移一格<li>'+
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'战场上最多出现3个相同的机关,每个机关在置入战场3轮后消失。战场上最多招募10名友方角色。<li>'+
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'战场上最多出现3个相同的机关,每个机关在置入战场3轮后消失。战场上最多招募5名友方角色。<li>'+
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'敌方角色到达底部出口时游戏失败,已方角色到达底部出口,将被移出游戏',
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},
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}
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