v1.9.37.1
This commit is contained in:
parent
132df053a1
commit
244bee3a6f
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@ -1518,7 +1518,12 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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return target.isDamaged();
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},
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content:function(){
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'step 0'
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target.loseMaxHp(true);
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'step 1'
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if(target.isDamaged()&&target.countCards('h')<target.maxHp){
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event.goto(0);
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}
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},
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ai:{
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value:[4,1],
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@ -2183,7 +2188,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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gw_butianshu:'卜天术',
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gw_butianshu_info:'出牌阶段对任意角色使用,将任意一张延时锦囊牌置入其判定区',
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gw_zhihuanjun:'致幻菌',
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gw_zhihuanjun_info:'出牌阶段对一名已受伤角色使用,令其减少一点体力上限',
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gw_zhihuanjun_info:'出牌阶段对一名已受伤角色使用,令其减少一点体力上限;若该角色仍处于受伤状态且手牌数小于体力上限,则重复此结算',
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gw_niuquzhijing:'纽曲之镜',
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gw_niuquzhijing_info:'令全场体力最多的角色减少一点体力和体力上限,体力最少的角色增加一点体力和体力上限(不触发技能),然后结束出牌阶段',
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gw_ansha:'暗杀',
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@ -609,8 +609,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger:{player:'damageEnd'},
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content:function(){
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'step 0'
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player.judge();
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event.num=trigger.num;
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'step 1'
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player.judge();
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'step 2'
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event.color=result.color;
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if(event.color=='black'){
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player.chooseTarget('弃置一名角色区域内的一张牌',true,function(card,player,target){
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@ -642,7 +644,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return att;
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})
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}
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'step 2'
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'step 3'
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if(result.bool){
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var target=result.targets[0];
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player.line(target,'green');
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@ -658,6 +660,17 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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}
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}
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'step 4'
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if(--event.num>0){
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player.chooseBool('是否再次发动【筹策】?');
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}
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else{
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event.finish();
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}
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'step 5'
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if(result.bool){
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event.goto(1);
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}
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},
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ai:{
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maixie:true,
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@ -430,7 +430,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(result.judge>0){
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event.cards.push(result.card);
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if(lib.config.autoskilllist.contains('luoshen')){
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player.chooseBool('是否再次发动?');
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player.chooseBool('是否再次发动【洛神】?');
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}
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else{
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event._result={bool:true};
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@ -5825,7 +5825,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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event.finish();
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}
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else if(lib.config.autoskilllist.contains('lqingcheng')){
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player.chooseBool('是否再次发动?');
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player.chooseBool('是否再次发动【倾城】?');
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}
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else{
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event._result={bool:true};
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13
game/game.js
13
game/game.js
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@ -22900,13 +22900,20 @@
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if(pos){
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game.addObstacle(pos[0],pos[1]);
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}
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else{
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console.log(pos)
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}
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},
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removeObstacle:function(pos){
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game.removeObstacle(pos);
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},
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moveObstacle:function(pos){
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if(pos){
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game.moveObstacle(pos[0],pos[1],pos[2]);
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}
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},
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colorObstacle:function(pos){
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if(pos){
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game.colorObstacle(pos[0],pos[1]);
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}
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},
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moveTox:function(player,pos){
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if(player&&player.dataset){
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delete lib.posmap[player.dataset.position];
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@ -1,8 +1,9 @@
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window.noname_update={
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version:'1.9.37',
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// update:'1.9.36.1',
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version:'1.9.37.1',
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update:'1.9.37',
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changeLog:[
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'神武再世',
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'bug修复'
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],
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files:[
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'game/game.js',
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@ -13,26 +14,27 @@ window.noname_update={
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// 'game/asset.js',
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// 'card/*',
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// 'card/standard.js',
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// 'card/gwent.js',
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'card/gwent.js',
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// 'card/gujian.js',
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// 'character/*',
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// 'character/hearth.js',
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// 'character/old.js',
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// 'character/gwent.js',
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// 'character/sp.js',
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// 'character/swd.js',
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'character/standard.js',
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'character/sp.js',
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'character/swd.js',
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// 'character/rank.js',
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// 'character/yijiang.js',
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// 'character/xianjian.js',
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// 'mode/identity.js',
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'mode/boss.js',
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// 'mode/guozhan.js',
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// 'mode/versus.js',
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// 'mode/connect.js',
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// 'mode/chess.js',
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// 'mode/tafang.js',
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'mode/chess.js',
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'mode/tafang.js',
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// 'mode/guozhan.js',
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// 'mode/stone.js',
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// 'theme/music/style.css',
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'theme/music/style.css',
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// 'theme/woodden/style.css',
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// 'theme/simple/style.css',
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// 'layout/default/layout.css',
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@ -43,7 +45,7 @@ window.noname_update={
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// 'layout/long2/layout.css',
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// 'layout/mobile/layout.css',
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// 'layout/newlayout/global.css',
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// 'layout/mode/chess.css',
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'layout/mode/chess.css',
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// 'extension/boss/extension.js',
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]
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}
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@ -212,6 +212,17 @@
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rgba(0,0,0,0.1) 20px
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);
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}
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#window .player.obstacle[data-obscolor='blue']{
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background: repeating-linear-gradient(
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135deg,
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rgba(0, 64, 162, 0.4),
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rgba(0, 64, 162, 0.4) 10px,
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rgba(0, 0, 0, 0) 10px,
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rgba(0, 0, 0, 0) 20px
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);
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box-shadow: rgba(0, 64, 162, 0.6) 0 0 0 1px;
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}
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.playergrid.temp{
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opacity:0.3;
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}
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@ -486,7 +486,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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modTarget:true,
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content:function(){
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var num=Math.min(5,target.maxHp);
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if(target.identity=='shen'){
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if(target.group=='shen'){
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target.draw(num);
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}
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else{
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@ -505,7 +505,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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result:{
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target:function(player,target){
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var num=Math.min(5,target.maxHp);
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if(target.identity=='shen'){
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if(target.group=='shen'){
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return Math.sqrt(num);
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}
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else{
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@ -1792,6 +1792,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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popup:false,
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content:function(){
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player.recover();
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player.removeSkill('xiuluolianyuji2');
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}
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},
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xiuluolianyuji:{
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232
mode/chess.js
232
mode/chess.js
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@ -46,7 +46,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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}
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}
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if(get.config('chess_card')){
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lib.card.list=lib.card.list.concat(lib.chess_cardlist);
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lib.card.list.addArray(lib.chess_cardlist);
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}
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ui.create.cardsAsync();
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game.finishCards();
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@ -1581,9 +1581,21 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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grid.listen(ui.click.obstacle);
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lib.posmap[pos]=grid;
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game.obstacles.push(grid);
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return grid;
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}
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return null;
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},
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addTempObstacle:function(x,y,num){
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var node=game.addObstacle(x,y);
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if(node){
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game.colorObstacle(node,'blue');
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node.tempObstacle=num;
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}
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},
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removeObstacle:function(pos){
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if(get.is.div(pos)){
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pos=pos.dataset.position;
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}
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var node=lib.posmap[pos];
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if(node&&game.obstacles.contains(node)){
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game.addVideo('removeObstacle',null,pos);
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@ -1592,6 +1604,48 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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node.delete();
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}
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},
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moveObstacle:function(pos,x,y){
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if(get.is.div(pos)){
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pos=pos.dataset.position;
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}
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var node=lib.posmap[pos];
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if(node&&game.obstacles.contains(node)){
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pos=parseInt(pos);
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var x2=pos%ui.chesswidth+x;
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var y2=Math.floor(pos/ui.chesswidth)+y;
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if(x2>=ui.chesswidth){
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x2=ui.chesswidth-1;
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}
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if(y2>=ui.chessheight){
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y2=ui.chessheight-1;
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}
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if(x2<0){
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x2=0;
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}
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if(y2<0){
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y2=0;
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}
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var pos2=y2*ui.chesswidth+x2;
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if(!lib.posmap[pos2]){
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game.addVideo('moveObstacle',null,[pos,x,y]);
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node.dataset.position=pos2;
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delete lib.posmap[pos];
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lib.posmap[pos2]=node;
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return true;
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}
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}
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return false;
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},
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colorObstacle:function(pos,color){
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if(get.is.div(pos)){
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pos=pos.dataset.position;
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}
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var node=lib.posmap[pos];
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if(node&&game.obstacles.contains(node)){
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game.addVideo('colorObstacle',null,[pos,color]);
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node.dataset.obscolor=color;
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}
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},
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addOverDialog:function(dialog,result){
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if(ui.finishGame){
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ui.finishGame.remove();
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@ -3938,6 +3992,20 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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}
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},
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skill:{
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_tempobstacle:{
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trigger:{player:'phaseAfter'},
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silent:true,
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content:function(){
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var list=game.obstacles.slice(0);
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for(var i=0;i<list.length;i++){
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if(typeof list[i].tempObstacle=='number'){
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if(--list[i].tempObstacle==0){
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game.removeObstacle(list[i]);
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}
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}
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}
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}
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},
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_attackmove:{
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trigger:{player:'damageEnd'},
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forced:true,
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@ -4966,31 +5034,69 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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filter:function(event,player){
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var num=0;
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var xy=player.getXY();
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if(game.obstacles.contains(player.getNeighbour(-1,0))||xy[0]==0) num++;
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if(game.obstacles.contains(player.getNeighbour(1,0))||xy[0]+1>=ui.chesswidth) num++;
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if(game.obstacles.contains(player.getNeighbour(0,-1))||xy[1]==0) num++;
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if(game.obstacles.contains(player.getNeighbour(0,1))||xy[1]+1>=ui.chessheight) num++;
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var neighbour;
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neighbour=player.getNeighbour(-1,0);
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if(neighbour&&typeof neighbour.tempObstacle!='number'&&game.obstacles.contains(neighbour)){
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num++;
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}
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else if(xy[0]==0){
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num++;
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}
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neighbour=player.getNeighbour(1,0);
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if(neighbour&&typeof neighbour.tempObstacle!='number'&&game.obstacles.contains(neighbour)){
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num++;
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}
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else if(xy[0]+1>=ui.chesswidth){
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num++;
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}
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neighbour=player.getNeighbour(0,-1);
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if(neighbour&&typeof neighbour.tempObstacle!='number'&&game.obstacles.contains(neighbour)){
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num++;
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}
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else if(xy[1]==0){
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num++;
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}
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neighbour=player.getNeighbour(0,1);
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if(neighbour&&typeof neighbour.tempObstacle!='number'&&game.obstacles.contains(neighbour)){
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num++;
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}
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else if(xy[1]+1>=ui.chessheight){
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num++;
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}
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return num>=3;
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},
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content:function(){
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'step 0'
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event.obstacles=[];
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event.movemap={};
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var neighbour;
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neighbour=player.getNeighbour(-1,0);
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if(neighbour&&game.obstacles.contains(neighbour)){
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if(neighbour&&typeof neighbour.tempObstacle!='number'&&game.obstacles.contains(neighbour)){
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event.obstacles.push(neighbour);
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if(player.movable(-2,0)){
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event.movemap['[-1,0]']=neighbour;
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}
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}
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neighbour=player.getNeighbour(1,0);
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if(neighbour&&game.obstacles.contains(neighbour)){
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if(neighbour&&typeof neighbour.tempObstacle!='number'&&game.obstacles.contains(neighbour)){
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event.obstacles.push(neighbour);
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if(player.movable(2,0)){
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event.movemap['[1,0]']=neighbour;
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}
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}
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neighbour=player.getNeighbour(0,-1);
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if(neighbour&&game.obstacles.contains(neighbour)){
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if(neighbour&&typeof neighbour.tempObstacle!='number'&&game.obstacles.contains(neighbour)){
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event.obstacles.push(neighbour);
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if(player.movable(0,-2)){
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event.movemap['[0,-1]']=neighbour;
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}
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}
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neighbour=player.getNeighbour(0,1);
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if(neighbour&&game.obstacles.contains(neighbour)){
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if(neighbour&&typeof neighbour.tempObstacle!='number'&&game.obstacles.contains(neighbour)){
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event.obstacles.push(neighbour);
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if(player.movable(0,2)){
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event.movemap['[0,1]']=neighbour;
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}
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}
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if(!event.obstacles.length){
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event.finish();
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@ -5006,7 +5112,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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event.chooseObstacle=true;
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game.pause();
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_status.imchoosing=true;
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event.dialog=ui.create.dialog('选择一个与你相邻的障碍清除之');
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event.dialog=ui.create.dialog('移动一个与你相邻的路障');
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event.dialog.add('<div class="text">'+lib.translate._chess_chuzhang_info+'</div>');
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event.custom.replace.confirm=function(){
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player.getStat().skill._chess_chuzhang--;
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@ -5023,7 +5129,21 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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if(!event.obstacle){
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event.obstacle=event.obstacles.randomGet();
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}
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game.removeObstacle(event.obstacle.dataset.position);
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var moved=false;
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for(var i in event.movemap){
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if(event.movemap[i]==event.obstacle){
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var xy=JSON.parse(i);
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if(game.moveObstacle(event.obstacle,xy[0],xy[1])){
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moved=true;
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break;
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}
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}
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}
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if(!moved){
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game.removeObstacle(event.obstacle);
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}
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player.popup('除障');
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game.delay();
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}
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for(var i=0;i<event.obstacles.length;i++){
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event.obstacles[i].classList.remove('glow');
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@ -5403,13 +5523,13 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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epic:'史诗',
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legend:'传说',
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chess_shezhang:'设置障碍',
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chess_shezhang_info:'在你的一个相邻位置设置障碍,摸一张牌',
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chess_chuzhang:'清除障碍',
|
||||
chess_chuzhang_info:'清除一个在你相邻位置的障碍,摸一张牌',
|
||||
chess_shezhang:'设置路障',
|
||||
chess_shezhang_info:'选择一名角色,在其四周设置临时路障,持续X回合(X为存活角色数)',
|
||||
chess_chuzhang:'清除路障',
|
||||
chess_chuzhang_info:'将你相邻的路障而后推移一格,每影响一个路障你摸一张牌',
|
||||
|
||||
_chess_chuzhang:'除障',
|
||||
_chess_chuzhang_info:'出牌阶段限一次,若你周围四格至少有三个为障碍或在边缘外,你可以选择清除其中一个障碍',
|
||||
_chess_chuzhang_info:'出牌阶段限一次,若你周围四格至少有三个为障碍或在边缘外,你可以选择将其中一个障碍向后推移一格(若无法推移则改为清除之)',
|
||||
|
||||
arenaAdd:'援军',
|
||||
arenaAdd_info:'出牌阶段限一次,你可以令一名未出场的已方角色加入战场。战斗结束后,该角色无论是否存活均不能再次出场',
|
||||
|
@ -5521,18 +5641,32 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
type:'basic',
|
||||
fullskin:true,
|
||||
modeimage:'chess',
|
||||
enable:function(card,player){
|
||||
if(player.movable(-1,0)) return true;
|
||||
if(player.movable(1,0)) return true;
|
||||
if(player.movable(0,-1)) return true;
|
||||
if(player.movable(0,1)) return true;
|
||||
enable:true,
|
||||
filterTarget:function(card,player,target){
|
||||
if(target.movable(-1,0)) return true;
|
||||
if(target.movable(1,0)) return true;
|
||||
if(target.movable(0,-1)) return true;
|
||||
if(target.movable(0,1)) return true;
|
||||
return false;
|
||||
},
|
||||
filterTarget:function(card,player,target){
|
||||
return player==target;
|
||||
},
|
||||
selectTarget:-1,
|
||||
content:function(){
|
||||
var xy=target.getXY();
|
||||
var x=xy[0];
|
||||
var y=xy[1];
|
||||
if(target.movable(-1,0)){
|
||||
game.addTempObstacle(x-1,y,game.countPlayer());
|
||||
}
|
||||
if(target.movable(1,0)){
|
||||
game.addTempObstacle(x+1,y,game.countPlayer());
|
||||
}
|
||||
if(target.movable(0,1)){
|
||||
game.addTempObstacle(x,y+1,game.countPlayer());
|
||||
}
|
||||
if(target.movable(0,-1)){
|
||||
game.addTempObstacle(x,y-1,game.countPlayer());
|
||||
}
|
||||
},
|
||||
content_old:function(){
|
||||
'step 0'
|
||||
var pos=parseInt(player.dataset.position);
|
||||
var poses=[];
|
||||
|
@ -5586,7 +5720,10 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
ai:{
|
||||
result:{
|
||||
player:1,
|
||||
target:function(player,target){
|
||||
if(target.getNeighbours().length) return 0;
|
||||
return -1;
|
||||
},
|
||||
},
|
||||
order:1
|
||||
}
|
||||
|
@ -5600,12 +5737,38 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
selectTarget:-1,
|
||||
enable:function(event,player){
|
||||
if(game.obstacles.contains(player.getNeighbour(-1,0))) return true;
|
||||
if(game.obstacles.contains(player.getNeighbour(1,0))) return true;
|
||||
if(game.obstacles.contains(player.getNeighbour(0,-1))) return true;
|
||||
if(game.obstacles.contains(player.getNeighbour(0,1))) return true;
|
||||
if(game.obstacles.contains(player.getNeighbour(-1,0))&&player.movable(-2,0)) return true;
|
||||
if(game.obstacles.contains(player.getNeighbour(1,0))&&player.movable(2,0)) return true;
|
||||
if(game.obstacles.contains(player.getNeighbour(0,-1))&&player.movable(0,-2)) return true;
|
||||
if(game.obstacles.contains(player.getNeighbour(0,1))&&player.movable(0,2)) return true;
|
||||
},
|
||||
content:function(){
|
||||
var neighbour,num=0;
|
||||
neighbour=player.getNeighbour(-1,0);
|
||||
if(neighbour&&game.obstacles.contains(neighbour)&&player.movable(-2,0)){
|
||||
game.moveObstacle(neighbour,-1,0);
|
||||
num++;
|
||||
}
|
||||
neighbour=player.getNeighbour(1,0);
|
||||
if(neighbour&&game.obstacles.contains(neighbour)&&player.movable(2,0)){
|
||||
game.moveObstacle(neighbour,1,0);
|
||||
num++;
|
||||
}
|
||||
neighbour=player.getNeighbour(0,-1);
|
||||
if(neighbour&&game.obstacles.contains(neighbour)&&player.movable(0,-2)){
|
||||
game.moveObstacle(neighbour,0,-1);
|
||||
num++;
|
||||
}
|
||||
neighbour=player.getNeighbour(0,1);
|
||||
if(neighbour&&game.obstacles.contains(neighbour)&&player.movable(0,2)){
|
||||
game.moveObstacle(neighbour,0,1);
|
||||
num++;
|
||||
}
|
||||
if(num){
|
||||
player.draw(num);
|
||||
}
|
||||
},
|
||||
content_old:function(){
|
||||
'step 0'
|
||||
event.obstacles=[];
|
||||
var neighbour;
|
||||
|
@ -5659,7 +5822,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
result:{
|
||||
player:1
|
||||
},
|
||||
order:7
|
||||
order:8
|
||||
}
|
||||
},
|
||||
leader_2:{
|
||||
|
@ -5750,7 +5913,12 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
cardPack:{
|
||||
mode_chess:['chess_shezhang','chess_chuzhang']
|
||||
},
|
||||
chess_cardlist:[],
|
||||
chess_cardlist:[
|
||||
['heart',1,'chess_shezhang'],
|
||||
['diamond',1,'chess_shezhang'],
|
||||
['club',1,'chess_chuzhang'],
|
||||
['spade',1,'chess_chuzhang']
|
||||
],
|
||||
rank:{
|
||||
rarity:{
|
||||
legend:[
|
||||
|
|
|
@ -38,7 +38,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
for(var i=0;i<toLoad.length;i++){
|
||||
game[toLoad[i]]=result.game[toLoad[i]];
|
||||
}
|
||||
toLoad=['_attackmove','_phasequeue','_chessmove','_chesscenter'];
|
||||
toLoad=['_attackmove','_phasequeue','_chessmove','_chesscenter','_tempobstacle'];
|
||||
for(var i=0;i<toLoad.length;i++){
|
||||
lib.skill[toLoad[i]]=result.skill[toLoad[i]];
|
||||
}
|
||||
|
|
|
@ -108,3 +108,14 @@ body[data-background_color_music='blue'] #arena.mobile:not(.chess) .player[data-
|
|||
#arena:not(.chess) .player[data-position='0']>.equips>.equip5>.image{
|
||||
background-position: -6px -6px;
|
||||
}
|
||||
|
||||
#window .player.minskin.obstacle[data-obscolor='blue']{
|
||||
background: repeating-linear-gradient(
|
||||
135deg,
|
||||
rgba(0, 133, 255, 0.5),
|
||||
rgba(0, 133, 255, 0.5) 10px,
|
||||
rgba(0, 0, 0, 0) 10px,
|
||||
rgba(0, 0, 0, 0) 20px
|
||||
);
|
||||
box-shadow: rgba(0, 133, 255, 0.5) 0 0 0 1px;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue