回滚某些惊为天人的改动
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@ -9752,7 +9752,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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});
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event.aiChoice=skills[0];
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var choice='更换技能';
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if(event.aiChoice==player.storage.rehuashen.current2||get.skillRank(event.aiChoice,cond)<1) choice='制衡化身';
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if(event.aiChoice==player.storage.rehuashen.current2||get.skillRank(event.aiChoice,cond)<1) choice='弃置化身';
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if(player.isOnline2()){
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player.send(function(cards,id){
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var dialog=ui.create.dialog('是否发动【化身】?',[cards,'character']);
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@ -9765,7 +9765,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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event.dialog.style.display='none';
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}
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if(event.triggername=='rehuashen') event._result={control:'更换技能'};
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else player.chooseControl('制衡化身','更换技能','cancel2').set('ai',function(){
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else player.chooseControl('弃置化身','更换技能','cancel2').set('ai',function(){
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return _status.event.choice;
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}).set('choice',choice);
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"step 1"
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@ -9783,7 +9783,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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if(!event.logged){player.logSkill('rehuashen');event.logged=true}
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var next=player.chooseButton(true).set('dialog',event.videoId);
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if(event.control=='制衡化身'){
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if(event.control=='弃置化身'){
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next.set('selectButton',[1,2]);
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next.set('filterButton',function(button){
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return button.link!=_status.event.current;
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@ -9796,7 +9796,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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});
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next.set('choice',event.aiChoice);
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}
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var prompt=event.control=='制衡化身'?'选择制衡至多两张化身':'选择要切换的化身';
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var prompt=event.control=='弃置化身'?'选择制衡至多两张化身':'选择要切换的化身';
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var func=function(id,prompt){
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var dialog=get.idDialog(id);
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if(dialog){
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@ -9810,7 +9810,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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func(event.videoId,prompt);
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}
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"step 2"
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if(result.bool&&event.control!='制衡化身'){
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if(result.bool&&event.control!='弃置化身'){
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event.card=result.links[0];
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var func=function(card,id){
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var dialog=get.idDialog(id);
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@ -9858,7 +9858,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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else if(event.isMine()){
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func(event.videoId);
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}
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event._result={control:'更换化身'};
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event._result={control:'弃置化身'};
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event.goto(1);
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return;
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}
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@ -9870,13 +9870,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(!_status.noclearcountdown){
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game.stopCountChoose();
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}
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if(event.control=='制衡化身') return;
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if(event.control=='弃置化身') return;
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if(player.storage.rehuashen.current!=event.card){
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player.storage.rehuashen.current=event.card;
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game.broadcastAll(function(player,sex){
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player.sex=sex;
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game.log(player,'将性别变为了','#y'+get.translation(sex)+'性');
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},player,lib.character[event.card][0]);
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game.log(player,'将性别变为了','#y'+get.translation(lib.character[event.card][0])+'性');
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player.changeGroup(lib.character[event.card][1]);
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}
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var link=result.control;
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@ -4478,7 +4478,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player.markSkill('huashen');
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game.broadcastAll(function(character,player){
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player.sex=lib.character[character][0];
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game.log(player,'将性别变为了','#y'+get.translation(lib.character[character][0])+'性');
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//player.group=lib.character[character][1];
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//player.node.name.dataset.nature=get.groupnature(player.group);
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var mark=player.marks.huashen;
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@ -4498,6 +4497,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},200);
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}
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},character,player);
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game.log(player,'将性别变为了','#y'+get.translation(lib.character[character][0])+'性');
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player.changeGroup(lib.character[character][1]);
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}
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player.storage.huashen.current2=skill;
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@ -7979,7 +7979,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(!info||!info.trigger||!info.trigger.player||info.silent||info.limited||info.juexingji||info.zhuanhuanji||info.hiddenSkill||info.dutySkill) continue;
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if(info.trigger.player==name2||Array.isArray(info.trigger.player)&&info.trigger.player.contains(name2)){
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if(info.ai&&(info.ai.combo||info.ai.notemp||info.ai.neg)) continue;
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if(info.init) info.init(player,list2[k]);
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if(info.init) continue;
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if(info.filter){
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try{
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var bool=info.filter(trigger,player,name2);
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@ -8024,6 +8024,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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var list=[];
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var skills=[];
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var map=[];
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var evt=event.getParent(2);
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if(!_status.characterlist){
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lib.skill.pingjian.initList();
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}
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@ -8055,9 +8056,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(!info||!info.enable||info.charlotte||info.limited||info.juexingji||info.zhuanhuanji||info.hiddenSkill||info.dutySkill) continue;
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if((info.enable=='phaseUse'||(Array.isArray(info.enable)&&info.enable.contains('phaseUse')))||(info.enable=='chooseToUse'||(Array.isArray(info.enable)&&info.enable.contains('chooseToUse')))){
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if(info.ai&&(info.ai.combo||info.ai.notemp||info.ai.neg)) continue;
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var evt=event.getParent(2);
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if(info.init) info.init(player,list2[k]);
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if(info.onChooseToUse) info.onChooseToUse(evt);
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if(info.init||info.onChooseToUse) continue;
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if(info.filter){
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try{
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var bool=info.filter(evt,player);
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@ -8067,9 +8066,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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continue;
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}
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}
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if(info.viewAs&&typeof info.viewAs!='function'){
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if(evt.filterCard&&!evt.filterCard(info.viewAs,player,evt)) continue;
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if(info.viewAsFilter&&info.viewAsFilter(player)==false) continue;
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else if(info.viewAs&&typeof info.viewAs!='function'){
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try{
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if(evt.filterCard&&!evt.filterCard(info.viewAs,player,evt)) continue;
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if(info.viewAsFilter&&info.viewAsFilter(player)==false) continue;
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}
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catch(e){
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continue;
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}
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}
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list.add(name);
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if(!map[name]) map[name]=[];
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