This commit is contained in:
libccy 2016-09-23 21:42:40 +08:00
parent 7c8fd894ad
commit 29f82da379
8 changed files with 74 additions and 3 deletions

View File

@ -181,7 +181,7 @@ card.swd={
var next=target.chooseToDiscard('机关火筒:弃置一张手牌或受到一点火焰伤害'); var next=target.chooseToDiscard('机关火筒:弃置一张手牌或受到一点火焰伤害');
next.set('ai',function(card){ next.set('ai',function(card){
var evt=_status.event.getParent(); var evt=_status.event.getParent();
if(ai.get.damageEffect(evt.target,evt.player,evt.target)>=0) return 0; if(ai.get.damageEffect(evt.target,evt.player,evt.target,'fire')>=0) return 0;
return 8-ai.get.useful(card); return 8-ai.get.useful(card);
}); });
} }

View File

@ -0,0 +1,11 @@
play.boss={
init:function(){
console.log(1);
// if(get.mode()!='boss'){
// lib.init.js(lib.assetURL+'mode',boss,packLoaded,packLoaded);
// }
},
help:{
'挑战武将':'<ul><li>在非挑战模式中使用挑战武将'
},
}

View File

@ -717,7 +717,7 @@
}, },
show_history:{ show_history:{
name:'出牌记录栏', name:'出牌记录栏',
init:'right', init:'off',
unfrequent:true, unfrequent:true,
item:{ item:{
off:'关闭', off:'关闭',
@ -1592,6 +1592,10 @@
init:false, init:false,
restart:true, restart:true,
}, },
intro:{
name:'将杀闪等牌在牌堆中的比例维持在与军争牌堆相同,防止开启扩展包后重要的牌被过多地稀释',
clear:true,
},
sha:{ sha:{
name:'杀', name:'杀',
init:'1', init:'1',
@ -1710,12 +1714,36 @@
} }
}, },
}, },
boss:{
enable:{
name:'开启',
init:false,
restart:true,
},
intro:{
name:'在非挑战模式中使用挑战武将',
clear:true,
},
hide:{
name:'隐藏此扩展',
clear:true,
onclick:function(){
this.innerHTML='此扩展将在重启后隐藏';
lib.config.hiddenPlayPack.add('boss');
game.saveConfig('hiddenPlayPack',lib.config.hiddenPlayPack);
}
},
},
character:{ character:{
enable:{ enable:{
name:'开启', name:'开启',
init:false, init:false,
restart:true, restart:true,
}, },
intro:{
name:'牌堆中随机加入5%的技能牌;使用技能牌可获得额外技能',
clear:true,
},
num:{ num:{
name:'卡牌比例', name:'卡牌比例',
init:'0.05', init:'0.05',
@ -1742,6 +1770,10 @@
init:false, init:false,
restart:true, restart:true,
}, },
intro:{
name:'每名角色在游戏开始时获得3个士兵每个士兵对应一个技能',
clear:true,
},
hide:{ hide:{
name:'隐藏此扩展', name:'隐藏此扩展',
clear:true, clear:true,
@ -1758,6 +1790,10 @@
init:false, init:false,
restart:true, restart:true,
}, },
intro:{
name:'每名角色和部分卡牌在游戏开始时随机获得一个属性',
clear:true,
},
num:{ num:{
name:'带属性卡牌', name:'带属性卡牌',
init:'0.3', init:'0.3',
@ -1857,6 +1893,10 @@
game.saveConfig('plays',lib.config.plays); game.saveConfig('plays',lib.config.plays);
} }
}, },
intro:{
name:'每完成一次对局,可获得一定数量的金币;金币可用于购买游戏特效',
clear:true,
},
display:{ display:{
name:'金币显示', name:'金币显示',
init:'text', init:'text',
@ -20621,6 +20661,7 @@
popupContainer.onclose=onclose; popupContainer.onclose=onclose;
}; };
var clickToggle=function(){ var clickToggle=function(){
if(this.classList.contains('disabled')) return;
this.classList.toggle('on'); this.classList.toggle('on');
var config=this._link.config; var config=this._link.config;
if(config.onclick){ if(config.onclick){
@ -20763,6 +20804,7 @@
} }
else if(config.clear){ else if(config.clear){
if(node.innerHTML.length>=15) node.style.height='auto';
node.listen(clickToggle); node.listen(clickToggle);
} }
else if(config.input){ else if(config.input){

View File

@ -14,7 +14,6 @@ character.pack={
gujian:'古剑奇谭', gujian:'古剑奇谭',
xianjian:'仙剑', xianjian:'仙剑',
xiake:'侠客', xiake:'侠客',
// boss:'BOSS'
}; };
card.pack={ card.pack={
standard:'标准', standard:'标准',
@ -27,6 +26,7 @@ card.pack={
hearth:'炉石传说', hearth:'炉石传说',
}; };
play.pack={ play.pack={
boss:'挑战武将',
cardpile:'牌堆补充', cardpile:'牌堆补充',
character:'技能卡牌', character:'技能卡牌',
soldier:'士兵模式', soldier:'士兵模式',

View File

@ -58,6 +58,7 @@ window.noname_source_list=[
'mode/brawl.js', 'mode/brawl.js',
'mode/versus.js', 'mode/versus.js',
'mode/connect.js', 'mode/connect.js',
'extension/boss/extension.js',
'extension/cardpile/extension.js', 'extension/cardpile/extension.js',
'extension/character/extension.js', 'extension/character/extension.js',
'extension/coin/extension.js', 'extension/coin/extension.js',

View File

@ -26,3 +26,5 @@ window.noname_update={
// 'character/swd.js', // 'character/swd.js',
// 'mode/boss.js', // 'mode/boss.js',
// 'mode/versus.js', // 'mode/versus.js',
// 'extension/boss/extension.js',
// 'layout/mode/boss.css',

View File

@ -8,6 +8,15 @@
z-index:1; z-index:1;
overflow-x:scroll; overflow-x:scroll;
} }
#bosslist.slim>.player{
border-radius: 10px;
}
#bosslist.slim>.player>.avatar{
left: 8px;
top: 8px;
width: 164px;
height: 200px;
}
.bosspaused>#bosslist, .bosspaused>#bosslist,
.bosspaused>#control, .bosspaused>#control,
.bosspaused>.dialog.bosscharacter{ .bosspaused>.dialog.bosscharacter{

View File

@ -40,6 +40,9 @@ mode.boss={
game.delay(0.1); game.delay(0.1);
"step 1" "step 1"
var bosslist=ui.create.div('#bosslist.hidden'); var bosslist=ui.create.div('#bosslist.hidden');
if(lib.config.slim_player){
bosslist.classList.add('slim');
}
event.bosslist=bosslist; event.bosslist=bosslist;
bosslist.ontouchmove = ui.click.touchScroll; bosslist.ontouchmove = ui.click.touchScroll;
bosslist.style.WebkitOverflowScrolling='touch'; bosslist.style.WebkitOverflowScrolling='touch';
@ -88,6 +91,9 @@ mode.boss={
init:true, init:true,
} }
var player=ui.create.player(bosslist).init(i); var player=ui.create.player(bosslist).init(i);
if(player.hp==0){
player.node.hp.style.display='none';
}
list.push(player); list.push(player);
player.node.hp.classList.add('text'); player.node.hp.classList.add('text');
player.node.hp.dataset.condition=''; player.node.hp.dataset.condition='';