1.7.3
|
@ -183,7 +183,7 @@ character.diy={
|
|||
return 7-ai.get.value(card);
|
||||
},
|
||||
content:function(){
|
||||
target.addJudge('bingliang',cards);
|
||||
player.useCard({name:'bingliang'},target,cards).animate=false;
|
||||
player.draw();
|
||||
},
|
||||
ai:{
|
||||
|
|
|
@ -572,7 +572,11 @@ character.mountain={
|
|||
player.unmarkSkill('tuntian');
|
||||
}
|
||||
player.logSkill('jixi',result.targets);
|
||||
player.useCard({name:'shunshou'},[event.card],result.targets[0]);
|
||||
player.useCard({name:'shunshou'},[event.card],result.targets[0]).audio=false;
|
||||
}
|
||||
else{
|
||||
player.addTempSkill('jixi2','phaseAfter');
|
||||
event.finish();
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
|
|
|
@ -774,6 +774,16 @@ character.refresh={
|
|||
ai:{
|
||||
result:{
|
||||
target:function(player,target){
|
||||
var hs=player.get('h');
|
||||
if(hs.length<3) return 0;
|
||||
var bool=false;
|
||||
for(var i=0;i<hs.length;i++){
|
||||
if(hs[i].number>=9&&ai.get.value(hs[i])<7){
|
||||
bool=true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if(!bool) return 0;
|
||||
if(target.num('h')>target.hp+1&&ai.get.recoverEffect(target)>0){
|
||||
return 1;
|
||||
}
|
||||
|
@ -1088,7 +1098,7 @@ character.refresh={
|
|||
target.discard(target.getJudge('lebu'));
|
||||
}
|
||||
else{
|
||||
target.addJudge('lebu',cards);
|
||||
player.useCard({name:'lebu'},target,cards).animate=false;
|
||||
}
|
||||
player.draw();
|
||||
},
|
||||
|
|
|
@ -3402,7 +3402,7 @@ character.sp={
|
|||
}
|
||||
},
|
||||
tianming:{
|
||||
audio:true,
|
||||
audio:2,
|
||||
trigger:{target:'shaBegin'},
|
||||
check:function(event,player){
|
||||
var cards=player.get('h');
|
||||
|
|
|
@ -313,10 +313,10 @@ character.standard={
|
|||
},
|
||||
content:function(){
|
||||
"step 0"
|
||||
event.cards=get.cards(2*trigger.num);
|
||||
player.gain(event.cards);
|
||||
player.$draw(event.cards.length);
|
||||
player.draw(2*trigger.num);
|
||||
"step 1"
|
||||
event.cards=result;
|
||||
"step 2"
|
||||
player.chooseCardTarget({
|
||||
filterCard:function(card){
|
||||
return _status.event.parent.cards.contains(card);
|
||||
|
@ -334,14 +334,14 @@ character.standard={
|
|||
},
|
||||
prompt:'请选择要送人的卡牌'
|
||||
});
|
||||
"step 2"
|
||||
"step 3"
|
||||
if(result.bool){
|
||||
result.targets[0].gain(result.cards);
|
||||
player.$give(result.cards.length,result.targets[0]);
|
||||
for(var i=0;i<result.cards.length;i++){
|
||||
event.cards.remove(result.cards[i]);
|
||||
}
|
||||
if(event.cards.length) event.goto(1);
|
||||
if(event.cards.length) event.goto(2);
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
|
@ -644,7 +644,7 @@ character.standard={
|
|||
},
|
||||
jijiang3:{},
|
||||
wusheng:{
|
||||
audio:6,
|
||||
audio:3,
|
||||
enable:['chooseToRespond','chooseToUse'],
|
||||
filterCard:function(card){
|
||||
return get.color(card)=='red';
|
||||
|
@ -1029,21 +1029,6 @@ character.standard={
|
|||
content:function(){
|
||||
"step 0"
|
||||
target.chooseControl('heart2','diamond2','club2','spade2').ai=function(event){
|
||||
//var player=event.parent.player;
|
||||
//var list=[player.get('h',{suit:'heart'}),
|
||||
//player.get('h',{suit:'diamond'}),
|
||||
//player.get('h',{suit:'club'}),
|
||||
//player.get('h',{suit:'spade'})];
|
||||
//for(var i=0;i<list.length;i++){
|
||||
// list[i]+=Math.random()*player.num('h')*2;
|
||||
//}
|
||||
//var max=list[0],result=0;
|
||||
//for(var i=1;i<4;i++){
|
||||
// if(list[i]>max){
|
||||
// result=i;
|
||||
// max=list[i];
|
||||
// }
|
||||
//}
|
||||
switch(Math.floor(Math.random()*6)){
|
||||
case 0:return 'heart2';
|
||||
case 1:case 4:case 5:return 'diamond2';
|
||||
|
@ -1052,6 +1037,7 @@ character.standard={
|
|||
}
|
||||
};
|
||||
"step 1"
|
||||
game.log(target,'选择了'+get.translation(result.control));
|
||||
event.choice=result.control;
|
||||
target.popup(event.choice);
|
||||
event.card=player.get('h').randomGet();
|
||||
|
@ -1336,6 +1322,9 @@ character.standard={
|
|||
audio:2,
|
||||
trigger:{player:'shaBegin'},
|
||||
forced:true,
|
||||
filter:function(event,player){
|
||||
return !event.directHit;
|
||||
},
|
||||
content:function(){
|
||||
"step 0"
|
||||
var next=trigger.target.chooseToRespond({name:'shan'});
|
||||
|
|
|
@ -540,6 +540,7 @@ character.woods={
|
|||
trigger:{player:'shaBegin',target:'shaBegin'},
|
||||
forced:true,
|
||||
filter:function(event,player){
|
||||
if(event.directHit) return false;
|
||||
if(player==event.player){
|
||||
return event.target.sex=='female';
|
||||
}
|
||||
|
@ -638,12 +639,21 @@ character.woods={
|
|||
intro:{
|
||||
content:'limited'
|
||||
},
|
||||
prepare:function(cards,player){
|
||||
player.line(game.players);
|
||||
for(var i=0;i<game.players.length;i++){
|
||||
if(game.players[i]!=player){
|
||||
game.players[i].animate('target');
|
||||
}
|
||||
}
|
||||
},
|
||||
content:function(){
|
||||
"step 0"
|
||||
player.unmarkSkill('luanwu')
|
||||
player.storage.luanwu=true;
|
||||
event.current=player.next;
|
||||
"step 1"
|
||||
event.current.animate('target');
|
||||
event.current.chooseToUse({name:'sha'},function(card,player,target){
|
||||
if(player==target) return false;
|
||||
if(get.distance(player,target)<=1) return true;
|
||||
|
|
|
@ -463,12 +463,12 @@ character.xianjian={
|
|||
if(result.bool){
|
||||
var cards=player.get('hej');
|
||||
var target=result.targets[0];
|
||||
if(player.storage.shuiyun&&player.storage.shuiyun.length){
|
||||
target.gainMaxHp();
|
||||
target.recover(player.storage.shuiyun.length);
|
||||
cards=cards.concat(player.storage.shuiyun);
|
||||
player.storage.shuiyun.length=0;
|
||||
}
|
||||
// if(player.storage.shuiyun&&player.storage.shuiyun.length){
|
||||
// target.gainMaxHp();
|
||||
// target.recover(player.storage.shuiyun.length);
|
||||
// cards=cards.concat(player.storage.shuiyun);
|
||||
// player.storage.shuiyun.length=0;
|
||||
// }
|
||||
player.$give(cards,target);
|
||||
target.gain(cards);
|
||||
target.addSkill('changnian2');
|
||||
|
@ -1385,7 +1385,7 @@ character.xianjian={
|
|||
wangyou_info:'其他角色的回合结束阶段,你可以弃置一张牌,令此回合内受过伤害的所有角色各摸一张牌',
|
||||
changnian:'长念',
|
||||
changnian2:'追思',
|
||||
changnian_info:'你死亡时,可以将所有牌交给一名其他角色,令其获得技能【追思】;若你有至少1张“蕴”,该角色增加1点体力上限回复X点体力,X为“蕴”的个数',
|
||||
changnian_info:'你死亡时,可以将所有牌交给一名其他角色,令其获得技能【追思】',
|
||||
sajin:'洒金',
|
||||
sajin_info:'出牌阶段限一次,你可以弃置一张手牌并指定任意名角色进行判定,若判定颜色与你弃置的牌相同,该角色回复一点体力',
|
||||
jubao:'聚宝',
|
||||
|
|
|
@ -1795,6 +1795,47 @@ character.yijiang={
|
|||
}
|
||||
},
|
||||
mingjian:{
|
||||
enable:'phaseUse',
|
||||
usable:1,
|
||||
filterTarget:function(card,player,target){
|
||||
return player!=target;
|
||||
},
|
||||
filterCard:true,
|
||||
selectCard:-1,
|
||||
discard:false,
|
||||
lose:true,
|
||||
content:function(){
|
||||
player.$give(cards.length,target);
|
||||
target.gain(cards);
|
||||
target.addTempSkill('mingjian2',{player:'phaseAfter'});
|
||||
},
|
||||
ai:{
|
||||
order:1,
|
||||
result:{
|
||||
target:function(player,target){
|
||||
if(player.hp<=2&&player.num('h','shan')) return 0;
|
||||
if(target.num('h')+player.num('h')>target.hp+2) return 0;
|
||||
if(ai.get.attitude(player,target)>3) return 1;
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
mingjian2:{
|
||||
mark:true,
|
||||
intro:{
|
||||
content:'手牌上限+1,出杀次数+1'
|
||||
},
|
||||
mod:{
|
||||
maxHandcard:function(player,num){
|
||||
return num+1;
|
||||
},
|
||||
cardUsable:function(card,player,num){
|
||||
if(card.name=='sha') return num+1;
|
||||
}
|
||||
},
|
||||
},
|
||||
mingjian_old:{
|
||||
audio:2,
|
||||
trigger:{player:'phaseUseBefore'},
|
||||
direct:true,
|
||||
|
@ -1827,7 +1868,7 @@ character.yijiang={
|
|||
}
|
||||
}
|
||||
},
|
||||
mingjian2:{
|
||||
mingjian2_old:{
|
||||
audio:false,
|
||||
trigger:{global:'phaseAfter'},
|
||||
forced:true,
|
||||
|
@ -4303,6 +4344,7 @@ character.yijiang={
|
|||
qice2:{
|
||||
filterCard:true,
|
||||
selectCard:-1,
|
||||
audio:2
|
||||
},
|
||||
qice3:{
|
||||
trigger:{player:'useCardBefore'},
|
||||
|
@ -4616,7 +4658,7 @@ character.yijiang={
|
|||
"step 2"
|
||||
var source=target;
|
||||
event.card=result.buttons[0].link;
|
||||
player.chooseTarget(function(card,player,target){
|
||||
player.chooseTarget('选择一个目标送出'+get.translation(event.card),function(card,player,target){
|
||||
return target!=source&&target!=player;
|
||||
}).ai=function(target){
|
||||
return ai.get.attitude(player,target);
|
||||
|
@ -5472,7 +5514,8 @@ character.yijiang={
|
|||
huituo:'恢拓',
|
||||
huituo_info:'每当你受到伤害后,你可以令一名角色进行一次判定,若结果为红色,该角色回复1点体力;若结果为黑色,该角色摸X张牌(X为此次伤害的伤害数)',
|
||||
mingjian:'明鉴',
|
||||
mingjian_info:'你可以跳过出牌阶段并将所有手牌交给一名其他角色。若如此做,你结束此回合,然后该角色进行一个额外的出牌阶段',
|
||||
mingjian2:'明鉴',
|
||||
mingjian_info:'出牌阶段限一次,你可以将所有手牌交给一名其他角色,若如此做,该角色于其下个回合的手牌上限+1,且出杀的次数上限+1',
|
||||
xingshuai:'兴衰',
|
||||
xingshuai_info:'主公技,限定技,当你进入濒死状态时,其他魏势力角色可依次令你回复1点体力,然后这些角色依次受到1点伤害',
|
||||
duodao:'夺刀',
|
||||
|
|
647
character/yxs.js
|
@ -20,8 +20,588 @@ character.yxs={
|
|||
yxs_lishimin:['male','qun',4,['kongju']],
|
||||
yxs_huamulan:['female','shu',3,['xiaoji','yizhuang']],
|
||||
yxs_luobinhan:['male','wu',4,['xiadao','lzhangyi']],
|
||||
yxs_chengjisihan:['male','qun',4,['mashu','qianglue']],
|
||||
yxs_mingchenghuanghou:['female','shu',3,['tiewan','chajue']],
|
||||
yxs_wangzhaojun:['female','qun',3,['heqin','luoyan']],
|
||||
yxs_luocheng:['male','wu',4,['hanqiang','biaoqi']],
|
||||
yxs_direnjie:['male','wei',3,['shentan','kanpo']],
|
||||
yxs_sunwu:['male','wu',3,['bingsheng','taolue']],
|
||||
yxs_chengyaojin:['male','qun',4,['sanbanfu']],
|
||||
yxs_yuji:['female','qun',3,['sheshen','changnian']],
|
||||
yxs_xiangyu:['male','qun',4,['wushuang','ciqiu']],
|
||||
yxs_yingzheng:['male','qun',4,['jianxiong','batu']],
|
||||
yxs_yuefei:['male','qun',4,['longdan','wumu']],
|
||||
yxs_fuermosi:['male','qun',3,['yanyi','jiean']],
|
||||
yxs_guiguzi:['male','qun',3,['baihe','yinyang','xiushen']],
|
||||
yxs_xiaoqiao:['female','wu',3,['chujia','zhijie']],
|
||||
yxs_luzhishen:['male','qun',4,['dili','kuangchan']],
|
||||
},
|
||||
skill:{
|
||||
dili:{
|
||||
trigger:{player:'phaseDrawBegin'},
|
||||
forced:true,
|
||||
filter:function(event,player){
|
||||
return player.hp<player.maxHp;
|
||||
},
|
||||
content:function(){
|
||||
trigger.num+=player.maxHp-player.hp;
|
||||
},
|
||||
ai:{
|
||||
threaten:function(player,target){
|
||||
if(target.hp==1) return 2.5;
|
||||
if(target.hp==2) return 1.5;
|
||||
return 0.5;
|
||||
},
|
||||
maixie:true,
|
||||
effect:{
|
||||
target:function(card,player,target){
|
||||
if(target.maxHp<=3) return;
|
||||
if(get.tag(card,'damage')){
|
||||
if(target.hp==target.maxHp) return [0,1];
|
||||
}
|
||||
if(get.tag(card,'recover')&&player.hp>=player.maxHp-1) return [0,0];
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
kuangchan:{
|
||||
init:function(player){
|
||||
if(lib.config.mode=='identity'&&player.isZhu){
|
||||
player.maxHp--;
|
||||
player.update();
|
||||
}
|
||||
}
|
||||
},
|
||||
chujia:{
|
||||
enable:'phaseUse',
|
||||
filterCard:function(card){
|
||||
if(ui.selected.cards.length){
|
||||
return get.color(card)==get.color(ui.selected.cards[0]);
|
||||
}
|
||||
return true;
|
||||
},
|
||||
usable:1,
|
||||
selectCard:2,
|
||||
check:function(card){
|
||||
return 6-ai.get.value(card);
|
||||
},
|
||||
filterTarget:function(card,player,target){
|
||||
return target.hp<target.maxHp;
|
||||
},
|
||||
content:function(){
|
||||
if(target.maxHp>target.hp){
|
||||
target.draw(target.maxHp-target.hp);
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
order:2,
|
||||
result:{
|
||||
target:function(player,target){
|
||||
var num=target.maxHp-target.hp;
|
||||
if(num>2) return num;
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
baihe:{
|
||||
enable:'phaseUse',
|
||||
usable:1,
|
||||
filterCard:true,
|
||||
position:'he',
|
||||
filterTarget:true,
|
||||
content:function(){
|
||||
'step 0'
|
||||
if(target.isLinked()){
|
||||
target.link();
|
||||
}
|
||||
else{
|
||||
target.link();
|
||||
target.draw();
|
||||
event.finish();
|
||||
}
|
||||
'step 1'
|
||||
if(target.num('h')){
|
||||
target.chooseToDiscard('h',true);
|
||||
}
|
||||
},
|
||||
check:function(card){
|
||||
return 8-ai.get.value(card);
|
||||
},
|
||||
ai:{
|
||||
order:1,
|
||||
result:{
|
||||
player:function(player,target){
|
||||
if(!player.skills.contains('xiushen')) return 0;
|
||||
if(target.isLinked()) return 0;
|
||||
for(var i=0;i<game.players.length;i++){
|
||||
if(game.players[i].isLinked()) return 0;
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
yinyang:{
|
||||
enable:'phaseUse',
|
||||
usable:1,
|
||||
filterCard:true,
|
||||
selectCard:2,
|
||||
filterTarget:true,
|
||||
selectTarget:3,
|
||||
content:function(){
|
||||
target.link();
|
||||
},
|
||||
check:function(card){
|
||||
return 6-ai.get.value(card);
|
||||
},
|
||||
ai:{
|
||||
order:7.5,
|
||||
result:{
|
||||
target:function(player,target){
|
||||
if(target.isLinked()) return 1;
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
xiushen:{
|
||||
trigger:{player:'phaseEnd'},
|
||||
forced:true,
|
||||
filter:function(event,player){
|
||||
for(var i=0;i<game.players.length;i++){
|
||||
if(game.players[i].isLinked()) return true;
|
||||
}
|
||||
return false;
|
||||
},
|
||||
content:function(){
|
||||
player.draw(2);
|
||||
},
|
||||
ai:{
|
||||
threaten:1.4
|
||||
}
|
||||
},
|
||||
jiean:{
|
||||
trigger:{source:'damageEnd'},
|
||||
frequent:true,
|
||||
filter:function(event){
|
||||
return event.player.isAlive()&&event.parent.name=='yanyi'&&event.player.hp<event.player.maxHp;
|
||||
},
|
||||
content:function(){
|
||||
"step 0"
|
||||
player.draw(trigger.player.maxHp-trigger.player.hp);
|
||||
"step 1"
|
||||
event.cards=result;
|
||||
"step 2"
|
||||
player.chooseCardTarget({
|
||||
filterCard:function(card){
|
||||
return _status.event.parent.cards.contains(card);
|
||||
},
|
||||
selectCard:[1,event.cards.length],
|
||||
filterTarget:function(card,player,target){
|
||||
return player!=target;
|
||||
},
|
||||
ai1:function(card){
|
||||
if(ui.selected.cards.length>0) return -1;
|
||||
return (_status.event.player.num('h')-_status.event.player.hp);
|
||||
},
|
||||
ai2:function(target){
|
||||
return ai.get.attitude(_status.event.player,target)-4;
|
||||
},
|
||||
prompt:'请选择要送人的卡牌'
|
||||
});
|
||||
"step 3"
|
||||
if(result.bool){
|
||||
result.targets[0].gain(result.cards);
|
||||
player.$give(result.cards.length,result.targets[0]);
|
||||
for(var i=0;i<result.cards.length;i++){
|
||||
event.cards.remove(result.cards[i]);
|
||||
}
|
||||
if(event.cards.length) event.goto(2);
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
maixie:true,
|
||||
effect:{
|
||||
target:function(card,player,target){
|
||||
if(get.tag(card,'damage')){
|
||||
if(player.skills.contains('jueqing')) return [1,-2];
|
||||
if(!target.hasFriend()) return;
|
||||
if(target.hp>=4) return [1,get.tag(card,'damage')*2];
|
||||
if(target.hp==3) return [1,get.tag(card,'damage')*1.5];
|
||||
if(target.hp==2) return [1,get.tag(card,'damage')*0.5];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
yanyi:{
|
||||
enable:'phaseUse',
|
||||
usable:1,
|
||||
filterCard:{color:'black'},
|
||||
position:'he',
|
||||
filterTarget:function(card,player,target){
|
||||
return target!=player&&target.num('h')>0;
|
||||
},
|
||||
content:function(){
|
||||
"step 0"
|
||||
player.chooseControl('heart2','diamond2','club2','spade2').ai=function(event){
|
||||
switch(Math.floor(Math.random()*5)){
|
||||
case 0:return 'heart2';
|
||||
case 1:case 4:return 'diamond2';
|
||||
case 2:return 'club2';
|
||||
case 3:return 'spade2';
|
||||
}
|
||||
};
|
||||
"step 1"
|
||||
game.log(player,'选择了'+get.translation(result.control));
|
||||
event.choice=result.control.slice(0,result.control.length-1);
|
||||
target.popup(result.control);
|
||||
target.showHandcards();
|
||||
"step 2"
|
||||
if(target.num('h',{suit:event.choice})){
|
||||
target.damage();
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
result:{
|
||||
target:function(player,target){
|
||||
return ai.get.damageEffect(target,player,target);
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
wumu:{
|
||||
mod:{
|
||||
targetInRange:function(card,player){
|
||||
if(card.name=='sha'&&get.color(card)=='black') return true;
|
||||
},
|
||||
cardUsable:function(card){
|
||||
if(card.name=='sha'&&get.color(card)=='red') return Infinity;
|
||||
}
|
||||
},
|
||||
trigger:{player:'useCard'},
|
||||
filter:function(event,player){
|
||||
return event.card.name=='sha'&&get.color(event.card)=='red';
|
||||
},
|
||||
forced:true,
|
||||
content:function(){
|
||||
if(player.stat[player.stat.length-1].card.sha>0){
|
||||
player.stat[player.stat.length-1].card.sha--;
|
||||
}
|
||||
},
|
||||
},
|
||||
sheshen:{
|
||||
inherit:'yiji'
|
||||
},
|
||||
sanbanfu:{
|
||||
trigger:{player:'shaBegin'},
|
||||
filter:function(event,player){
|
||||
return !event.directHit;
|
||||
},
|
||||
check:function(event,player){
|
||||
if(ai.get.attitude(player,event.target)>=0) return false;
|
||||
if(event.target.num('e','bagua')) return false;
|
||||
if(event.target.hasSkillTag('respondShan')&&event.target.num('h')>=3) return false;
|
||||
return true;
|
||||
},
|
||||
content:function(){
|
||||
"step 0"
|
||||
var next=trigger.target.chooseToRespond({name:'shan'});
|
||||
next.autochoose=lib.filter.autoRespondShan;
|
||||
next.ai=function(card){
|
||||
return ai.get.unuseful2(card);
|
||||
};
|
||||
player.storage.sanbanfu=false;
|
||||
player.storage.sanbanfu2=false;
|
||||
"step 1"
|
||||
if(result.bool==false){
|
||||
trigger.untrigger();
|
||||
trigger.directHit=true;
|
||||
player.storage.sanbanfu2=true;
|
||||
}
|
||||
else{
|
||||
player.storage.sanbanfu=true;
|
||||
}
|
||||
},
|
||||
group:['sanbanfu2','sanbanfu3']
|
||||
},
|
||||
sanbanfu2:{
|
||||
trigger:{player:'shaAfter'},
|
||||
forced:true,
|
||||
popup:false,
|
||||
filter:function(event,player){
|
||||
return player.storage.sanbanfu;
|
||||
},
|
||||
content:function(){
|
||||
player.damage(trigger.target);
|
||||
}
|
||||
},
|
||||
sanbanfu3:{
|
||||
trigger:{source:'damageBegin'},
|
||||
forced:true,
|
||||
popup:false,
|
||||
filter:function(event,player){
|
||||
return event.card&&event.card.name=='sha'&&player.storage.sanbanfu2;
|
||||
},
|
||||
content:function(){
|
||||
trigger.num++;
|
||||
}
|
||||
},
|
||||
bingsheng:{
|
||||
enable:'phaseUse',
|
||||
usable:1,
|
||||
filterCard:function(card){
|
||||
if(ui.selected.cards.length){
|
||||
return get.suit(card)!=get.suit(ui.selected.cards[0]);
|
||||
}
|
||||
return true;
|
||||
},
|
||||
selectCard:2,
|
||||
check:function(card){
|
||||
return 8-ai.get.value(card);
|
||||
},
|
||||
filterTarget:function(card,player,target){
|
||||
if(target.hp>player.hp) return true;
|
||||
if(target.hp<player.hp&&target.hp<target.maxHp) return true;
|
||||
return false;
|
||||
},
|
||||
content:function(){
|
||||
var num=target.hp-player.hp;
|
||||
if(num>0){
|
||||
target.damage(num);
|
||||
}
|
||||
else if(num<0&&target.hp<target.maxHp){
|
||||
target.recover(-num);
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
order:8.5,
|
||||
result:{
|
||||
target:function(player,target){
|
||||
var num;
|
||||
if(player.hp>target.maxHp){
|
||||
num=player.hp-target.maxHp;
|
||||
}
|
||||
else{
|
||||
num=player.hp-target.hp;
|
||||
}
|
||||
if(target.hp==1&&num){
|
||||
return num+1;
|
||||
}
|
||||
return num;
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
taolue:{
|
||||
mod:{
|
||||
maxHandcard:function(player,num){
|
||||
return num+1;
|
||||
}
|
||||
},
|
||||
},
|
||||
shentan:{
|
||||
enable:'phaseUse',
|
||||
usable:1,
|
||||
filterCard:true,
|
||||
filterTarget:function(card,player,target){
|
||||
return target.num('h')>0&&get.distance(player,target)<=2;
|
||||
},
|
||||
check:function(card){
|
||||
return 7-ai.get.value(card);
|
||||
},
|
||||
content:function(){
|
||||
"step 0"
|
||||
var hs=target.get('h');
|
||||
if(hs.length){
|
||||
event.card=hs.randomGet();
|
||||
player.gain(event.card);
|
||||
target.$give(1,player);
|
||||
|
||||
}
|
||||
else{
|
||||
event.finish();
|
||||
}
|
||||
"step 1"
|
||||
var source=target;
|
||||
player.chooseTarget('选择一个目标送出'+get.translation(event.card),function(card,player,target){
|
||||
return target!=player;
|
||||
}).ai=function(target){
|
||||
var att=ai.get.attitude(player,target);
|
||||
if(att>3&&player.num('h')>target.num('h')){
|
||||
return att;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
"step 2"
|
||||
if(result.bool){
|
||||
result.targets[0].gain(card);
|
||||
player.$give(1,result.targets[0]);
|
||||
game.delay();
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
order:9,
|
||||
result:{
|
||||
target:-1,
|
||||
player:function(player,target){
|
||||
if(ai.get.attitude(player,target)>0){
|
||||
return 0;
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
},
|
||||
},
|
||||
},
|
||||
hanqiang:{
|
||||
mod:{
|
||||
attackFrom:function(from,to,distance){
|
||||
if(!from.get('e','1')) return distance-1
|
||||
}
|
||||
}
|
||||
},
|
||||
biaoqi:{
|
||||
trigger:{player:'shaBegin'},
|
||||
forced:true,
|
||||
content:function(){
|
||||
var range=get.attackRange(player);
|
||||
if(range>trigger.target.hp){
|
||||
trigger.directHit=true;
|
||||
}
|
||||
else if(range<trigger.target.hp){
|
||||
player.draw();
|
||||
}
|
||||
}
|
||||
},
|
||||
luoyan:{
|
||||
trigger:{player:'damageBegin'},
|
||||
forced:true,
|
||||
priority:-5,
|
||||
filter:function(event){
|
||||
return event.nature?true:false;
|
||||
},
|
||||
content:function(){
|
||||
delete trigger.nature;
|
||||
}
|
||||
},
|
||||
heqin:{
|
||||
enable:'phaseUse',
|
||||
filter:function(event,player){
|
||||
return !player.storage.heqin;
|
||||
},
|
||||
filterTarget:function(card,player,target){
|
||||
return target.sex=='male';
|
||||
},
|
||||
content:function(){
|
||||
player.addSkill('heqin2');
|
||||
target.addSkill('heqin2');
|
||||
|
||||
target.marks.heqin=target.markCharacter(player,{
|
||||
name:'和亲',
|
||||
content:'摸牌阶段摸牌数+1'
|
||||
});
|
||||
game.addVideo('markCharacter',target,{
|
||||
name:'放权',
|
||||
content:'摸牌阶段摸牌数+1',
|
||||
id:'heqin',
|
||||
target:player.dataset.position
|
||||
});
|
||||
|
||||
player.storage.heqin=target;
|
||||
target.storage.heqin=player;
|
||||
|
||||
player.marks.heqin=player.markCharacter(target,{
|
||||
name:'和亲',
|
||||
content:'摸牌阶段摸牌数+1'
|
||||
});
|
||||
game.addVideo('markCharacter',player,{
|
||||
name:'放权',
|
||||
content:'摸牌阶段摸牌数+1',
|
||||
id:'heqin',
|
||||
target:target.dataset.position
|
||||
});
|
||||
},
|
||||
ai:{
|
||||
order:1,
|
||||
result:{
|
||||
target:1
|
||||
}
|
||||
}
|
||||
},
|
||||
heqin2:{
|
||||
trigger:{player:'phaseDrawBegin'},
|
||||
forced:true,
|
||||
content:function(){
|
||||
trigger.num++;
|
||||
},
|
||||
group:'heqin3'
|
||||
},
|
||||
heqin3:{
|
||||
trigger:{player:'dieBegin'},
|
||||
forced:true,
|
||||
popup:false,
|
||||
content:function(){
|
||||
player.removeSkill('heqin2');
|
||||
player.unmarkSkill('heqin');
|
||||
if(player.storage.heqin){
|
||||
player.storage.heqin.removeSkill('heqin2');
|
||||
player.storage.heqin.unmarkSkill('heqin');
|
||||
}
|
||||
}
|
||||
},
|
||||
chajue:{
|
||||
inherit:'zhichi'
|
||||
},
|
||||
tiewan:{
|
||||
trigger:{global:'useCardAfter'},
|
||||
filter:function(event,player){
|
||||
return (event.card.viewAs||event.card.name)=='lebu'&&event.player!=player;
|
||||
},
|
||||
direct:true,
|
||||
content:function(){
|
||||
'step 0'
|
||||
player.chooseCardTarget({
|
||||
prompt:'是否发动【铁腕】?',
|
||||
filterCard:{color:'red'},
|
||||
position:'he',
|
||||
filterTarget:function(card,player,target){
|
||||
return player.canUse({name:'lebu'},target);
|
||||
},
|
||||
ai1:function(card){
|
||||
return 7-ai.get.value(card);
|
||||
},
|
||||
ai2:function(target){
|
||||
return ai.get.effect(target,{name:'lebu'},player,player);
|
||||
}
|
||||
});
|
||||
'step 1'
|
||||
if(result.bool){
|
||||
player.logSkill('tiewan');
|
||||
player.useCard({name:'lebu'},result.cards,result.targets);
|
||||
}
|
||||
}
|
||||
},
|
||||
qianglue:{
|
||||
trigger:{player:'shaMiss'},
|
||||
priority:-1,
|
||||
filter:function(event){
|
||||
return event.target.num('he')>0;
|
||||
},
|
||||
check:function(event,player){
|
||||
return ai.get.attitude(player,event.target)<0;
|
||||
},
|
||||
content:function(){
|
||||
'step 0'
|
||||
player.judge(function(card){
|
||||
return get.color(card)=='black'?1:-1;
|
||||
});
|
||||
'step 1'
|
||||
if(result.bool){
|
||||
player.gainPlayerCard('he',trigger.target);
|
||||
}
|
||||
}
|
||||
},
|
||||
xiadao:{
|
||||
enable:['chooseToRespond'],
|
||||
filterCard:true,
|
||||
|
@ -1470,7 +2050,68 @@ character.yxs={
|
|||
yxs_lishimin:'李世民',
|
||||
yxs_huamulan:'花木兰',
|
||||
yxs_luobinhan:'罗宾汉',
|
||||
yxs_chengjisihan:'成吉思汗',
|
||||
yxs_mingchenghuanghou:'明成皇后',
|
||||
yxs_wangzhaojun:'王昭君',
|
||||
yxs_luocheng:'罗成',
|
||||
yxs_direnjie:'狄人杰',
|
||||
yxs_sunwu:'孙武',
|
||||
yxs_chengyaojin:'程咬金',
|
||||
yxs_yuji:'虞姬',
|
||||
yxs_xiangyu:'项羽',
|
||||
yxs_yingzheng:'嬴政',
|
||||
yxs_yuefei:'岳飞',
|
||||
yxs_fuermosi:'福尔摩斯',
|
||||
yxs_guiguzi:'鬼谷子',
|
||||
yxs_xiaoqiao:'小乔',
|
||||
yxs_luzhishen:'鲁智深',
|
||||
|
||||
kuangchan:'狂禅',
|
||||
kuangchan_info:'锁定技,你做主公时,不增加体力上限',
|
||||
dili:'底力',
|
||||
dili_info:'锁定技,摸牌阶段,你额外摸X张牌,X为你已损失的体力值',
|
||||
chujia:'初嫁',
|
||||
chujia_info:'出牌阶段限一次,你可以弃置两张相同颜色的手牌,指定任意一名角色摸X张牌。(X为该角色已损失的体力值) ',
|
||||
zhijie:'知节',
|
||||
zhijie_info:'出牌阶段限一次,你的红桃手牌可以当做无中生有使用',
|
||||
baihe:'捭阖',
|
||||
baihe_info:'出牌阶段限一次,你可以弃置一张牌,选择以下1项执行:(1)横置1名未横置角色,该角色摸一张牌;(2)重置一名已横置角色,该角色弃置一张手牌',
|
||||
yinyang:'阴阳',
|
||||
yinyang_info:'出牌阶段限一次,你可以弃置两张手牌并选择3名角色,分别横置或重置这些角色',
|
||||
xiushen:'修身',
|
||||
xiushen_info:'锁定技,回合结束阶段,若场上有横置角色,你摸两张牌',
|
||||
yanyi:'演绎',
|
||||
yanyi_info:'出牌阶段限一次,你可以弃置一张黑色牌,指定1名角色和1种花色,若被指定角色的手牌中含有此花色,则受到1点伤害',
|
||||
jiean:'结案',
|
||||
jiean_info:'每当【演绎】造成伤害时,你可以摸X张牌,并以任意数量分配给任意角色(X为被【演绎】造成伤害角色的已损失体力值)。',
|
||||
wumu:'武穆',
|
||||
wumu_info:'锁定技,你的黑杀无视距离,红色不计入回合内的出杀限制',
|
||||
sheshen:'舍身',
|
||||
sheshen_info:'每当你受到一点伤害,可以观看牌堆顶的两张牌,并将其交给任意1~名角色',
|
||||
sanbanfu:'三板斧',
|
||||
sanbanfu_info:'当你对其他角色使用杀时,你可以使此杀有如下效果:若对方没有出闪,其受到2点伤害;若对方打出了一张闪,你与其各受到1点伤害;若对方打出了两张闪,你受到一点伤害',
|
||||
bingsheng:'兵圣',
|
||||
bingsheng_info:'出牌阶段限一次,你可以弃置两张花色不同的手牌,指定一名其他角色使其体力值与你相同',
|
||||
taolue:'韬略',
|
||||
taolue_info:'锁定技,你的手牌上限+1',
|
||||
shentan:'神探',
|
||||
shentan_info:'出牌阶段限一次,你可以弃置一张牌,获得距离2以内的一名角色的手牌,并可以将其交给任意一名角色',
|
||||
hanqiang:'寒枪',
|
||||
hanqiang_info:'锁定技,当你没装备武器时,攻击范围+1',
|
||||
biaoqi:'骠骑',
|
||||
biaoqi_info:'锁定技,当你出杀指定目标后,若你的攻击范围大于目标体力值,则此杀不可闪避;若你的攻击范围小于目标体力值,你摸一张牌',
|
||||
luoyan:'落雁',
|
||||
luoyan_info:'锁定技,你即将受到的属性伤害均改为无属性',
|
||||
heqin:'和亲',
|
||||
heqin2:'和亲',
|
||||
heqin3:'和亲',
|
||||
heqin_info:'限定技,你可以与场上一名男性角色形成【和亲】状态,你与该男性角色于摸牌阶段摸牌数+1。你或者男性角色阵亡,【和亲】状态消失',
|
||||
chajue:'察觉',
|
||||
chajue_info:'锁定技,你的回合外,你每受到一次伤害,任何【杀】或非延时类锦囊均对你无效,直到该回合结束。',
|
||||
tiewan:'铁腕',
|
||||
tiewan_info:'每当其他角色使用乐不思蜀时,你可以立即将一张红色牌当作乐不思蜀使用',
|
||||
qianglue:'强掠',
|
||||
qianglue_info:'每当你的杀被闪避时,你可以进行一次判定,若结果为黑色,你可以获得对方的一张牌',
|
||||
xiadao:'侠盗',
|
||||
xiadao_info:'当你的装备区内没有牌时,你可以将一张手牌当作闪使用或打出',
|
||||
lzhangyi:'仗义',
|
||||
|
@ -1517,7 +2158,7 @@ character.yxs={
|
|||
nvquan:'女权',
|
||||
nvquan1:'女权',
|
||||
nvquan2:'女权',
|
||||
nvquan_info:'你对男性角色使用【杀】或【决斗】时,对方需连续打出两张【杀】当做一张【杀】;你不能成为男性角色的决斗目标',
|
||||
nvquan_info:'你对男性角色使用【杀】或【决斗】时,对方需连续打出两张【闪】或【杀】响应;你不能成为男性角色的决斗目标',
|
||||
qiandu:'迁都',
|
||||
qiandu_info:'出牌阶段,你可以弃一张黑色手牌,和一名存活的玩家与其交换位置。每回合限一次。',
|
||||
budao:'补刀',
|
||||
|
@ -1536,8 +2177,6 @@ character.yxs={
|
|||
sheshi_info:'每受到1次伤害,可以指定1种花色,依次展示牌堆顶的牌,直到出现指定花色的牌为止,你获得与指定花色不同花色的所有牌(最多展示4张牌)。',
|
||||
|
||||
|
||||
sanbanfu:'三板斧',
|
||||
sanbanfu_info:'出牌阶段,你使用对目标角色使用【杀】时,若目标角色不出闪,则目标受到2点伤害,你弃掉1张手牌;若目标角色出1张闪,则目标角色受到1点伤害,你自减1点血量;若目标角色出2张闪,则目标角色不掉血,你自减1点血量。每回合限一次。',
|
||||
fengyi:'凤仪',
|
||||
fengyi_info:'出牌阶段,你可以弃一张手牌,指定任意目标摸两张牌。(每回合限用一次)',
|
||||
wange:'婉歌',
|
||||
|
@ -1547,8 +2186,6 @@ character.yxs={
|
|||
nichang_info:'摸牌时,你可以选择不摸牌,回合结束时展示手牌,每少一种花色摸一张牌',
|
||||
fengyan:'丰艳',
|
||||
fengyan_info:'你可以获得其他男性角色的红色判定牌',
|
||||
chujia:'出嫁',
|
||||
chujia_info:'出牌阶段可以弃掉两张相同颜色的手牌,指定任意角色摸X张牌。(X为该角色已损失的血量)',
|
||||
zhulu:'逐鹿',
|
||||
zhulu_info:'回合外,当有非延时锦囊结算完毕后,你可以立即弃掉一张相同花色手牌或装备区的牌,获得这张锦囊牌。',
|
||||
jieyong:'节用',
|
||||
|
|
30
game/game.js
|
@ -16,8 +16,11 @@
|
|||
dieClose:[]
|
||||
};
|
||||
var lib={
|
||||
version:1.72,
|
||||
changeLog:[],
|
||||
version:1.73,
|
||||
changeLog:[
|
||||
'bug修复',
|
||||
'新武将'
|
||||
],
|
||||
configprefix:'noname_0.9_',
|
||||
updates:[],
|
||||
canvasUpdates:[],
|
||||
|
@ -3905,6 +3908,9 @@
|
|||
player.logSkill(event.skill);
|
||||
player.popup(event.card.name);
|
||||
}
|
||||
if(event.audio===false){
|
||||
cardaudio=false;
|
||||
}
|
||||
if(cardaudio&&lib.config.background_audio){
|
||||
var sex=player.sex=='female'?'female':'male';
|
||||
if(lib.card[card.name].audio||lib.config.background_ogg){
|
||||
|
@ -4078,7 +4084,7 @@
|
|||
"step 0"
|
||||
var info=get.info(event.skill);
|
||||
event._skill=event.skill;
|
||||
if(lib.config.background_speak&&
|
||||
if(!info.direct&&lib.config.background_speak&&
|
||||
(!lib.skill.global.contains(event.skill)||lib.skill[event.skill].forceaudio)){
|
||||
var audioname=event.skill;
|
||||
var audioinfo=info.audio;
|
||||
|
@ -4103,6 +4109,9 @@
|
|||
}
|
||||
if(info.discard!=false&&info.lose!=false&&!info.viewAs){
|
||||
player.discard(cards).delay=false;
|
||||
if(info.prepare){
|
||||
info.prepare(cards,player,targets);
|
||||
}
|
||||
}
|
||||
else{
|
||||
if(info.lose!=false){
|
||||
|
@ -10343,8 +10352,8 @@
|
|||
if(temp<0) temp+=num;
|
||||
players[i].dataset.position=temp;
|
||||
}
|
||||
game.me.node.handcards1.delete();
|
||||
game.me.node.handcards2.delete();
|
||||
game.me.node.handcards1.remove();
|
||||
game.me.node.handcards2.remove();
|
||||
game.me=player;
|
||||
ui.handcards1=player.node.handcards1.animate('start').fix();
|
||||
ui.handcards2=player.node.handcards2.animate('start').fix();
|
||||
|
@ -11749,8 +11758,8 @@
|
|||
if(temp<0) temp+=num;
|
||||
players[i].dataset.position=temp;
|
||||
}
|
||||
game.me.node.handcards1.delete();
|
||||
game.me.node.handcards2.delete();
|
||||
game.me.node.handcards1.remove();
|
||||
game.me.node.handcards2.remove();
|
||||
game.me=player;
|
||||
ui.handcards1=player.node.handcards1.animate('start').fix();
|
||||
ui.handcards2=player.node.handcards2.animate('start').fix();
|
||||
|
@ -11872,6 +11881,9 @@
|
|||
game.pause();
|
||||
"step 3"
|
||||
if(event.bool){
|
||||
if(game.changeCoin){
|
||||
game.changeCoin(-10);
|
||||
}
|
||||
game.me.lose(game.me.get('h'))._triggered=null;
|
||||
}
|
||||
else{
|
||||
|
@ -15261,6 +15273,9 @@
|
|||
|
||||
var currentrow3=null;
|
||||
var clickrow3=function(){
|
||||
if(game.changeCoin){
|
||||
game.changeCoin(-20);
|
||||
}
|
||||
game.swapPlayer(this.link);
|
||||
};
|
||||
menuUpdates.push(function(){
|
||||
|
@ -17520,6 +17535,7 @@
|
|||
}
|
||||
}
|
||||
if(this.parentNode.classList.contains('hidden')) return;
|
||||
if(this.parentNode.classList.contains('removing')) return;
|
||||
if(ui.intro){
|
||||
ui.intro.close();
|
||||
delete ui.intro;
|
||||
|
|
After Width: | Height: | Size: 22 KiB |
After Width: | Height: | Size: 22 KiB |
After Width: | Height: | Size: 101 KiB |
After Width: | Height: | Size: 19 KiB |
After Width: | Height: | Size: 33 KiB |
After Width: | Height: | Size: 44 KiB |
After Width: | Height: | Size: 16 KiB |
After Width: | Height: | Size: 29 KiB |
Before Width: | Height: | Size: 52 KiB After Width: | Height: | Size: 25 KiB |
After Width: | Height: | Size: 24 KiB |
After Width: | Height: | Size: 39 KiB |
After Width: | Height: | Size: 20 KiB |
After Width: | Height: | Size: 20 KiB |
After Width: | Height: | Size: 24 KiB |
After Width: | Height: | Size: 23 KiB |
After Width: | Height: | Size: 24 KiB |
|
@ -458,6 +458,9 @@ mode.boss={
|
|||
if(ui.cheat2&&ui.cheat2.dialog==_status.event.dialog){
|
||||
return;
|
||||
}
|
||||
if(game.changeCoin){
|
||||
game.changeCoin(-10);
|
||||
}
|
||||
list.randomSort();
|
||||
_status.event.dialog.close();
|
||||
_status.event.dialog=ui.create.dialog('选择参战角色','hidden');
|
||||
|
@ -481,6 +484,9 @@ mode.boss={
|
|||
_status.createControl=event.asboss;
|
||||
ui.cheat2=ui.create.control('自由选将',function(){
|
||||
if(this.dialog==_status.event.dialog){
|
||||
if(game.changeCoin){
|
||||
game.changeCoin(50);
|
||||
}
|
||||
this.dialog.close();
|
||||
_status.event.dialog=this.backup;
|
||||
ui.window.appendChild(this.backup);
|
||||
|
@ -496,6 +502,9 @@ mode.boss={
|
|||
}
|
||||
}
|
||||
else{
|
||||
if(game.changeCoin){
|
||||
game.changeCoin(-50);
|
||||
}
|
||||
ui.cheat2x=ui.create.groupControl(_status.event.parent.dialogxx);
|
||||
this.backup=_status.event.dialog;
|
||||
_status.event.dialog.close();
|
||||
|
|
|
@ -3601,6 +3601,9 @@ mode.chess={
|
|||
if(ui.cheat2&&ui.cheat2.dialog==_status.event.dialog){
|
||||
return;
|
||||
}
|
||||
if(game.changeCoin){
|
||||
game.changeCoin(-10);
|
||||
}
|
||||
list.randomSort();
|
||||
_status.event.dialog.close();
|
||||
var dialog=ui.create.dialog('选择出场角色','hidden');
|
||||
|
@ -3630,6 +3633,9 @@ mode.chess={
|
|||
ui.create.cheat2=function(){
|
||||
ui.cheat2=ui.create.control('自由选将',function(){
|
||||
if(this.dialog==_status.event.dialog){
|
||||
if(game.changeCoin){
|
||||
game.changeCoin(50);
|
||||
}
|
||||
this.dialog.close();
|
||||
_status.event.dialog=this.backup;
|
||||
this.backup.open();
|
||||
|
@ -3645,6 +3651,9 @@ mode.chess={
|
|||
}
|
||||
}
|
||||
else{
|
||||
if(game.changeCoin){
|
||||
game.changeCoin(-50);
|
||||
}
|
||||
ui.cheat2x=ui.create.groupControl(_status.event.parent.dialogxx);
|
||||
this.backup=_status.event.dialog;
|
||||
_status.event.dialog.close();
|
||||
|
|
|
@ -321,6 +321,9 @@ mode.guozhan={
|
|||
ui.create.cheat2=function(){
|
||||
ui.cheat2=ui.create.control('自由选将',function(){
|
||||
if(this.dialog==_status.event.dialog){
|
||||
if(game.changeCoin){
|
||||
game.changeCoin(50);
|
||||
}
|
||||
this.dialog.close();
|
||||
_status.event.dialog=this.backup;
|
||||
this.backup.open();
|
||||
|
@ -336,6 +339,9 @@ mode.guozhan={
|
|||
}
|
||||
}
|
||||
else{
|
||||
if(game.changeCoin){
|
||||
game.changeCoin(-50);
|
||||
}
|
||||
ui.cheat2x=ui.create.groupControl(_status.event.parent.dialogxx);
|
||||
this.backup=_status.event.dialog;
|
||||
_status.event.dialog.close();
|
||||
|
@ -356,6 +362,9 @@ mode.guozhan={
|
|||
if(ui.cheat2&&ui.cheat2.dialog==_status.event.dialog){
|
||||
return;
|
||||
}
|
||||
if(game.changeCoin){
|
||||
game.changeCoin(-10);
|
||||
}
|
||||
event.list=event.list.concat(list);
|
||||
event.list.randomSort();
|
||||
list=event.list.splice(0,parseInt(get.config('choice_num')));
|
||||
|
|
|
@ -618,6 +618,9 @@ mode.identity={
|
|||
if(ui.cheat2&&ui.cheat2.dialog==_status.event.dialog){
|
||||
return;
|
||||
}
|
||||
if(game.changeCoin){
|
||||
game.changeCoin(-10);
|
||||
}
|
||||
if(game.zhu!=game.me){
|
||||
event.list=event.list.concat(list);
|
||||
event.list.randomSort();
|
||||
|
@ -641,6 +644,9 @@ mode.identity={
|
|||
ui.create.cheat2=function(){
|
||||
ui.cheat2=ui.create.control('自由选将',function(){
|
||||
if(this.dialog==_status.event.dialog){
|
||||
if(game.changeCoin){
|
||||
game.changeCoin(50);
|
||||
}
|
||||
this.dialog.close();
|
||||
_status.event.dialog=this.backup;
|
||||
this.backup.open();
|
||||
|
@ -656,6 +662,9 @@ mode.identity={
|
|||
}
|
||||
}
|
||||
else{
|
||||
if(game.changeCoin){
|
||||
game.changeCoin(-50);
|
||||
}
|
||||
ui.cheat2x=ui.create.groupControl(_status.event.parent.dialogxx);
|
||||
this.backup=_status.event.dialog;
|
||||
_status.event.dialog.close();
|
||||
|
|
|
@ -902,6 +902,9 @@ mode.stone={
|
|||
if(ui.cheat2&&ui.cheat2.dialog==_status.event.dialog){
|
||||
return;
|
||||
}
|
||||
if(game.changeCoin){
|
||||
game.changeCoin(-10);
|
||||
}
|
||||
list.randomSort();
|
||||
_status.event.dialog.close();
|
||||
_status.event.dialog=ui.create.dialog('按顺序选择出场角色'+(get.config('double_character')?'(双将)':''));
|
||||
|
@ -919,6 +922,9 @@ mode.stone={
|
|||
ui.create.cheat2=function(){
|
||||
ui.cheat2=ui.create.control('自由选将',function(){
|
||||
if(this.dialog==_status.event.dialog){
|
||||
if(game.changeCoin){
|
||||
game.changeCoin(50);
|
||||
}
|
||||
this.dialog.close();
|
||||
_status.event.dialog=this.backup;
|
||||
this.backup.open();
|
||||
|
@ -934,6 +940,9 @@ mode.stone={
|
|||
}
|
||||
}
|
||||
else{
|
||||
if(game.changeCoin){
|
||||
game.changeCoin(-50);
|
||||
}
|
||||
ui.cheat2x=ui.create.groupControl(_status.event.parent.dialogxx);
|
||||
this.backup=_status.event.dialog;
|
||||
_status.event.dialog.close();
|
||||
|
|
13
play/coin.js
|
@ -16,6 +16,16 @@ play.coin={
|
|||
str='<span style="position:absolute">㉤</span><span style="margin-left:18px;font-family:xinwei;line-height:10px">'+lib.config.coin+'</span>';
|
||||
}
|
||||
ui.coin=ui.create.system(str,null,true);
|
||||
// lib.setPopped(ui.coin,function(){
|
||||
// var uiintro=ui.create.dialog('hidden');
|
||||
// uiintro.add('商店');
|
||||
// uiintro.listen(function(e){
|
||||
// e.stopPropagation();
|
||||
// });
|
||||
// uiintro.add('<div class="text center">本局比赛能否获得胜利?</div>');
|
||||
// uiintro.classList.add('noleave');
|
||||
// return uiintro;
|
||||
// },220,400);
|
||||
}
|
||||
},
|
||||
game:{
|
||||
|
@ -37,7 +47,8 @@ play.coin={
|
|||
'富甲天下':'<ul><li>每完成一次对局,可获得一定数量的金币'+
|
||||
'<li>战斗胜利可额外获得20金币,每杀死一个敌人可获得10金币(托管无效)'+
|
||||
'<li>使用的武将越强,获得的金币数越少'+
|
||||
'<li>每进行一次作弊,扣除20金币'+
|
||||
'<li>执行以下操作时,将扣除金币:<ul><li>作弊:20金币<li>换将卡:10金币<li>'+
|
||||
'自由选将:50金币<li>手气卡:10金币<li>换人:20金币</ul>'+
|
||||
'<li>金币暂时还没什么用〜'
|
||||
}
|
||||
}
|
||||
|
|