v1.9.41
This commit is contained in:
parent
e595ba4320
commit
2ee07bcedc
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@ -10,7 +10,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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filterTarget:function(card,player,target){
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return !target.hasSkill('luyugeng');
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},
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range:{global:1},
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//range:{global:1},
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content:function(){
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target.$gain2(cards);
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target.storage.luyugeng=card;
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@ -59,7 +59,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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filterTarget:function(card,player,target){
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return !target.hasSkill('chunbing');
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},
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range:{global:1},
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//range:{global:1},
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content:function(){
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target.$gain2(cards);
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target.storage.chunbing=card;
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@ -90,7 +90,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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filterTarget:function(card,player,target){
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return !target.hasSkill('gudonggeng');
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},
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range:{global:1},
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//range:{global:1},
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content:function(){
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target.$gain2(cards);
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target.storage.gudonggeng=card;
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@ -115,7 +115,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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filterTarget:function(card,player,target){
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return !target.hasSkill('liyutang');
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},
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range:{global:1},
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//range:{global:1},
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content:function(){
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target.$gain2(cards);
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target.storage.liyutang=card;
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@ -141,7 +141,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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filterTarget:function(card,player,target){
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return !target.hasSkill('mizhilianou');
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},
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range:{global:1},
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//range:{global:1},
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content:function(){
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target.$gain2(cards);
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target.storage.mizhilianou=card;
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@ -176,7 +176,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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filterTarget:function(card,player,target){
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return !target.hasSkill('xiajiao');
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},
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range:{global:1},
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//range:{global:1},
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content:function(){
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target.$gain2(cards);
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target.storage.xiajiao=card;
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@ -199,7 +199,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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filterTarget:function(card,player,target){
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return !target.hasSkill('tanhuadong');
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},
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range:{global:1},
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//range:{global:1},
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content:function(){
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target.$gain2(cards);
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target.storage.tanhuadong=card;
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@ -221,7 +221,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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filterTarget:function(card,player,target){
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return !target.hasSkill('mapodoufu');
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},
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range:{global:1},
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//range:{global:1},
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content:function(){
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target.$gain2(cards);
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target.storage.mapodoufu=card;
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@ -245,7 +245,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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filterTarget:function(card,player,target){
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return !target.hasSkill('qingtuan');
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},
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range:{global:1},
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//range:{global:1},
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content:function(){
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target.$gain2(cards);
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target.storage.qingtuan=card;
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@ -278,7 +278,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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filterTarget:function(card,player,target){
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return !target.hasSkill('yougeng');
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},
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range:{global:1},
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//range:{global:1},
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content:function(){
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target.$gain2(cards);
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target.storage.yougeng=card;
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@ -304,7 +304,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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filterTarget:function(card,player,target){
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return !target.hasSkill('molicha');
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},
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range:{global:1},
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//range:{global:1},
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content:function(){
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target.$gain2(cards);
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target.storage.molicha=card;
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@ -326,7 +326,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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filterTarget:function(card,player,target){
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return !target.hasSkill('yuanbaorou');
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},
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range:{global:1},
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//range:{global:1},
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content:function(){
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target.$gain2(cards);
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target.storage.yuanbaorou=card;
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@ -744,28 +744,23 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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enable:true,
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fullskin:true,
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filterTarget:function(card,player,target){
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return target!=player;
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return target.hp>=player.hp;
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},
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content:function(){
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'step 0'
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target.draw('visible');
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target.draw();
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'step 1'
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if(Array.isArray(result)&&get.suit(result[0])=='spade'){
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return;
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}
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else{
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target.damage();
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}
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target.loseHp();
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},
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ai:{
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order:2,
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value:[4,1],
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useful:1,
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value:[5,1],
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useful:[4,1],
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result:{
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target:-1.5
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},
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tag:{
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damage:1
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// damage:1
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}
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}
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},
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@ -1539,7 +1534,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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// longxugou:'龙须钩',
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// longxugou_info:'龙须钩',
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mianlijinzhen:'棉里针',
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mianlijinzhen_info:'令一名角色摸一张牌并展示,若不是黑桃,你对其造成一点伤害',
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mianlijinzhen_info:'出牌阶段对一名体力值不小于你的角色使用,目标摸一张牌然后失去一点体力',
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// shenhuofeiya:'神火飞鸦',
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// shenhuofeiya_info:'神火飞鸦',
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// tuhunsha:'土魂砂',
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@ -3357,7 +3357,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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return event.player.hp<=0&&player.hp>1;
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},
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check:function(event,player){
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return get.attitude(player,event.player)>=3;
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return get.attitude(player,event.player)>=3&&!event.player.hasSkillTag('nosave');
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},
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logTarget:'player',
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content:function(){
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@ -873,7 +873,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player.chooseTarget(get.prompt2('gwqinwu')).ai=function(target){
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var att=get.attitude(player,target);
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if(att<=0) return 0;
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att+=1-get.distance(player,target,'absolute')/game.players.length;
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if(att<3) return att;
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att=10-get.distance(player,target,'absolute')/game.players.length;
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if(target.hasSkill('gwqinwu')){
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att/=1.5;
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}
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@ -1247,6 +1248,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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target.lose(card,ui.special);
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player.addSkill('gwjushi2');
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}
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},
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ai:{
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order:8,
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result:{
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target:-1
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}
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}
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},
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gwjushi2:{
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@ -5837,7 +5837,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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animationColor:'thunder',
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derivation:'xinci',
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filter:function(event,player){
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return !player.storage.anying&&player.countCards('he',{color:'black'})>1;
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return !player.storage.anying&&player.countCards('he',{color:'black'})>0;
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},
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filterCard:{color:'black'},
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position:'he',
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@ -5848,7 +5848,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player.storage.anying=true;
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player.awakenSkill('anying');
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player.removeSkill('shengguang');
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player.addSkill('xinci');
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player.addAdditionalSkill('anying','xinci');
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},
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ai:{
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order:1,
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183
character/mtg.js
183
character/mtg.js
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@ -6,7 +6,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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mtg_jiding:['male','qun',4,['mbaizhan','msilian']],
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// mtg_qianzhuo:['female','shu',3,[]],
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mtg_jiesi:['male','wei',3,['mtongnian','msuoling','mhuanyi']],
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// mtg_lilianna:['female','qun',3,[]],
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mtg_lilianna:['female','qun',3,['lingyong','mduohun']],
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// mtg_nisha:['female','wu',3,[]],
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// mtg_ayeni:['male','qun',4,[]],
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},
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@ -19,6 +19,180 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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mtg_ayeni:'金鬃阿耶尼是使用白色法术的鹏洛客。他长于净化身体与心灵的法术:用咒语来治疗、强化盟友,以及唤醒他人内在的心灵精华。',
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},
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skill:{
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mduohun:{
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trigger:{player:'dyingAfter'},
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forced:true,
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filter:function(event,player){
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return event.source&&event.source.isIn()&&event.source.hp>0;
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},
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logTarget:'source',
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content:function(){
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trigger.source.loseHp();
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},
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ai:{
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threaten:function(player,target){
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if(target.hp==1) return 0.6;
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return 1;
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},
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effect:{
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target:function(card,player,target,current){
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if(!target.hasFriend()) return;
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if(target.hp<=1&&get.tag(card,'damage')) return [1,0,0,-1];
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}
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}
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}
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},
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lingyong:{
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enable:'phaseUse',
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filter:function(event,player){
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return player.hasSkillTag('lingyong');
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},
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unique:true,
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forceunique:true,
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group:'lingyong2',
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direct:true,
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delay:0,
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skillAnimation:true,
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animationColor:'thunder',
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content:function(){
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'step 0'
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var list=[];
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var list2=[];
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var skills=player.getSkills();
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for(var i=0;i<skills.length;i++){
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var info=lib.skill[skills[i]];
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if(info.ai&&info.ai.lingyong){
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list.push(skills[i].slice(9));
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list2.push(skills[i]);
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}
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}
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event.list=list;
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event.list2=list2;
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if(list.length>1){
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var dialog=ui.create.dialog('灵俑','hidden');
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dialog.add([list,'character']);
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player.chooseButton(dialog,true);
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}
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else if(list.length==1){
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event.directresult=list[0];
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}
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else{
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event.finish();
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}
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player.logSkill('lingyong');
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'step 1'
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if(!event.directresult){
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if(result&&result.bool&&result.links[0]){
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event.directresult=result.links[0];
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}
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else{
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event.finish();
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return;
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}
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}
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if(event.directresult){
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var storage={};
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for(var i=0;i<event.list2.length;i++){
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var skill=event.list2[i];
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storage[skill]=player.storage[skill];
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}
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player.removeSkill(event.list2);
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event.list2.remove('lingyong_'+event.directresult);
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delete storage['lingyong_'+event.directresult];
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var name=event.directresult;
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player.storage.lingyong3={
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name:'mtg_lilianna',
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hp:player.hp,
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maxHp:player.maxHp,
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skills:event.list2.slice(0),
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name2:name,
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storage:storage,
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hs:player.getCards('h'),
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es:player.getCards('e')
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}
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player.reinit('mtg_lilianna',name);
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player.maxHp=1;
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player.update();
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player.addSkill('lingyong3');
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player.lose(player.getCards('he'),ui.special)._triggered=null;
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var evt=_status.event.getParent('phaseUse');
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if(evt&&evt.name=='phaseUse'){
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evt.skipped=true;
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}
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player.insertPhase();
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}
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},
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ai:{
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order:1,
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result:{
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player:function(player,target){
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return 1;
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// if(player.hp<=1) return 1;
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// if(!player.needsToDiscard(player.hp-1)) return 1;
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// return 0;
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}
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}
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}
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},
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lingyong2:{
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trigger:{global:'dieAfter'},
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forced:true,
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filter:function(event,player){
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return ![player.name,player.name1,player.name2].contains(event.player.name);
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},
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content:function(){
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var name='lingyong_'+trigger.player.name;
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lib.translate[name]=get.rawName(trigger.player.name).replace(/<br>/g,'')+'之俑';
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lib.skill[name]={
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intro:{
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content:'出牌阶段,你可以移去此标记,然后变身为'+get.translation(trigger.player)
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},
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mark:'character',
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onremove:true,
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ai:{
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lingyong:true
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}
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}
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player.storage[name]=trigger.player;
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player.addSkill(name);
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}
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},
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lingyong3:{
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trigger:{player:'dieBefore'},
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forced:true,
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priority:-9,
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onremove:true,
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mark:'character',
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intro:{
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content:'死亡前变回莉莲娜'
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},
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content:function(){
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'step 0'
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if(player.storage.lingyong3){
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player.reinit(player.storage.lingyong3.name2,'mtg_lilianna');
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player.maxHp=player.storage.lingyong3.maxHp;
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player.hp=player.storage.lingyong3.hp;
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player.update();
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for(var i in player.storage.lingyong3.storage){
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player.storage[i]=player.storage.lingyong3.storage[i];
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}
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player.addSkill(player.storage.lingyong3.skills);
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trigger.cancel();
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player.lose(player.getCards('he'),ui.discardPile)._triggered=null;
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}
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'step 1'
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if(player.storage.lingyong3){
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player.directgain(player.storage.lingyong3.hs);
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player.directequip(player.storage.lingyong3.es);
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}
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player.removeSkill('lingyong3');
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},
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ai:{
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nosave:true,
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threaten:0.8
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}
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},
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mhuanyi:{
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round:2,
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trigger:{player:'phaseEnd'},
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@ -397,6 +571,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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mtg_nisha:'妮莎',
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mtg_ayeni:'阿耶尼',
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mduohun:'夺魂',
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mduohun_info:'锁定技,当你解除濒死状态后,令你进入濒死状态的角色失去一点体力',
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lingyong:'灵俑',
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lingyong2:'灵俑',
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lingyong3:'灵俑',
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lingyong3_bg:'俑',
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lingyong_info:'锁定技,每当一名角色死亡,你获得一枚对应该角色主将的灵俑标记;出牌阶段,你可以弃置一枚灵俑标记,并变身为标记对应的角色(体力上限设为1),若如此做,你将你的牌移出游戏,结束出牌阶段并获得一个额外回合;处于变身状态的你在死亡前变回原形',
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mbaizhan:'百战',
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mbaizhan_info:'锁定技,每当你造成一点伤害,你获得一点护甲',
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msilian:'祀炼',
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@ -1182,6 +1182,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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keji:{
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audio:4,
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trigger:{player:'phaseDiscardBefore'},
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frequent:function(event,player){
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return !player.needsToDiscard();
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},
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filter:function(event,player){
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return player.countUsed('sha')==0;
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},
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@ -5740,9 +5740,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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group:'daixing2',
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trigger:{player:'phaseEnd'},
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direct:true,
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filter:function(event,player){
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return player.getCards('he')>0;
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},
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content:function(){
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"step 0"
|
||||
var next=player.chooseToDiscard('请选择发动代形的卡牌','he',[1,player.countCards('he')]);
|
||||
var next=player.chooseToDiscard(get.prompt2('daixing'),'he',[1,player.countCards('he')]);
|
||||
next.logSkill='daixing';
|
||||
next.ai=function(card){
|
||||
if(ui.selected.cards.length>=2) return 0;
|
||||
|
@ -8178,10 +8181,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
filterTarget:function(card,player,target){
|
||||
if(target.hp<=1) return false;
|
||||
if(get.mode()=='identity'&&_status.mode=='zhong'&&game.zhu&&!game.zhu.isZhu){
|
||||
return target==game.zhong;
|
||||
}
|
||||
if(target.identity=='zhu'||get.is.jun(target)) return false;
|
||||
// if(get.mode()=='identity'&&_status.mode=='zhong'&&game.zhu&&!game.zhu.isZhu){
|
||||
// return target==game.zhong;
|
||||
// }
|
||||
// if(target.identity=='zhu'||get.is.jun(target)) return false;
|
||||
return player!=target;
|
||||
},
|
||||
content:function(){
|
||||
|
@ -8204,14 +8207,18 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
'step 0'
|
||||
targets[0].phase('duijue');
|
||||
'step 1'
|
||||
if(targets[0].isDead()||targets[1].isDead()){
|
||||
ui.duijueLoop.round--;
|
||||
ui.duijueLoop.innerHTML=get.cnNumber(ui.duijueLoop.round)+'回合';
|
||||
if(targets[0].isDead()||targets[1].isDead()||ui.duijueLoop.round==0){
|
||||
event.goto(3);
|
||||
}
|
||||
else{
|
||||
targets[1].phase('duijue');
|
||||
}
|
||||
'step 2'
|
||||
if(targets[0].isDead()||targets[1].isDead()){
|
||||
ui.duijueLoop.round--;
|
||||
ui.duijueLoop.innerHTML=get.cnNumber(ui.duijueLoop.round)+'回合';
|
||||
if(targets[0].isDead()||targets[1].isDead()||ui.duijueLoop.round==0){
|
||||
event.goto(3);
|
||||
}
|
||||
else{
|
||||
|
@ -8221,6 +8228,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
for(var i=0;i<event.backup.length;i++){
|
||||
event.backup[i].in('duijue');
|
||||
}
|
||||
if(ui.duijueLoop){
|
||||
ui.duijueLoop.remove();
|
||||
delete ui.duijueLoop;
|
||||
}
|
||||
},
|
||||
init:function(player){
|
||||
player.storage.duijue=false;
|
||||
|
@ -8252,17 +8263,29 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
event.finish();
|
||||
return;
|
||||
}
|
||||
var next=game.createEvent('duijueLoop');
|
||||
next.targets=[target,player];
|
||||
next.num=0;
|
||||
next.setContent(lib.skill.duijue.duijueLoop);
|
||||
next.backup=[];
|
||||
var next=player.insertEvent('duijueLoop',lib.skill.duijue.duijueLoop,{
|
||||
targets:[target,player],
|
||||
num:0,
|
||||
backup:[],
|
||||
source:player,
|
||||
});
|
||||
for(var i=0;i<game.players.length;i++){
|
||||
if(game.players[i]!=player&&game.players[i]!=target){
|
||||
game.players[i].out('duijue');
|
||||
next.backup.push(game.players[i]);
|
||||
}
|
||||
}
|
||||
if(!ui.duijueLoop){
|
||||
ui.duijueLoop=ui.create.system('六回合',null,true);
|
||||
lib.setPopped(ui.duijueLoop,function(){
|
||||
var uiintro=ui.create.dialog('hidden');
|
||||
uiintro.add('对决');
|
||||
uiintro.addText(get.cnNumber(ui.duijueLoop.round)+'回合后结束');
|
||||
uiintro.add(ui.create.div('.placeholder.slim'));
|
||||
return uiintro;
|
||||
},180);
|
||||
ui.duijueLoop.round=6;
|
||||
}
|
||||
}
|
||||
},
|
||||
duijue2:{
|
||||
|
@ -9690,7 +9713,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
xuying_info:'锁定技,每当你即将受到伤害,你防止此伤害,若你此时有手牌,你流失一点体力',
|
||||
yinguo_info:'除你之外的任意一名角色即将受到受到伤害时,若有伤害来源,你可以弃置一张牌将伤害来源和目标对调',
|
||||
yueren_info:'每当你使用一张杀,可以进行一次判定,若结果为黑色,你弃置目标一张牌,若结果为红色,你将此杀收回,每回合限发动一次',
|
||||
duijue_info:'限定技,出牌阶段,你可以指定一名非主公且体力值大于1的其他角色,你结束出牌阶段,并在回合结束后将所有其他角色移出游戏,然后该角色与你轮流进行回合,直到有一方死亡为止',
|
||||
duijue_info:'限定技,出牌阶段,你可以指定一名体力值大于1的其他角色,你结束出牌阶段,并在回合结束后将所有其他角色移出游戏,然后该角色与你轮流进行回合,直到有一方死亡或一共进行六个回合为止',
|
||||
wuying_info:'锁定技,你的杀和单体x锦囊目标锁定为范围内的所有角色',
|
||||
xiehun_info:'锁定技,受到来自你伤害的角色进入混乱状态,行为不受控制,且会攻击队友,直到你的下一回合开始',
|
||||
jumo_info:'锁定技,结束阶段,你摸X-1张牌,X为未进入混乱状态的角色数与进入混乱状态的角色数之差(若为双将则改为X)',
|
||||
|
|
68
game/game.js
68
game/game.js
|
@ -6007,28 +6007,6 @@
|
|||
}
|
||||
return this;
|
||||
};
|
||||
HTMLDivElement.prototype.transform=function(transform){
|
||||
var str='';
|
||||
for(var i in transform){
|
||||
switch(i){
|
||||
case 'scale':str+='scale('+transform[i]+') ';break;
|
||||
case 'rotate':str+='rotate('+transform[i]+'deg) ';break;
|
||||
}
|
||||
}
|
||||
if(typeof transform=='object'){
|
||||
if(transform.left&&transform.top){
|
||||
str+='translate('+parseInt(transform.left)+'px,'+parseInt(transform.top)+'px) ';
|
||||
}
|
||||
else if(transform.left){
|
||||
str+='translate('+parseInt(transform.left)+'px) ';
|
||||
}
|
||||
else if(transform.top){
|
||||
str+='translate(0,'+parseInt(transform.top)+'px) ';
|
||||
}
|
||||
}
|
||||
this.style.transform=str;
|
||||
return this;
|
||||
};
|
||||
HTMLTableElement.prototype.get=function(row,col){
|
||||
if(row<this.childNodes.length){
|
||||
return this.childNodes[row].childNodes[col];
|
||||
|
@ -8053,9 +8031,9 @@
|
|||
ui.css.styles.sheet.insertRule('#window #control{font-family: STHeiti,SimHei,Microsoft JhengHei,Microsoft YaHei,WenQuanYi Micro Hei,Helvetica,Arial,sans-serif}',0);
|
||||
}
|
||||
switch(lib.config.glow_phase){
|
||||
case 'yellow':ui.css.styles.sheet.insertRule('#arena .player:not(.selectable):not(.selected).glow_phase {box-shadow: rgba(0, 0, 0, 0.3) 0 0 0 1px, rgb(235, 239, 59) 0 0 15px, rgb(199, 64, 64) 0 0 15px !important;}',0);break;
|
||||
case 'yellow':ui.css.styles.sheet.insertRule('#arena .player:not(.selectable):not(.selected).glow_phase {box-shadow: rgba(0, 0, 0, 0.3) 0 0 0 1px, rgb(217, 152, 62) 0 0 15px, rgb(217, 152, 62) 0 0 15px !important;}',0);break;
|
||||
case 'green':ui.css.styles.sheet.insertRule('#arena .player:not(.selectable):not(.selected).glow_phase {box-shadow: rgba(0, 0, 0, 0.3) 0 0 0 1px, rgba(10, 155, 67, 1) 0 0 15px, rgba(10, 155, 67, 1) 0 0 15px !important;}',0);break;
|
||||
case 'purple':ui.css.styles.sheet.insertRule('#arena .player:not(.selectable):not(.selected).glow_phase {box-shadow: rgba(0, 0, 0, 0.3) 0 0 0 1px, rgb(178, 59, 239) 0 0 15px, rgb(199, 64, 101) 0 0 15px !important;}',0);break;
|
||||
case 'purple':ui.css.styles.sheet.insertRule('#arena .player:not(.selectable):not(.selected).glow_phase {box-shadow: rgba(0, 0, 0, 0.3) 0 0 0 1px, rgb(189, 62, 170) 0 0 15px, rgb(189, 62, 170) 0 0 15px !important;}',0);break;
|
||||
}
|
||||
},
|
||||
layout:function(layout,nosave){
|
||||
|
@ -14418,6 +14396,21 @@
|
|||
next.setContent('phase');
|
||||
return next;
|
||||
},
|
||||
insertEvent:function(name,content,arg){
|
||||
var evt=_status.event.getParent('phase');
|
||||
var next;
|
||||
if(evt&&evt.parent&&evt.parent.next){
|
||||
next=game.createEvent(name,null,evt.parent);
|
||||
}
|
||||
else{
|
||||
next=game.createEvent(name);
|
||||
}
|
||||
for(var i in arg){
|
||||
next[i]=arg[i];
|
||||
}
|
||||
next.setContent(content);
|
||||
return next;
|
||||
},
|
||||
phase:function(skill){
|
||||
var next=game.createEvent('phase');
|
||||
next.player=this;
|
||||
|
@ -15575,6 +15568,11 @@
|
|||
next.setContent('swapHandcards');
|
||||
return next;
|
||||
},
|
||||
directequip:function(cards){
|
||||
for(var i=0;i<cards.length;i++){
|
||||
this.$equip(cards[i]);
|
||||
}
|
||||
},
|
||||
directgain:function(cards){
|
||||
var hs=this.getCards('h');
|
||||
for(var i=0;i<cards.length;i++){
|
||||
|
@ -19375,7 +19373,7 @@
|
|||
}
|
||||
this.node.name2.innerHTML=get.translation(card[0])+card[1]+' '+name;
|
||||
this.suit=card[0];
|
||||
this.number=card[1];
|
||||
this.number=parseInt(card[1])||0;
|
||||
this.name=card[2];
|
||||
this.classList.add('card');
|
||||
if(card[3]){
|
||||
|
@ -42353,6 +42351,26 @@
|
|||
}
|
||||
return num.toString();
|
||||
},
|
||||
rawName:function(str){
|
||||
var str2=lib.translate[str];
|
||||
if(!str2) return '';
|
||||
if(str2.indexOf('sp')==0){
|
||||
str2=str2.slice(2);
|
||||
}
|
||||
else if(str2.indexOf('界sp')==0){
|
||||
str2=str2.slice(3);
|
||||
}
|
||||
else if(str2.indexOf('界')==0&&lib.characterPack.refresh&&lib.characterPack.refresh[str]){
|
||||
str2=str2.slice(1);
|
||||
}
|
||||
else if(str2.indexOf('旧')==0&&lib.characterPack.old&&lib.characterPack.old[str]){
|
||||
str2=str2.slice(1);
|
||||
}
|
||||
else if(str2.indexOf('新')==0&&str.indexOf('re_')==0){
|
||||
str2=str2.slice(1);
|
||||
}
|
||||
return str2;
|
||||
},
|
||||
slimName:function(str){
|
||||
var str2=lib.translate[str];
|
||||
if(!str2) return '';
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
window.noname_update={
|
||||
version:'1.9.40.1',
|
||||
version:'1.9.41',
|
||||
// update:'1.9.38.1',
|
||||
changeLog:[
|
||||
'bug修复'
|
||||
|
|
Loading…
Reference in New Issue