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@ -12,10 +12,258 @@ character.gujian={
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gjqt_xiayize:['male','qun',3,['xuanning','liuguang','yangming']],
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gjqt_xiayize:['male','qun',3,['xuanning','liuguang','yangming']],
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gjqt_aruan:['female','wu',3,['zhaolu','jiehuo','yuling']],
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gjqt_aruan:['female','wu',3,['zhaolu','jiehuo','yuling']],
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// gjqt_xunfang:['female','shu',3,['zhaolu','jiehuo','yuling']],
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gjqt_xunfang:['female','shu',3,['qingwu','xfanghua']],
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// gjqt_ouyangshaogong:['male','shu',3,['zhaolu','jiehuo','yuling']],
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gjqt_ouyangshaogong:['male','shu',3,['yunyin','shishui','duhun']],
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},
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},
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skill:{
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skill:{
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qingwu:{
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trigger:{global:'phaseEnd'},
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check:function(event,player){
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return ai.get.attitude(player,event.player)>0;
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},
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filter:function(event,player){
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var nh=event.player.num('h');
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for(var i=0;i<game.players.length;i++){
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if(game.players[i]!=event.player&&game.players[i].num('h')<nh){
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return false;
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}
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}
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return true;
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},
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logTarget:'player',
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content:function(){
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trigger.player.draw();
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},
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ai:{
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expose:0.1
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}
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},
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xfanghua:{
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trigger:{target:'useCardToBegin'},
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priority:-1,
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filter:function(event,player){
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return get.color(event.card)=='red'&&player.isDamaged();
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},
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frequent:true,
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content:function(){
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player.recover();
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},
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ai:{
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effect:{
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target:function(card,player,target,current){
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if(get.color(card)=='red'&&target.isDamaged()) return [1,1];
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}
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}
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}
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},
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duhun:{
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enable:'chooseToUse',
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filter:function(event,player){
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if(event.type!='dying') return false;
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if(player!=event.dying) return false;
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if(player.maxHp<=1) return false;
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if(player.num('h')==0) return false;
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return true;
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},
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filterTarget:function(card,player,target){
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return target!=player&&target.num('h')>0&&target.hp>0&&target.hp<=player.maxHp;
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},
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content:function(){
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'step 0'
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player.chooseToCompare(target);
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'step 1'
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if(!result.bool){
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player.die();
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event.finish();
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}
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else{
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event.num=target.hp-player.hp;
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player.loseMaxHp();
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}
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'step 2'
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player.changeHp(event.num);
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'step 3'
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event.target.changeHp(-event.num);
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'step 4'
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if(event.target.hp<=0){
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event.target.dying({source:player});
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}
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},
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ai:{
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order:1,
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skillTagFilter:function(player){
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if(player.maxHp<=1) return false;
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if(player.hp>0) return false;
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if(player.num('h')==0) return false;
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},
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save:true,
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result:{
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target:-1,
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player:1
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},
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threaten:2
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},
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},
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yunyin:{
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trigger:{player:'phaseEnd'},
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direct:true,
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subSkill:{
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count:{
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trigger:{player:'useCard'},
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forced:true,
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popup:false,
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silent:true,
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filter:function(event,player){
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return _status.currentPhase==player;
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},
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content:function(){
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if(!player.storage.yunyin){
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player.storage.yunyin=[];
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}
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var suit=get.suit(trigger.card);
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if(suit){
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player.storage.yunyin.add(suit);
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}
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}
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},
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set:{
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trigger:{player:'phaseAfter'},
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forced:true,
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popup:false,
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silent:true,
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content:function(){
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delete player.storage.yunyin;
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}
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}
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},
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filter:function(event,player){
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if(!player.storage.yunyin) return true;
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var hs=player.get('h');
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for(var i=0;i<hs.length;i++){
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if(!player.storage.yunyin.contains(get.suit(hs[i]))) return true;
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}
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return false;
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},
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group:['yunyin_count','yunyin_set'],
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content:function(){
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'step 0'
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player.chooseToDiscard('he',get.prompt('yunyin'),function(card){
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if(!player.storage.yunyin) return true;
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return !player.storage.yunyin.contains(get.suit(card));
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}).set('logSkill','yunyin').ai=function(card){
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return 9-ai.get.value(card);
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}
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'step 1'
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if(!result.bool){
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event.finish();
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return;
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}
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var list=[];
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for(var i=0;i<lib.inpile.length;i++){
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var name=lib.inpile[i];
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var type=get.type(name);
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if(type=='trick'||type=='basic'){
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if(lib.filter.cardEnabled({name:name},player)){
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list.push([get.translation(type),'',name]);
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}
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}
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}
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var dialog=ui.create.dialog('云音',[list,'vcard']);
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player.chooseButton(dialog).ai=function(button){
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var name=button.link[2];
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var taoyuan=0,nanman=0;
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for(var i=0;i<game.players.length;i++){
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var eff1=ai.get.effect(game.players[i],{name:'taoyuan'},player,player);
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var eff2=ai.get.effect(game.players[i],{name:'nanman'},player,player);
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if(eff1>0){
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taoyuan++;
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}
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else if(eff1<0){
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taoyuan--;
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}
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if(eff2>0){
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nanman++;
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}
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else if(eff2<0){
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nanman--;
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}
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}
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if(Math.max(taoyuan,nanman)>1){
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if(taoyuan>nanman) return name=='taoyuan'?1:0;
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return name=='nanman'?1:0;
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}
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if(player.num('h')<player.hp&&player.hp>=2){
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return name=='wuzhong'?1:0;
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}
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if(player.hp<player.maxHp&&player.hp<3){
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return name=='tao'?1:0;
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}
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return name=='zengbin'?1:0;
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}
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'step 2'
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if(result.bool){
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var name=result.links[0][2];
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var info=lib.card[name];
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var card={name:name};
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if(info.selectTarget==-1){
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var targets=[];
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for(var i=0;i<game.players.length;i++){
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if(lib.filter.filterTarget(card,player,game.players[i])){
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targets.push(game.players[i]);
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}
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}
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if(targets.length){
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targets.sort(lib.sort.seat);
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player.useCard(card,targets);
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}
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event.finish();
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}
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else{
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var next=player.chooseTarget('选择'+get.translation(name)+'的目标');
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next._get_card=card;
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next.filterTarget=lib.filter.filterTarget;
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next.ai=ai.get.effect;
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if(typeof info.selectTarget=='function'){
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next.selectTarget=info.selectTarget;
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}
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else{
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next.selectTarget=get.select(info.selectTarget);
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}
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event.card=card;
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}
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}
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else{
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event.finish();
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}
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'step 3'
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if(result.bool){
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player.useCard(event.card,result.targets);
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}
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},
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ai:{
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threaten:1.5,
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}
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},
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shishui:{
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trigger:{player:'useCardToBegin'},
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filter:function(event,player){
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return event.target&&get.color(event.card)=='red';
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},
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forced:true,
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check:function(event,player){
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return ai.get.attitude(player,event.player)<0;
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},
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content:function(){
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trigger.target.loseHp();
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},
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ai:{
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effect:{
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player:function(card,player,target,current){
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if(get.color(card)=='red') return [1,0,1,-2];
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}
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}
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}
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},
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chizhen:{
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chizhen:{
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trigger:{player:'phaseUseBegin'},
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trigger:{player:'phaseUseBegin'},
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frequent:true,
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frequent:true,
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@ -206,7 +454,7 @@ character.gujian={
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if(target[get.subtype(card)]&&target[get.subtype(card)]!=card){
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if(target[get.subtype(card)]&&target[get.subtype(card)]!=card){
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value2=ai.get.value(target[get.subtype(card)],target);
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value2=ai.get.value(target[get.subtype(card)],target);
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}
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}
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return Math.max(0,value1-value2);
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return Math.max(0,value1-value2)/5;
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}
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}
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}
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}
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}
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}
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@ -1332,11 +1580,24 @@ character.gujian={
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gjqt_yinqianshang:'尹千觞',
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gjqt_yinqianshang:'尹千觞',
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gjqt_hongyu:'红玉',
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gjqt_hongyu:'红玉',
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gjqt_ouyangshaogong:'欧阳少恭',
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gjqt_xunfang:'巽芳',
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gjqt_yuewuyi:'乐无异',
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gjqt_yuewuyi:'乐无异',
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gjqt_wenrenyu:'闻人羽',
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gjqt_wenrenyu:'闻人羽',
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gjqt_xiayize:'夏夷则',
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gjqt_xiayize:'夏夷则',
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gjqt_aruan:'阿阮',
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gjqt_aruan:'阿阮',
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qingwu:'轻舞',
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qingwu_info:'在一名角色的回合结束阶段,若其手牌数为全场最少或之一,你可以令其摸一张牌',
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xfanghua:'芳华',
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xfanghua_info:'每当你成为红色牌的目标后,你可以回复一点体力',
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yunyin:'云音',
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yunyin_info:'回合结束阶段,你可以弃置一张与本回合使用过的卡牌花色均不相同的手牌,视为使用一张基本牌或非延时锦囊牌',
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shishui:'逝水',
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shishui_info:'锁定技,每当你使用一张红色牌,你令目标流失一点体力',
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duhun:'渡魂',
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duhun_info:'濒死阶段,你可以与一名体力值不超过你的体力上限的角色拼点,若你赢,你失去一点体力上限并与该角色交换体力值;若你没赢,你立即死亡',
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chizhen:'驰阵',
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chizhen:'驰阵',
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chizhen_info:'出牌阶段开始时,你可以摸X张牌并弃置X张牌,若你弃置了杀,可以视为使用一张决斗(X为你已损失的体力值且至少为1)',
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chizhen_info:'出牌阶段开始时,你可以摸X张牌并弃置X张牌,若你弃置了杀,可以视为使用一张决斗(X为你已损失的体力值且至少为1)',
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xidie:'戏蝶',
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xidie:'戏蝶',
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@ -58,6 +58,7 @@ window.characterRank={
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'hs_alakir',
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'hs_alakir',
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'hs_morgl',
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'hs_morgl',
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'ow_luxiao',
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'ow_luxiao',
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'gjqt_ouyangshaogong',
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],
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],
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a:[
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a:[
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'hs_aya',
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'hs_aya',
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@ -134,6 +135,7 @@ window.characterRank={
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'yxs_luobinhan',
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'yxs_luobinhan',
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'hs_alleria',
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'hs_alleria',
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'pal_wenhui',
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'pal_wenhui',
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'gjqt_xunfang',
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],
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],
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am:[
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am:[
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'swd_duanmeng',
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'swd_duanmeng',
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@ -7053,22 +7053,14 @@ character.swd={
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"step 0"
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"step 0"
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target.damage();
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target.damage();
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"step 1"
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"step 1"
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if(target.isAlive()){
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var he=target.get('he');
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target.turnOver();
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target.discard(he.randomGets(target.maxHp-target.hp));
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}
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else{
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event.finish();
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}
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"step 2"
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target.draw(target.maxHp-target.hp);
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},
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},
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ai:{
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ai:{
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expose:0.3,
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expose:0.3,
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result:{
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result:{
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target:function(player,target){
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target:function(player,target){
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var eff=ai.get.damageEffect(target,player);
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return ai.get.damageEffect(target,player)-(target.maxHp-target.hp)/2;
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if(target.hp==1) return eff;
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return target.maxHp-target.hp-2+eff;
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}
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}
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},
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},
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order:5
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order:5
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@ -7138,7 +7130,7 @@ character.swd={
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}
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}
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},
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},
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multitarget:true,
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multitarget:true,
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line:false,
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multiline:true,
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selectTarget:[1,3],
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selectTarget:[1,3],
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ai:{
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ai:{
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order:function(){
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order:function(){
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@ -8871,7 +8863,7 @@ character.swd={
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jifeng_info:'你的杀和单体锦囊可以额外指定任意个目标,若如此做,此卡牌有一定机率失效,指定的目标越多失效的概率越大',
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jifeng_info:'你的杀和单体锦囊可以额外指定任意个目标,若如此做,此卡牌有一定机率失效,指定的目标越多失效的概率越大',
|
||||||
mohua_info:'锁定技,在身份局中,当你进入濒死状态时,你立即变身为撒旦,体力上限变为现存角色数(至少为4),并成为其他所有角色的共同敌人',
|
mohua_info:'锁定技,在身份局中,当你进入濒死状态时,你立即变身为撒旦,体力上限变为现存角色数(至少为4),并成为其他所有角色的共同敌人',
|
||||||
miles_xueyi_info:'锁定技,你防止即将受到的伤害,然后流失一点体力',
|
miles_xueyi_info:'锁定技,你防止即将受到的伤害,然后流失一点体力',
|
||||||
duanyi_info:'出牌阶段限一次,你可以弃置两张杀,对一名角色造成一点伤害,然后其翻面并摸X张牌,X为其已损失的体力值',
|
duanyi_info:'出牌阶段限一次,你可以弃置两张杀,对一名角色造成一点伤害,然后其随机弃置X张牌,X为其已损失的体力值',
|
||||||
guxing_info:'出牌阶段,你可以将最后至多X张手牌当杀使用,此杀无视距离且可以指定至多3个目标,每造成一次伤害,你摸一张牌,X为你已损失的体力值且至少为1。',
|
guxing_info:'出牌阶段,你可以将最后至多X张手牌当杀使用,此杀无视距离且可以指定至多3个目标,每造成一次伤害,你摸一张牌,X为你已损失的体力值且至少为1。',
|
||||||
tianlun_info:'任意一名角色的判定生效前,你可以弃置一张场上角色的判定牌代替之',
|
tianlun_info:'任意一名角色的判定生效前,你可以弃置一张场上角色的判定牌代替之',
|
||||||
hlongyin_info:'出牌阶段,你可以弃置任意张颜色相同且点数不同的牌,并获得逆时针座位距离与卡牌点数相同的角色区域内的一张牌。每阶段限一次',
|
hlongyin_info:'出牌阶段,你可以弃置任意张颜色相同且点数不同的牌,并获得逆时针座位距离与卡牌点数相同的角色区域内的一张牌。每阶段限一次',
|
||||||
|
|
25
game/game.js
25
game/game.js
|
@ -60,7 +60,6 @@
|
||||||
updateURL:'https://raw.githubusercontent.com/libccy/noname/$version$/',
|
updateURL:'https://raw.githubusercontent.com/libccy/noname/$version$/',
|
||||||
assetURL:'',
|
assetURL:'',
|
||||||
hallURL:'websha.cn',
|
hallURL:'websha.cn',
|
||||||
reserveSkillName:['others','zhu','zhuSkill'],
|
|
||||||
changeLog:[],
|
changeLog:[],
|
||||||
updates:[],
|
updates:[],
|
||||||
canvasUpdates:[],
|
canvasUpdates:[],
|
||||||
|
@ -5274,7 +5273,7 @@
|
||||||
targets.add(game.me);
|
targets.add(game.me);
|
||||||
source.useCard(game.createCard(card.name,card.suit,card.number,card.nature),targets);
|
source.useCard(game.createCard(card.name,card.suit,card.number,card.nature),targets);
|
||||||
},
|
},
|
||||||
rank:function(){
|
r:function(){
|
||||||
var list=lib.rank.s.concat(lib.rank.ap).concat(lib.rank.a).concat(lib.rank.am).
|
var list=lib.rank.s.concat(lib.rank.ap).concat(lib.rank.a).concat(lib.rank.am).
|
||||||
concat(lib.rank.bp).concat(lib.rank.b).concat(lib.rank.bm).concat(lib.rank.c).concat(lib.rank.d);
|
concat(lib.rank.bp).concat(lib.rank.b).concat(lib.rank.bm).concat(lib.rank.c).concat(lib.rank.d);
|
||||||
for(var i in lib.character){
|
for(var i in lib.character){
|
||||||
|
@ -5424,7 +5423,7 @@
|
||||||
cheat.z('liushan');
|
cheat.z('liushan');
|
||||||
},
|
},
|
||||||
lb:function(){
|
lb:function(){
|
||||||
cheat.z('liubei');
|
cheat.z('re_liubei');
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
translate:{
|
translate:{
|
||||||
|
@ -7020,10 +7019,10 @@
|
||||||
str+='个目标';
|
str+='个目标';
|
||||||
}
|
}
|
||||||
event.dialog=ui.create.dialog(str);
|
event.dialog=ui.create.dialog(str);
|
||||||
event.dialog.add('0/'+get.numStr(event.selectTarget[1]));
|
event.dialog.add('0/'+get.numStr(get.select(event.selectTarget)[1]));
|
||||||
event.custom.add.target=function(){
|
event.custom.add.target=function(){
|
||||||
_status.event.dialog.content.childNodes[1].innerHTML=
|
_status.event.dialog.content.childNodes[1].innerHTML=
|
||||||
ui.selected.targets.length+'/'+get.numStr(_status.event.selectTarget[1]);
|
ui.selected.targets.length+'/'+get.numStr(get.select(event.selectTarget)[1]);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else if(get.itemtype(event.dialog)=='dialog'){
|
else if(get.itemtype(event.dialog)=='dialog'){
|
||||||
|
@ -14693,6 +14692,9 @@
|
||||||
storage:{},
|
storage:{},
|
||||||
unequip:{},
|
unequip:{},
|
||||||
undist:{},
|
undist:{},
|
||||||
|
others:{},
|
||||||
|
zhu:{},
|
||||||
|
zhuSkill:{},
|
||||||
mad:{
|
mad:{
|
||||||
mark:true,
|
mark:true,
|
||||||
intro:{
|
intro:{
|
||||||
|
@ -20332,7 +20334,7 @@
|
||||||
if(target[get.subtype(card)]&&target[get.subtype(card)]!=card){
|
if(target[get.subtype(card)]&&target[get.subtype(card)]!=card){
|
||||||
value2=ai.get.value(target[get.subtype(card)],target);
|
value2=ai.get.value(target[get.subtype(card)],target);
|
||||||
}
|
}
|
||||||
return Math.max(0,value1-value2);
|
return Math.max(0,value1-value2)/5;
|
||||||
});
|
});
|
||||||
}(i));
|
}(i));
|
||||||
}
|
}
|
||||||
|
@ -25245,14 +25247,14 @@
|
||||||
name=name[0];
|
name=name[0];
|
||||||
if(currentButton){
|
if(currentButton){
|
||||||
if(currentButton.link!=name){
|
if(currentButton.link!=name){
|
||||||
if(lib.reserveSkillName.contains(name)||lib.skill[name]||page.content.pack.skill[name]){
|
if(lib.skill[name]||page.content.pack.skill[name]){
|
||||||
editnode.classList.add('disabled');
|
editnode.classList.add('disabled');
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else{
|
else{
|
||||||
if(lib.reserveSkillName.contains(name)||lib.skill[name]||page.content.pack.skill[name]){
|
if(lib.skill[name]||page.content.pack.skill[name]){
|
||||||
editnode.classList.add('disabled');
|
editnode.classList.add('disabled');
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
@ -25587,7 +25589,7 @@
|
||||||
name=name[0];
|
name=name[0];
|
||||||
if(currentButton){
|
if(currentButton){
|
||||||
if(currentButton.link!=name){
|
if(currentButton.link!=name){
|
||||||
if(lib.reserveSkillName.contains(name)||lib.skill[name]||page.content.pack.skill[name]){
|
if(lib.skill[name]||page.content.pack.skill[name]){
|
||||||
alert('技能名与现有技能重复,请更改\n提示:技能名格式为id+|+中文名,其中id必须惟一');
|
alert('技能名与现有技能重复,请更改\n提示:技能名格式为id+|+中文名,其中id必须惟一');
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
@ -25598,7 +25600,7 @@
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else{
|
else{
|
||||||
if(lib.reserveSkillName.contains(name)||lib.skill[name]||page.content.pack.skill[name]){
|
if(lib.skill[name]||page.content.pack.skill[name]){
|
||||||
alert('技能名与现有技能重复,请更改\n提示:技能名格式为id+|+中文名,其中id必须惟一');
|
alert('技能名与现有技能重复,请更改\n提示:技能名格式为id+|+中文名,其中id必须惟一');
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
@ -32517,6 +32519,9 @@
|
||||||
var card=get.info(_status.event.skill).viewAs;
|
var card=get.info(_status.event.skill).viewAs;
|
||||||
if(card) return card;
|
if(card) return card;
|
||||||
}
|
}
|
||||||
|
if(_status.event._get_card){
|
||||||
|
return _status.event._get_card;
|
||||||
|
}
|
||||||
return ui.selected.cards[0];
|
return ui.selected.cards[0];
|
||||||
},
|
},
|
||||||
player:function(){
|
player:function(){
|
||||||
|
|
|
@ -5,8 +5,9 @@ window.noname_update={
|
||||||
'bug修复',
|
'bug修复',
|
||||||
],
|
],
|
||||||
files:[
|
files:[
|
||||||
// 'game/server.js',
|
'game/game.js',
|
||||||
// 'character/swd.js',
|
'character/gujian.js',
|
||||||
|
'character/swd.js',
|
||||||
'character/rank.js',
|
'character/rank.js',
|
||||||
'character/xianjian.js',
|
'character/xianjian.js',
|
||||||
'card/swd.js',
|
'card/swd.js',
|
||||||
|
|
Loading…
Reference in New Issue