fix
This commit is contained in:
parent
75b98028fb
commit
38f93922e1
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@ -198,6 +198,7 @@ window.config={
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glow_phase:'yellow',
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glow_phase:'yellow',
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skin:{},
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skin:{},
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gameRecord:{},
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hiddenModePack:[],
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hiddenModePack:[],
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hiddenCharacterPack:[],
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hiddenCharacterPack:[],
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hiddenCardPack:[],
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hiddenCardPack:[],
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70
game/game.js
70
game/game.js
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@ -22,6 +22,7 @@
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'双指拖动对话框',
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'双指拖动对话框',
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'对决模式调整',
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'对决模式调整',
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'炉石构筑模式',
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'炉石构筑模式',
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'战绩',
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'金币系统(在选项-玩法中开启,暂无实际用途)',
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'金币系统(在选项-玩法中开启,暂无实际用途)',
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],
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],
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configprefix:'noname_0.9_',
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configprefix:'noname_0.9_',
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@ -1221,6 +1222,18 @@
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game.saveConfig('plays',lib.config.plays);
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game.saveConfig('plays',lib.config.plays);
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}
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}
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},
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},
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coin_display_playpackconfig:{
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name:'金币显示',
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init:'text',
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item:{
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symbol:'符号',
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text:'文字'
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},
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onclick:function(item){
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game.saveConfig('coin_display_playpackconfig',item);
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if(game.changeCoin) game.changeCoin(0);
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}
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},
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update:function(config,map){
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update:function(config,map){
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for(var i in map){
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for(var i in map){
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if(i.indexOf('_playpackconfig')!=-1){
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if(i.indexOf('_playpackconfig')!=-1){
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@ -2335,11 +2348,11 @@
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'<li>法师:对一名随从造成一点火焰伤害'+
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'<li>法师:对一名随从造成一点火焰伤害'+
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'<li>医生:回复一点体力'+
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'<li>医生:回复一点体力'+
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'<li>战士:获得一点护甲,摸一张牌'+
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'<li>战士:获得一点护甲,摸一张牌'+
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'<li>术士:弃置一张牌并从牌库中摸两张牌'+
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'<li>术士:牌库中摸两张牌'+
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'<li>游侠:装备一把武器和一匹-1马'+
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'<li>装备一把武器和一个随机非武器装备'+
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'<li>谋士:召唤一名士兵'+
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'<li>谋士:召唤一名士兵'+
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'<li>猎人:弃置一张牌并对敌方主将造成一点伤害'+
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'<li>猎人:对敌方主将造成一点伤害'+
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'<li>蛮人:视为使用一张杀,此杀无视距离和防具且不计入出杀限制</ul>'+
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'<li>蛮人:视为使用一张不计入出杀次数的杀</ul>'+
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'<div style="margin:10px">战斗</div><ul style="margin-top:0"><li>游戏流程类似1v1,场上有两名主将进行对抗'+
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'<div style="margin:10px">战斗</div><ul style="margin-top:0"><li>游戏流程类似1v1,场上有两名主将进行对抗'+
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'<li>主将出牌阶段的出牌数量(行动值)有上限,先手为2,后手为3,装备牌不计入出牌上限<li>游戏每进行一轮,主将的出牌上限+1,超过6时减至2并重新累加'+
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'<li>主将出牌阶段的出牌数量(行动值)有上限,先手为2,后手为3,装备牌不计入出牌上限<li>游戏每进行一轮,主将的出牌上限+1,超过6时减至2并重新累加'+
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'<li>使用随从牌可召唤一个随从,随从出场时背面朝上。每一方在场的随从数不能超过4<li>随从于摸牌阶段摸牌基数为1,随从的随从牌均视为闪,装备牌均视为杀<li>'+
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'<li>使用随从牌可召唤一个随从,随从出场时背面朝上。每一方在场的随从数不能超过4<li>随从于摸牌阶段摸牌基数为1,随从的随从牌均视为闪,装备牌均视为杀<li>'+
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@ -2547,10 +2560,17 @@
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lib.config.all.plays.push(i);
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lib.config.all.plays.push(i);
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lib.translate[i+'_play_config']=play.pack[i];
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lib.translate[i+'_play_config']=play.pack[i];
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}
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}
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if(!lib.config.gameRecord){
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lib.config.gameRecord={};
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}
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for(i in mode.pack){
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for(i in mode.pack){
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if(lib.config.hiddenModePack.indexOf(i)==-1){
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if(lib.config.hiddenModePack.indexOf(i)==-1){
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lib.config.all.mode.push(i);
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lib.config.all.mode.push(i);
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lib.translate[i]=mode.pack[i];
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lib.translate[i]=mode.pack[i];
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if(!lib.config.gameRecord[i]){
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lib.config.gameRecord[i]={data:{}};
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}
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}
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}
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}
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}
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if(background&&background.pack){
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if(background&&background.pack){
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@ -11055,6 +11075,17 @@
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delete ui.swap;
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delete ui.swap;
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}
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}
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if(game.onOver) game.onOver(result);
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if(game.onOver) game.onOver(result);
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if(game.addRecord){
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if(result=='战斗胜利'){
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game.addRecord(true);
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}
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else if(result=='战斗失败'){
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game.addRecord(false);
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}
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else{
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game.addRecord();
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}
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}
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},
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},
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loop:function(){
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loop:function(){
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var event=_status.event;
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var event=_status.event;
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@ -15194,6 +15225,37 @@
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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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(function(){
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var page=ui.create.div('');
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var node=ui.create.div('.menubutton.large','战绩',start.firstChild,clickMode);
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node.type='rec';
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node.link=page;
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page.style.paddingBottom='10px';
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var reset=function(){
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if(this.innerHTML=='重置'){
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this.innerHTML='确定';
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var that=this;
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setTimeout(function(){
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that.innerHTML='重置';
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},1000);
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}
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else{
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this.parentNode.previousSibling.remove();
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this.parentNode.remove();
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delete lib.config.gameRecord[this.parentNode.link];
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game.saveConfig('gameRecord',lib.config.gameRecord);
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}
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}
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for(var i=0;i<lib.config.all.mode.length;i++){
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if(lib.config.gameRecord[lib.config.all.mode[i]].str){
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ui.create.div('.config.indent',lib.translate[lib.config.all.mode[i]],page).style.marginBottom='-5px';
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var item=ui.create.div('.config.indent',lib.config.gameRecord[lib.config.all.mode[i]].str+'<span>重置</span>',page);
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item.style.height='auto';
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item.lastChild.addEventListener('click',reset);
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item.link=lib.config.all.mode[i];
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}
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}
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}());
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(function(){
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(function(){
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if(!window.indexedDB) return;
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if(!window.indexedDB) return;
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var page=ui.create.div('');
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var page=ui.create.div('');
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@ -231,9 +231,9 @@
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.player.linked{
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.player.linked{
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transform:rotate(-90deg);
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transform:rotate(-90deg);
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}
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}
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.player.linked.target{
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#arena:not(.no_target_shake) .linked.target{transform: rotate(-93deg);}
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transform:rotate(-93deg);
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#arena:not(.no_target_shake) .linked.target2{transform: rotate(-87deg);}
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}
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.player.acted.linked .identity{
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.player.acted.linked .identity{
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transform:rotate(270deg);
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transform:rotate(270deg);
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}
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}
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@ -1,6 +1,6 @@
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{
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{
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"name": "noname",
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"name": "noname",
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"xwalk_version": "1.7.0",
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"xwalk_version": "1.7.2",
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"start_url": "index.html",
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"start_url": "index.html",
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"icons": [
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"icons": [
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{
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{
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@ -1,6 +1,30 @@
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'use strict';
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'use strict';
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mode.guozhan={
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mode.guozhan={
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game:{
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game:{
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addRecord:function(bool){
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if(typeof bool=='boolean'){
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var data=lib.config.gameRecord.guozhan.data;
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var identity=game.me.identity;
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if(!data[identity]){
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data[identity]=[0,0];
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}
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if(bool){
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data[identity][0]++;
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}
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else{
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data[identity][1]++;
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}
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var list=['wei','shu','wu','qun','ye'];
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var str='';
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for(var i=0;i<list.length;i++){
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if(data[list[i]]){
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str+=lib.translate[list[i]+'2']+':'+data[list[i]][0]+'胜'+' '+data[list[i]][1]+'负<br>';
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}
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}
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lib.config.gameRecord.guozhan.str=str;
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game.saveConfig('gameRecord',lib.config.gameRecord);
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}
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},
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getIdentityList:function(player){
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getIdentityList:function(player){
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if(!player.isUnseen()) return;
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if(!player.isUnseen()) return;
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if(player==game.me) return;
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if(player==game.me) return;
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@ -431,6 +455,11 @@ mode.guozhan={
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translate:{
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translate:{
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change_identity_config:'自由选择座位',
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change_identity_config:'自由选择座位',
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ye:'野',
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ye:'野',
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ye2:'野心家',
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wei2:'魏国',
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shu2:'蜀国',
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wu2:'吴国',
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qun2:'群雄',
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unknown:'无名氏',
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unknown:'无名氏',
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unknown0:'一号位',
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unknown0:'一号位',
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unknown1:'二号位',
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unknown1:'二号位',
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@ -44,6 +44,33 @@ mode.identity={
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];
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];
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return name;
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return name;
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},
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},
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addRecord:function(bool){
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if(typeof bool=='boolean'){
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var data=lib.config.gameRecord.identity.data;
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var identity=game.me.identity;
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if(identity=='mingzhong'){
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identity='zhong';
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}
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if(!data[identity]){
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data[identity]=[0,0];
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}
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if(bool){
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data[identity][0]++;
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}
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else{
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data[identity][1]++;
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}
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var list=['zhu','zhong','nei','fan'];
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var str='';
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for(var i=0;i<list.length;i++){
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if(data[list[i]]){
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str+=lib.translate[list[i]+'2']+':'+data[list[i]][0]+'胜'+' '+data[list[i]][1]+'负<br>';
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}
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}
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lib.config.gameRecord.identity.str=str;
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game.saveConfig('gameRecord',lib.config.gameRecord);
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}
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},
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start:function(){
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start:function(){
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var next=game.createEvent('game',false);
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var next=game.createEvent('game',false);
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next.content=function(){
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next.content=function(){
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@ -1335,7 +1335,7 @@ mode.stone={
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fullskin:true,
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fullskin:true,
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type:'stonecard',
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type:'stonecard',
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enable:true,
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enable:true,
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stoneact:3,
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stoneact:2,
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filterTarget:function(card,player,target){
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filterTarget:function(card,player,target){
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return target.isMin();
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return target.isMin();
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},
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},
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@ -11,6 +11,30 @@ mode.versus={
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];
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];
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return name;
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return name;
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},
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},
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addRecord:function(bool){
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if(typeof bool=='boolean'){
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var data=lib.config.gameRecord.versus.data;
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var identity=get.cnNumber(lib.storage.number)+'人';
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if(!data[identity]){
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data[identity]=[0,0];
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}
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if(bool){
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data[identity][0]++;
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}
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else{
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data[identity][1]++;
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}
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var list=['一人','两人','三人'];
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var str='';
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for(var i=0;i<list.length;i++){
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if(data[list[i]]){
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str+=list[i]+':'+data[list[i]][0]+'胜'+' '+data[list[i]][1]+'负<br>';
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}
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}
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lib.config.gameRecord.versus.str=str;
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game.saveConfig('gameRecord',lib.config.gameRecord);
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}
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},
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start:function(){
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start:function(){
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var next=game.createEvent('game',false);
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var next=game.createEvent('game',false);
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next.content=function(){
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next.content=function(){
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@ -1,5 +1,5 @@
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{
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{
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"name" : "无名杀",
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"name" : "无名杀",
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"version" : "1.7.0",
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"version" : "1.7.2",
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"main" : "main.js"
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"main" : "main.js"
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}
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}
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19
play/coin.js
19
play/coin.js
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@ -1,3 +1,4 @@
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'use strict';
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play.coin={
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play.coin={
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init:function(){
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init:function(){
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if(lib.config.mode!='chess'||get.config('chess_mode')!='leader'){
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if(lib.config.mode!='chess'||get.config('chess_mode')!='leader'){
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@ -7,14 +8,28 @@ play.coin={
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arenaReady:function(){
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arenaReady:function(){
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if(_status.video) return;
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if(_status.video) return;
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if(lib.config.mode!='chess'||get.config('chess_mode')!='leader'){
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if(lib.config.mode!='chess'||get.config('chess_mode')!='leader'){
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ui.coin=ui.create.system('<span style="position:absolute">㉤</span><span style="margin-left:18px;font-family:xinwei;line-height:10px">'+lib.config.coin+'</span>',null,true);
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var str;
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if(lib.config.coin_display_playpackconfig=='text'){
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str='<span>'+lib.config.coin+'</span><span>金</span>'
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}
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else{
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str='<span style="position:absolute">㉤</span><span style="margin-left:18px;font-family:xinwei;line-height:10px">'+lib.config.coin+'</span>';
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}
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ui.coin=ui.create.system(str,null,true);
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}
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}
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},
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},
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game:{
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game:{
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changeCoin:function(num){
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changeCoin:function(num){
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if(typeof num=='number'&&ui.coin){
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if(typeof num=='number'&&ui.coin){
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game.saveConfig('coin',lib.config.coin+num);
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game.saveConfig('coin',lib.config.coin+num);
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ui.coin.lastChild.innerHTML=lib.config.coin;
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var str;
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if(lib.config.coin_display_playpackconfig=='text'){
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str='<span>'+lib.config.coin+'</span><span>金</span>'
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}
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else{
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||||||
|
str='<span style="position:absolute">㉤</span><span style="margin-left:18px;font-family:xinwei;line-height:10px">'+lib.config.coin+'</span>';
|
||||||
|
}
|
||||||
|
ui.coin.innerHTML=str;
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
|
|
Loading…
Reference in New Issue