glass
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4ce604ada2
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@ -5458,6 +5458,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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audio:2,
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audio:2,
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trigger:{player:'phaseDrawBegin'},
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trigger:{player:'phaseDrawBegin'},
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check:function(event,player){
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check:function(event,player){
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if(player.storage.tunchu&&player.storage.tunchu.length) return false;
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return player.countCards('h')-player.countCards('h',{type:'equip'})<=player.hp;
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return player.countCards('h')-player.countCards('h',{type:'equip'})<=player.hp;
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},
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},
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content:function(){
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content:function(){
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@ -9791,7 +9792,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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danji:'单骑',
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danji:'单骑',
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danji_info:'觉醒技,准备阶段开始时,若你的手牌数大于你的体力值,你减1点体力上限,然后获得“马术”和“怒斩”',
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danji_info:'觉醒技,准备阶段开始时,若你的手牌数大于你的体力值,你减1点体力上限,然后获得“马术”和“怒斩”',
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tunchu:'屯储',
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tunchu:'屯储',
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tunchu_info:'摸牌阶段摸牌时,你可以额外摸两张牌,然后将任意张手牌置于你的武将上,称为“粮”,只要你的武将牌上有“粮”,你便不能使用【杀】',
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tunchu_info:'摸牌阶段摸牌时,若你没有“粮”,你可以额外摸两张牌,然后将任意张手牌置于你的武将上,称为“粮”,只要你的武将牌上有“粮”,你便不能使用【杀】',
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shuliang:'输粮',
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shuliang:'输粮',
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shuliang_info:'每当一名角色的结束阶段开始时,若其手牌数少于体力值,你可以移去一张“粮”,然后该角色摸两张牌',
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shuliang_info:'每当一名角色的结束阶段开始时,若其手牌数少于体力值,你可以移去一张“粮”,然后该角色摸两张牌',
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jieyuan:'竭缘',
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jieyuan:'竭缘',
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23
game/game.js
23
game/game.js
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@ -2298,6 +2298,21 @@
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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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glass_ui:{
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name:'玻璃主题',
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intro:'为游戏主题打开玻璃效果(手机暂不支持)',
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init:false,
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unfrequent:true,
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onclick:function(bool){
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game.saveConfig('glass_ui',bool);
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if(bool){
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ui.window.classList.add('glass_ui');
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}
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else{
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ui.window.classList.remove('glass_ui');
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}
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}
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},
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damage_shake:{
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damage_shake:{
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name:'伤害抖动',
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name:'伤害抖动',
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intro:'角色受到伤害时的抖动效果',
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intro:'角色受到伤害时的抖动效果',
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@ -8429,6 +8444,7 @@
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game.saveConfig('change_skin',false);
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game.saveConfig('change_skin',false);
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game.saveConfig('show_splash','off');
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game.saveConfig('show_splash','off');
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game.saveConfig('show_favourite',false);
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game.saveConfig('show_favourite',false);
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game.saveConfig('animation', false);
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// game.saveConfig('characters',lib.config.all.characters);
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// game.saveConfig('characters',lib.config.all.characters);
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// game.saveConfig('cards',lib.config.all.cards);
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// game.saveConfig('cards',lib.config.all.cards);
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game.saveConfig('plays',['cardpile']);
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game.saveConfig('plays',['cardpile']);
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@ -35429,6 +35445,7 @@
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li2.innerHTML='素材版本:'+(lib.config.asset_version||'无')+'<p style="margin-top:8px"></p>';
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li2.innerHTML='素材版本:'+(lib.config.asset_version||'无')+'<p style="margin-top:8px"></p>';
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li3.innerHTML='更新地址:<span>'+trimurl(lib.config.updateURL||lib.updateURL)+'</span><p style="margin-top:8px"></p>';
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li3.innerHTML='更新地址:<span>'+trimurl(lib.config.updateURL||lib.updateURL)+'</span><p style="margin-top:8px"></p>';
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li3.style.whiteSpace='nowrap';
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li3.style.whiteSpace='nowrap';
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// li3.style.display='none';// coding
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var button1,button2,button3,button4,button5;
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var button1,button2,button3,button4,button5;
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@ -35856,7 +35873,7 @@
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else{
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else{
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updatep1.style.display='';
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updatep1.style.display='';
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updatep2.style.display='';
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updatep2.style.display='';
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updatep3.style.display='';
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updatep3.style.display='none'; // coding
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updatepx.style.display='none';
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updatepx.style.display='none';
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updatep4.innerHTML='更新';
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updatep4.innerHTML='更新';
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}
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}
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@ -35880,6 +35897,7 @@
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var button6=document.createElement('button');
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var button6=document.createElement('button');
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button6.innerHTML='设为国内镜像';
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button6.innerHTML='设为国内镜像';
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button6.style.display='none';// coding
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// button6.style.marginLeft='5px';
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// button6.style.marginLeft='5px';
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button6.onclick=function(){
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button6.onclick=function(){
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game.saveConfig('updateURL',lib.mirrorURL);
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game.saveConfig('updateURL',lib.mirrorURL);
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@ -38032,6 +38050,9 @@
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}
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}
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if(lib.config.blur_ui){
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if(lib.config.blur_ui){
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ui.window.classList.add('blur_ui');
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ui.window.classList.add('blur_ui');
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}
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if(lib.config.glass_ui){
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ui.window.classList.add('glass_ui');
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}
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}
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if(lib.config.custom_button){
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if(lib.config.custom_button){
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lib.configMenu.appearence.config.custom_button.onclick('skip');
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lib.configMenu.appearence.config.custom_button.onclick('skip');
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@ -70,6 +70,6 @@ window.noname_package={
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theme:{
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theme:{
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woodden:'木纹',
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woodden:'木纹',
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music:'音乐',
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music:'音乐',
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simple:'简约',
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simple:'简约'
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}
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}
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};
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};
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@ -15,6 +15,19 @@ body{
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position: absolute;
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position: absolute;
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display: block;
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display: block;
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}
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}
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.glass_ui .dialog.scroll1.scroll2,
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.glass_ui .menubg.charactercard,
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.glass_ui .menu {
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backdrop-filter: blur(3px);
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-webkit-backdrop-filter: blur(3px);
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background: rgba(0, 0, 0, 0.4);
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box-shadow: rgba(0, 0, 0, 0.5) 0 0 0 1px, rgba(0, 0, 0, 0.3) 0 3px 10px;
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}
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#window.glass_ui .dialog.popped:not(.menu) {
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backdrop-filter: blur(3px);
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-webkit-backdrop-filter: blur(3px);
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box-shadow: rgba(0, 0, 0, 0.6) 0 0 0 1px, rgba(0, 0, 0, 0.3) 0 3px 10px;
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}
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#system>div>div,#mebg,.control,.player,.card,.avatar,.avatar2,.button,#window>.dialog.popped,
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#system>div>div,#mebg,.control,.player,.card,.avatar,.avatar2,.button,#window>.dialog.popped,
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#arena:not(.long) .player.unseen .equips:not(*:empty),
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#arena:not(.long) .player.unseen .equips:not(*:empty),
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#arena.long .player.unseen2 .equips:not(*:empty),.menu,.menubutton,#splash>div,
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#arena.long .player.unseen2 .equips:not(*:empty),.menu,.menubutton,#splash>div,
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