This commit is contained in:
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2ca5ecd193
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274
character/diy.js
274
character/diy.js
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@ -2,6 +2,8 @@
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game.import('character',function(lib,game,ui,get,ai,_status){
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return {
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name:'diy',
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connect:true,
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connectBanned:['diy_tianyu','diy_yangyi','diy_lukang'],
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character:{
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// diy_caocao:['male','wei',4,['xicai','diyjianxiong','hujia']],
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// diy_hanlong:['male','wei',4,['siji','ciqiu']],
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@ -29,7 +31,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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diy_tianyu:['male','wei',4,['chezhen','youzhan']],
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ns_zuoci:['male','qun',3,['nsxinsheng','nsdunxing']],
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ns_wangyun:["male","qun",4,["nsliangji","nsjugong","nschengmou"]],
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ns_wangyun:["male","qun",4,["liangji","jugong","chengmou"]],
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},
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characterIntro:{
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diy_feishi:'字公举,生卒年不详,益州犍为郡南安县(今四川省乐山市)人。刘璋占据益州时,以费诗为绵竹县县令。刘备进攻刘璋夺取益州,费诗举城而降,后受拜督军从事,转任牂牁郡太守,再为州前部司马。',
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@ -48,6 +50,219 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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yuji:['zuoci']
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},
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skill:{
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rejizhi:{
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audio:2,
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usable:3,
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trigger:{player:'useCard'},
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frequent:true,
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filter:function(event){
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var type=get.type(event.card,'trick');
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return (type=='trick'||type=='equip')&&event.cards[0]&&event.cards[0]==event.card;
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},
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content:function(){
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"step 0"
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var cards=get.cards();
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player.gain(cards,'gain2','log');
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if(get.type(cards[0])!='basic'){
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event.finish();
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}
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"step 1"
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player.chooseToDiscard('h',true);
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},
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ai:{
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threaten:1.4
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}
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},
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yiesheng:{
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enable:'phaseUse',
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filterCard:{color:'black'},
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filter:function(event,player){
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return player.countCards('h',{color:'black'})>0;
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},
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selectCard:[1,Infinity],
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prompt:'弃置任意张黑色手牌并摸等量的牌',
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check:function(card){return 5-get.value(card)},
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content:function(){
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player.draw(cards.length);
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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:1
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},
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},
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},
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jugong: {
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trigger: {
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global: "damageEnd",
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},
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usable: 1,
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frequent: true,
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locked: false,
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notemp: true,
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init: function(player) {
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player.storage.jugong = [];
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},
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filter: function(event, player) {
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return event.card && (event.card.name == 'sha' || event.card.name == 'juedou') && event.notLink() && _status.currentPhase != player;
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},
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content: function() {
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"step 0"
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player.draw();
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"step 1"
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if (player.countCards('h')) {
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player.chooseCard('将' + get.cnNumber(1) + '张手牌置于武将牌上作为“功”', 1, true);
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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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if (result.cards && result.cards.length) {
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player.lose(result.cards, ui.special);
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player.storage.jugong = player.storage.jugong.concat(result.cards);
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player.syncStorage('jugong');
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player.markSkill('jugong');
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game.log(player, '将', result.cards, '置于武将牌上作为“功”');
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}
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},
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intro: {
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content: "cards",
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},
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group: "jugong_1",
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subSkill: {
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"1": {
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trigger: {
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player: "damageBegin",
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},
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filter: function(event, player) {
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return player.storage.jugong.length > 1;
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},
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content: function() {
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'step 0'
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player.chooseCardButton('移去两张“功”', 2, player.storage.jugong, true);
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'step 1'
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if (event.directresult || result.bool) {
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player.logSkill('jugong');
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var links = event.directresult || result.links;
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for (var i = 0; i < links.length; i++) {
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player.storage.jugong.remove(links[i]);
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}
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player.syncStorage('jugong');
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if (!player.storage.jugong.length) {
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player.unmarkSkill('jugong');
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} else {
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player.markSkill('jugong');
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}
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player.$throw(links);
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game.log(player, '被移去了', links);
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for (var i = 0; i < links.length; i++) {
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ui.discardPile.appendChild(links[i]);
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}
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}
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'step 2'
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trigger.cancel();
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},
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sub: true,
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},
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},
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ai: {
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maixie: true,
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maixie_hp: true,
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threaten: 0.8,
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effect: {
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target: function(card, player, target) {
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if (get.tag(card, 'damage')) {
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if (player.hasSkillTag('jueqing', false, target)) return [1, -2];
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if (!target.hasFriend()) return;
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if (target.hp >= 4) return [0.5, get.tag(card, 'damage') * 2];
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if (!target.hasSkill('paiyi') && target.hp > 1) return [0.5, get.tag(card, 'damage') * 1.5];
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if (target.hp == 3) return [0.5, get.tag(card, 'damage') * 1];
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if (target.hp == 2) return [1, get.tag(card, 'damage') * 0.5];
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}
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},
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},
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},
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},
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liangji:{
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enable: "phaseUse",
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usable: 1,
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filterTarget: function(card, player, target) {
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return target != player;
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},
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content: function() {
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'step 0'
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player.chooseCard('h', '连计:将1张牌置于' + get.translation(target) + '的武将牌上', true).set('ai', function(card) {
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if (get.attitude(_status.event.player, _status.event.getParent().player) > 0) {
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return 7 - get.value(card);
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}
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return -get.value(card);
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});
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'step 1'
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if (result.bool) {
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player.$give(result.cards, target);
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player.lose(result.cards, ui.special);
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target.storage.liangji_1 = result.cards;
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target.storage.liangji_1_source = target;
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target.syncStorage('liangji_1');
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target.addSkill('liangji_1');
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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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target:function(player, target) {
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if(target.sex=='female') return 1.5;
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if(target.sex=='male') return 1;
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}
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},
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},
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subSkill: {
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"1": {
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trigger: {
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player: "phaseDrawBegin",
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},
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forced: true,
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mark: true,
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intro: {
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content: "cards",
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},
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content: function() {
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'step 0'
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var cards = player.storage.liangji_1;
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if (cards) {
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player.gain(cards, 'gain2');
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}
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player.storage.liangji_1 = 0;
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'step 1'
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if (player.sex == 'male') player.addTempSkill('wushuang');
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if (player.sex == 'female') player.addTempSkill('lijian');
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player.removeSkill('liangji_1');
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},
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sub: true,
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},
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},
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},
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chengmou:{
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trigger: {
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player: "phaseDrawBegin",
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},
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frequent: true,
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filter: function(event, player) {
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return player.storage.jugong.length > 0;
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},
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content: function(){
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'step 0'
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if (player.storage.jugong.length > 2) player.loseHp();
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'step 1'
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var cards = player.storage.jugong;
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if (cards) {
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player.gain(cards, 'gain2');
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}
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player.storage.jugong = [];
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player.unmarkSkill('jugong');
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}
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},
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nsxinsheng:{
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trigger:{source:'damageEnd'},
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frequent:true,
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}
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var dialog=ui.create.dialog(get.prompt('liangce'),trigger.remained,'hidden');
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dialog.classList.add('noselect');
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player.chooseTarget(dialog).ai=function(target){
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player.chooseTarget(dialog).set('ai',function(target){
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var trigger=_status.event.getTrigger();
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var player=_status.event.player;
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var att=get.attitude(player,target);
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if(du>=trigger.remained.length/2) return -att;
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return att;
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}
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});
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'step 1'
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if(result.bool){
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player.logSkill('liangce',result.targets);
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@ -346,7 +563,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(!player.hasShan()&&get.effect(player,trigger.card,trigger.player,player)<0){
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bool=true;
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}
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player.chooseCard('he',get.prompt('fuchou',trigger.player)).ai=function(card){
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player.chooseCard('he',get.prompt('fuchou',trigger.player)).set('ai',function(card){
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var player=_status.event.player;
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if(bool){
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if(player.hp<=1){
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if(get.tag(card,'save')) return 0;
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@ -355,7 +573,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return 6-get.value(card);
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}
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return -get.value(card);
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}
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});
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'step 1'
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if(result.bool){
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trigger.cancel();
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@ -461,9 +679,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(player.isDamaged()&&result.links&&result.links.length){
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if(get.type(result.links[0])=='basic'){
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player.chooseTarget([1,player.maxHp-player.hp],
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'选择至多'+get.cnNumber(player.maxHp-player.hp)+'名角色各摸一张牌').ai=function(target){
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return get.attitude(player,target);
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}
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'选择至多'+get.cnNumber(player.maxHp-player.hp)+'名角色各摸一张牌').set('ai',function(target){
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return get.attitude(_status.event.player,target);
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});
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}
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else{
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player.storage.kangyin2=player.maxHp-player.hp;
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@ -523,9 +741,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(get.attitude(player,trigger.player)<0&&trigger.player.needsToDiscard()){
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bool=true;
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}
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player.chooseCardButton(get.prompt('zhucheng',_status.currentPhase),player.storage.zhucheng).ai=function(button){
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return bool?1:0;
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}
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player.chooseCardButton(get.prompt('zhucheng',_status.currentPhase),player.storage.zhucheng).set('ai',function(button){
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return _status.event.bool?1:0;
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}).set('bool',bool);
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'step 1'
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if(result.bool){
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player.logSkill('zhucheng',_status.currentPhase);
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bool=true;
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}
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var num=player.storage.zhucheng.length;
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trigger.player.chooseToDiscard('弃置'+get.cnNumber(num)+'张牌,或令杀无效','he',num).ai=function(card){
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if(bool){
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trigger.player.chooseToDiscard('弃置'+get.cnNumber(num)+'张牌,或令杀无效','he',num).set('ai',function(card){
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if(_status.event.bool){
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return 10-get.value(card);
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}
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return 0;
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}
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}).set('bool',bool);
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'step 1'
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if(!result.bool){
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trigger.cancel();
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@ -902,10 +1120,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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content:function(){
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'step 0'
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player.chooseTarget('是否视为使用一张杀?',function(card,player,target){
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return trigger.targets.contains(target)&&player.canUse('sha',target,false);
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}).ai=function(target){
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return _status.event.targets.contains(target)&&player.canUse('sha',target,false);
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}).set('ai',function(target){
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var player=_status.event.player;
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return get.effect(target,{name:'sha'},player,player);
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}
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}).set('targets',trigger.targets);
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'step 1'
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if(result.bool){
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player.useCard({name:'sha'},result.targets,false);
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@ -1120,8 +1339,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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bool=1;
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}
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trigger.player.chooseControl(function(){
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return bool;
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}).set('prompt','率言').set('choiceList',['令'+get.translation(player)+'摸一张牌','令'+get.translation(player)+'弃置你一张牌']);
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return _status.event.bool;
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}).set('prompt','率言').set('bool',bool).set('choiceList',['令'+get.translation(player)+'摸一张牌','令'+get.translation(player)+'弃置你一张牌']);
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"step 1"
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if(result.control=='选项一'){
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player.draw();
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@ -1352,12 +1571,17 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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ns_zuoci:'左慈',
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ns_wangyun:'王允',
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nslianji:'环计',
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nslianji_info:'出牌阶段限一次,你可以选择一名其他角色并将一张手牌置于其武将牌上。目标角色于摸牌阶段开始时,获得此牌。若其为男性角色,则获得技能【无双】,若其为女性角色,则获得技能【离间】,直到回合结束。',
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nsjugong:'居功',
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nsjugong_info:'回合外每名角色的回合限一次,每当场上有角色因受到【杀】或【决斗】造成的伤害,你可以摸一张牌并且将一张手牌置于你的武将牌上,称之为“功”。在你即将受到伤害时,你可以弃置两张“功”,防止此伤害。',
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nschengmou:'逞谋',
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nschengmou_info:'摸牌阶段开始时,若你有“功”牌,你获得之,若你所获得的“功”牌多于两张,你须失去一点体力。',
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rejizhi:'集智',
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rejizhi_info:'当你使用一张装备牌或锦囊牌时,你可以摸一张牌并展示之,若此牌是基本牌,你须弃置一张手牌,每回合限3次',
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yiesheng:'回雪',
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yiesheng_info:'出牌阶段,你可以弃置任意数量的黑色手牌,然后摸等量的牌。',
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liangji:'环计',
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liangji_info:'出牌阶段限一次,你可以选择一名其他角色并将一张手牌置于其武将牌上。目标角色于摸牌阶段开始时,获得此牌。若其为男性角色,则获得技能【无双】,若其为女性角色,则获得技能【离间】,直到回合结束。',
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jugong:'居功',
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jugong_info:'回合外每名角色的回合限一次,每当场上有角色因受到【杀】或【决斗】造成的伤害,你可以摸一张牌并且将一张手牌置于你的武将牌上,称之为“功”。在你即将受到伤害时,你可以弃置两张“功”,防止此伤害。',
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chengmou:'逞谋',
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chengmou_info:'摸牌阶段开始时,若你有“功”牌,你获得之,若你所获得的“功”牌多于两张,你须失去一点体力。',
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nsxinsheng:'新生',
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nsxinsheng_info:'每当你对其他角色造成伤害后,若你未受伤,则你可以增加X点体力上限并摸X张牌,X为伤害点数',
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nsdunxing:'遁形',
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@ -256,29 +256,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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},
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},
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rejizhi:{
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audio:2,
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usable:3,
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trigger:{player:'useCard'},
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frequent:true,
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filter:function(event){
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var type=get.type(event.card,'trick');
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return (type=='trick'||type=='equip')&&event.cards[0]&&event.cards[0]==event.card;
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},
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content:function(){
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"step 0"
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var cards=get.cards();
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player.gain(cards,'gain2','log');
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if(get.type(cards[0])!='basic'){
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event.finish();
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}
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"step 1"
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player.chooseToDiscard('h',true);
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},
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||||
ai:{
|
||||
threaten:1.4
|
||||
}
|
||||
},
|
||||
retuxi:{
|
||||
audio:2,
|
||||
trigger:{player:'phaseDrawBefore'},
|
||||
|
@ -1546,12 +1523,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
reguose:'国色',
|
||||
fenwei:'奋威',
|
||||
chulao:'除疠',
|
||||
rejizhi:'集智',
|
||||
liyu:'利驭',
|
||||
rerende:'仁德',
|
||||
rerende_info:'出牌阶段,你可以将至少一张手牌交给其他角色,然后你于此阶段内不能再以此法交给该角色牌;若你于此阶段内给出的牌首次达到两张,你可以视为使用一张基本牌',
|
||||
liyu_info:'当你使用【杀】对一名其他角色造成伤害后,该角色可令你获得其一张牌,若如此做,则视为你对其选择的另一名角色使用一张【决斗】',
|
||||
rejizhi_info:'当你使用一张装备牌或锦囊牌时,你可以摸一张牌并展示之,若此牌是基本牌,你须弃置一张手牌,每回合限3次',
|
||||
xunxun_info:'摸牌阶段,你可以改为观看牌堆顶的四张牌,然后获得其中的两张牌,将其余的牌以任意顺序置于牌堆底。',
|
||||
wangxi_info:'每当你对其他角色造成1点伤害后,或受到其他角色造成的1点伤害后,你可与该角色各摸一张牌。',
|
||||
reguose_info:'出牌阶段限一次,你可以选择一项:将一张方片花色牌当做【乐不思蜀】使用;或弃置一张方片花色牌并弃置场上的一张【乐不思蜀】。选择完成后,你摸一张牌。',
|
||||
|
|
|
@ -1848,11 +1848,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
if(num<=1) return att*2;
|
||||
if(num==2){
|
||||
for(var i=0;i<cards.length;i++){
|
||||
if(get.value(cards[i])>6,target,'raw') return att;
|
||||
if(get.value(cards[i],target,'raw')>6) return att;
|
||||
}
|
||||
if(target==player){
|
||||
for(var i=0;i<2;i++){
|
||||
if(get.value(cards[i])>6,target,'raw') return -1;
|
||||
if(get.value(cards[i],target,'raw')>6) return -1;
|
||||
}
|
||||
}
|
||||
return att/2;
|
||||
|
@ -3858,25 +3858,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
order:8,
|
||||
}
|
||||
},
|
||||
yiesheng:{
|
||||
enable:'phaseUse',
|
||||
filterCard:{color:'black'},
|
||||
filter:function(event,player){
|
||||
return player.countCards('h',{color:'black'})>0;
|
||||
},
|
||||
selectCard:[1,Infinity],
|
||||
prompt:'弃置任意张黑色手牌并摸等量的牌',
|
||||
check:function(card){return 5-get.value(card)},
|
||||
content:function(){
|
||||
player.draw(cards.length);
|
||||
},
|
||||
ai:{
|
||||
order:1,
|
||||
result:{
|
||||
player:1
|
||||
},
|
||||
},
|
||||
},
|
||||
dangping:{
|
||||
trigger:{source:'damageAfter'},
|
||||
direct:true,
|
||||
|
@ -9561,8 +9542,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
xiangu_info:'锁定技,你的手牌上限不会因体力值的减少而减少。',
|
||||
hujing:'壶境',
|
||||
hujing_info:'锁定技,准备阶段,若牌堆或弃牌堆中有炼妖壶,你装备之;当你的装备区内有炼妖壶时,你的手牌上限+2',
|
||||
yiesheng:'回雪',
|
||||
yiesheng_info:'出牌阶段,你可以弃置任意数量的黑色手牌,然后摸等量的牌。',
|
||||
huajian:'化剑',
|
||||
huajian_info:'出牌阶段结束时,你可以将一张牌当作杀对任意一名角色使用',
|
||||
xuanyuan:'轩辕',
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
window.noname_asset_list=[
|
||||
'1.9.41',
|
||||
'1.9.43',
|
||||
'image/background/huangtian_bg.jpg',
|
||||
'image/background/ol_bg.jpg',
|
||||
'image/background/september_bg.jpg',
|
||||
|
@ -613,6 +613,8 @@ window.noname_asset_list=[
|
|||
'image/character/mtg_qianzhuo.jpg',
|
||||
'image/character/nianshou.jpg',
|
||||
'image/character/niutou.jpg',
|
||||
'image/character/ns_wangyun.jpg',
|
||||
'image/character/ns_zuoci.jpg',
|
||||
'image/character/old_caoxiu.jpg',
|
||||
'image/character/old_caozhen.jpg',
|
||||
'image/character/old_huaxiong.jpg',
|
||||
|
|
22
game/game.js
22
game/game.js
|
@ -7426,6 +7426,10 @@
|
|||
continue;
|
||||
}
|
||||
}
|
||||
if(Array.isArray(lib[j])&&Array.isArray(character[i][j])){
|
||||
lib[j].addArray(character[i][j]);
|
||||
continue;
|
||||
}
|
||||
for(k in character[i][j]){
|
||||
if(j=='character'){
|
||||
if(!character[i][j][k][4]){
|
||||
|
@ -7465,6 +7469,9 @@
|
|||
}
|
||||
}
|
||||
}
|
||||
else if(Array.isArray(lib[j][k])&&Array.isArray(character[i][j][k])){
|
||||
lib[j][k].addArray(character[i][j][k]);
|
||||
}
|
||||
else{
|
||||
console.log('dublicate '+j+' in character '+i+':\n'+k+'\n'+': '+lib[j][k]+'\n'+character[i][j][k]);
|
||||
}
|
||||
|
@ -8684,7 +8691,7 @@
|
|||
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);
|
||||
for(var i in lib.character){
|
||||
if(i!='zuoci'&&i!='miheng'&&i.indexOf('boss_')!=0&&i.indexOf('tafang_')!=0&&!list.contains(i)) console.log(get.translation(i));
|
||||
if(!lib.connectBanned.contains(i)&&i.indexOf('boss_')!=0&&i.indexOf('tafang_')!=0&&!list.contains(i)) console.log(get.translation(i));
|
||||
}
|
||||
},
|
||||
h:function(player){
|
||||
|
@ -9102,7 +9109,12 @@
|
|||
}
|
||||
if(character[i].forbid&&character[i].forbid.contains(lib.config.mode)) continue;
|
||||
if(character[i].mode&&character[i].mode.contains(lib.config.mode)==false) continue;
|
||||
for(j in character[i]){
|
||||
|
||||
if(Array.isArray(lib[j])&&Array.isArray(character[i][j])){
|
||||
lib[j].addArray(character[i][j]);
|
||||
continue;
|
||||
}
|
||||
for(j in character[i]){
|
||||
if(j=='mode'||j=='forbid') continue;
|
||||
for(k in character[i][j]){
|
||||
if(j=='character'){
|
||||
|
@ -9124,6 +9136,9 @@
|
|||
if(lib[j][k]==undefined){
|
||||
lib[j][k]=character[i][j][k];
|
||||
}
|
||||
else if(Array.isArray(lib[j][k])&&Array.isArray(character[i][j][k])){
|
||||
lib[j][k].addArray(character[i][j][k]);
|
||||
}
|
||||
else{
|
||||
console.log('dublicate '+j+' in character '+i+':\n'+k+'\n'+': '+lib[j][k]+'\n'+character[i][j][k]);
|
||||
}
|
||||
|
@ -30696,6 +30711,7 @@
|
|||
var charactersToAlter=[];
|
||||
for(var i in info){
|
||||
if(info[i][4]&&info[i][4].contains('unseen')) continue;
|
||||
if(connectMenu&&lib.connectBanned.contains(i)) continue;
|
||||
list.push(i);
|
||||
for(var j=0;j<info[i][3].length;j++){
|
||||
if(!lib.skill[info[i][3][j]]){
|
||||
|
@ -41929,7 +41945,7 @@
|
|||
var pack=lib.characterPack[lib.configOL.characterPack[i]];
|
||||
for(var j in pack){
|
||||
if(typeof func=='function'&&func(j)) continue;
|
||||
if(j=='zuoci'||j=='miheng') continue;
|
||||
if(lib.connectBanned.contains(j)) continue;
|
||||
if(lib.character[j]) libCharacter[j]=pack[j];
|
||||
}
|
||||
}
|
||||
|
|
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Reference in New Issue