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020f5e4a58
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58
game/game.js
58
game/game.js
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@ -1531,7 +1531,7 @@
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border_style:{
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name:'边框样式',
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init:'default',
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intro:'设置角色边框的样式,当设为自动时,样式将随着一局游戏中伤害及击杀的数量自动改变',
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intro:'设置角色边框的样式,当设为自动时,样式将随着一局游戏中伤害或击杀的数量自动改变',
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item:{
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gold:'金框',
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silver:'银框',
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@ -1668,6 +1668,16 @@
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},
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unfrequent:true,
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},
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autoborder_count:{
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name:'边框升级方式',
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intro:'每击杀一人,边框提升两级;每造成两点伤害,边框提升一级;升级顺序:铜框→玉龙→银框→银龙→金框→金龙',
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init:'kill',
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item:{
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kill:'击杀',
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damage:'伤害'
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},
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unfrequent:true,
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},
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player_border:{
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name:'边框宽度',
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init:'normal',
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@ -2336,6 +2346,12 @@
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else{
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map.cursor_style.show();
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}
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if(lib.config.border_style=='auto'){
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map.autoborder_count.show();
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}
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else{
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map.autoborder_count.hide();
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}
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},
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}
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},
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@ -11009,16 +11025,31 @@
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game.delayx();
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player.dying(event);
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}
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"step 2"
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if(source&&source.node.framebg.dataset.auto&&!source.node.framebg.dataset.decoration){
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if(source&&lib.config.border_style=='auto'&&lib.config.autoborder_count=='damage'){
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var dnum=0;
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for(var j=0;j<source.stat.length;j++){
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if(source.stat[j].damage!=undefined) dnum+=source.stat[j].damage;
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}
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switch(source.node.framebg.dataset.auto){
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case 'gold':if(dnum>=9) source.node.framebg.dataset.decoration='gold';break;
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case 'silver':if(dnum>=6) source.node.framebg.dataset.decoration='silver';break;
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case 'bronze':if(dnum>=3) source.node.framebg.dataset.decoration='bronze';break;
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if(dnum>=2){
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source.node.framebg.dataset.decoration='';
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if(dnum>=10){
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source.node.framebg.dataset.auto='gold';
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if(dnum>=12){
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source.node.framebg.dataset.decoration='gold';
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}
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}
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else if(dnum>=6){
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source.node.framebg.dataset.auto='silver';
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if(dnum>=8){
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source.node.framebg.dataset.decoration='silver';
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}
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}
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else{
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source.node.framebg.dataset.auto='bronze';
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if(dnum>=4){
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source.node.framebg.dataset.decoration='bronze';
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}
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}
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}
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}
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},
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@ -11270,22 +11301,13 @@
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_status.coin+=10;
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}
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}
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if(source&&lib.config.border_style=='auto'){
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if(source&&lib.config.border_style=='auto'&&lib.config.autoborder_count=='kill'){
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switch(source.node.framebg.dataset.auto){
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case 'gold':case 'silver':source.node.framebg.dataset.auto='gold';break;
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case 'bronze':source.node.framebg.dataset.auto='silver';break;
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default:source.node.framebg.dataset.auto='bronze';
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}
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var dnum=0;
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for(var j=0;j<source.stat.length;j++){
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if(source.stat[j].damage!=undefined) dnum+=source.stat[j].damage;
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}
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source.node.framebg.dataset.decoration='';
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switch(source.node.framebg.dataset.auto){
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case 'gold':if(dnum>=9) source.node.framebg.dataset.decoration='gold';break;
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case 'silver':if(dnum>=6) source.node.framebg.dataset.decoration='silver';break;
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case 'bronze':if(dnum>=3) source.node.framebg.dataset.decoration='bronze';break;
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}
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source.node.framebg.dataset.decoration=source.node.framebg.dataset.auto;
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}
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},
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equip:function(){
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