diff --git a/character/extra.js b/character/extra.js index f166a50fd..1751fcbb6 100755 --- a/character/extra.js +++ b/character/extra.js @@ -1224,6 +1224,6 @@ character.extra={ shenfen:'神愤', shenfen_info:'限定技,出牌阶段,你可以弃置6枚暴怒标记,对场上所有其他角色造成一点伤害,然后令其弃置4张牌', wuqian:'无前', - wuqian_info:'出牌阶段,你可以弃置两枚暴怒标记并获得技能【无双】', + wuqian_info:'出牌阶段,你可以弃置两枚暴怒标记并获得技能【无双】直到回合结束', }, } diff --git a/character/hearth.js b/character/hearth.js index 971518468..149fe48df 100755 --- a/character/hearth.js +++ b/character/hearth.js @@ -2,18 +2,18 @@ character.hearth={ character:{ hs_jaina:['female','wei',3,['huopu','bianxing','bingjia']], - hs_lrexxar:['male','qun',4,['shoulie','gongji']], + hs_lrexxar:['male','shu',4,['shoulie','gongji']], hs_wuther:['male','qun',4,['fengxian','jieming']], - hs_jgarrosh:['male','qun',4,['zhanhou','qiangxi']], + hs_jgarrosh:['male','shu',4,['zhanhou','qiangxi']], hs_malfurion:['male','wu',4,['jihuo']], - hs_guldan:['male','qun',3,['fenliu','hongxi']], + hs_guldan:['male','wei',3,['fenliu','hongxi']], hs_anduin:['male','qun',3,['shengguang','shijie','anying']], hs_sthrall:['male','wu',4,['tuteng','guozai','zuling']], - hs_waleera:['female','qun',3,['jianren','mengun','wlianji']], + hs_waleera:['female','shu',3,['jianren','mengun','wlianji']], hs_medivh:['male','wei',3,['jingxiang','moying','mdzhoufu']], hs_alleria:['male','wu',3,['fengxing','qiaodong','liegong']], - hs_magni:['male','qun',4,['zhongjia','dunji']], + hs_magni:['male','shu',4,['zhongjia','dunji']], hs_neptulon:['male','wu',4,['liechao','qingliu']], hs_wvelen:['male','qun',3,['shengyan','xianzhi']], @@ -38,13 +38,13 @@ character.hearth={ hs_zhishigushu:['male','shu',4,['jiaohui']], hs_zhanzhenggushu:['male','wei',6,['biri']], hs_ronghejuren:['male','shu',8,['ronghuo']], - hs_shanlingjuren:['male','qun',8,['luoshi']], - hs_edwin:['male','qun',3,['lianzhan']], - hs_mijiaojisi:['female','qun',3,['kuixin']], + hs_shanlingjuren:['male','wu',8,['luoshi']], + hs_edwin:['male','wu',3,['lianzhan']], + hs_mijiaojisi:['female','wu',3,['kuixin']], hs_huzhixiannv:['female','wu',3,['jingmeng','qingliu']], - hs_tgolem:['male','qun',4,['xinwuyan','guozai']], + hs_tgolem:['male','wu',4,['xinwuyan','guozai']], hs_totemic:['male','wu',3,['s_tuteng']], - hs_xsylvanas:['female','qun',3,['busi','xshixin','xmojian']], + hs_xsylvanas:['female','wei',3,['busi','xshixin','xmojian']], hs_siwangzhiyi:['male','qun',12,['mieshi']], hs_bilanyoulong:['male','wei',4,['lingzhou']], hs_jinglinglong:['male','wu',3,['mianyi']], diff --git a/character/mountain.js b/character/mountain.js index 951e6c08d..9ddd865d0 100755 --- a/character/mountain.js +++ b/character/mountain.js @@ -46,7 +46,7 @@ character.mountain={ } }, zhiji:{ - skillAnimation:'true', + skillAnimation:true, audio:2, unique:true, trigger:{player:'phaseBegin'}, diff --git a/character/yxs.js b/character/yxs.js index 1711e18c2..5039ddde1 100755 --- a/character/yxs.js +++ b/character/yxs.js @@ -22,19 +22,19 @@ character.yxs={ yxs_luobinhan:['male','wu',4,['xiadao','lzhangyi']], yxs_chengjisihan:['male','qun',4,['mashu','qianglue']], yxs_mingchenghuanghou:['female','shu',3,['tiewan','chajue']], - yxs_wangzhaojun:['female','qun',3,['heqin','luoyan']], + yxs_wangzhaojun:['female','wei',3,['heqin','luoyan']], yxs_luocheng:['male','wu',4,['hanqiang','biaoqi']], yxs_direnjie:['male','wei',3,['shentan','kanpo']], yxs_sunwu:['male','wu',3,['bingsheng','taolue']], - yxs_chengyaojin:['male','qun',4,['sanbanfu']], - yxs_yuji:['female','qun',3,['sheshen','changnian']], - yxs_xiangyu:['male','qun',4,['wushuang','ciqiu']], + yxs_chengyaojin:['male','shu',4,['sanbanfu']], + yxs_yuji:['female','shu',3,['sheshen','changnian']], + yxs_xiangyu:['male','shu',4,['wushuang','ciqiu']], yxs_yingzheng:['male','qun',4,['jianxiong','batu']], yxs_yuefei:['male','qun',4,['longdan','wumu']], - yxs_fuermosi:['male','qun',3,['yanyi','jiean']], + yxs_fuermosi:['male','wei',3,['yanyi','jiean']], yxs_guiguzi:['male','qun',3,['baihe','yinyang','xiushen']], yxs_xiaoqiao:['female','wu',3,['chujia','zhijie']], - yxs_luzhishen:['male','qun',4,['dili','kuangchan']], + yxs_luzhishen:['male','wei',4,['dili','kuangchan']], }, skill:{ zhijie:{ diff --git a/game/game.js b/game/game.js index 45d0658e6..430016662 100755 --- a/game/game.js +++ b/game/game.js @@ -18,10 +18,12 @@ var lib={ version:1.76, changeLog:[ - '捉鬼bug修复', + 'bug修复(捉鬼、导出武将)', '配音支持引用文件名', '挑战模式可关闭单人控制', '不同模式可单独设置禁将、禁卡', + '自定义技能禁配', + '战棋对战选项', '炉石模式平衡调整' ], configprefix:'noname_0.9_', @@ -2019,16 +2021,16 @@ map.chess_character.show(); } if(config.chess_mode=='combat'){ - map.battle_number.show(); - map.chess_ordered.show(); - map.free_choose.show(); - map.change_choice.show(); + // map.battle_number.show(); + // map.chess_ordered.show(); + map.free_choose.show(); + map.change_choice.show(); } else{ - map.battle_number.hide(); - map.chess_ordered.hide(); - map.free_choose.hide(); - map.change_choice.hide(); + // map.battle_number.hide(); + // map.chess_ordered.hide(); + map.free_choose.hide(); + map.change_choice.hide(); } if(config.chess_mode=='tafang'){ map.chess_treasure.hide(); @@ -2120,25 +2122,25 @@ clear:true, frequent:true, }, - battle_number:{ - name:'对战人数', - init:'3', - frequent:true, - item:{ - '2':'2v2', - '3':'3v3', - '4':'4v4', - '6':'6v6', - '8':'8v8', - }, - onclick:function(num){ - game.saveConfig('battle_number',num,this._link.config.mode); - if(!_status.event.parent.showConfig&&!_status.event.showConfig) return; - if(_status.event.parent.changeDialog){ - _status.event.parent.changeDialog(); - } - }, - }, + // battle_number:{ + // name:'对战人数', + // init:'3', + // frequent:true, + // item:{ + // '2':'2v2', + // '3':'3v3', + // '4':'4v4', + // '6':'6v6', + // '8':'8v8', + // }, + // onclick:function(num){ + // game.saveConfig('battle_number',num,this._link.config.mode); + // if(!_status.event.parent.showConfig&&!_status.event.showConfig) return; + // if(_status.event.parent.changeDialog){ + // _status.event.parent.changeDialog(); + // } + // }, + // }, chess_treasure:{ name:'战场机关', init:'0.2', @@ -2172,11 +2174,11 @@ init:true, // frequent:true, }, - chess_ordered:{ - name:'交替行动', - init:true, - // frequent:true, - }, + // chess_ordered:{ + // name:'交替行动', + // init:true, + // // frequent:true, + // }, chess_character:{ name:'战棋武将', init:true, @@ -2403,6 +2405,8 @@ '每人在出牌阶段有一次移动的机会,可移动的最大距离为2
  • '+ '任何卡牌或技能无法指定位置相隔8个格以上的角色为目标
  • '+ '杀死对方阵营的角色可摸一张牌,杀死本方阵营无惩罚
  • '+ + '若开启主将,双方各选择一名角色成为主将。主将体力上限加一,主将死亡后,若有副将,副将代替之成为主将,否则游戏结束
  • '+ + '开启无尽模式后,任何一方有角色死亡都将选择一名新角色重新加入战场,直到点击左上角的结束游戏按钮手动结束游戏。结束游戏时,杀敌更多的一方获胜
  • '+ '开启交替行动时,双方无论存活角色角色多少都将轮流进行行动。在一方所有角色行动完毕进行下一轮行动时,若其人数比另一方少,另一方可指定至多X名角色名摸一张牌,X为人数之差
  • '+ '开启战场机关后,每个回合结束时有一定机率出现一个机关,该机关不参与战斗,并有一个影响周围或全体角色的效果。机关在出现后的5〜10个回合内消失
  • '+ '开启击退效果后,当一名角色对距离两格以内且在同一直线上的目标造成伤害后,受伤害角色将沿反方向移动一格
  • '+ @@ -3158,7 +3162,12 @@ game.modPhaseDraw(player,event.num); } else{ - player.draw(event.num); + if(get.config('first_less')&&game.phaseNumber==1&&_status.first_less){ + event.num--; + } + if(event.num>0){ + player.draw(event.num); + } } }, phaseUse:function(){ @@ -7107,6 +7116,7 @@ return this.side==game.me.side&&get.config('single_control'); } else if(lib.config.mode=='chess'){ + if(_status.mode=='combat'&&!get.config('single_control')) return false; return this.side==game.me.side; } return false; @@ -7843,7 +7853,9 @@ that['$'+type](1200); } } - that.$fullscreenpop(name,color); + if(name){ + that.$fullscreenpop(name,color); + } },300); }, $fire:function(){ @@ -9437,7 +9449,10 @@ }; for(var i=0;i7?'thunder':''; - // game.players[i].popup('距离:'+dist2+'/'+dist,nature); - // } - // } - // },true); + },220); + if(!event.video&&_status.mode=='combat'&&!_status.vsboss&&(_status.replacelist.length||get.config('additional_player'))){ + _status.enemyDied=0; + _status.friendDied=0; + ui.enemyDied=ui.create.system('杀敌: '+get.cnNumber(0),null,true); + ui.friendDied=ui.create.system('阵亡: '+get.cnNumber(0),null,true); + if(!get.config('additional_player')){ + lib.setPopped(ui.friendDied,function(){ + if(_status.replacelist.length){ + var uiintro=ui.create.dialog('hidden'); + + uiintro.add('未上场'); + uiintro.add([_status.replacelist,'character']); + + return uiintro; + } + }); + } + } + if(!event.video&&_status.mode=='combat'&&!get.config('single_control')&&!_status.boss){ + ui.single_swap=ui.create.system('换人',function(){ + var bool=false; + for(var i=0;i1){ + _status.event.next.length=0; + _status.event.next.push(next); + } + game.uncheck(); + game.resume(); + } + }); + } ui.create.me(); ui.create.fakeme(); + if(!event.video&&_status.mode=='combat'&&get.config('zhu')){ + game.friendZhu=event.friendZhu; + game.friendZhu.hp++; + game.friendZhu.maxHp++; + game.friendZhu.update(); + game.friendZhu.node.identity.firstChild.innerHTML='将'; + + for(var i=0;inum){ + for(var i=num;i2){ ui.versushs=ui.create.system('手牌',null,true); - lib.setPopped(ui.versushs,game.versusHoverHandcards); + lib.setPopped(ui.versushs,game.versusHoverHandcards,220); } } - _status.friendCount=ui.create.system('友军: '+get.cnNumber(_status.friend.length,true),null,true); - _status.enemyCount=ui.create.system('敌军: '+get.cnNumber(_status.friend.length,true),null,true); + _status.enemyCount=ui.create.system('杀敌: '+get.cnNumber(0,true),null,true); + _status.friendCount=ui.create.system('阵亡: '+get.cnNumber(0,true),null,true); // _status.friendCount=ui.create.system('友方',null,true); // _status.enemyCount=ui.create.system('敌方',null,true); @@ -196,7 +194,7 @@ mode.versus={ this.dialog.versus_assign_enemy=this.dialog.add(ui.create.switcher('versus_assign_enemy',lib.storage.assign_enemy)).querySelector('.toggle'); this.dialog.versus_single_control=this.dialog.add(ui.create.switcher('versus_single_control',lib.storage.single_control)).querySelector('.toggle'); // this.dialog.versus_control_all=this.dialog.add(ui.create.switcher('versus_control_all',lib.storage.control_all)).querySelector('.toggle'); - this.dialog.versus_first_less=this.dialog.add(ui.create.switcher('versus_first_less',lib.storage.first_less)).querySelector('.toggle'); + this.dialog.versus_first_less=this.dialog.add(ui.create.switcher('versus_first_less',get.config('first_less'))).querySelector('.toggle'); this.dialog.versus_reward=this.dialog.add(ui.create.switcher('versus_reward',[0,1,2,3,4],lib.storage.versus_reward)).querySelector('.toggle'); this.dialog.versus_punish=this.dialog.add(ui.create.switcher('versus_punish',['弃牌','无','摸牌'],lib.storage.versus_punish)).querySelector('.toggle'); this.dialog.versus_seat_order=this.dialog.add(ui.create.switcher('seat_order',['对阵','交叉','随机'],lib.storage.seat_order)).querySelector('.toggle'); @@ -448,7 +446,7 @@ mode.versus={ // dialog.versus_control_all.parentNode.classList.add('disabled'); // } // game.save('control_all',dialog.versus_control_all.link); - game.save('first_less',dialog.versus_first_less.link); + game.saveConfig('first_less',dialog.versus_first_less.link,true); game.save('number',dialog.versus_number.link); game.save('versus_reward',dialog.versus_reward.link); game.save('versus_punish',dialog.versus_punish.link); @@ -920,7 +918,7 @@ mode.versus={ uiintro.add(get.translation(game.players[i])); var cards=game.players[i].get('h'); if(cards.length){ - uiintro.add(cards,true); + uiintro.addSmall(cards,true); } else{ uiintro.add('(无)'); @@ -1188,11 +1186,11 @@ mode.versus={ this.dieSpeak(); if(this.side==game.me.side){ _status.friendDied.push(this.name); - _status.friendCount.innerHTML='友军: '+get.cnNumber(Math.max(0,_status.friend.length-1),true); + _status.friendCount.innerHTML='阵亡: '+get.cnNumber(_status.friendDied.length,true); } else{ _status.enemyDied.push(this.name); - _status.enemyCount.innerHTML='敌军: '+get.cnNumber(Math.max(0,_status.enemy.length-1),true); + _status.enemyCount.innerHTML='杀敌: '+get.cnNumber(_status.enemyDied.length,true); } var list=(this.side==game.me.side)?_status.friend:_status.enemy; diff --git a/play/character.js b/play/character.js index e4fb0c3eb..be4ccce44 100755 --- a/play/character.js +++ b/play/character.js @@ -53,10 +53,11 @@ play.character={ target.$gain2(card); var skills=lib.character[name][3]; var list=[]; + var targetskills=target.get('s'); for(var j=0;j
  • 每完成一次对局,可获得一定数量的金币'+ '
  • 战斗胜利可额外获得20金币,每杀死一个敌人可获得10金币(托管无效)'+ '
  • 使用的武将越强,获得的金币数越少'+ - '
  • 执行以下操作时,将扣除金币:'+ + '
  • 执行以下操作时,将扣除金币:'+ '
  • 金币可用于购买烟花等游戏特效(点击右上角的金币按钮)' } }