This commit is contained in:
libccy 2015-11-10 18:13:53 +08:00
parent d2b8966447
commit 5e2a02e40f
7 changed files with 227 additions and 54 deletions

View File

@ -1,4 +1,5 @@
1.5.4
天气(选项-玩法中开启)
战棋模式调整
优化触屏模式
明将国战模式

View File

@ -350,8 +350,10 @@ character.woods={
}
});
"step 1"
result.targets[0].gain(result.cards);
player.$give(result.cards.length,result.targets[0]);
if(result.targets&&result.targets[0]){
result.targets[0].gain(result.cards);
player.$give(result.cards.length,result.targets[0]);
}
}
},
dimeng:{

View File

@ -2242,6 +2242,7 @@ character.yijiang={
if(player.skills.contains('qice5')) return 0;
var num=0;
var cards=player.get('h');
if(cards.length>=3&&player.hp>=3) return 0;
for(var i=0;i<cards.length;i++){
num+=Math.max(0,ai.get.value(cards[i],player,'raw'));
}
@ -2489,7 +2490,6 @@ character.yijiang={
ai:{
effect:{
target:function(card,player,target){
if(get.tag(card,'recover')&&player!=target) return [1,0,0,0.1];
if(player.skills.contains('jueqing')) return [1,-2];
var hasfriend=false;
for(var i=0;i<game.players.length;i++){

View File

@ -716,54 +716,56 @@
game.saveConfig('plays',lib.config.plays);
}
},
// weather_noqing_playpackconfig:{
// name:'异常天气出现概率',
// init:'0.5',
// item:{
// '0.1':'10%',
// '0.3':'30%',
// '0.5':'50%',
// '0.7':'70%',
// }
// weather_animation_playpackconfig:{
// name:'天气动画',
// init:true
// },
weather_noqing_playpackconfig:{
name:'异常天气出现概率',
init:'0.5',
item:{
'0.1':'10%',
'0.3':'30%',
'0.5':'50%',
'0.7':'70%',
'0.9':'90%',
}
},
weather_chance_playpackconfig:{
name:'天气效果触发概率',
init:'0.2',
init:'0.5',
item:{
'0.1':'10%',
'0.2':'20%',
'0.3':'30%',
'0.5':'50%',
'0.8':'80%',
},
onclick:function(item){
game.saveConfig('weather_chance_playpackconfig',item);
_status.weatherchance=parseFloat(lib.config.weather_chance_playpackconfig)||0;
var chancestr=parseInt(_status.weatherchance*100)+'%';
for(var i in lib.translate){
if(i.indexOf('__weather_')==0){
lib.translate[i.slice(1)]=lib.translate[i].replace(/&weather&/,chancestr);
}
}
}
},
weather_duration_playpackconfig:{
name:'异常天气持续时间',
init:'[3,6]',
init:'[4,4]',
item:{
'[3,3]':'3~6回合',
'[3,6]':'3~9回合',
'[6,3]':'6~9回合',
'[6,6]':'6~12回合',
'[2,4]':'1~3回合',
'[4,4]':'3~6回合',
'[4,7]':'3~9回合',
'[7,4]':'6~9回合',
'[7,7]':'6~12回合',
}
},
weather_qingduration_playpackconfig:{
name:'晴朗天气持续时间',
init:'[3,6]',
init:'[2,4]',
item:{
'[3,3]':'3~6回合',
'[3,6]':'3~9回合',
'[6,3]':'6~9回合',
'[6,6]':'6~12回合',
'[2,4]':'1~3回合',
'[4,4]':'3~6回合',
'[4,7]':'3~9回合',
'[7,4]':'6~9回合',
'[7,7]':'6~12回合',
}
},
update:function(config,map){
@ -825,7 +827,7 @@
var node=this;
if(node._clearing){
localStorage.clear();
indexedDB.deleteDatabase(lib.configprefix+'data');
if(indexedDB) indexedDB.deleteDatabase(lib.configprefix+'data');
game.reload();
return;
}
@ -3378,6 +3380,7 @@
},
damage:function(){
"step 0"
if(num<0) num=0;
if(num>0&&player.hujia&&!player.hasSkillTag('nohujia')){
if(num>=player.hujia){
num-=player.hujia;
@ -8980,6 +8983,12 @@
if(typeof suit!='string'){
suit=['heart','diamond','club','spade'].randomGet();
}
else if(suit=='black'){
suit=Math.random()<0.5?'club':'spade';
}
else if(suit=='red'){
suit=Math.random()<0.5?'diamond':'heart';
}
if(typeof number!='number'){
number=Math.ceil(Math.random()*13);
}

View File

@ -866,6 +866,13 @@ div[data-color="unknownm"]{
color:white !important;
pointer-events: none;
}
.player .wunature{
display: none;
}
#arena>.player .wunature,
#chess>.player .wunature{
display: block;
}
div:hover>.wunature{
/*opacity: 0.5;*/
}
@ -913,6 +920,9 @@ div:hover>.wunature{
.selected{
box-shadow: rgba(0, 0, 0, 0.2) 0 0 0 1px, rgba(255, 0, 0, 0.8) 0 0 15px !important;
}
#me .card.selected{
box-shadow: rgba(0, 0, 0, 0.2) 0 0 0 1px,rgb(255, 0, 0) 0 0 5px, rgba(255, 0, 0, 1) 0 0 10px !important;
}
.glow{
box-shadow: rgba(0, 0, 0, 0.3) 0 0 0 1px, rgba(0, 133, 255, 0.8) 0 0 15px !important;
}

View File

@ -426,7 +426,7 @@ mode.identity={
list=list3.slice(0,6);
}
else{
list=list3.slice(0,num).concat(list2);
list=list2.concat(list3.slice(0,num));
}
}
var dialog=ui.create.dialog('选择角色',[list,'character']);

View File

@ -2,20 +2,14 @@
play.weather={
arenaReady:function(){
if(_status.video) return;
_status.weather='qing';
_status.weatherlife=Math.ceil(Math.random()*3);
_status.weatherchance=parseFloat(lib.config.weather_chance_playpackconfig)||0;
var chancestr=parseInt(_status.weatherchance*100)+'%';
for(var i in lib.translate){
if(i.indexOf('_weather_')==0){
lib.translate['_'+i]=lib.translate[i];
lib.translate[i]=lib.translate[i].replace(/&weather&/,chancestr);
}
}
ui.weather=ui.create.system('晴',null,true);
ui.weather=ui.create.system('',null,true);
lib.setPopped(ui.weather,function(){
var uiintro=ui.create.dialog('hidden');
var weatherinfo=get.translation('_weather_'+_status.weather+'_info');
var chancestr=parseInt(_status.weatherchance*100)+'%';
weatherinfo=weatherinfo.replace(/&weather&/,chancestr);
uiintro.add(get.translation('_weather_'+_status.weather));
if(weatherinfo.length<=0){
uiintro.add('<div class="text center">'+weatherinfo+'</div>');
@ -26,6 +20,8 @@ play.weather={
uiintro.add(ui.create.div('.placeholder.slim'));
return uiintro;
},220);
game.changeWeather();
},
skill:{
_weatherchange:{
@ -33,38 +29,193 @@ play.weather={
filter:function(){
return ui.weather?true:false;
},
priority:-1,
forced:true,
content:function(){
if(_status.weather!='qing'&&Math.random()<0.5){
_status.weather='qing';
_status.weatherlife--;
if(_status.weatherlife<=0){
game.changeWeather();
}
}
},
_weather_yu:{
trigger:{player:'phaseAfter'},
forced:true,
filter:function(event,player){
if(_status.weather!='yu') return false;
if(Math.random()>_status.weatherchance) return false;
for(var i=0;i<game.players.length;i++){
if(game.players[i].num('j','hongshui')) return false;
}
return true;
},
content:function(){
player.addJudge(game.createCard('hongshui','black'));
player.popup('雨');
game.log('暴雨引发了洪水');
}
},
_weather_lei:{
trigger:{player:'phaseAfter'},
forced:true,
filter:function(event,player){
if(_status.weather!='lei') return false;
if(Math.random()>_status.weatherchance) return false;
for(var i=0;i<game.players.length;i++){
if(game.players[i].num('j','shandian')) return false;
}
return true;
},
content:function(){
player.addJudge(game.createCard('shandian'));
player.popup('雷');
game.log('打雷了');
}
},
_weather_shuang:{
trigger:{player:'damageBegin'},
forced:true,
filter:function(event,player){
if(_status.weather!='shuang') return false;
if(Math.random()>_status.weatherchance) return false;
if(event.nature!='fire') return false;
return true;
},
content:function(){
trigger.num--;
player.popup('霜');
game.log('由于温度过低火焰伤害减弱');
}
},
_weather_wu:{
trigger:{target:'useCardToBefore'},
forced:true,
filter:function(event,player){
if(_status.weather!='wu') return false;
if(Math.random()>_status.weatherchance) return false;
if(event.card.name!='sha') return false;
return true;
},
content:function(){
trigger.untrigger();
trigger.finish();
player.popup('雾');
game.log('大雾使'+get.translation(player)+'躲避了杀');
}
},
_weather_bao:{
trigger:{player:'phaseEnd'},
forced:true,
popup:false,
filter:function(){
if(_status.weather!='bao') return false;
if(Math.random()>_status.weatherchance) return false;
return true;
},
content:function(){
player.damage('nosource');
player.popup('雹');
game.log(get.translation(player)+'被冰雹砸中');
}
},
_weather_feng:{
trigger:{player:'damageEnd'},
forced:true,
filter:function(event,player){
if(_status.weather!='feng') return false;
if(event.nature!='fire') return false;
if(Math.random()>_status.weatherchance) return false;
return true;
},
popup:false,
content:function(){
'step 0'
var list=[];
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&get.distance(player,game.players[i])<=1){
list.push(game.players[i]);
}
}
if(list.length){
var target=list.randomGet();
event.target=target;
game.delay();
}
else{
var weathers=['qing','yu','shuang','bao','wu','xue','feng','lei'];
if(lib.config.mode!='chess'){
weathers.remove('xue');
}
_status.weather=weathers.randomGet(_status.weather);
event.finish();
}
'step 1'
if(event.target){
var target=event.target;
game.delay();
target.damage('fire',trigger.source||'nosource');
target.popup('风');
game.log('大风使'+get.translation(target)+'受到波及');
}
}
},
_weather_xue:{
trigger:{player:'phaseAfter'},
forced:true,
popup:false,
filter:function(){
if(_status.weather!='xue') return false;
if(Math.random()>_status.weatherchance) return false;
if(lib.config.mode!='chess') return false;
return true;
},
content:function(){
var list=[];
if(player.movable(-1,0)) list.push('moveLeft');
if(player.movable(1,0)) list.push('moveRight');
if(player.movable(0,-1)) list.push('moveUp');
if(player.movable(0,1)) list.push('moveDown');
if(list.length){
player.popup('雪');
game.log('由于地滑,'+get.translation(player)+'发生移动');
player[list.randomGet()]();
}
ui.weather.innerHTML=lib.translate['_weather_'+_status.weather];
}
}
},
game:{
changeWeather:function(){
var life;
if(_status.weather=='qing'||Math.random()<parseFloat(lib.config.weather_noqing_playpackconfig)){
var weathers=['yu','shuang','bao','wu','xue','feng','lei'];
if(lib.config.mode!='chess'){
weathers.remove('xue');
}
_status.weather=weathers.randomGet();
life=JSON.parse(lib.config.weather_duration_playpackconfig);
}
else{
_status.weather='qing';
life=JSON.parse(lib.config.weather_qingduration_playpackconfig);
}
_status.weatherlife=life[0]+Math.floor(Math.random()*life[1]);
ui.weather.innerHTML=lib.translate['_weather_'+_status.weather];
}
},
weatherAnimation:{
},
translate:{
_weather_qing:'晴',
_weather_qing_info:'没有任何事情发生',
_weather_yu:'雨',
_weather_yu_info:'在一名角色的回合结束阶段,若场上没有洪水,有&weather&的机率将一张洪水置于其判定区',
_weather_yu_info:'在一名角色的回合结束,若场上没有洪水,有&weather&的机率将一张洪水置于其判定区',
_weather_shuang:'霜',
_weather_shuang_info:'每当一名角色受到火焰伤害,有&weather&的机率令此伤害-1',
_weather_wu:'雾',
_weather_wu_info:'所有角色使用的杀有&weather&的机率失效',
_weather_bao:'雹',
_weather_bao_info:'每名角色在回合结束阶段有&weather&的机率受到一点伤害',
_weather_bao_info:'每名角色在回合结束有&weather&的机率受到一点伤害',
_weather_xue:'雪',
_weather_xue_info:'每名角色在回合结束阶段有&weather&的机率随机移动1格',
_weather_xue_info:'每名角色在回合结束有&weather&的机率随机移动1格',
_weather_feng:'风',
_weather_feng_info:'当一名角色受到火焰伤害后,有&weather&的机率令距离其1以内的一名其他角色受到一点火焰伤害',
_weather_feng_info:'当一名角色受到火焰伤害后,有&weather&的机率令距离其1以内的一名随机角色受到一点火焰伤害',
_weather_lei:'雷',
_weather_lei_info:'在一名角色的回合结束阶段,若场上没有闪电,有&weather&的机率将一张闪电置于其判定区',
_weather_lei_info:'在一名角色的回合结束,若场上没有闪电,有&weather&的机率将一张闪电置于其判定区',
},
};