v1.9.95.1

This commit is contained in:
Spmario233 2019-11-09 21:20:13 +08:00 committed by GitHub
parent 4f29a35bb8
commit 627bc3b520
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GPG Key ID: 4AEE18F83AFDEB23
42 changed files with 428 additions and 26 deletions

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@ -29,7 +29,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
sp_zhugeliang:['male','shu',3,['huoji','bazhen','kanpo']],
pangtong:['male','shu',3,['lianhuan','oldniepan']],
xunyu:['male','wei',3,['quhu','jieming']],
dianwei:['male','wei',4,['qiangxi']],
dianwei:['male','wei',4,['qiangxix']],
taishici:['male','wu',4,['tianyi']],
yanwen:['male','qun',4,['shuangxiong']],
re_yuanshao:['male','qun',4,['luanji','xueyi'],['zhu']],
@ -4919,6 +4919,15 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
}
},
qiangxix:{
inherit:'reqiangxi',
usable:2,
filterTarget:function (card,player,target){
if(player==target) return false;
if(target.hasSkill('reqiangxi_off')) return false;
return true;
},
},
qiangxi:{
audio:2,
enable:'phaseUse',
@ -6614,6 +6623,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
oldniepan:'涅槃',
quhu:'驱虎',
jieming:'节命',
qiangxix:'强袭',
qiangxi:'强袭',
tianyi:'天义',
shuangxiong:'双雄',
@ -6631,6 +6641,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
quhu_info:'出牌阶段限一次你可以与一名体力值大于你的角色拼点若你赢则该角色对其攻击范围内另一名由你指定的角色造成1点伤害。若你没赢该角色对你造成一点伤害。',
jieming_info:'当你受到1点伤害后你可令一名角色将手牌摸至X张X为其体力上限且至多为5。',
qiangxi_info:'出牌阶段限一次,你可以失去一点体力或弃置一张武器牌,然后对你攻击范围内的一名其他角色造成一点伤害。',
qiangxix_info:'出牌阶段限两次,你可以失去一点体力或弃置一张武器牌,然后一名本阶段内未成为过〖强袭〗的目标的其他角色造成一点伤害。',
tianyi_info:'出牌阶段限一次,你可以和一名其他角色拼点。若你赢,你获得以下技能效果直到回合结束:你使用【杀】没有距离限制;可额外使用一张【杀】;使用【杀】时可额外指定一个目标。若你没赢,你不能使用【杀】直到回合结束。',
shuangxiong_info:'摸牌阶段,你可以改为进行一次判定:你获得此判定牌,且于此回合的出牌阶段,你可以将任意一张与此判定牌不同颜色的手牌当做【决斗】使用。',
luanji_info:'出牌阶段,你可以将任意两张相同花色的手牌当做【万箭齐发】使用。',

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@ -807,6 +807,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
'step 0'
var cards=get.cards(2);
event.cards=cards;
game.log(player,'观看了牌堆顶的'+get.cnNumber(cards.length)+'张牌');
player.chooseControl('ok').set('dialog',['卜卦',cards]);
'step 1'
while(cards.length){
@ -829,7 +830,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
player.chooseButton(['选择至多两种牌',[list,'vcard']],true,[1,2]).set('ai',function(button){
var target=_status.event.getParent('busuan').target;
return get.attitude(_status.event.player,target)*get.useful({name:button.link[2]});
return get.attitude(_status.event.player,target)*get.useful({name:button.link[2]})+0.1;
});
'step 1'
target.storage.busuan_angelbeats=result.links.slice(0);
@ -847,6 +848,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
},
busuan_angelbeats:{
mark:true,
intro:{
mark:function(dialog,content,player){
if(content&&content.length) dialog.add([content,'vcard']);
},
},
trigger:{player:'drawBefore'},
forced:true,
filter:function(event,player){
@ -854,19 +861,25 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
onremove:true,
content:function(){
trigger.cancel();
'step 0'
var list=player.storage['busuan_angelbeats'];
var cards=[];
for(var i=0;i<list.length;i++){
for(var i=0;i<Math.min(trigger.num,list.length);i++){
var card=get.cardPile(function(cardx){
return !cards.contains(cardx)&&cardx.name==list[Math.min(i,list.length-1)][2];
});
if(card) cards.push(card);
if(card){
player.storage.busuan_angelbeats.splice(i--,1);
trigger.num--;
cards.push(card);
}
}
if(cards.length){
player.gain(cards,'gain2','log');
}
if(cards.length) player.gain(cards,'draw');
'step 1'
player.removeSkill('busuan_angelbeats');
if(!trigger.num) trigger.cancel();
if(!player.storage.busuan_angelbeats.length) player.removeSkill('busuan_angelbeats');
},
},
mingjie:{

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@ -429,6 +429,36 @@ window.noname_asset_list=[
'audio/skill/beishui2.mp3',
'audio/skill/qingjiao1.mp3',
'audio/skill/qingjiao2.mp3',
'audio/skill/botu1.mp3',
'audio/skill/botu2.mp3',
'audio/skill/cuorui1.mp3',
'audio/skill/cuorui2.mp3',
'audio/skill/huwei1.mp3',
'audio/skill/huwei2.mp3',
'audio/skill/liewei1.mp3',
'audio/skill/liewei2.mp3',
'audio/skill/mouzhu1.mp3',
'audio/skill/mouzhu2.mp3',
'audio/skill/niluan1.mp3',
'audio/skill/nuluan2.mp3',
'audio/skill/pianyi1.mp3',
'audio/skill/pianyi2.mp3',
'audio/skill/sgrenwang1.mp3',
'audio/skill/sgrenwang2.mp3',
'audio/skill/shenju1.mp3',
'audio/skill/shenju2.mp3',
'audio/skill/suzi1.mp3',
'audio/skill/suzi2.mp3',
'audio/skill/wanrong1.mp3',
'audio/skill/wanrong2.mp3',
'audio/skill/xiaoxi_hansui1.mp3',
'audio/skill/xiaoxi_hansui2.mp3',
'audio/skill/xiaoxi_machao1.mp3',
'audio/skill/xiaoxi_machao2.mp3',
'audio/skill/xiaoxi_pangde1.mp3',
'audio/skill/xiaoxi_pangde2.mp3',
'audio/skill/xiechan1.mp3',
'audio/skill/xiechan2.mp3',
'audio/skill/anguo1.mp3',
'audio/skill/anguo2.mp3',
@ -3679,6 +3709,7 @@ window.noname_asset_list=[
'image/splash/doudizhu.jpg',
'image/splash/guozhan.jpg',
'image/splash/identity.jpg',
'image/splash/single.jpg',
'image/splash/stone.jpg',
'image/splash/tafang.jpg',
'image/splash/versus.jpg',

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@ -5477,6 +5477,7 @@
init:'normal',
item:{
normal:'新1v1',
dianjiang:'点将单挑',
},
restart:true,
frequent:true,
@ -5489,6 +5490,7 @@
init:'normal',
item:{
normal:'新1v1',
dianjiang:'点将单挑',
},
restart:true,
frequent:true,
@ -14138,7 +14140,15 @@
},get.delayx(gain2t,gain2t));
}
else if(event.source&&(event.animate=='give'||event.animate=='giveAuto')){
event.source['$'+event.animate](cards,player);
if(event.animate=='give') event.source['$'+event.animate](cards,player);
else{
var givemap={hs:[],ots:[]};
for(var i=0;i<cards.length;i++){
givemap[cards[i].original=='h'?'hs':'ots'].push(cards[i]);
}
if(givemap.hs.length) event.source.$giveAuto(givemap.hs,player);
if(givemap.ots.length) event.source.$give(givemap.ots,player);
}
game.pause();
setTimeout(function(){
addv();

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@ -1,7 +1,8 @@
window.noname_update={
version:'1.9.95.0.1',
update:'1.9.95',
version:'1.9.95.1',
update:'1.9.95.0.1',
changeLog:[
'点将单挑模式',
'BUG修复',
],
files:[
@ -19,13 +20,13 @@ window.noname_update={
'character/sp.js',
//'character/tw.js',
//'character/standard.js',
'character/xinghuoliaoyuan.js',
//'character/xinghuoliaoyuan.js',
//'character/yijiang.js',
//'mode/doudizhu.js',
//'mode/guozhan.js',
'mode/single.js',
//'mode/versus.js',
//'mode/boss.js',
'mode/boss.js',
'game/game.js',
//'game/config.js',
//'game/package.js',

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@ -1033,6 +1033,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
boss_huatuo:['male','shen',6,['chulao','mazui','boss_shengshou','guizhen','wuqin'],['qun','boss','bossallowed'],'wu'],
boss_dongzhuo:['male','shen',20,['jiuchi','boss_qiangzheng','boss_baolin'],['qun','boss','bossallowed'],'shu'],
"boss_sunce":["male","shen","1/8",["boss_jiang","boss_hunzi","boss_hunyou","boss_taoni"],['qun','boss','bossallowed'],'wu'],
// boss_nianshou:['male','shen',Infinity,['boss_nianrui','boss_qixiang','boss_damagecount'],['boss'],'shu'],
// boss_yuji:['male','qun',8,[],['boss','bossallowed'],'nei'],
@ -1965,6 +1966,15 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
boss_huangyueying:{
chongzheng:12,
},
boss_sunce:{
loopType:2,
loopFirst:function(){
return game.boss.previousSeat;
},
gameDraw:function(player){
return player==game.boss?8:4;
},
},
global:{
loopType:1,
chongzheng:6
@ -5599,7 +5609,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
}
'step 1'
if(result.bool){
player.chooseUseTarget(result.links[0][2]);
player.chooseUseTarget(result.links[0][2],true,false);
}
},
ai:{
@ -7866,6 +7876,218 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
}
}
},
"boss_hunzi":{
skillAnimation:true,
animationColor:"wood",
audio:"hunzi",
juexingji:true,
derivation:["reyingzi","yinghun"],
unique:true,
trigger:{
player:"phaseBegin",
},
filter:function (event,player){
return player.hp<=2&&!player.storage.boss_hunzi;
},
forced:true,
content:function (){
player.removeSkill('boss_hunyou');
player.removeSkill("boss_hunyou_dying");
player.removeSkill("boss_hunyou_dieBegin")
player.loseMaxHp();
player.addSkill('reyingzi');
player.addSkill('yinghun');
game.log(player,'获得了技能','#g【英姿】和【英魂】');
game.log(player,'','#y【魂佑】')
player.awakenSkill('boss_hunzi');
player.storage.boss_hunzi=true;
},
ai:{
threaten:function (player,target){
if(target.hp==1) return 2;
return 0.5;
},
maixie:true,
effect:{
target:function (card,player,target){
if(!target.hasFriend()) return;
if(get.tag(card,'damage')==1&&target.hp==2&&!target.isTurnedOver()&&
_status.currentPhase!=target&&get.distance(_status.currentPhase,target,'absolute')<=3) return [0.5,1];
},
},
},
},
"boss_jiang":{
audio:"jiang",
trigger:{
global:["respondEnd"],
},
charlotte:true,
locked:true,
init:function(player){
window.setInterval(function(){
if(player.hasSkill('boss_jiang')){
player.storage.boss_jiang=true;
}
else{
game.addGlobalSkill('boss_jiang');
game.addGlobalSkill('boss_jiang_use');
window.clearInterval(this);
}
},1000);
},
filter2:function(event,player){
if(!event.respondTo[1]) return false;
if(get.itemtype(event.cards)!='cards') return false;
if(['h','e','j'].contains(get.position(event.cards[0]))) return false;
if(event.respondTo[1]&&get.itemtype(event.respondTo[1])!='card') return false;
if(event.respondTo[1]&&['h','e','j'].contains(get.position(event.respondTo[1]))) return false;
},
filter:function (event,player){
if(!player.storage.boss_jiang) return false;
if(!event.respondTo) return false;
if(get.color(event.card)!='red') return false;
if(event.respondTo[0]!=player){
return event.player==player;
}
else{
return event.player!=player;
}
},
frequent:true,
content:function (){
player.draw();
if(!lib.skill.boss_jiang.filter2(trigger,player)) return;
if(trigger.respondTo[0]!=player){
if(trigger.respondTo[1]&&get.position(trigger.respondTo[1])=='d') player.gain(trigger.respondTo[1],'gain2');
}
else{
if(get.position(trigger.cards[0])=='d') player.gain(trigger.cards,'gain2');
}
},
group:["boss_jiang_use"],
subSkill:{
use:{
trigger:{
global:["useCard"],
},
filter:function (event,player){
if(!player.storage.boss_jiang) return false;
if(get.color(event.card)!='red') return false;
return player==event.player||event.targets.contains(player);
},
frequent:true,
content:function (){
player.draw();
if(trigger.player!=player&&get.itemtype(trigger.cards)=='cards'&&get.position(trigger.cards[0])=='d') player.gain(trigger.cards,'gain2');
},
sub:true,
},
},
},
"boss_hunyou":{
forced:true,
init:function (player){
player.hp=1;
player.storage.hp=player.hp;
player.storage.maxHp=player.maxHp;
player.update();
},
trigger:{
player:["damageBefore","recoverBefore","loseHpBefore","loseMaxHpBefore","gainMaxHpBefore"],
},
content:function (){
trigger.cancel();
},
group:["boss_hunyou_dying","boss_hunyou_dieBegin"],
subSkill:{
dying:{
trigger:{
player:"dying",
},
silent:true,
filter:function (event,player){
if(player.hp!=player.storage.hp&&player.storage.hp>0) return true;
return false;
},
content:function (){
trigger.cancel();
player.maxHp=player.storage.maxHp;
player.hp=player.storage.hp;
player.update();
},
sub:true,
forced:true,
popup:false,
},
dieBegin:{
trigger:{
player:"dieBegin",
},
silent:true,
filter:function (event,player){
if(player.maxHp!=player.storage.maxHp&&player.storage.maxHp>0) return true;
return false;
},
content:function (){
trigger.cancel();
player.maxHp=player.storage.maxHp;
player.hp=player.storage.hp;
player.update();
},
sub:true,
forced:true,
popup:false,
},
},
},
"boss_taoni":{
forced:true,
trigger:{
global:["gameStart","phaseBefore"],
player:"dieBegin",
},
priority:50,
init:function (player){
player.boss_taoni=function(){
var __Ox598df = ["length", "players", "player", "element"];
for (var i = 0; i < game[__Ox598df[0x1]][__Ox598df[0x0]]; i++) {
var node = game[__Ox598df[0x1]][i];
for (var a in lib[__Ox598df[0x3]][__Ox598df[0x2]]) {
var opd=Object.getOwnPropertyDescriptor(node,a);
if(opd!=undefined){
if(opd.get||opd.set||opd.writable!=true||opd.configurable!=true||opd.enumerable!=true){
game.over(lib.translate[node.name]+'触发了〖讨逆〗,游戏已被终止。');
}
}
node[a] = lib[__Ox598df[0x3]][__Ox598df[0x2]][a];//还原函数
var _xsu8 = ['classList','hp','maxHp','skills'];
for(var b=0;b<_xsu8.length;b++){
var opd2=Object.getOwnPropertyDescriptor(node,_xsu8[b]);
if(opd2!=undefined){
if(opd2.get||opd2.set||opd2.writable!=true||opd2.configurable!=true||opd2.enumerable!=true){
game.over(lib.translate[node.name]+'触发了〖讨逆〗,游戏已被终止。');
}
}
}
var _cRYC = ['players','dead','over'];
for(var c=0;c<_cRYC.length;c++){
var opd3=Object.getOwnPropertyDescriptor(game,_cRYC[c]);
if(opd3!=undefined){
if(opd3.get||opd3.set||opd3.writable!=true||opd3.configurable!=true||opd3.enumerable!=true){
已被game.over('〖讨逆〗被触发,游戏终止。');
}
}
}
}
}
};
},
content:function (){
player.boss_taoni();
},
},
},
translate:{
zhu:'神',
@ -8424,6 +8646,16 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
boss_zlfanshi:'反噬',
boss_zlfanshi_info:'锁定技每个回合你受到第一次伤害后若再次受到伤害则对随机一名其他角色造成1点伤害。',
"boss_sunce":"那个男人",
"boss_hunzi":"魂姿",
"boss_hunzi_info":"觉醒技准备阶段若你的体力值为1你减1点体力上限失去技能【魂佑】并获得技能【英姿】和【英魂】。",
"boss_jiang":"激昂",
"boss_jiang_info":"①锁定技,【激昂】不会无效<br>②每当你使用或打出红色牌时,你可以摸一张牌。若你是因响应其他角色使用或打出的牌,则你获得对方使用或打出的牌<br>③当有其他角色使用或打出红色牌指定你为目标或响应你后,你可以摸一张牌并获得这些牌",
"boss_hunyou":"魂佑",
"boss_hunyou_info":"锁定技,你的体力值变化和体力上限变化无效。",
"boss_taoni":"讨逆",
"boss_taoni_info":"锁定技,游戏开始时,每名角色回合开始时或你死亡时,你检查存活角色的合法性。若有角色存在非法行为,则你终止本局游戏。",
boss_xhuanren:'关卡说明',
boss_xhuanren_info:'',
boss_xhuanren_info_boss:'第一关:挑战秦广王。<br>第二关:挑战楚江王,宋帝王,五官王,阎罗王中的一个。<br>第三关:挑战卞城王,泰山王,都市王,平等王中的一个。<br>第四关:挑战转轮王。',

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@ -197,6 +197,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
game.addVideo('init',null,info);
game.gameDraw(game.zhu,function(player){
if(_status.mode=='dianjiang') return 4;
if(player.hasSkill('cuorui')){
player.logSkill('cuorui');
return 2+_status.characterChoice[player.identity].length;
@ -276,19 +277,58 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
checkOnlineResult:function(player){
return player.isAlive();
},
chooseCharacter:function(){
chooseCharacterDianjiang:function(){
var next=game.createEvent('chooseCharacter',false);
next.showConfig=true;
next.addPlayer=function(player){
var list=lib.config.mode_config.identity.identity[game.players.length-3].slice(0);
var list2=lib.config.mode_config.identity.identity[game.players.length-2].slice(0);
for(var i=0;i<list.length;i++) list2.remove(list[i]);
player.identity=list2[0];
player.setIdentity('cai');
};
next.removePlayer=function(){
return game.players.randomGet(game.me,game.zhu);
next.setContent(function(){
"step 0"
ui.arena.classList.add('choose-character');
lib.init.onfree();
"step 1"
game.me.chooseControl('先手','后手').prompt='请选择自己的行动顺序';
"step 2"
var map=result.control=='先手'?['zhu','fan']:['fan','zhu'];
game.me.identity=map[0];
game.me.next.identity=map[1];
game.me.showIdentity();
game.me.next.showIdentity();
"step 3"
event.flipassign=true;
event.videoId=lib.status.videoId++;
var list=[];
for(var i in lib.character){
if(lib.filter.characterDisabled(i)) continue;
list.push(i);
}
_status.characterList=list;
var filter=function(name){
return !_status.characterList.contains(name);
};
var dialog=ui.create.characterDialog('heightset',filter,'expandall').open();
dialog.videoId=event.videoId;
game.me.chooseButton(true).set('ai',function(button){
return Math.random();
}).set('dialog',event.videoId);
"step 4"
game.me.init(result.links[0]);
game.me.chooseButton(true).set('ai',function(button){
return Math.random();
}).set('dialog',event.videoId);
"step 5"
game.me.next.init(result.links[0]);
setTimeout(function(){
ui.arena.classList.remove('choose-character');
},500);
});
},
chooseCharacter:function(){
if(_status.mode=='dianjiang'){
game.chooseCharacterDianjiang();
return;
}
var next=game.createEvent('chooseCharacter',false);
next.showConfig=true;
next.setContent(function(){
"step 0"
ui.arena.classList.add('choose-character');
@ -456,7 +496,70 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
},500);
});
},
chooseCharacterDianjiangOL:function(){
var next=game.createEvent('chooseCharacter',false);
next.showConfig=true;
next.setContent(function(){
"step 0"
var map=Math.random()<0.5?['zhu','fan']:['fan','zhu'];
game.me.identity=map[0];
game.me.next.identity=map[1];
game.me.showIdentity();
game.me.next.showIdentity();
"step 1"
//event.flipassign=true;
event.videoId=lib.status.videoId++;
var list=[];
var libCharacter={};
for(var i=0;i<lib.configOL.characterPack.length;i++){
var pack=lib.characterPack[lib.configOL.characterPack[i]];
for(var j in pack){
if(j=='zuoci'||j=='miheng') continue;
if(lib.character[j]) libCharacter[j]=pack[j];
}
}
for(i in libCharacter){
if(lib.filter.characterDisabled(i,libCharacter)) continue;
list.push(i);
}
game.broadcastAll(function(list,id){
_status.characterList=list;
var filter=function(name){
return !_status.characterList.contains(name);
};
var dialog=ui.create.characterDialog('heightset',filter,'expandall').open();
dialog.videoId=id;
ui.arena.classList.add('choose-character');
},list,event.videoId);
game.zhu.chooseButton(true).set('ai',function(button){
return Math.random();
}).set('dialog',event.videoId);
"step 2"
game.broadcastAll(function(player,character,id){
player.init(character);
},game.zhu,result.links[0]);
game.fan.chooseButton(true).set('ai',function(button){
return Math.random();
}).set('dialog',event.videoId);
"step 3"
game.broadcastAll('closeDialog',event.videoId);
game.broadcastAll(function(player,character,id){
var dialog=get.idDialog(id);
if(dialog){
dialog.close();
}
player.init(character);
setTimeout(function(){
ui.arena.classList.remove('choose-character');
},500);
},game.fan,result.links[0],event.videoId);
});
},
chooseCharacterOL:function(){
if(_status.mode=='dianjiang'){
game.chooseCharacterDianjiangOL();
return;
}
var next=game.createEvent('chooseCharacter',false);
next.setContent(function(){
"step 0"
@ -655,9 +758,10 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
player:{
hasZhuSkill:function(){return false;},
dieAfter:function(){
if(_status.characterChoice[this.identity].length<=3) game.checkResult();
if(_status.mode!='normal'||_status.characterChoice[this.identity].length<=3) game.checkResult();
},
dieAfter2:function(){
if(_status.mode!='normal') return;
var next=game.createEvent('replacePlayerSingle',false,_status.event.getParent());
next.player=this;
next.forceDie=true;