This commit is contained in:
libccy 2016-12-19 17:40:20 +08:00
parent baf607688e
commit 6ce42c0317
9 changed files with 211 additions and 176 deletions

View File

@ -551,17 +551,12 @@ card.hearth={
'step 0' 'step 0'
target.recover(); target.recover();
'step 1' 'step 1'
if(target.hp<target.maxHp){ target.judge(function(card){
target.judge(function(card){ return get.color(card)=='red'?1:0;
return get.color(card)=='red'?1:0; });
});
}
else{
event.finish();
}
'step 2' 'step 2'
if(result.bool){ if(result.bool){
target.recover(); target.draw();
} }
}, },
ai:{ ai:{
@ -667,7 +662,7 @@ card.hearth={
shenenshu:'神恩术', shenenshu:'神恩术',
shenenshu_info:'对一名其他角色使用令你与目标中手牌数较少的摸若干张牌直到手牌数相等X不大于3若手牌数已相等改为你与目标各摸一张牌', shenenshu_info:'对一名其他角色使用令你与目标中手牌数较少的摸若干张牌直到手牌数相等X不大于3若手牌数已相等改为你与目标各摸一张牌',
zhiliaobo:'治疗波', zhiliaobo:'治疗波',
zhiliaobo_info:'对一名受伤角色使用,令其回复一点体力,若其仍处于受伤状态,则进行一次判定,若结果为红色则再回复一点体力', zhiliaobo_info:'对一名受伤角色使用,令其回复一点体力,并进行一次判定,若结果为红色则目标摸一张牌',
yuansuhuimie:'元素毁灭', yuansuhuimie:'元素毁灭',
yuansuhuimie_info:'对所有角色使用令目标弃置0~2张牌并受到2-X点雷电伤害X为其弃置的手牌数', yuansuhuimie_info:'对所有角色使用令目标弃置0~2张牌并受到2-X点雷电伤害X为其弃置的手牌数',
xingjiegoutong:'星界沟通', xingjiegoutong:'星界沟通',

View File

@ -1752,6 +1752,7 @@ card.swd={
_shenmiguo:{ _shenmiguo:{
trigger:{player:'useCardAfter'}, trigger:{player:'useCardAfter'},
direct:true, direct:true,
usable:1,
filter:function(event,player){ filter:function(event,player){
if(event.parent.name=='_shenmiguo') return false; if(event.parent.name=='_shenmiguo') return false;
if(_status.currentPhase!=player) return false; if(_status.currentPhase!=player) return false;
@ -2143,6 +2144,7 @@ card.swd={
'step 0' 'step 0'
var next=player.chooseToDiscard('he',{color:'red'},get.prompt('xuanwuzhihuang_duanzao')); var next=player.chooseToDiscard('he',{color:'red'},get.prompt('xuanwuzhihuang_duanzao'));
next.ai=function(card){ next.ai=function(card){
if(ai.get.recoverEffect(player,player,player)<=0) return 0;
return 8-ai.get.value(card); return 8-ai.get.value(card);
}; };
next.logSkill='xuanwuzhihuang_equip1' next.logSkill='xuanwuzhihuang_equip1'
@ -2915,6 +2917,10 @@ card.swd={
target.draw(); target.draw();
} }
else{ else{
var e5=player.get('e','5');
if(e5&&e5.name=='sifeizhenmian'){
player.discard(e5);
}
target.goMad({player:'phaseAfter'}); target.goMad({player:'phaseAfter'});
} }
}, },
@ -4338,7 +4344,7 @@ card.swd={
jiutiansuanchi:'九天算尺', jiutiansuanchi:'九天算尺',
jiutiansuanchi_info:'每当你使用杀造成伤害,你可以弃置一张牌并展示受伤害角色的一张手牌,若此牌与你弃置的牌花色或点数相同,此杀的伤害+2', jiutiansuanchi_info:'每当你使用杀造成伤害,你可以弃置一张牌并展示受伤害角色的一张手牌,若此牌与你弃置的牌花色或点数相同,此杀的伤害+2',
shenmiguo:'神秘果', shenmiguo:'神秘果',
shenmiguo_info:'出牌阶段内,当你使用一张基本牌或非延时锦囊牌后使用,令此牌再结算一次', shenmiguo_info:'出牌阶段内,当你使用一张基本牌或非延时锦囊牌后使用,令此牌再结算一次。每阶段限用一次',
qinglianxindeng:'青莲心灯', qinglianxindeng:'青莲心灯',
qinglianxindeng_info:'你防止锦囊牌造成的伤害', qinglianxindeng_info:'你防止锦囊牌造成的伤害',
hslingjian_xuanfengzhiren_duanzao:'风刃', hslingjian_xuanfengzhiren_duanzao:'风刃',
@ -4509,9 +4515,9 @@ card.swd={
guangshatianyi_bg:'纱', guangshatianyi_bg:'纱',
guangshatianyi_info:'仅女性角色可使用,锁定技,每当你即将受到伤害,有三分之一的概率令伤害减一', guangshatianyi_info:'仅女性角色可使用,锁定技,每当你即将受到伤害,有三分之一的概率令伤害减一',
sifeizhenmian:'四非真面', sifeizhenmian:'四非真面',
sifeizhenmian_info:'出牌阶段限一次,你可以弃置一张牌,然后指定攻击范围内的一名角色并亮出牌堆顶的一张牌,若此牌为黑色,该角色进入混乱状态直到下一回合结束;否则该角色摸一张牌', sifeizhenmian_info:'出牌阶段限一次,你可以弃置一张牌,然后指定攻击范围内的一名角色并亮出牌堆顶的一张牌,若此牌为黑色,你弃置四非真面,该角色进入混乱状态直到下一回合结束;否则该角色摸一张牌',
yiluan:'意乱', yiluan:'意乱',
yiluan_info:'出牌阶段限一次,你可以指定攻击范围内的一名角色并亮出牌堆顶的一张牌,若此牌为黑色,该角色进入混乱状态直到下一回合结束;否则该角色摸一张牌', yiluan_info:'出牌阶段限一次,你可以指定攻击范围内的一名角色并亮出牌堆顶的一张牌,若此牌为黑色,你弃置四非真面,该角色进入混乱状态直到下一回合结束;否则该角色摸一张牌',
donghuangzhong:'东皇钟', donghuangzhong:'东皇钟',
xuanyuanjian:'轩辕剑', xuanyuanjian:'轩辕剑',
xuanyuanjian2:'轩辕剑', xuanyuanjian2:'轩辕剑',

View File

@ -129,6 +129,7 @@ character.hearth={
begin:{ begin:{
trigger:{player:'shaBegin'}, trigger:{player:'shaBegin'},
frequent:true, frequent:true,
usable:1,
filter:function(event){ filter:function(event){
return event.target.num('h')>0; return event.target.num('h')>0;
}, },
@ -139,6 +140,7 @@ character.hearth={
miss:{ miss:{
trigger:{player:'shaMiss'}, trigger:{player:'shaMiss'},
frequent:true, frequent:true,
usable:1,
filter:function(event){ filter:function(event){
return event.target.num('e')>0; return event.target.num('e')>0;
}, },
@ -3289,12 +3291,13 @@ character.hearth={
content:function(){ content:function(){
'step 0' 'step 0'
player.showCards([player.storage.bingjia],get.translation(player)+'发动了【冰甲】'); player.showCards([player.storage.bingjia],get.translation(player)+'发动了【冰甲】');
player.removeSkill('bingjia2');
game.addVideo('storage',player,['bingjia',null]);
'step 1' 'step 1'
ui.discardPile.appendChild(player.storage.bingjia); ui.discardPile.appendChild(player.storage.bingjia);
delete player.storage.bingjia; delete player.storage.bingjia;
player.changeHujia(); player.changeHujia();
player.removeSkill('bingjia2'); player.addTempSkill('bingjia3','phaseAfter');
game.addVideo('storage',player,['bingjia',null]);
}, },
intro:{ intro:{
mark:function(dialog,content,player){ mark:function(dialog,content,player){
@ -3313,6 +3316,28 @@ character.hearth={
} }
} }
}, },
bingjia3:{
trigger:{player:'damageBefore'},
mark:true,
forced:true,
content:function(){
trigger.untrigger();
trigger.finish();
},
ai:{
nofire:true,
nothunder:true,
nodamage:true,
effect:{
target:function(card,player,target,current){
if(get.tag(card,'damage')) return [0,0];
}
},
},
intro:{
content:'防止所有伤害'
}
},
bianxing2:{}, bianxing2:{},
moying:{ moying:{
trigger:{player:'phaseBegin'}, trigger:{player:'phaseBegin'},
@ -4792,7 +4817,7 @@ character.hearth={
lianjin:'炼金', lianjin:'炼金',
lianjin_info:'出牌阶段限两次你可以弃置一张手牌并从3张随机锦囊牌中选择一张加入手牌', lianjin_info:'出牌阶段限两次你可以弃置一张手牌并从3张随机锦囊牌中选择一张加入手牌',
shouji:'收集', shouji:'收集',
shouji_info:'每当你使用一张杀,你可以获得一张目标随机手牌的复制;每当你的杀被闪避,你可以获得一张目标随机装备牌的复制', shouji_info:'每回合限发动一次,每当你使用一张杀,你可以获得一张目标随机手牌的复制;每当你的杀被闪避,你可以获得一张目标随机装备牌的复制',
guimou:'鬼谋', guimou:'鬼谋',
guimou_info:'每当你受到一次伤害,你可以获得伤害来源的一张手牌,若此牌是黑色,你展示此牌并重复此过程', guimou_info:'每当你受到一次伤害,你可以获得伤害来源的一张手牌,若此牌是黑色,你展示此牌并重复此过程',
yingxi:'影袭', yingxi:'影袭',
@ -5017,7 +5042,9 @@ character.hearth={
shengguang_info:'出牌阶段限一次,你可以弃置一张红色牌令一名角色回复一点体力', shengguang_info:'出牌阶段限一次,你可以弃置一张红色牌令一名角色回复一点体力',
bingjia:'冰甲', bingjia:'冰甲',
bingjia2:'冰甲', bingjia2:'冰甲',
bingjia_info:'出牌阶段,若你武将牌上没有牌,你可以将一张手牌背面朝上置于你的武将牌上,当你成为其他角色的与此牌花色相同的牌的目标时,你将此牌置于弃牌堆,并获得一点护甲值', bingjia3:'冰甲',
bingjia3_bg:'免',
bingjia_info:'出牌阶段,若你武将牌上没有牌,你可以将一张手牌背面朝上置于你的武将牌上,当你成为其他角色的与此牌花色相同的牌的目标时,你将此牌置于弃牌堆,获得一点护甲,并且本回合内防止所有伤害',
bianxing:'变形', bianxing:'变形',
bianxing_info:'当一其他角色于回合内使用卡牌指定了惟一的其他目标后,你可以用一张合理的基本牌替代此牌,每名角色的回合限一次', bianxing_info:'当一其他角色于回合内使用卡牌指定了惟一的其他目标后,你可以用一张合理的基本牌替代此牌,每名角色的回合限一次',
xianzhi:'先知', xianzhi:'先知',

View File

@ -9,7 +9,7 @@ character.swd={
// swd_miles:['male','qun',4,['aojian','miles_xueyi','mohua2']], // swd_miles:['male','qun',4,['aojian','miles_xueyi','mohua2']],
swd_nicole:['female','qun',3,['huanjian','lingwu','minjing']], swd_nicole:['female','qun',3,['huanjian','lingwu','minjing']],
swd_wangsiyue:['female','wei',3,['duishi','biyue']], swd_wangsiyue:['female','wei',3,['duishi','biyue']],
swd_weida:['female','qun',3,['yueren','duijue']], swd_weida:['female','qun',3,['yueren','zhenlie','duijue']],
swd_xuanyuanjianxian:['male','qun',4,['pozhou','huajian']], swd_xuanyuanjianxian:['male','qun',4,['pozhou','huajian']],
swd_chenjingchou:['male','wu',3,['youyin','yihua']], swd_chenjingchou:['male','wu',3,['youyin','yihua']],
@ -8344,7 +8344,7 @@ character.swd={
polang_info:'每当你造成一次伤害,可以一张对方的装备牌', polang_info:'每当你造成一次伤害,可以一张对方的装备牌',
jikong:'亟空', jikong:'亟空',
jikong2:'亟空', jikong2:'亟空',
jikong_info:'当你失去最后一手牌,或在回合开始阶段时,你可以指定一名角色视为对其使用一张雷杀', jikong_info:'当你失去最后一手牌,或在回合开始阶段时,你可以指定一名角色视为对其使用一张雷杀',
xiangu:'仙骨', xiangu:'仙骨',
xiangu_info:'锁定技,你的手牌上限不会因体力值的减少而减少。', xiangu_info:'锁定技,你的手牌上限不会因体力值的减少而减少。',
yiesheng:'回雪', yiesheng:'回雪',
@ -8452,6 +8452,7 @@ character.swd={
xiehun3:'邪魂', xiehun3:'邪魂',
jumo:'聚魔', jumo:'聚魔',
duijue:'对决', duijue:'对决',
duijue_bg:'决',
yueren:'月刃', yueren:'月刃',
busi:'不死', busi:'不死',
xuying:'虚影', xuying:'虚影',

View File

@ -48,6 +48,44 @@ play.boss={
lib.config.forbidai.push(i); lib.config.forbidai.push(i);
} }
} }
var list2={
boss_liedixuande:['male','shu',5,['boss_lingfeng','boss_jizhen'],['jiangeboss','hiddenboss','bossallowed'],'shu'],
boss_gongshenyueying:['male','shu',4,['boss_gongshenjg','boss_jingmiao','boss_zhinang'],['jiangeboss','hiddenboss','bossallowed'],'shu'],
boss_tianhoukongming:['male','shu',4,['boss_biantian','bazhen'],['jiangeboss','hiddenboss','bossallowed'],'shu'],
boss_yuhuoshiyuan:['male','shu',4,['boss_yuhuojg','boss_qiwu','boss_tianyujg'],['jiangeboss','hiddenboss','bossallowed'],'shu'],
boss_qiaokuijunyi:['male','wei',4,['boss_huodi','boss_jueji'],['jiangeboss','hiddenboss','bossallowed'],'wei'],
boss_jiarenzidan:['male','wei',5,['boss_chiying','boss_jingfan'],['jiangeboss','hiddenboss','bossallowed'],'wei'],
boss_duanyuzhongda:['male','wei',5,['boss_fanshi','boss_xuanlei','boss_skonghun'],['jiangeboss','hiddenboss','bossallowed'],'wei'],
boss_juechenmiaocai:['male','wei',4,['boss_chuanyun','boss_leili','boss_fengxing'],['jiangeboss','hiddenboss','bossallowed'],'wei'],
boss_jileibaihu:['male','shu',4,['boss_jiguan','boss_zhenwei','boss_benlei'],['jiangemech','hiddenboss','bossallowed'],'shu'],
boss_yunpingqinglong:['male','shu',4,['boss_jiguan','boss_mojianjg'],['jiangemech','hiddenboss','bossallowed'],'shu'],
boss_lingjiaxuanwu:['male','shu',5,['boss_jiguan','yizhong','boss_lingyu'],['jiangemech','hiddenboss','bossallowed'],'shu'],
boss_chiyuzhuque:['male','shu',5,['boss_jiguan','boss_yuhuojg','boss_tianyun'],['jiangemech','hiddenboss','bossallowed'],'shu'],
boss_fudibian:['male','wei',4,['boss_jiguan','boss_didongjg'],['jiangemech','hiddenboss','bossallowed'],'wei'],
boss_tuntianchiwen:['male','wei',5,['boss_jiguan','boss_tanshi','boss_tunshi'],['jiangemech','hiddenboss','bossallowed'],'wei'],
boss_shihuosuanni:['male','wei',3,['boss_jiguan','boss_lianyujg'],['jiangemech','hiddenboss','bossallowed'],'wei'],
boss_lieshiyazi:['male','wei',4,['boss_jiguan','boss_nailuo'],['jiangemech','hiddenboss','bossallowed'],'wei'],
}
if(get.mode()!='versus'){
lib.characterPack.mode_extension_jiange=list2;
for(var i in list2){
lib.characterPack.mode_extension_jiange[i]=list2[i];
lib.characterPack.mode_extension_jiange[i][4].push('mode:versus');
lib.character[i]=list2[i];
if(!lib.config.boss_enableai_playpackconfig){
lib.config.forbidai.push(i);
}
}
}
else if(_status.mode!='jiange'){
for(var i in list2){
lib.character[i]=list2[i];
if(!lib.config.boss_enableai_playpackconfig){
lib.config.forbidai.push(i);
}
}
}
var list={ var list={
boss_chi:'魑', boss_chi:'魑',
boss_mo:'魅', boss_mo:'魅',
@ -90,15 +128,51 @@ play.boss={
boss_zhaoyun:'高达一号', boss_zhaoyun:'高达一号',
boss_zhuoguiquxie:'捉鬼驱邪', boss_zhuoguiquxie:'捉鬼驱邪',
mode_extension_boss_character_config:'挑战模式' boss_liedixuande:'烈帝玄德',
boss_gongshenyueying:'工神月英',
boss_tianhoukongming:'天侯孔明',
boss_yuhuoshiyuan:'浴火士元',
boss_qiaokuijunyi:'巧魁儁乂',
boss_jiarenzidan:'佳人子丹',
boss_duanyuzhongda:'断狱仲达',
boss_juechenmiaocai:'绝尘妙才',
boss_jileibaihu:'机雷白虎',
boss_yunpingqinglong:'云屏青龙',
boss_lingjiaxuanwu:'灵甲玄武',
boss_chiyuzhuque:'炽羽朱雀',
boss_fudibian:'缚地狴犴',
boss_tuntianchiwen:'吞天螭吻',
boss_shihuosuanni:'食火狻猊',
boss_lieshiyazi:'裂石睚眦',
mode_extension_boss_character_config:'挑战武将',
mode_extension_jiange_character_config:'剑阁武将',
}; };
for(var i in list){ for(var i in list){
lib.translate[i]=list[i]; lib.translate[i]=lib.translate[i]||list[i];
} }
} }
}, },
arenaReady:function(){ arenaReady:function(){
var loadversus=function(){
if(get.mode()!='versus'){
window.mode={};
lib.init.js(lib.assetURL+'mode','versus',function(){
for(var i in mode.versus.translate){
lib.translate[i]=lib.translate[i]||mode.versus.translate[i];
}
for(var i in mode.versus.skill){
if(i!='versus_swap'){
lib.skill[i]=lib.init.eval(mode.versus.skill[i]);
game.finishSkill(i);
}
}
delete window.mode;
});
}
};
if(get.mode()!='boss'){ if(get.mode()!='boss'){
window.mode={}; window.mode={};
lib.init.js(lib.assetURL+'mode','boss',function(){ lib.init.js(lib.assetURL+'mode','boss',function(){
@ -106,11 +180,18 @@ play.boss={
lib.translate[i]=lib.translate[i]||mode.boss.translate[i]; lib.translate[i]=lib.translate[i]||mode.boss.translate[i];
} }
for(var i in mode.boss.skill){ for(var i in mode.boss.skill){
lib.skill[i]=lib.init.eval(mode.boss.skill[i]); if(i!='_bossswap'){
game.finishSkill(i); lib.skill[i]=lib.init.eval(mode.boss.skill[i]);
game.finishSkill(i);
}
} }
delete window.mode;
loadversus();
}); });
} }
else{
loadversus();
}
}, },
help:{ help:{
'挑战武将':'<ul><li>在非挑战模式中使用挑战武将' '挑战武将':'<ul><li>在非挑战模式中使用挑战武将'

View File

@ -1,96 +1,8 @@
play.hsmod={ play.hsmod={
arenaReady:function(){ arenaReady:function(){
var data={ console.log(1);
total:160,
sha:{
diamond:6,
club:14,
heart:3,
spade:7,
},
huosha:{
diamond:2,
heart:3
},
leisha:{
spade:5,
club:4
},
shan:{
heart:6,
diamond:18
},
jiu:{
diamond:1,
spade:2,
club:2
},
tao:{
heart:9,
diamond:3,
},
wanjian:{
heart:1,
},
nanman:{
spade:2,
club:1,
},
guohe:{
spade:3,
club:2,
heart:1
},
shunshou:{
spade:3,
diamond:2
},
wuxie:{
heart:2,
diamond:1,
spade:2,
club:2
},
tiesuo:{
spade:2,
club:4
}
}
var rand=function(){
return Math.ceil(Math.random()*13);
};
var getn=function(i,j){
return Math.round(data[i][j]*parseFloat(lib.config['cardpile_'+i+'_playpackconfig']));
};
var num=0;
for(var i in data){
for(var j in data[i]){
num+=getn(i,j);
}
}
var dn=num*(lib.card.list.length-data.total)/(data.total-num);
if(dn>1000) dn=1000;
if(dn>0){
var p=0;
for(var i in data){
for(var j in data[i]){
var n=Math.round(dn*getn(i,j)/num);
while(n--){
if(i=='huosha'){
lib.card.list.push([j,rand(),'sha','fire']);
}
else if(i=='leisha'){
lib.card.list.push([j,rand(),'sha','thunder']);
}
else{
lib.card.list.push([j,rand(),i]);
}
}
}
}
}
}, },
help:{ help:{
'牌堆补充':'<ul><li>将杀闪等牌在牌堆中的比例维持在与军争牌堆相同,防止开启扩展包后重要的牌被过多地稀释' '规则调整':'<ul><li>测试扩展'
}, },
} }

View File

@ -1780,7 +1780,7 @@
restart:true, restart:true,
}, },
intro:{ intro:{
name:'在非挑战模式中使用挑战武将', name:'在非挑战模式中使用剑阁和挑战模式的武将',
clear:true, clear:true,
}, },
enableai:{ enableai:{
@ -1995,31 +1995,32 @@
} }
}, },
}, },
// hsmod:{ hsmod:{
// enable:{ game:'hs',
// name:'开启', enable:{
// init:false, name:'开启',
// restart:true, init:false,
// onclick:function(bool){ restart:true,
// if(bool){ onclick:function(bool){
// lib.config.plays.add('hsmod'); if(bool){
// } lib.config.plays.add('hsmod');
// else{ }
// lib.config.plays.remove('hsmod'); else{
// } lib.config.plays.remove('hsmod');
// game.saveConfig('plays',lib.config.plays); }
// } game.saveConfig('plays',lib.config.plays);
// }, }
// hide:{ },
// name:'隐藏此扩展', hide:{
// clear:true, name:'隐藏此扩展',
// onclick:function(){ clear:true,
// this.innerHTML='此扩展将在重启后隐藏'; onclick:function(){
// lib.config.hiddenPlayPack.add('hsmod'); this.innerHTML='此扩展将在重启后隐藏';
// game.saveConfig('hiddenPlayPack',lib.config.hiddenPlayPack); lib.config.hiddenPlayPack.add('hsmod');
// } game.saveConfig('hiddenPlayPack',lib.config.hiddenPlayPack);
// }, }
// }, },
},
}, },
mode:{ mode:{
identity:{ identity:{
@ -13701,41 +13702,43 @@
} }
} }
for(iwhile=0;iwhile<totalPopulation;iwhile++){ for(iwhile=0;iwhile<totalPopulation;iwhile++){
var skills=player.get('s',true).concat(lib.skill.global); if(!player.isOut()){
game.expandSkills(skills); var skills=player.get('s',true).concat(lib.skill.global);
for(i=0;i<skills.length;i++){ game.expandSkills(skills);
var trigger=get.info(skills[i]).trigger; for(i=0;i<skills.length;i++){
if(trigger){ var trigger=get.info(skills[i]).trigger;
add=false; if(trigger){
if(player==event.player&&trigger.player){ add=false;
if(typeof trigger.player=='string'){ if(player==event.player&&trigger.player){
if(trigger.player==name) add=true; if(typeof trigger.player=='string'){
} if(trigger.player==name) add=true;
else if(trigger.player.contains(name)) add=true; }
} else if(trigger.player.contains(name)) add=true;
if((player==event.target|| }
(event.multitarget&&event.targets&&event.targets.contains(player)))&& if((player==event.target||
trigger.target){ (event.multitarget&&event.targets&&event.targets.contains(player)))&&
if(typeof trigger.target=='string'){ trigger.target){
if(trigger.target==name) add=true; if(typeof trigger.target=='string'){
} if(trigger.target==name) add=true;
else if(trigger.target.contains(name)) add=true; }
} else if(trigger.target.contains(name)) add=true;
if(player==event.source&&trigger.source){ }
if(typeof trigger.source=='string'){ if(player==event.source&&trigger.source){
if(trigger.source==name) add=true; if(typeof trigger.source=='string'){
} if(trigger.source==name) add=true;
else if(trigger.source.contains(name)) add=true; }
} else if(trigger.source.contains(name)) add=true;
if(trigger.global){ }
if(typeof trigger.global=='string'){ if(trigger.global){
if(trigger.global==name) add=true; if(typeof trigger.global=='string'){
} if(trigger.global==name) add=true;
else if(trigger.global.contains(name)) add=true; }
} else if(trigger.global.contains(name)) add=true;
if(add&&player.isOut()==false) list.push([skills[i],player]); }
} if(add) list.push([skills[i],player]);
} }
}
}
player=player.next; player=player.next;
if(!player||player==event._endTrigger){ if(!player||player==event._endTrigger){
break; break;
@ -23428,6 +23431,7 @@
node.link=page; node.link=page;
node.mode=mode; node.mode=mode;
for(var i in lib.extensionMenu[mode]){ for(var i in lib.extensionMenu[mode]){
if(i=='game') continue;
var cfg=copyObj(lib.extensionMenu[mode][i]); var cfg=copyObj(lib.extensionMenu[mode][i]);
var j; var j;
if(mode.indexOf('extension_')==0){ if(mode.indexOf('extension_')==0){
@ -23461,11 +23465,13 @@
for(var i in lib.extensionMenu){ for(var i in lib.extensionMenu){
if(lib.config.all.stockextension.contains(i)&&!lib.config.all.plays.contains(i)) continue; if(lib.config.all.stockextension.contains(i)&&!lib.config.all.plays.contains(i)) continue;
if(lib.config.hiddenPlayPack.contains(i)) continue; if(lib.config.hiddenPlayPack.contains(i)) continue;
if(lib.extensionMenu[i].game&&lib.extensionMenu[i].game!=lib.config.game) continue;
createModeConfig(i,start.firstChild); createModeConfig(i,start.firstChild);
} }
(function(){ (function(){
if(!lib.device&&!lib.db) return; if(!lib.device&&!lib.db) return;
if(lib.config.show_extensionmaker==false) return; if(lib.config.show_extensionmaker==false) return;
if(lib.config.game!='sgs') return;
var page=ui.create.div('#create-extension'); var page=ui.create.div('#create-extension');
var node=ui.create.div('.menubutton.large','制作扩展',start.firstChild,clickMode); var node=ui.create.div('.menubutton.large','制作扩展',start.firstChild,clickMode);
node.link=page; node.link=page;

View File

@ -34,7 +34,7 @@ card.hearthpack={
naxx:'纳克萨玛斯', naxx:'纳克萨玛斯',
}; };
play.pack={ play.pack={
boss:'挑战武将', boss:'剑阁挑战',
cardpile:'牌堆补充', cardpile:'牌堆补充',
character:'技能卡牌', character:'技能卡牌',
soldier:'士兵模式', soldier:'士兵模式',

View File

@ -1,16 +1,23 @@
window.noname_update={ window.noname_update={
version:'1.9.3.2', version:'1.9.3.3',
changeLog:[ changeLog:[
'bug修复', 'bug修复',
], ],
files:{ files:{
global:[ global:[
'game/config.js', 'game/config.js',
'game/game.js',
'game/package.js',
'mode/boss.js', 'mode/boss.js',
'character/yijiang.js', 'character/yijiang.js',
'character/hearth.js', 'character/hearth.js',
'character/swd.js',
'card/hearth.js',
'card/swd.js',
'extension/boss/extension.js',
], ],
'1.9.3':[], '1.9.3':[],
'1.9.3.1':[], '1.9.3.1':[],
'1.9.3.2':[],
} }
} }