界左慈适配许劭获取武将牌堆函数,添加势力变化播报
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@ -9729,7 +9729,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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olzhiba3:{},
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olzhiba3:{},
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rehuashen:{
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rehuashen:{
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//mode:['identity','single','doudizhu'],
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audio:2,
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audio:2,
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unique:true,
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unique:true,
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direct:true,
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direct:true,
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@ -9753,7 +9752,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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});
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});
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event.aiChoice=skills[0];
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event.aiChoice=skills[0];
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var choice='更换技能';
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var choice='更换技能';
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if(event.aiChoice==player.storage.rehuashen.current2||get.skillRank(event.aiChoice,cond)<1) choice='弃置化身';
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if(event.aiChoice==player.storage.rehuashen.current2||get.skillRank(event.aiChoice,cond)<1) choice='制衡化身';
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if(player.isOnline2()){
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if(player.isOnline2()){
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player.send(function(cards,id){
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player.send(function(cards,id){
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var dialog=ui.create.dialog('是否发动【化身】?',[cards,'character']);
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var dialog=ui.create.dialog('是否发动【化身】?',[cards,'character']);
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@ -9766,7 +9765,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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event.dialog.style.display='none';
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event.dialog.style.display='none';
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}
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}
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if(event.triggername=='rehuashen') event._result={control:'更换技能'};
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if(event.triggername=='rehuashen') event._result={control:'更换技能'};
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else player.chooseControl('弃置化身','更换技能','cancel2').set('ai',function(){
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else player.chooseControl('制衡化身','更换技能','cancel2').set('ai',function(){
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return _status.event.choice;
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return _status.event.choice;
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}).set('choice',choice);
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}).set('choice',choice);
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"step 1"
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"step 1"
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@ -9784,7 +9783,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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}
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if(!event.logged){player.logSkill('rehuashen');event.logged=true}
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if(!event.logged){player.logSkill('rehuashen');event.logged=true}
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var next=player.chooseButton(true).set('dialog',event.videoId);
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var next=player.chooseButton(true).set('dialog',event.videoId);
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if(event.control=='弃置化身'){
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if(event.control=='制衡化身'){
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next.set('selectButton',[1,2]);
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next.set('selectButton',[1,2]);
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next.set('filterButton',function(button){
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next.set('filterButton',function(button){
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return button.link!=_status.event.current;
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return button.link!=_status.event.current;
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@ -9797,7 +9796,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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});
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});
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next.set('choice',event.aiChoice);
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next.set('choice',event.aiChoice);
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}
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}
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var prompt=event.control=='弃置化身'?'选择弃置至多两张化身':'选择要切换的化身';
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var prompt=event.control=='制衡化身'?'选择制衡至多两张化身':'选择要切换的化身';
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var func=function(id,prompt){
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var func=function(id,prompt){
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var dialog=get.idDialog(id);
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var dialog=get.idDialog(id);
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if(dialog){
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if(dialog){
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@ -9811,7 +9810,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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func(event.videoId,prompt);
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func(event.videoId,prompt);
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}
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}
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"step 2"
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"step 2"
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if(result.bool&&event.control!='弃置化身'){
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if(result.bool&&event.control!='制衡化身'){
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event.card=result.links[0];
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event.card=result.links[0];
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var func=function(card,id){
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var func=function(card,id){
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var dialog=get.idDialog(id);
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var dialog=get.idDialog(id);
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@ -9871,22 +9870,21 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(!_status.noclearcountdown){
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if(!_status.noclearcountdown){
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game.stopCountChoose();
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game.stopCountChoose();
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}
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}
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if(event.control=='弃置化身') return;
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if(event.control=='制衡化身') return;
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if(player.storage.rehuashen.current!=event.card){
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if(player.storage.rehuashen.current!=event.card){
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player.storage.rehuashen.current=event.card;
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player.storage.rehuashen.current=event.card;
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game.broadcastAll(function(character,player){
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game.broadcastAll(function(player,sex){
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player.sex=lib.character[character][0];
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player.sex=sex;
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//player.group=lib.character[character][1];
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game.log(player,'将性别变为了','#y'+get.translation(sex)+'性');
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//player.node.name.dataset.nature=get.groupnature(player.group);
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},player,lib.character[event.card][0]);
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},event.card,player);
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player.changeGroup(lib.character[event.card][1]);
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player.changeGroup(lib.character[event.card][1],false);
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}
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}
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var link=result.control;
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var link=result.control;
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player.storage.rehuashen.current2=link;
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player.storage.rehuashen.current2=link;
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if(!player.additionalSkills.rehuashen||!player.additionalSkills.rehuashen.contains(link)){
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if(!player.additionalSkills.rehuashen||!player.additionalSkills.rehuashen.contains(link)){
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player.addAdditionalSkill('rehuashen',link);
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player.addAdditionalSkill('rehuashen',link);
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player.flashAvatar('rehuashen',event.card);
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player.flashAvatar('rehuashen',event.card);
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game.log(player,'获得技能','#g【'+get.translation(link)+'】');
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game.log(player,'获得了技能','#g【'+get.translation(link)+'】');
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player.popup(link);
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player.popup(link);
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player.syncStorage('rehuashen');
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player.syncStorage('rehuashen');
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player.updateMarks('rehuashen');
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player.updateMarks('rehuashen');
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@ -9903,31 +9901,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player:['phaseBegin','phaseEnd','rehuashen'],
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player:['phaseBegin','phaseEnd','rehuashen'],
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},
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},
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filter:function(event,player,name){
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filter:function(event,player,name){
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//if(name=='phaseBegin'&&game.phaseNumber==1) return false;
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return player.storage.rehuashen&&player.storage.rehuashen.character.length>0;
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return player.storage.rehuashen&&player.storage.rehuashen.character.length>0;
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},
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},
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banned:['lisu','sp_xiahoudun','xushao','zhoutai','old_zhoutai'],
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banned:['lisu','sp_xiahoudun','xushao','zhoutai','old_zhoutai','shixie'],
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addHuashen:function(player){
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addHuashen:function(player){
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if(!player.storage.rehuashen) return;
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if(!player.storage.rehuashen) return;
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if(!_status.characterlist){
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if(!_status.characterlist){
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if(_status.connectMode) var list=get.charactersOL();
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lib.skill.pingjian.initList();
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else{
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var list=[];
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for(var i in lib.character){
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if(lib.filter.characterDisabled2(i)||lib.filter.characterDisabled(i)) continue;
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list.push(i);
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}
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}
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game.countPlayer(function(current){
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list.remove(current.name);
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list.remove(current.name1);
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list.remove(current.name2);
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if(current.storage.huashen&¤t.storage.huashen.owned){
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for(var i in current.storage.huashen.owned) list.removeArray(current.storage.huashen.owned[i]);
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}
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if(current.storage.rehuashen&¤t.storage.rehuashen.character) list.removeArray(current.storage.rehuashen.character)
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});
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_status.characterlist=list;
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}
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}
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_status.characterlist.randomSort();
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_status.characterlist.randomSort();
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var bool=false;
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var bool=false;
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