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ecc7edfd88
commit
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@ -410,6 +410,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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},
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},
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enable:true,
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enable:true,
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selectTarget:-1,
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selectTarget:-1,
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modTarget:true,
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content:function(){
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content:function(){
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target.damage('fire');
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target.damage('fire');
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},
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},
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@ -440,7 +440,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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event.aitarget=target;
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event.aitarget=target;
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var list=[];
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var list=[];
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for(var i in lib.character){
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for(var i in lib.character){
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if(!lib.filter.characterDisabled(i)&&!!lib.filter.characterDisabled2(i)){
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if(!lib.filter.characterDisabled(i)&&!lib.filter.characterDisabled2(i)){
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list.push(i);
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list.push(i);
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}
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}
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}
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}
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@ -522,9 +522,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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modTarget:true,
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modTarget:true,
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content:function(){
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content:function(){
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'step 0'
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'step 0'
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var cards=target.getCards('h',function(card){
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var cards=target.getCards('h');
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return get.type(card)!='basic';
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});
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if(cards.length){
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if(cards.length){
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target.lose(cards)._triggered=null;
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target.lose(cards)._triggered=null;
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}
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}
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@ -679,7 +677,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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linghunzhihuo:'灵魂之火',
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linghunzhihuo:'灵魂之火',
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linghunzhihuo_info:'对一名角色造成一点火焰伤害,然后随机弃置一张手牌',
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linghunzhihuo_info:'对一名角色造成一点火焰伤害,然后随机弃置一张手牌',
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shenenshu:'神恩术',
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shenenshu:'神恩术',
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shenenshu_info:'出牌阶段对自己使用,获得一张随机基本牌,并将手牌中的非基本牌替换为基本牌',
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shenenshu_info:'出牌阶段对自己使用,获得一张随机基本牌,并将所有手牌替换为基本牌',
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zhiliaobo:'治疗波',
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zhiliaobo:'治疗波',
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zhiliaobo_info:'出牌阶段对一名受伤角色使用,目标进行一次判定,若结果为红色,则回复一点体力,否则获得一点护甲',
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zhiliaobo_info:'出牌阶段对一名受伤角色使用,目标进行一次判定,若结果为红色,则回复一点体力,否则获得一点护甲',
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yuansuhuimie:'元素毁灭',
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yuansuhuimie:'元素毁灭',
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@ -907,7 +907,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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basic:{
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basic:{
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order:5,
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order:5,
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useful:1,
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useful:1,
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value:4.5
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value:5.5
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},
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},
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result:{
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result:{
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target:-1.5,
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target:-1.5,
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@ -47,7 +47,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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gw_laomaotou:['male','qun',4,['gwchenshui']],
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gw_laomaotou:['male','qun',4,['gwchenshui']],
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gw_qigaiwang:['male','qun',4,['julian']],
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gw_qigaiwang:['male','qun',4,['julian']],
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gw_bierna:['female','qun',4,['gwfengshi']],
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gw_bierna:['female','qun',3,['gwfengshi']],
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gw_haizhiyezhu:['male','qun',4,['yangfan']],
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gw_haizhiyezhu:['male','qun',4,['yangfan']],
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gw_nitelila:['male','wei',4,['shuangxi']],
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gw_nitelila:['male','wei',4,['shuangxi']],
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@ -58,6 +58,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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gw_kairuisi:['female','qun',3,['gwweitu']],
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gw_kairuisi:['female','qun',3,['gwweitu']],
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gw_oudimu:['male','shu',3,['gwjingshi']],
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gw_oudimu:['male','shu',3,['gwjingshi']],
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gw_shasixiwusi:['male','qun',4,['gwjingtian']],
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gw_shasixiwusi:['male','qun',4,['gwjingtian']],
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gw_yioufeisisp:['male','wu',3,['gwminxiang']],
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gw_lanbote:['male','qun',4,['gwlangshi']],
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gw_fenghuang:['male','wu',3,['gwminxiang']],
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gw_diandian:['male','wu',6,['gwmaoxian']],
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gw_yisilinni:['male','wu',3,['gwminxiang']],
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gw_feilafanruide:['male','wu',3,['gwminxiang']],
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},
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},
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characterIntro:{
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characterIntro:{
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gw_huoge:'那个老年痴呆?不知道他是活着还是已经被制成标本了!',
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gw_huoge:'那个老年痴呆?不知道他是活着还是已经被制成标本了!',
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@ -73,6 +80,171 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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gw_yioufeisi:'国王还是乞丐,两者有何区别,人类少一个算一个',
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gw_yioufeisi:'国王还是乞丐,两者有何区别,人类少一个算一个',
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},
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},
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skill:{
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skill:{
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gwmaoxian:{
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subSkill:{
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card:{
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mark:'card',
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intro:{
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content:'card'
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}
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}
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},
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enable:'phaseUse',
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usable:1,
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direct:true,
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delay:0,
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content:function(){
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},
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ai:{
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order:1
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}
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},
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gwmaoxian_old:{
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trigger:{global:'gameStart',player:['enterGame','phaseBefore']},
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forced:true,
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filter:function(event,player){
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return !player.storage.gwmaoxian;
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},
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content:function(){
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player.storage.gwmaoxian=10;
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player.storage.gwmaoxian_skill=[];
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event.insert(lib.skill.gwmaoxian.learn,{player:player});
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},
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learn:function(){
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var list={
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draw:{
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bronze:[1,'准备阶段,你获得一张随机铜卡法术'],
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basic:[1,'准备阶段,你从牌堆中获得一张杀'],
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silver:[2,'结束阶段,你获得一张随机银卡法术'],
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trick:[3,'结束阶段,你从3张随机亮出的普通锦囊牌中选择一张获得之'],
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gold:[3,'出牌阶段开始时,你获得一张随机金卡法术'],
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equip:[3,'出牌阶段开始时,你在装备区内的空余位置装备一件随机装备'],
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},
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attack:{
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sha:[1,'你可以将一张手牌当作杀使用'],
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huogong:[1,'你可以将一张手牌当作火攻使用'],
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aoe:[2,'出牌阶段限一次,你可以弃置两张牌,视为使用一张南蛮入侵'],
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shas:[2,'每当你使用一张杀,你可以追加一名无视距离的目标'],
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},
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defend:{
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},
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assist:{
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},
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control:{
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}
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}
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}
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},
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gwminxiang:{
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enable:'phaseUse',
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usable:1,
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filter:function(event,player){
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var hs=player.getCards('h');
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var names=[];
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for(var i=0;i<hs.length;i++){
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if(['basic','trick'].contains(get.type(hs[i]))&&!get.info(hs[i]).multitarget){
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names.add(hs[i].name);
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}
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}
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for(var i=0;i<names.length;i++){
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if(game.countPlayer(function(current){
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return current!=player&&lib.filter.targetEnabled2({name:names[i]},player,current);
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})>1){
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return true;
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}
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}
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return false;
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},
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check:function(card){
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if(get.tag(card,'damage')){
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return get.value(card)+3;
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}
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return get.value(card);
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},
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filterCard:function(card,player){
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if(!['basic','trick'].contains(get.type(card))) return false;
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return game.countPlayer(function(current){
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return current!=player&&lib.filter.targetEnabled2({name:card.name},player,current);
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})>1;
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},
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filterTarget:function(card,player,target){
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if(player==target||!ui.selected.cards.length) return false;
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return lib.filter.targetEnabled2({name:ui.selected.cards[0].name},player,target);
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},
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targetprompt:['先出牌','后出牌'],
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selectTarget:2,
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multitarget:true,
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content:function(){
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'step 0'
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event.draw=0;
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targets[0].useCard({name:cards[0].name},targets[1],'noai');
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'step 1'
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if(targets[0].isIn()&&targets[1].isIn()){
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targets[1].useCard({name:cards[0].name},targets[0],'noai');
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}
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'step 2'
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if(event.draw){
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player.draw(event.draw);
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}
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},
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group:'gwminxiang_draw',
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multiline:true,
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subSkill:{
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draw:{
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trigger:{global:'damageAfter'},
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silent:true,
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filter:function(event,player){
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var evt=event.getParent(3);
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return evt.name=='gwminxiang'&&evt.player==player;
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},
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content:function(){
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trigger.getParent(3).draw+=trigger.num;
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}
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}
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},
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ai:{
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order:8,
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result:{
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target:function(player,target){
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if(!ui.selected.cards.length) return 0;
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return get.effect(target,{name:ui.selected.cards[0].name},target,target);
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}
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},
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expose:0.4,
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threaten:1.6,
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}
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},
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gwlangshi:{
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trigger:{source:'damageEnd'},
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direct:true,
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filter:function(event,player){
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if(event.parent.name=='gwlangshi') return false;
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return game.hasPlayer(function(current){
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return current!=event.player&¤t!=player&¤t.hp>=event.player.hp;
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});
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},
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content:function(){
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'step 0'
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player.chooseTarget(get.prompt2('gwlangshi'),function(card,player,target){
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return target!=trigger.player&&target!=player&&target.hp>=trigger.player.hp;
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}).set('ai',function(card,player,target){
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return get.damageEffect(target,player,player);
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});
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'step 1'
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if(result.bool){
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player.logSkill('gwlangshi',result.targets);
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result.targets[0].damage(player);
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}
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},
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ai:{
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threaten:1.5
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}
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},
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gwjingtian:{
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gwjingtian:{
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clickable:function(player){
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clickable:function(player){
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player.addTempSkill('gwjingtian2');
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player.addTempSkill('gwjingtian2');
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@ -2843,6 +3015,19 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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gw_oudimu:'欧迪姆',
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gw_oudimu:'欧迪姆',
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gw_shasixiwusi:'沙斯西乌斯',
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gw_shasixiwusi:'沙斯西乌斯',
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gw_yioufeisisp:'伊欧菲斯',
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gw_diandian:'店店',
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gw_feilafanruide:'菲拉凡德苪',
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gw_fenghuang:'凤凰',
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gw_yisilinni:'伊斯琳妮',
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gw_lanbote:'兰伯特',
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gwmaoxian:'幻笔',
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gwmaoxian_info:'出牌阶段限一次,你可以创造一张冒险牌,然后你为其指定一个价格,其他角色依次可以向你支付对应的牌,然后获得一张此冒险牌的复制',
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gwminxiang:'冥想',
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gwminxiang_info:'出牌阶段限一次,你可以弃置一张基本牌或普通锦囊牌并选择两名角色,令目标分别视为对对方使用一张与弃置的牌同名的牌;每当有角色因此受到一点伤害,你在结算后摸一张牌',
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gwlangshi:'狼噬',
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gwlangshi_info:'每当你造成一次伤害,你可以对一名体力值不小于受伤害角色的其他角色造一点伤害',
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gwjingshi:'镜师',
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gwjingshi:'镜师',
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gwjingshi_info:'出牌阶段限一次,你可以猜测手牌中黑色牌最多的角色是谁,若猜对,你可以观看所有其他角色的手牌并获得任意一张',
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gwjingshi_info:'出牌阶段限一次,你可以猜测手牌中黑色牌最多的角色是谁,若猜对,你可以观看所有其他角色的手牌并获得任意一张',
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gwjingtian:'经天',
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gwjingtian:'经天',
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@ -1093,6 +1093,19 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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}
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},
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},
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qingtian:{
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qingtian:{
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trigger:{player:'damageBegin'},
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forced:true,
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filter:function(event,player){
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return player.isMaxHp(true);
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},
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check:function(){
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return false;
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},
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content:function(){
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trigger.num++;
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}
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},
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qingtian_old:{
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trigger:{player:'recoverBefore'},
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trigger:{player:'recoverBefore'},
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forced:true,
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forced:true,
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filter:function(event,player){
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filter:function(event,player){
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@ -8001,7 +8014,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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shouwang_info:'每名角色每局限一次,当一名角色进入濒死状态时,你可以令其回复一点体力并获得一点护甲',
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shouwang_info:'每名角色每局限一次,当一名角色进入濒死状态时,你可以令其回复一点体力并获得一点护甲',
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shouwang_info_alter:'每名角色每局限一次,当一名角色进入濒死状态时,你可以令其回复一点体力',
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shouwang_info_alter:'每名角色每局限一次,当一名角色进入濒死状态时,你可以令其回复一点体力',
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qingtian:'擎天',
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qingtian:'擎天',
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qingtian_info:'锁定技,若你的体力值大于0,你防止即将回复的体力,改为获得等量护甲',
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qingtian_info:'锁定技,若你的体力值为全场最多,你受到的伤害始终+1',
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qianfu:'潜伏',
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qianfu:'潜伏',
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qianfu2:'潜伏',
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qianfu2:'潜伏',
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qianfu2_bg:'伏',
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qianfu2_bg:'伏',
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||||||
|
@ -8140,8 +8153,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
xianji_info:'其他角色可以在其结束阶段弃置1~2张手牌并令你摸等量的牌,若如此做,直到其下一回合结束,每当你使用卡牌指定其为目标时,其摸一张牌',
|
xianji_info:'其他角色可以在其结束阶段弃置1~2张手牌并令你摸等量的牌,若如此做,直到其下一回合结束,每当你使用卡牌指定其为目标时,其摸一张牌',
|
||||||
xueren:'血刃',
|
xueren:'血刃',
|
||||||
xueren_info:'每当你使用杀造成伤害,你可以令受伤害角色与你各流失一点体力,然后你摸两张牌',
|
xueren_info:'每当你使用杀造成伤害,你可以令受伤害角色与你各流失一点体力,然后你摸两张牌',
|
||||||
maoxian:'冒险',
|
maoxian:'奇旅',
|
||||||
maoxian2:'冒险',
|
maoxian2:'奇旅',
|
||||||
maoxian_info:'出牌阶段限两次,你可以从三个随机亮出的技能中选择一个作为你的技能',
|
maoxian_info:'出牌阶段限两次,你可以从三个随机亮出的技能中选择一个作为你的技能',
|
||||||
tanmi:'探秘',
|
tanmi:'探秘',
|
||||||
tanmi_info:'在一名其他角色的结束阶段,若你没有手牌,你可以摸两张牌并可以使用两张牌',
|
tanmi_info:'在一名其他角色的结束阶段,若你没有手牌,你可以摸两张牌并可以使用两张牌',
|
||||||
|
|
|
@ -898,19 +898,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
}
|
}
|
||||||
if(event.cards.length) event.goto(2);
|
if(event.cards.length) event.goto(2);
|
||||||
}
|
}
|
||||||
},
|
|
||||||
ai:{
|
|
||||||
effect:{
|
|
||||||
target:function(card,player,target){
|
|
||||||
if(get.tag(card,'damage')){
|
|
||||||
if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
|
|
||||||
if(!target.hasFriend()) return;
|
|
||||||
if(target.hp>=4) return [1,get.tag(card,'damage')*2];
|
|
||||||
if(target.hp==3) return [1,get.tag(card,'damage')*1.5];
|
|
||||||
if(target.hp==2) return [1,get.tag(card,'damage')*0.5];
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
yanyi:{
|
yanyi:{
|
||||||
|
|
|
@ -1,5 +1,5 @@
|
||||||
window.noname_asset_list=[
|
window.noname_asset_list=[
|
||||||
'1.9.45',
|
'1.9.47',
|
||||||
'image/background/huangtian_bg.jpg',
|
'image/background/huangtian_bg.jpg',
|
||||||
'image/background/ol_bg.jpg',
|
'image/background/ol_bg.jpg',
|
||||||
'image/background/september_bg.jpg',
|
'image/background/september_bg.jpg',
|
||||||
|
@ -432,6 +432,12 @@ window.noname_asset_list=[
|
||||||
'image/character/gw_yioufeisi.jpg',
|
'image/character/gw_yioufeisi.jpg',
|
||||||
'image/character/gw_zhangyujushou.jpg',
|
'image/character/gw_zhangyujushou.jpg',
|
||||||
'image/character/gw_zhuoertan.jpg',
|
'image/character/gw_zhuoertan.jpg',
|
||||||
|
'image/character/gw_yioufeisisp',
|
||||||
|
'image/character/gw_diandian',
|
||||||
|
'image/character/gw_feilafanruide',
|
||||||
|
'image/character/gw_fenghuang',
|
||||||
|
'image/character/gw_yisilinni',
|
||||||
|
'image/character/gw_lanbote',
|
||||||
'image/character/hanba.jpg',
|
'image/character/hanba.jpg',
|
||||||
'image/character/handang.jpg',
|
'image/character/handang.jpg',
|
||||||
'image/character/hanhaoshihuan.jpg',
|
'image/character/hanhaoshihuan.jpg',
|
||||||
|
|
|
@ -1,10 +1,10 @@
|
||||||
window.noname_update={
|
window.noname_update={
|
||||||
version:'1.9.46.1',
|
version:'1.9.47',
|
||||||
update:'1.9.46',
|
update:'1.9.46',
|
||||||
changeLog:[
|
changeLog:[
|
||||||
'bug修复',
|
'bug修复',
|
||||||
// '部分DIY比赛武将',
|
// '部分DIY比赛武将',
|
||||||
// 'players://["old_lingju","yj_jushou","swd_guyue","ns_duangui","ns_shenpei","ns_masu","ns_zhangxiu","ns_zhangbao","yxs_luobinhan"]',
|
'players://["gw_yioufeisisp","gw_diandian","gw_fenghuang","gw_yisilinni","gw_lanbote","gw_feilafanruide"]',
|
||||||
],
|
],
|
||||||
files:[
|
files:[
|
||||||
'game/game.js',
|
'game/game.js',
|
||||||
|
@ -12,21 +12,22 @@ window.noname_update={
|
||||||
// 'game/config.js',
|
// 'game/config.js',
|
||||||
// 'game/source.js',
|
// 'game/source.js',
|
||||||
// 'game/pressure.js',
|
// 'game/pressure.js',
|
||||||
// 'game/asset.js',
|
'game/asset.js',
|
||||||
// 'card/*',
|
// 'card/*',
|
||||||
'card/extra.js',
|
'card/extra.js',
|
||||||
// 'card/yunchou.js',
|
// 'card/yunchou.js',
|
||||||
// 'card/hearth.js',
|
'card/hearth.js',
|
||||||
// 'card/gwent.js',
|
'card/gwent.js',
|
||||||
// 'card/standard.js',
|
// 'card/standard.js',
|
||||||
// 'character/*',
|
// 'character/*',
|
||||||
// 'character/hearth.js',
|
'character/hearth.js',
|
||||||
'character/gwent.js',
|
'character/gwent.js',
|
||||||
'character/diy.js',
|
'character/diy.js',
|
||||||
// 'character/standard.js',
|
// 'character/standard.js',
|
||||||
'character/shenhua.js',
|
'character/shenhua.js',
|
||||||
// 'character/refresh.js',
|
// 'character/refresh.js',
|
||||||
// 'character/yijiang.js',
|
// 'character/yijiang.js',
|
||||||
|
'character/yxs.js',
|
||||||
// 'character/sp.js',
|
// 'character/sp.js',
|
||||||
// 'character/rank.js',
|
// 'character/rank.js',
|
||||||
// 'mode/identity.js',
|
// 'mode/identity.js',
|
||||||
|
|
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Loading…
Reference in New Issue