This commit is contained in:
parent
2c01bed678
commit
838084cdd2
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@ -394,6 +394,7 @@ card.sp={
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return true;
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return true;
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},
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},
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check:function(button){
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check:function(button){
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if(button.link.name=='du') return -2;
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var player=_status.event.player;
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var player=_status.event.player;
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if(get.select(get.info(button.link).selectTarget)[1]==-1){
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if(get.select(get.info(button.link).selectTarget)[1]==-1){
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if(get.type(button.link)=='delay') return -1;
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if(get.type(button.link)=='delay') return -1;
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@ -1463,6 +1463,10 @@ card.standard={
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return true;
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return true;
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},
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},
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audio:true,
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audio:true,
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check:function(event,player){
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if(ai.get.damageEffect(player,event.player,player)>=0) return false;
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return true;
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},
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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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player.judge('bagua',function(card){return (get.color(card)=='red')?1.5:-0.5});
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player.judge('bagua',function(card){return (get.color(card)=='red')?1.5:-0.5});
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@ -528,8 +528,7 @@ card.yunchou={
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else{
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else{
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target.chooseToDiscard('he',2).ai=function(card){
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target.chooseToDiscard('he',2).ai=function(card){
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if(target.hasSkillTag('nofire')) return 0;
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if(target.hasSkillTag('nofire')) return 0;
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if(ai.get.damageEffect(target,player,target,'fire')>=0&&
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if(ai.get.damageEffect(target,player,target,'fire')>=0) return 0;
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!target.hasSkillTag('maixie')) return 0;
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if(player.get('s').contains('xinwuyan')) return 0;
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if(player.get('s').contains('xinwuyan')) return 0;
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if(target.get('s').contains('xinwuyan')) return 0;
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if(target.get('s').contains('xinwuyan')) return 0;
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if(card.name=='tao') return 0;
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if(card.name=='tao') return 0;
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313
character/ow.js
313
character/ow.js
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@ -10,12 +10,12 @@ character.ow={
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ow_shibing:['male','shu',4,['tuji','mujing']],
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ow_shibing:['male','shu',4,['tuji','mujing']],
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ow_yuanshi:['male','qun',3,['feiren','lianpo','zhanlong']],
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ow_yuanshi:['male','qun',3,['feiren','lianpo','zhanlong']],
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ow_chanyata:['male','qun',3,['xie','luan','sheng']],
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ow_chanyata:['male','qun',3,['xie','luan','sheng']],
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ow_dva:['female','qun',2,['jijia','tuijin','zihui','chongzhuang']],
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ow_dva:['female','shu',2,['jijia','tuijin','zihui','chongzhuang']],
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ow_mei:['female','shu',3,['shuangqiang','bingqiang','jidong']],
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ow_mei:['female','wei',3,['shuangqiang','bingqiang','jidong']],
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ow_ana:['female','wei',3,['juji','zhiyuan','mianzhen']],
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ow_heibaihe:['female','qun',3,['juji','duwen','dulei']],
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// ow_heibaihe:['female','shu',3,[]],
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// ow_baolei:['female','shu',3,[]],
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// ow_baolei:['female','shu',3,[]],
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// ow_ana:['female','shu',4,[]],
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// ow_maikelei:['male','shu',4,[]],
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// ow_maikelei:['male','shu',4,[]],
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// ow_banzang:['male','shu',4,[]],
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// ow_banzang:['male','shu',4,[]],
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// ow_kuangshu:['male','shu',4,[]],
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// ow_kuangshu:['male','shu',4,[]],
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@ -26,6 +26,260 @@ character.ow={
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// ow_zhaliya:['female','shu',4,[]],
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// ow_zhaliya:['female','shu',4,[]],
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},
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},
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skill:{
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skill:{
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mianzhen:{
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enable:'phaseUse',
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usable:1,
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filter:function(event,player){
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return player.num('he',{color:'black'})>0;
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},
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filterTarget:function(card,player,target){
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return target!=player&&!target.hasSkill('mianzhen2');
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},
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filterCard:{color:'black'},
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position:'he',
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check:function(card){
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return 8-ai.get.value(card);
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},
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content:function(){
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target.addSkill('mianzhen2');
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},
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ai:{
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order:2,
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result:{
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target:function(player,target){
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return Math.min(-0.1,-1-target.num('h')+Math.sqrt(target.hp)/2);
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}
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}
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}
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},
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mianzhen2:{
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mark:true,
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intro:{
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content:'不能使用或打出手牌直到受到伤害或下一回合结束'
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},
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trigger:{player:['damageEnd','phaseEnd']},
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forced:true,
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popup:false,
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content:function(){
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player.removeSkill('mianzhen2');
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},
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mod:{
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cardEnabled:function(){
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return false;
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},
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cardUsable:function(){
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return false;
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},
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cardRespondable:function(){
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return false;
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},
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cardSavable:function(){
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return false;
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}
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},
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},
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zhiyuan:{
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trigger:{source:'damageBefore'},
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check:function(event,player){
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if(event.player.hp<event.player.maxHp&&ai.get.attitude(player,event.player)<0) return false;
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player.disabledSkills.temp='zhiyuan';
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var num=ai.get.damageEffect(event.player,player,player,event.nature)<ai.get.recoverEffect(event.player,player,player);
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delete player.disabledSkills.temp;
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return num;
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},
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prompt:function(event,player){
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return '是否对'+get.translation(event.player)+'发动【支援】?';
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},
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filter:function(event,player){
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return event.num>0;
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},
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content:function(){
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trigger.untrigger();
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trigger.finish();
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trigger.player.recover(trigger.num);
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},
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ai:{
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effect:{
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player:function(card,player,target){
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if(get.tag(card,'damage')&&ai.get.attitude(player,target)>0){
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if(target.hp==target.maxHp) return [0,0,0,0];
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return [0,0,0,1];
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}
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}
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}
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}
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},
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duwen:{
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trigger:{source:'damageBegin'},
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check:function(event,player){
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return ai.get.attitude(player,event.player)<=0;
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},
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forced:true,
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filter:function(event,player){
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return event.card&&event.card.name=='sha'&&(player.hp==event.player.hp||player.num('h')==event.player.num('h'))&&
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event.parent.name!='_lianhuan'&&event.parent.name!='_lianhuan2';
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},
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content:function(){
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if(player.hp==trigger.player.hp) trigger.num++;
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if(player.num('h')==trigger.player.num('h')) trigger.num++;
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trigger._duwen=true;
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player.addTempSkill('duwen2','phaseAfter');
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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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duwen2:{
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trigger:{source:'damageEnd'},
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forced:true,
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popup:false,
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filter:function(event){
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return event._duwen&&event.num>=3;
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},
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content:function(){
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player.loseHp(2);
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}
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},
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dulei:{
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enable:'phaseUse',
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filter:function(event,player){
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return !player.skills.contains('dulei2');
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},
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filterCard:true,
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check:function(card){
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return 6-ai.get.value(card);
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},
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discard:false,
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prepare:function(cards,player){
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player.$give(1,player);
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},
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content:function(){
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player.storage.dulei=cards[0];
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player.addSkill('dulei2');
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player.syncStorage('dulei');
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},
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ai:{
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order:1,
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result:{
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player:1
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}
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}
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},
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dulei2:{
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mark:true,
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trigger:{target:'useCardToBegin'},
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forced:true,
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filter:function(event,player){
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return event.player!=player&&get.suit(event.card)==get.suit(player.storage.dulei);
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},
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content:function(){
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'step 0'
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player.showCards([player.storage.dulei],get.translation(player)+'发动了【毒雷】');
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'step 1'
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ui.discardPile.appendChild(player.storage.dulei);
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delete player.storage.dulei;
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player.removeSkill('dulei2');
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game.addVideo('storage',player,['dulei',null]);
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trigger.player.loseHp();
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'step 2'
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var he=trigger.player.get('he');
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if(he.length){
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trigger.player.discard(he.randomGet());
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}
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},
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intro:{
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mark:function(dialog,content,player){
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if(player==game.me||player.isUnderControl()){
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dialog.add([player.storage.dulei]);
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}
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else{
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return '已发动冰甲';
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}
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},
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content:function(content,player){
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if(player==game.me||player.isUnderControl()){
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return get.translation(player.storage.dulei);
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}
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return '已发动冰甲';
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}
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}
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},
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juji:{
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trigger:{player:'shaBegin'},
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forced:true,
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filter:function(event,player){
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return get.distance(event.target,player,'attack')>1;
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},
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content:function(){
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trigger.directHit=true;
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},
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group:'juji2'
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},
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juji2:{
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enable:'phaseUse',
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usable:1,
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filterTarget:function(card,player,target){
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return target!=player;
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},
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content:function(){
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target.addTempSkill('juji3',{player:'phaseEnd'});
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if(!target.storage.juji3){
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target.storage.juji3=[];
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}
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target.storage.juji3.push(player);
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},
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mod:{
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targetInRange:function(card,player,target){
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if(target.hasSkill('juji3')&&Array.isArray(target.storage.juji3)&&target.storage.juji3.contains(player)){
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return true;
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}
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}
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}
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},
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juji3:{
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mark:true,
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intro:{
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nocount:true,
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content:function(storage){
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return '对'+get.translation(storage)+'使用卡牌无视距离';
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}
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},
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mod:{
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targetInRange:function(card,player,target){
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if(Array.isArray(player.storage.juji3)&&player.storage.juji3.contains(target)){
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return true;
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}
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}
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}
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},
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zhuagou:{
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enable:'phaseUse',
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usable:1,
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changeSeat:true,
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filterTarget:function(card,player,target){
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return player!=target&&player.next!=target;
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},
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filterCard:true,
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check:function(card){
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return 4-ai.get.value(card);
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},
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content:function(){
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while(player.next!=target){
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game.swapSeat(player,player.next);
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}
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},
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ai:{
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order:5,
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result:{
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player:function(player,target){
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var att=ai.get.attitude(player,target);
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if(target==player.previous&&att>0) return 1;
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if(target==player.next.next&&ai.get.attitude(player,player.next)<0) return 1;
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return 0;
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}
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}
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}
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},
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bingqiang:{
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bingqiang:{
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enable:'phaseUse',
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enable:'phaseUse',
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position:'he',
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position:'he',
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@ -67,8 +321,12 @@ character.ow={
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},
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},
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changeTarget:function(player,targets){
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changeTarget:function(player,targets){
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var target=targets[0];
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var target=targets[0];
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targets.push(target.next);
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var add=game.filterPlayer(function(player){
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targets.push(target.previous);
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return get.distance(target,player,'pure')==1;
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});
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for(var i=0;i<add.length;i++){
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targets.add(add[i]);
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}
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},
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},
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content:function(){
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content:function(){
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if(get.color(cards[0])=='red'){
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if(get.color(cards[0])=='red'){
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@ -88,7 +346,14 @@ character.ow={
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order:11,
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order:11,
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result:{
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result:{
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playerx:function(player,target){
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playerx:function(player,target){
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return ai.get.attitude(player,target)+ai.get.attitude(player,target.next)+ai.get.attitude(player,target.previous);
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var targets=game.filterPlayer(function(player){
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return player==target||get.distance(target,player,'pure')==1;
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});
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var num=0;
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for(var i=0;i<targets.length;i++){
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num+=ai.get.attitude(player,targets[i]);
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}
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return num;
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},
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},
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player:function(player,target){
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player:function(player,target){
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var num=lib.skill.bingqiang.ai.result.playerx(player,target);
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var num=lib.skill.bingqiang.ai.result.playerx(player,target);
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@ -250,10 +515,13 @@ character.ow={
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shuangqiang:{
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shuangqiang:{
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trigger:{source:'damageBegin'},
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trigger:{source:'damageBegin'},
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check:function(event,player){
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check:function(event,player){
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var att=ai.get.attitude(player,event.target);
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var att=ai.get.attitude(player,event.player);
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if(event.target.hp==1) return att>0;
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if(event.player.hp==1) return att>0;
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return att<=0;
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return att<=0;
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},
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},
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prompt:function(event,player){
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return '是否对'+get.translation(event.player)+'发动【霜枪】?';
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},
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filter:function(event,player){
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filter:function(event,player){
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return !event.player.isTurnedOver()&&event.num>0;
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return !event.player.isTurnedOver()&&event.num>0;
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},
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},
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@ -1616,6 +1884,22 @@ character.ow={
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}
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}
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},
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},
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translate:{
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translate:{
|
||||||
|
mianzhen:'眠针',
|
||||||
|
mianzhen2:'眠针',
|
||||||
|
mianzhen_info:'出牌阶段限一次,你可以弃置一张黑色牌,并令一名其他角色不能使用或打出手牌直到其受到伤害或下一回合结束',
|
||||||
|
zhiyuan:'支援',
|
||||||
|
zhiyuan_info:'每当你即将造成伤害,你可以防止此伤害,改为令目标回复等量的体力',
|
||||||
|
juji:'狙击',
|
||||||
|
juji2:'狙击',
|
||||||
|
juji3:'狙击',
|
||||||
|
juji_info:'出牌阶段限一次,你可以指定一名角色,你对该角色使用卡牌无视距离且该角色对你使用卡牌无视距离,直到该角色的下一回合结束;锁定技,攻击范围不含你的角色无法闪避你的杀',
|
||||||
|
duwen:'毒吻',
|
||||||
|
duwen_info:'锁定技,当你使用杀造成伤害时,若你的手牌数与受伤害角色相等,此杀的伤害+1;若你的体力值与受伤害角色相等,此杀的伤害+1;在伤害结算后,若伤害值不小于3,你流失两点体力',
|
||||||
|
zhuagou:'抓钩',
|
||||||
|
zhuagou_info:'出牌阶段限一次,你可以弃置一张手牌并将你的座位移到任意位置',
|
||||||
|
dulei:'诡雷',
|
||||||
|
dulei2:'诡雷',
|
||||||
|
dulei_info:'出牌阶段,若你武将牌上没有牌,你可以将一张牌背面朝上置于你的武将牌上,当一名角色使用与该牌花色相同的牌指定你为目标时,你展示并将此牌置于弃牌堆,然后该角色失去一点体力并随机弃置一张牌',
|
||||||
shuangqiang:'霜枪',
|
shuangqiang:'霜枪',
|
||||||
shuangqiang_info:'每当你对一名未翻面的角色造成伤害,你可以令伤害-1,然后令受伤害角色翻面',
|
shuangqiang_info:'每当你对一名未翻面的角色造成伤害,你可以令伤害-1,然后令受伤害角色翻面',
|
||||||
bingqiang:'冰墙',
|
bingqiang:'冰墙',
|
||||||
|
@ -1697,5 +1981,16 @@ character.ow={
|
||||||
ow_chanyata:'禅雅塔',
|
ow_chanyata:'禅雅塔',
|
||||||
ow_dva:'DVA',
|
ow_dva:'DVA',
|
||||||
ow_mei:'小美',
|
ow_mei:'小美',
|
||||||
|
ow_heibaihe:'黑百合',
|
||||||
|
ow_ana:'安娜',
|
||||||
|
ow_baolei:'堡垒',
|
||||||
|
ow_maikelei:'麦克雷',
|
||||||
|
ow_banzang:'半藏',
|
||||||
|
ow_kuangshu:'狂鼠',
|
||||||
|
ow_tuobiang:'托比昂',
|
||||||
|
ow_laiyinhate:'莱因哈特',
|
||||||
|
ow_luba:'路霸',
|
||||||
|
ow_wensidun:'温斯顿',
|
||||||
|
ow_zhaliya:'查莉娅',
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
|
@ -957,6 +957,7 @@ character.sp={
|
||||||
'step 1'
|
'step 1'
|
||||||
if(result.bool){
|
if(result.bool){
|
||||||
event.type=true;
|
event.type=true;
|
||||||
|
event.card=result.target;
|
||||||
player.chooseTarget('将'+get.translation(result.target)+'交给一名角色',function(card,player,target){
|
player.chooseTarget('将'+get.translation(result.target)+'交给一名角色',function(card,player,target){
|
||||||
return target.hp<=player.hp;
|
return target.hp<=player.hp;
|
||||||
}).set('ai',function(target){
|
}).set('ai',function(target){
|
||||||
|
@ -965,7 +966,6 @@ character.sp={
|
||||||
return att;
|
return att;
|
||||||
}).set('du',event.card.name=='du');
|
}).set('du',event.card.name=='du');
|
||||||
target.addTempSkill('dahe2','phaseAfter');
|
target.addTempSkill('dahe2','phaseAfter');
|
||||||
event.card=result.target;
|
|
||||||
}
|
}
|
||||||
else{
|
else{
|
||||||
event.type=false;
|
event.type=false;
|
||||||
|
@ -4631,7 +4631,7 @@ character.sp={
|
||||||
junbing2:{
|
junbing2:{
|
||||||
trigger:{player:'phaseEnd'},
|
trigger:{player:'phaseEnd'},
|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
if(player.skills.contains('junbing')||player.num('h')>1) return false;
|
if(player.num('h')>1) return false;
|
||||||
for(var i=0;i<game.players.length;i++){
|
for(var i=0;i<game.players.length;i++){
|
||||||
if(game.players[i].skills.contains('junbing')){
|
if(game.players[i].skills.contains('junbing')){
|
||||||
return true;
|
return true;
|
||||||
|
@ -4655,11 +4655,16 @@ character.sp={
|
||||||
content:function(){
|
content:function(){
|
||||||
"step 0"
|
"step 0"
|
||||||
player.draw();
|
player.draw();
|
||||||
|
if(player.hasSkill('junbing')){
|
||||||
|
event.finish();
|
||||||
|
}
|
||||||
|
else{
|
||||||
for(var i=0;i<game.players.length;i++){
|
for(var i=0;i<game.players.length;i++){
|
||||||
if(game.players[i].skills.contains('junbing')){
|
if(game.players[i].skills.contains('junbing')){
|
||||||
event.target=game.players[i];break;
|
event.target=game.players[i];break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
"step 1"
|
"step 1"
|
||||||
var cards=player.get('h');
|
var cards=player.get('h');
|
||||||
target.gain(cards);
|
target.gain(cards);
|
||||||
|
@ -4677,7 +4682,8 @@ character.sp={
|
||||||
},
|
},
|
||||||
junbing:{
|
junbing:{
|
||||||
global:'junbing2',
|
global:'junbing2',
|
||||||
unique:true
|
unique:true,
|
||||||
|
forceunique:true
|
||||||
},
|
},
|
||||||
xiongyi:{
|
xiongyi:{
|
||||||
skillAnimation:true,
|
skillAnimation:true,
|
||||||
|
|
|
@ -9,8 +9,11 @@ window.noname_update={
|
||||||
'game/asset.js',
|
'game/asset.js',
|
||||||
'card/swd.js',
|
'card/swd.js',
|
||||||
'card/standard.js',
|
'card/standard.js',
|
||||||
|
'card/sp.js',
|
||||||
|
'card/yunchou.js',
|
||||||
'character/rank.js',
|
'character/rank.js',
|
||||||
'character/ow.js',
|
'character/ow.js',
|
||||||
|
'character/sp.js',
|
||||||
'character/hearth.js',
|
'character/hearth.js',
|
||||||
'character/xianjian.js',
|
'character/xianjian.js',
|
||||||
],
|
],
|
||||||
|
|
Loading…
Reference in New Issue