This commit is contained in:
parent
5954309986
commit
852eaebe8e
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@ -27793,7 +27793,7 @@
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}
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}
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if(lib.config.show_favourite&&lib.character[node.name]){
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if(lib.config.show_favourite&&lib.character[node.name]&&get.mode()!='story'){
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var addFavourite=ui.create.div('.text.center');
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addFavourite.link=node.link;
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if(lib.config.favouriteCharacter.contains(node.name)){
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@ -28053,7 +28053,7 @@
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uiintro.add('<div><div class="skill">【'+translation+'】</div><div>'+lib.translate[skills[i]+'_info']+'</div></div>');
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}
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}
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if((node.parentNode.classList.contains('menu-buttons')||lib.config.show_favourite)&&lib.character[node.link]){
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if((node.parentNode.classList.contains('menu-buttons')||lib.config.show_favourite)&&lib.character[node.link]&&get.mode()!='story'){
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var addFavourite=ui.create.div('.text.center');
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addFavourite.link=node.link;
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addFavourite.style.marginBottom='15px';
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@ -609,38 +609,52 @@ mode.identity={
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delete game.zhu.isZhu;
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delete game.zhu.identityShown;
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}
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if(this.link!='zhu'&&game.me.identity!='zhu'){
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var current=this.parentNode.querySelector('.thundertext');
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if(current){
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current.classList.remove('thundertext');
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}
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current=seats.querySelector('.thundertext');
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if(current){
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current.classList.remove('thundertext');
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}
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var link=this.link;
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if(link=='random'){
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link=['zhu','zhong','nei','fan'].randomGet();
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for(var i=0;i<this.parentNode.childElementCount;i++){
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if(this.parentNode.childNodes[i].link==link){
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this.parentNode.childNodes[i].classList.add('thundertext');
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}
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}
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}
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else{
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this.classList.add('thundertext');
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event.list=event.list.concat(list);
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event.list.randomSort();
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num=get.config('choice_'+this.link);
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list=event.list.splice(0,num);
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}
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num=get.config('choice_'+link);
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_status.event.parent.swapnodialog=function(dialog,list){
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var buttons=ui.create.div('.buttons');
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var node=_status.event.dialog.buttons[0].parentNode;
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_status.event.dialog.buttons=ui.create.buttons(list,'character',buttons);
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_status.event.dialog.content.insertBefore(buttons,node);
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var node=dialog.buttons[0].parentNode;
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dialog.buttons=ui.create.buttons(list,'character',buttons);
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dialog.content.insertBefore(buttons,node);
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buttons.animate('start');
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node.remove();
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game.uncheck();
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game.check();
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_status.event.parent.swapnodialog=true;
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for(var i=0;i<seats.firstChild.childElementCount;i++){
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if(get.distance(game.zhu,game.me,'absolute')===seats.firstChild.childNodes[i].link){
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seats.firstChild.childNodes[i].classList.add('thundertext');
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}
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}
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else{
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_status.event.parent.swapnodialog=false;
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dialog.close();
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}
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_status.event=_status.event.parent;
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_status.event.step=0;
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if(this.link!='random'){
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_status.event.identity=this.link;
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_status.event.identity=link;
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if(link!='zhu'){
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seats.previousSibling.style.display='';
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seats.style.display='';
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}
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else{
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delete _status.event.identity;
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seats.previousSibling.style.display='none';
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seats.style.display='none';
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}
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game.resume();
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});
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@ -755,7 +769,7 @@ mode.identity={
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event.ai(game.zhu,event.list,list2)
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event.list.remove(game.zhu.name);
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event.list.remove(game.zhu.name2);
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list=event.list.splice(0,num);
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list=event.list.slice(0,num);
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}
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else{
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if(event.zhongmode){
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@ -765,9 +779,12 @@ mode.identity={
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list=list2.concat(list3.slice(0,num));
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}
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}
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delete event.swapnochoose;
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var dialog;
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if(event.swapnodialog){
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dialog=ui.dialog;
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event.swapnodialog(dialog,list);
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delete event.swapnodialog;
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}
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else{
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dialog=ui.create.dialog('选择角色','hidden',[list,'character']);
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@ -791,13 +808,12 @@ mode.identity={
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game.changeCoin(-3);
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}
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if(game.zhu!=game.me){
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event.list=event.list.concat(list);
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event.list.randomSort();
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list=event.list.splice(0,num);
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list=event.list.slice(0,num);
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}
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else{
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list3.randomSort();
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list=list3.slice(0,num).concat(list2);
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list=list2.concat(list3.slice(0,num));
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}
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var buttons=ui.create.div('.buttons');
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var node=_status.event.dialog.buttons[0].parentNode;
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@ -12,30 +12,35 @@ mode.story={
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career:{
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zhanshi:{
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name:'战士',
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intro:'擅长各种近战武器,有较高的输出和防御能力,技能学习门槛低,容易速成'
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},
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lieren:{
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name:'猎人',
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cike:{
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name:'刺客',
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intro:'远程攻击职业,能较好地配合其他角色打击特定目标,克制低防御力的职业,速度和生存能力较高'
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},
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fashi:{
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name:'法师',
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intro:'法术攻击型职业,可对各位置的敌人造成大量伤害,但生存能力低,需要队友保护',
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},
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jisi:{
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name:'祭司',
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intro:'擅长召唤术,可同时召唤出多个随从,具有很强的干扰能力,但比较惧怕范围攻击',
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},
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fangshi:{
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name:'方士',
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intro:'法术辅助型职业,可有效提升队友的输出和生存能力',
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},
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moushi:{
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name:'谋士',
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intro:'精通锦囊和阵法,技能效果强大但同时有较高的风险',
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},
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yisheng:{
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name:'医生',
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},
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xingzhe:{
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name:'行者',
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intro:'治疗和辅助队友,敌方集火的首选目标',
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},
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yanshi:{
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name:'偃师',
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intro:'全能型职业,可通过制造不同的偃甲达到各种效果,但制造和维护偃甲需要较多的资金支持',
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}
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},
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character:{
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