1.8.1
This commit is contained in:
parent
6a4448074a
commit
8bdda26b39
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@ -568,6 +568,7 @@ character.hearth={
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enable:'phaseUse',
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usable:1,
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filter:function(event,player){
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if(!lib.card.chiyuxi||!lib.card.jingleishan) return false;
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return player.num('he')>0;
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},
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filterTarget:function(card,player,target){
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@ -2175,6 +2175,7 @@ character.swd={
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huangyu:{
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enable:'phaseUse',
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filter:function(event,player){
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if(!lib.card.chiyuxi) return false;
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return !player.getStat('skill').huangyu&&player.num('he',{color:'red'})>1;
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},
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filterCard:{color:'red'},
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88
game/game.js
88
game/game.js
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@ -9,9 +9,12 @@
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}
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}
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else{
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alert(document.head.outerHTML)
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if(confirm('游戏似乎未正常载入,是否重置游戏?')){
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var noname_inited=localStorage.getItem('noname_inited');
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localStorage.clear();
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if(noname_inited){
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localStorage.setItem(noname_inited);
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}
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if(indexedDB) indexedDB.deleteDatabase('noname_0.9_data');
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window.location.reload();
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}
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@ -36,18 +39,10 @@
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dieClose:[]
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};
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var lib={
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version:'1.8.1',
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changeLog:[
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'AI问题修复',
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'检查更新功能',
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'游戏内下载/更新素材',
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'iOS/Mac/Windows版优化',
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'iOS版支持录像、扩展等'
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],
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configprefix:'noname_0.9_',
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updateURL:'http://isha.applinzi.com/',
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onlineURL:'http',
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assetURL:'',
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changeLog:[],
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updates:[],
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canvasUpdates:[],
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video:[],
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@ -1487,7 +1482,11 @@
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onclick:function(){
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var node=this;
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if(node._clearing){
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var noname_inited=localStorage.getItem('noname_inited');
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localStorage.clear();
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if(noname_inited){
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localStorage.setItem(noname_inited);
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}
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game.reload();
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return;
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}
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@ -2542,6 +2541,7 @@
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init:'3',
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frequent:true,
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item:{
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'1':'一人',
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'2':'两人',
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'3':'三人',
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'4':'四人',
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@ -2557,6 +2557,15 @@
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}
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},
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},
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mana_mode:{
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name:'行动值变化',
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init:'inc',
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item:{
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inf:'涨落',
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inc:'递增'
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},
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frequent:true
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},
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skill_bar:{
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name:'怒气值',
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init:true,
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@ -2786,6 +2795,12 @@
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},
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init:{
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init:function(){
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if(window.noname_update){
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lib.version=window.noname_update.version;
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lib.changeLog=window.noname_update.changeLog;
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delete window.noname_update;
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}
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var scripts=document.head.querySelectorAll('script');
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for(var i=0;i<scripts.length;i++){
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if(scripts[i].src&&scripts[i].src.indexOf('game/game.js')!=-1){
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@ -2979,18 +2994,10 @@
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delete game.importedPack;
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}
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}
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if(localStorage.getItem(lib.configprefix+'playback')){
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lib.init.js(lib.assetURL+'mode',lib.config.mode);
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}
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else if((localStorage.getItem(lib.configprefix+'directstart')||!lib.config.show_splash)&&
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lib.config.all.mode.indexOf(lib.config.mode)!=-1){
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lib.init.js(lib.assetURL+'mode',lib.config.mode);
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}
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lib.init.js(lib.assetURL+'card',lib.config.all.cards);
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lib.init.js(lib.assetURL+'character',lib.config.all.characters);
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lib.init.js(lib.assetURL+'play',lib.config.plays);
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lib.init.js(lib.assetURL+'character','rank',function(){
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var toLoad=lib.config.all.cards.length+lib.config.all.characters.length+lib.config.plays.length+1;
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var packLoaded=function(){
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toLoad--;
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if(toLoad==0){
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if(_status.windowLoaded){
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delete _status.windowLoaded;
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lib.init.onload();
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@ -2998,7 +3005,21 @@
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else{
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_status.packLoaded=true;
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}
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});
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}
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};
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if(localStorage.getItem(lib.configprefix+'playback')){
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toLoad++;
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lib.init.js(lib.assetURL+'mode',lib.config.mode,packLoaded,packLoaded);
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}
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else if((localStorage.getItem(lib.configprefix+'directstart')||!lib.config.show_splash)&&
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lib.config.all.mode.indexOf(lib.config.mode)!=-1){
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toLoad++;
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lib.init.js(lib.assetURL+'mode',lib.config.mode,packLoaded,packLoaded);
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}
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lib.init.js(lib.assetURL+'card',lib.config.all.cards,packLoaded,packLoaded);
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lib.init.js(lib.assetURL+'character',lib.config.all.characters,packLoaded,packLoaded);
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lib.init.js(lib.assetURL+'play',lib.config.plays,packLoaded,packLoaded);
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lib.init.js(lib.assetURL+'character','rank',packLoaded,packLoaded);
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ui.css={};
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lib.init.css(lib.assetURL+'layout/default','menu');
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var layout=lib.config.layout;
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@ -3670,7 +3691,7 @@
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}
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return style;
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},
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js:function(path,file,onload){
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js:function(path,file,onload,onerror){
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if(path[path.length-1]=='/'){
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path=path.slice(0,path.length-1);
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}
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@ -3678,9 +3699,9 @@
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lib.init['setMode_'+file]();
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return;
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}
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if(typeof file=='object'){
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if(Array.isArray(file)){
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for(var i=0;i<file.length;i++){
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lib.init.js(path,file[i]);
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lib.init.js(path,file[i],onload,onerror);
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}
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}
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else{
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@ -3689,6 +3710,7 @@
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document.head.appendChild(script);
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if(typeof onload=='function'){
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script.addEventListener('load',onload);
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script.addEventListener('error',onerror);
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}
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return script;
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}
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@ -15875,7 +15897,11 @@
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if(!data) return;
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try{
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data=JSON.parse(lib.init.decode(data));
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var noname_inited=localStorage.getItem('noname_inited');
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localStorage.clear();
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if(noname_inited){
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localStorage.setItem(noname_inited);
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}
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for(var i in data){
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localStorage.setItem(i,data[i]);
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}
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@ -17823,8 +17849,12 @@
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if(update.version!=lib.version){
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var str='有新版本'+update.version+'可用,是否下载?';
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if(navigator.notification&&navigator.notification.confirm){
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var str2=update.changeLog[0];
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for(var i=1;i<update.changeLog.length;i++){
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str2+=';'+update.changeLog[i];
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}
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navigator.notification.confirm(
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update.content,
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str2,
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function(index){
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if(index==1){
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goupdate();
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@ -23387,7 +23417,11 @@
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else if(e.keyCode==116||((e.ctrlKey||e.metaKey)&&e.keyCode==82)){
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if(e.shiftKey){
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if(confirm('是否重置游戏?')){
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var noname_inited=localStorage.getItem('noname_inited');
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localStorage.clear();
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if(noname_inited){
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localStorage.setItem(noname_inited);
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}
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if(indexedDB) indexedDB.deleteDatabase(lib.configprefix+'data');
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game.reload();
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return;
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@ -1,8 +1,8 @@
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window.noname_update={
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version:'1.8.1',
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content:[
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'检查更新功能',
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'游戏内下载素材',
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changeLog:[
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'游戏内安装新版本和素材',
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'可选择更新稳定版或测试版',
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'bug修复',
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'Mac/iOS优化'
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]
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@ -4,6 +4,7 @@
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<meta name="apple-mobile-web-app-capable" content="yes">
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<meta name="viewport" content="user-scalable=no">
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<title>无名杀</title>
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<script src="game/update.js"></script>
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<script src="game/config.js"></script>
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<script src="game/package.js"></script>
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<script src="game/game.js"></script>
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@ -598,7 +598,7 @@ mode.stone={
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player.node.actcount=ui.create.div('.actcount.hp',player);
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}
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if(typeof player.actcount!=='number'){
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player.actcount=2;
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player.actcount=0;
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}
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player.actused=0;
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if(!player.actcharacterlist){
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@ -9011,14 +9011,23 @@ mode.stone={
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content:function(){
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player.actused=0;
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if(player.side){
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player.actcount=player.getEnemy().actcount;
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}
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else{
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player.actcount=player.getEnemy().actcount+1;
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}
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else{
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player.actcount=player.getEnemy().actcount;
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if(!_status.actcoin){
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_status.actcoin=true;
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player.actused--;
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}
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}
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if(player.actcount>6){
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if(get.config('mana_mode')=='inc'){
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player.actcount=6;
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}
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else{
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player.actcount-=4;
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}
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}
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player.updateActCount();
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player.getEnemy().updateActCount('outphase');
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}
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@ -10149,7 +10158,7 @@ mode.stone={
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'<li>怒气值达到100时不再增加。回合开始阶段,若怒气值己满,可消耗全部怒气值并召唤一名传说随从</ul>'+
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'<div style="margin:10px">战斗</div><ul style="margin-top:0"><li>游戏流程类似1v1,场上有两名主将进行对抗,主将的体力上限+1'+
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'<li>游戏牌堆移除了乐不思蜀等跳过出牌阶段的卡牌'+
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'<li>主将出牌阶段的出牌数量(行动值)有上限,先手为2,后手为3,装备牌不计入出牌上限<li>游戏每进行一轮,主将的出牌上限+1,超过6时减至3并重新累加'+
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'<li>主将出牌阶段的出牌数量(行动值)有上限,从1开始递增,后手的首个回合有一点额外行动值,装备牌不计入出牌上限<li>游戏每进行一轮,主将的出牌上限+1,超过6时减至3并重新累加'+
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'<li>使用随从牌可召唤一个随从,随从出场时背面朝上。每一方在场的随从数不能超过4<li>随从于摸牌阶段摸牌基数为1,随从的随从牌均视为闪,装备牌均视为杀<li>'+
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'随从与其他所有角色相互距离基数为1<li>'+
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'主将杀死对方随从后获得一个额外的行动值并摸两张牌,杀死己方随从无惩罚,随从杀死随从无效果'+
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