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commit
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@ -235,12 +235,12 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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result:{
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result:{
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target:function(player,target){
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target:function(player,target){
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if(target.isLinked()) return 1;
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if(target.isLinked()) return 1;
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if(get.attitude(player,target)>=0) return -1;
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if(get.attitude(player,target)>=0) return -0.9;
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if(ui.selected.targets.length) return -1;
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if(ui.selected.targets.length) return -0.9;
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if(game.hasPlayer(function(current){
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if(game.hasPlayer(function(current){
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return get.attitude(player,current)<=-1&¤t!=target&&!current.isLinked();
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return get.attitude(player,current)<=-1&¤t!=target&&!current.isLinked();
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})){
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})){
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return -1;
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return -0.9;
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}
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}
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return 0;
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return 0;
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}
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}
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@ -90,7 +90,24 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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if(evt&&evt.name=='phaseUse'){
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if(evt&&evt.name=='phaseUse'){
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evt.skipped=true;
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evt.skipped=true;
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}
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}
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target.addSkill('xietianzi');
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target.insertEvent('xietianzi',lib.card.xietianzi.content_phase);
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// target.addSkill('xietianzi');
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},
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content_phase:function(){
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"step 0"
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player.removeSkill('xietianzi');
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if(player.countCards('he')>0){
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player.chooseToDiscard('he','是否弃置一张牌并获得一个额外回合?').set('ai',function(card){
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return 10-get.value(card);
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});
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}
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else{
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event.finish();
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}
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"step 1"
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if(result.bool){
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player.insertPhase();
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}
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},
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},
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ai:{
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ai:{
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order:0.5,
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order:0.5,
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168
character/diy.js
168
character/diy.js
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@ -60,10 +60,155 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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nstaiping:{
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nstaiping:{
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trigger:{player:'damageEnd'},
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trigger:{player:'damageEnd'},
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filter:function(event,player){
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filter:function(event,player){
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return player.storage.nshuanxian_damage&&player.getSubPlayers('nshuanxian').length;
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return !event.nshuanxian&&player.getSubPlayers('nshuanxian').length;
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},
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},
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direct:true,
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priority:-0.1,
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ai:{
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maixie:true,
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maixie_hp:true
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},
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content:function(){
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'step 0'
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event.num=trigger.num;
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'step 1'
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var left=player.storage.nshuanxian_left;
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var right=player.storage.nshuanxian_right;
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var list=[];
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var choice=0;
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var hpleft=0;
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var maxleft=0;
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if(left&&player.hasSkill(left)){
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if(player.storage[left].hp<player.storage[left].maxHp){
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list.push('令幻身·左回复一点体力');
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hpleft=player.storage[left].hp;
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}
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list.push('令幻身·左增加一点体力上限');
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maxleft=player.storage[left].hp;
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}
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if(left&&player.hasSkill(right)){
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if(player.storage[right].hp<player.storage[right].maxHp){
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list.push('令幻身·右回复一点体力');
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if(!hpleft||player.storage[right].hp<hpleft||
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(player.storage[right].hp==hpleft&&Math.random()<0.5)){
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choice=list.length-1;
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}
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}
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list.push('令幻身·右增加一点体力上限');
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if(!hpleft&&maxleft&&choice==0){
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if(player.storage[right].maxHp<maxleft||
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(player.storage[right].maxHp==maxleft&&Math.random()<0.5)){
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choice=list.length-1;
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}
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}
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}
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if(!list.length){
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event.finish();
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return;
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}
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event.map={};
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for(var i=0;i<list.length;i++){
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event.map['选项'+get.cnNumber(i+1,true)]=list[i];
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}
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player.chooseControlList(list,function(){
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return _status.event.choice;
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}).set('prompt',get.prompt('nstaiping')).set('choice',choice);
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'step 2'
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var left=player.storage.nshuanxian_left;
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var right=player.storage.nshuanxian_right;
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if(result.control!='cancel2'){
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player.logSkill('nstaiping');
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switch(event.map[result.control]){
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case '令幻身·左回复一点体力':player.storage[left].hp++;break;
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case '令幻身·左增加一点体力上限':player.storage[left].maxHp++;break;
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case '令幻身·右回复一点体力':player.storage[right].hp++;break;
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case '令幻身·右增加一点体力上限':player.storage[right].maxHp++;break;
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}
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game.log(player,event.map[result.control].replace(/一/,'了一'));
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}
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'step 3'
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if(event.num>1){
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event.num--;
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event.goto(1);
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}
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}
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},
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nsshoudao:{
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group:['nsshoudao_gain','nsshoudao_die'],
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subSkill:{
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gain:{
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trigger:{player:'subPlayerDie'},
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forced:true,
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filter:function(event,player){
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var left=player.storage.nshuanxian_left;
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if(left&&player.hasSkill(left)) return false;
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var right=player.storage.nshuanxian_right;
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if(right&&player.hasSkill(right)) return false;
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if(!player.storage.nshuanxian_damage) return false;
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return true;
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},
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content:function(){
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player.addSkill('releiji');
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player.addSkill('guidao');
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}
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},
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die:{
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trigger:{player:'dieBegin'},
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direct:true,
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filter:function(event,player){
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if(game.countPlayer()<=2) return false;
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var left=player.storage.nshuanxian_left;
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if(left&&player.hasSkill(left)) return true;
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var right=player.storage.nshuanxian_right;
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if(right&&player.hasSkill(right)) return true;
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return false;
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},
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content:function(){
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'step 0'
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var str;
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var left=player.storage.nshuanxian_left;
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var right=player.storage.nshuanxian_right;
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if(left&&player.hasSkill(left)&&right&&player.hasSkill(right)){
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str='令一名其他角色获得技能【雷击】和【鬼道】';
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}
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else{
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str='令一名其他角色获得技能【雷击】或【鬼道】';
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}
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if(trigger.source){
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str+='('+get.translation(trigger.source)+'除外)';
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}
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player.chooseTarget(function(card,player,target){
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return target!=player&&target!=_status.event.source;
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},get.prompt('nsshoudao')).set('ai',function(target){
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if(target.hasSkill('releiji')) return 0;
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return get.attitude(_status.event.player,target);
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}).set('source',trigger.source).set('prompt2',str);
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'step 1'
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var goon=false;
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if(result.bool){
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var target=result.targets[0];
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player.logSkill('nsshoudao',target);
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var left=player.storage.nshuanxian_left;
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var right=player.storage.nshuanxian_right;
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if(left&&player.hasSkill(left)&&right&&player.hasSkill(right)){
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target.addSkillLog('releiji');
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target.addSkillLog('guidao');
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}
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else{
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event.target=target;
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player.chooseControl('releiji','guidao').set('prompt','令'+get.translation(target)+'获得一项技能');
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goon=true;
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}
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}
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if(!goon){
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event.finish();
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}
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'step 2'
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event.target.addSkillLog(result.control);
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}
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}
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}
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},
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},
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nsshoudao:{},
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nshuanxian:{
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nshuanxian:{
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trigger:{global:'gameStart',player:'enterGame'},
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trigger:{global:'gameStart',player:'enterGame'},
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forced:true,
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forced:true,
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@ -86,12 +231,14 @@ 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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ai:{
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ai:{
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maixie:true,
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effect:{
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effect:{
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target:function(card,player,target){
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target:function(card,player,target){
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if(get.tag(card,'damage')){
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if(get.tag(card,'damage')){
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if(!target.hasFriend()) return;
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if(!target.hasFriend()) return;
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if(!target.storage.nshuanxian_damage) return [0.5,1];
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if(!target.storage.nshuanxian_damage){
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if(get.attitude(player,target)<=0) return [0.5,1];
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return [1,1];
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}
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}
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}
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}
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}
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}
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}
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@ -184,6 +331,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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delete player.storage.nshuanxian_left;
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delete player.storage.nshuanxian_left;
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}
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}
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});
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});
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trigger.nshuanxian=true;
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}
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}
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},
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},
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draw:{
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draw:{
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@ -200,7 +348,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger:{player:'phaseBefore'},
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trigger:{player:'phaseBefore'},
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forced:true,
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forced:true,
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popup:false,
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popup:false,
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priority:50,
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priority:40,
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filter:function(event,player){
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filter:function(event,player){
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if(event.skill=='nshuanxian_middle') return false;
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if(event.skill=='nshuanxian_middle') return false;
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if(event.skill=='nshuanxian_right') return false;
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if(event.skill=='nshuanxian_right') return false;
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@ -233,21 +381,21 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger:{player:['phaseAfter','phaseCancelled']},
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trigger:{player:['phaseAfter','phaseCancelled']},
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forced:true,
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forced:true,
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popup:false,
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popup:false,
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priority:-50,
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priority:-40,
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filter:function(event,player){
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filter:function(event,player){
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if(player.hasSkill('nshuanxian_chosen')) return false;
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if(player.hasSkill('nshuanxian_chosen')) return false;
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return true;
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return true;
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},
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},
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content:function(){
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content:function(){
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player.exitSubPlayer();
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player.exitSubPlayer();
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player.insertPhase();
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player.insertPhase(null,true);
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}
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}
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},
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},
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right:{
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right:{
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trigger:{player:['phaseAfter','phaseCancelled']},
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trigger:{player:['phaseAfter','phaseCancelled']},
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forced:true,
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forced:true,
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popup:false,
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popup:false,
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priority:-50,
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priority:-40,
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filter:function(event,player){
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filter:function(event,player){
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if(player.hasSkill('nshuanxian_chosen')) return false;
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if(player.hasSkill('nshuanxian_chosen')) return false;
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if(player.hasSkill('subplayer')) return false;
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if(player.hasSkill('subplayer')) return false;
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@ -257,7 +405,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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content:function(){
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content:function(){
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player.callSubPlayer(player.storage.nshuanxian_right);
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player.callSubPlayer(player.storage.nshuanxian_right);
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player.insertPhase();
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player.insertPhase(null,true);
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player.addTempSkill('nshuanxian_chosen',['phaseBegin','phaseCancelled']);
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player.addTempSkill('nshuanxian_chosen',['phaseBegin','phaseCancelled']);
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}
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}
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},
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},
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@ -265,7 +413,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger:{player:['phaseAfter','phaseCancelled']},
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trigger:{player:['phaseAfter','phaseCancelled']},
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forced:true,
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forced:true,
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popup:false,
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popup:false,
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priority:-50,
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priority:-40,
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filter:function(event,player){
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filter:function(event,player){
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if(player.hasSkill('nshuanxian_chosen')) return false;
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if(player.hasSkill('nshuanxian_chosen')) return false;
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return true;
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return true;
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@ -956,9 +956,19 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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effect:function(card,player,target){
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effect:function(card,player,target){
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if(get.tag(card,'damage')){
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if(get.tag(card,'damage')){
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if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
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if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
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if(player.hp>=4) return [1,get.tag(card,'damage')*2];
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if(!target.hasFriend()) return;
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if(target.hp==3) return [1,get.tag(card,'damage')*1.5];
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var num=1;
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if(target.hp==2) return [1,get.tag(card,'damage')*0.5];
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if(get.attitude(player,target)>0){
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if(player.needsToDiscard()){
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num=0.7;
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}
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else{
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num=0.5;
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}
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}
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if(player.hp>=4) return [1,num*2];
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if(target.hp==3) return [1,num*1.5];
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if(target.hp==2) return [1,num*0.5];
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}
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}
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}
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}
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},
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},
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@ -333,15 +333,22 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(player.storage.choulve){
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if(player.storage.choulve){
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str+='若其如此做,视为你使用'+get.translation(player.storage.choulve);
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str+='若其如此做,视为你使用'+get.translation(player.storage.choulve);
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}
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}
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var goon=true;
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if(player.storage.choulve){
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goon=game.hasPlayer(function(current){
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return player.canUse(player.storage.choulve,current)&&get.effect(current,player.storage.choulve,player,player)>0;
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});
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}
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player.chooseTarget(get.prompt('choulve'),str,function(card,player,target){
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player.chooseTarget(get.prompt('choulve'),str,function(card,player,target){
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return target!=player&&target.countCards('he');
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return target!=player&&target.countCards('he');
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}).set('ai',function(target){
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}).set('ai',function(target){
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if(!_status.event.goon) return 0;
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var player=_status.event.player;
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var player=_status.event.player;
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if(get.attitude(player,target)>=0&&get.attitude(target,player)>=0){
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if(get.attitude(player,target)>=0&&get.attitude(target,player)>=0){
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return Math.sqrt(target.countCards('he'));
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return Math.sqrt(target.countCards('he'));
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}
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}
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return 0;
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return 0;
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});
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}).set('goon',goon);
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'step 1'
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'step 1'
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if(result.bool){
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if(result.bool){
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var target=result.targets[0];
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var target=result.targets[0];
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|
|
@ -408,9 +408,19 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
if(get.tag(card,'damage')){
|
if(get.tag(card,'damage')){
|
||||||
if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
|
if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
|
||||||
if(!target.hasFriend()) return;
|
if(!target.hasFriend()) return;
|
||||||
if(target.hp>=4) return [1,get.tag(card,'damage')*2];
|
var num=1;
|
||||||
if(target.hp==3) return [1,get.tag(card,'damage')*1.5];
|
if(get.attitude(player,target)>0){
|
||||||
if(target.hp==2) return [1,get.tag(card,'damage')*0.5];
|
if(player.needsToDiscard()){
|
||||||
|
num=0.7;
|
||||||
|
}
|
||||||
|
else{
|
||||||
|
num=0.5;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
console.log(num);
|
||||||
|
if(target.hp>=4) return [1,num*2];
|
||||||
|
if(target.hp==3) return [1,num*1.5];
|
||||||
|
if(target.hp==2) return [1,num*0.5];
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
45
game/game.js
45
game/game.js
|
@ -9083,7 +9083,7 @@
|
||||||
player.removeSkill('subplayer');
|
player.removeSkill('subplayer');
|
||||||
'step 2'
|
'step 2'
|
||||||
if(event.remove){
|
if(event.remove){
|
||||||
event.trigger('removeSubPlayer');
|
event.trigger('subPlayerDie');
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
callSubPlayer:function(){
|
callSubPlayer:function(){
|
||||||
|
@ -14591,15 +14591,25 @@
|
||||||
this.node.identity.dataset.color=identity;
|
this.node.identity.dataset.color=identity;
|
||||||
return this;
|
return this;
|
||||||
},
|
},
|
||||||
insertPhase:function(skill){
|
insertPhase:function(skill,insert){
|
||||||
var evt=_status.event.getParent('phase');
|
var evt=_status.event.getParent('phase');
|
||||||
var next;
|
var next;
|
||||||
if(evt&&evt.parent&&evt.parent.next){
|
if(evt&&evt.parent&&evt.parent.next){
|
||||||
next=game.createEvent('phase',null,evt.parent);
|
evt=evt.parent;
|
||||||
|
next=game.createEvent('phase',null,evt);
|
||||||
|
}
|
||||||
|
else if(_status.event.parent&&_status.event.parent.next){
|
||||||
|
evt=_status.event.parent;
|
||||||
|
next=game.createEvent('phase',null,evt);
|
||||||
}
|
}
|
||||||
else{
|
else{
|
||||||
|
evt=null;
|
||||||
next=game.createEvent('phase');
|
next=game.createEvent('phase');
|
||||||
}
|
}
|
||||||
|
if(evt&&insert&&evt.next.contains(next)){
|
||||||
|
evt.next.remove(next);
|
||||||
|
evt.next.unshift(next);
|
||||||
|
}
|
||||||
next.player=this;
|
next.player=this;
|
||||||
next.skill=skill||_status.event.name;
|
next.skill=skill||_status.event.name;
|
||||||
next.setContent('phase');
|
next.setContent('phase');
|
||||||
|
@ -14617,6 +14627,7 @@
|
||||||
for(var i in arg){
|
for(var i in arg){
|
||||||
next[i]=arg[i];
|
next[i]=arg[i];
|
||||||
}
|
}
|
||||||
|
next.player=this;
|
||||||
next.setContent(content);
|
next.setContent(content);
|
||||||
return next;
|
return next;
|
||||||
},
|
},
|
||||||
|
@ -16758,7 +16769,8 @@
|
||||||
player.marks[id]._name=target;
|
player.marks[id]._name=target;
|
||||||
player.marks[id].info={
|
player.marks[id].info={
|
||||||
name:name,
|
name:name,
|
||||||
content:content
|
content:content,
|
||||||
|
id:id
|
||||||
};
|
};
|
||||||
player.marks[id].setBackground(target,'character');
|
player.marks[id].setBackground(target,'character');
|
||||||
game.addVideo('changeMarkCharacter',player,{
|
game.addVideo('changeMarkCharacter',player,{
|
||||||
|
@ -16771,7 +16783,8 @@
|
||||||
else{
|
else{
|
||||||
player.marks[id]=player.markCharacter(target,{
|
player.marks[id]=player.markCharacter(target,{
|
||||||
name:name,
|
name:name,
|
||||||
content:content
|
content:content,
|
||||||
|
id:id
|
||||||
});
|
});
|
||||||
player.marks[id]._name=target;
|
player.marks[id]._name=target;
|
||||||
game.addVideo('markCharacter',player,{
|
game.addVideo('markCharacter',player,{
|
||||||
|
@ -17086,6 +17099,11 @@
|
||||||
}
|
}
|
||||||
return this;
|
return this;
|
||||||
},
|
},
|
||||||
|
addSkillLog:function(skill){
|
||||||
|
this.addSkill(skill);
|
||||||
|
this.popup(skill);
|
||||||
|
game.log(this,'获得了技能','【'+get.translation(skill)+'】');
|
||||||
|
},
|
||||||
addSkill:function(skill,checkConflict,nobroadcast){
|
addSkill:function(skill,checkConflict,nobroadcast){
|
||||||
if(Array.isArray(skill)){
|
if(Array.isArray(skill)){
|
||||||
for(var i=0;i<skill.length;i++){
|
for(var i=0;i<skill.length;i++){
|
||||||
|
@ -20919,6 +20937,10 @@
|
||||||
},
|
},
|
||||||
content:function(){
|
content:function(){
|
||||||
trigger.cancel();
|
trigger.cancel();
|
||||||
|
var evt=trigger.getParent('damage');
|
||||||
|
if(evt.player==player){
|
||||||
|
evt.untrigger(false,player);
|
||||||
|
}
|
||||||
player.exitSubPlayer(true);
|
player.exitSubPlayer(true);
|
||||||
},
|
},
|
||||||
ai:{
|
ai:{
|
||||||
|
@ -44006,6 +44028,19 @@
|
||||||
else if(info.name!==false){
|
else if(info.name!==false){
|
||||||
uiintro.add(get.translation(node.skill));
|
uiintro.add(get.translation(node.skill));
|
||||||
}
|
}
|
||||||
|
if(typeof info.id=='string'&&info.id.indexOf('subplayer')==0&&
|
||||||
|
player.isUnderControl(true)&&player.storage[info.id]&&!_status.video){
|
||||||
|
var storage=player.storage[info.id];
|
||||||
|
uiintro.addText('当前体力:'+storage.hp+'/'+storage.maxHp);
|
||||||
|
if(storage.hs.length){
|
||||||
|
uiintro.addText('手牌区');
|
||||||
|
uiintro.addSmall(storage.hs);
|
||||||
|
}
|
||||||
|
if(storage.es.length){
|
||||||
|
uiintro.addText('装备区');
|
||||||
|
uiintro.addSmall(storage.es);
|
||||||
|
}
|
||||||
|
}
|
||||||
if(typeof info.mark=='function'){
|
if(typeof info.mark=='function'){
|
||||||
var stint=info.mark(uiintro,player.storage[node.skill],player);
|
var stint=info.mark(uiintro,player.storage[node.skill],player);
|
||||||
if(stint){
|
if(stint){
|
||||||
|
|
Loading…
Reference in New Issue