战棋boss
This commit is contained in:
parent
c0de77e02f
commit
9b6867aa77
125
game/game.js
125
game/game.js
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@ -302,6 +302,8 @@ window.play={};
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qun:'群',
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qun:'群',
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male:'男',
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male:'男',
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female:'女',
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female:'女',
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mad:'混乱',
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mad_bg:'疯',
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draw_card:'摸牌',
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draw_card:'摸牌',
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discard_card:'弃牌',
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discard_card:'弃牌',
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reset_character:'重置武将牌',
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reset_character:'重置武将牌',
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@ -1508,64 +1510,10 @@ window.play={};
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if(lib.config.reverse_sort) sort=-sort;
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if(lib.config.reverse_sort) sort=-sort;
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cards[num].fix();
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cards[num].fix();
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cards[num].animate('start');
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cards[num].animate('start');
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if(lib.config.strict_sort){
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j=0;
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if(game.singleHandcard){
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position=sort>0?player.node.handcards1:player.node.handcards2;
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}
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else{
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position=player.node.handcards1;
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}
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for(j=0;j<position.childNodes.length;j++){
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if(lib.config.reverse_sort){
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if(sort<lib.config.sort_card(position.childNodes[j])) break;
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}
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else{
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if(sort>lib.config.sort_card(position.childNodes[j])) break;
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}
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}
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if(event.animate=='draw'){
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player.$draw();
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(function(card,position){
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setTimeout(function(){
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position.insertBefore(card,position.childNodes[j]);
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},500);
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}(cards[num],position))
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}
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else if(event.animate=='draw2'){
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player.$draw(cards[num]);
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(function(card,position){
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setTimeout(function(){
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position.insertBefore(card,position.childNodes[j]);
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},500);
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}(cards[num],position))
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}
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else if(event.animate=='gain'){
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player.$gain(cards[num]);
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(function(card,position){
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setTimeout(function(){
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position.insertBefore(card,position.childNodes[j]);
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},700);
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}(cards[num],position))
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}
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else if(event.animate=='gain2'){
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player.$gain2(cards[num]);
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(function(card,position){
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setTimeout(function(){
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position.insertBefore(card,position.childNodes[j]);
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},500);
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}(cards[num],position))
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}
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else{
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position.insertBefore(cards[num],position.childNodes[j]);
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}
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}
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else{
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if(game.singleHandcard||sort>0) frag1.appendChild(cards[num]);
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if(game.singleHandcard||sort>0) frag1.appendChild(cards[num]);
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else frag2.appendChild(cards[num]);
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else frag2.appendChild(cards[num]);
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}
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}
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}
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if(!lib.config.strict_sort){
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if(event.animate=='draw'){
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if(event.animate=='draw'){
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player.$draw(cards.length);
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player.$draw(cards.length);
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game.delay(1,500);
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game.delay(1,500);
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@ -1598,7 +1546,6 @@ window.play={};
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player.node.handcards2.insertBefore(frag2,player.node.handcards2.firstChild);
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player.node.handcards2.insertBefore(frag2,player.node.handcards2.firstChild);
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player.update();
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player.update();
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}
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}
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}
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},
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},
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lose:function(){
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lose:function(){
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"step 0"
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"step 0"
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@ -3160,6 +3107,19 @@ window.play={};
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}
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}
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next.content=lib.element.playerproto.respond;
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next.content=lib.element.playerproto.respond;
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},
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},
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directgain:function(cards){
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for(var i=0;i<cards.length;i++){
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var sort=lib.config.sort_card(cards[i]);
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if(game.singleHandcard||sort>0){
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this.node.handcards1.appendChild(cards[i].animate('start'));
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}
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else{
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this.node.handcards2.appendChild(cards[i].animate('start'));
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}
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}
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this.update();
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return this;
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},
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gain:function(){
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gain:function(){
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var next=game.createEvent('gain');
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var next=game.createEvent('gain');
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next.player=this;
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next.player=this;
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@ -3365,6 +3325,17 @@ window.play={};
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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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isMad:function(){
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return this.skills.contains('mad');
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},
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goMad:function(){
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this.addSkill('mad');
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game.log(get.translation(this)+'进入混乱状态');
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},
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unMad:function(){
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this.removeSkill('mad');
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game.log(get.translation(this)+'解除混乱状态');
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},
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equip:function(card){
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equip:function(card){
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var next=game.createEvent('equip');
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var next=game.createEvent('equip');
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next.card=card;
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next.card=card;
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@ -3826,15 +3797,12 @@ window.play={};
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},
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},
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isUnderControl:function(){
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isUnderControl:function(){
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if(this===game.me) return false;
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if(this===game.me) return false;
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if(this.isMad()) return false;
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if(lib.config.mode=='versus'){
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if(lib.config.mode=='versus'){
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return ui.autoreplace&&ui.autoreplace.classList.contains('on')&&
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return ui.autoreplace&&ui.autoreplace.classList.contains('on')&&
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this.side==game.me.side;
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this.side==game.me.side;
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}
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}
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else if(lib.config.mode=='chess'){
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else if(lib.config.mode=='chess'||lib.config.mode=='boss'){
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return this.side==game.me.side;
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}
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else if(lib.config.mode=='boss'){
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if(this.gonemad) return false;
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return this.side==game.me.side;
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return this.side==game.me.side;
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}
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}
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return false;
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return false;
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@ -4393,7 +4361,7 @@ window.play={};
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delete this.skill;
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delete this.skill;
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},
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},
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isMine:function(){
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isMine:function(){
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return (this.player&&this.player==game.me&&!_status.auto);
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return (this.player&&this.player==game.me&&!_status.auto&&!this.player.isMad());
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},
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},
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trigger:function(name){
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trigger:function(name){
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var event=this;
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var event=this;
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@ -4829,6 +4797,13 @@ window.play={};
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global:[],
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global:[],
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storage:{},
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storage:{},
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unequip:{},
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unequip:{},
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mad:{
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mark:true,
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intro:{
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content:'已进入混乱状态',
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name:'混乱'
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}
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},
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_recoverCheck:{
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_recoverCheck:{
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trigger:{player:'recoverBefore'},
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trigger:{player:'recoverBefore'},
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forced:true,
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forced:true,
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@ -4972,11 +4947,20 @@ window.play={};
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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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_ismin:{
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mod:{
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cardEnabled:function(card,player){
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if(player.isMin()){
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if(get.type(card)=='equip') return false;
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}
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}
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}
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},
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_chongzhu:{
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_chongzhu:{
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enable:'phaseUse',
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enable:'phaseUse',
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prompt:'弃置要重铸的牌并摸一张牌',
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prompt:'弃置要重铸的牌并摸一张牌',
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filter:function(event,player){
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filter:function(event,player){
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if(player.isMin()) return false;
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if(player.isMin()&&lib.config.mode=='stone') return false;
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return (player.get('h',function(card){
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return (player.get('h',function(card){
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return get.info(card).chongzhu;
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return get.info(card).chongzhu;
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}).length);
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}).length);
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@ -6008,7 +5992,7 @@ window.play={};
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"step 0"
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"step 0"
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var end=player;
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var end=player;
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do{
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do{
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player.draw(num,false).log=false;
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player.directgain(get.cards(4));
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if(player.singleHp===true&&!player.classList.contains('unseen')&&!player.classList.contains('unseen2')){
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if(player.singleHp===true&&!player.classList.contains('unseen')&&!player.classList.contains('unseen2')){
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player.doubleDraw();
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player.doubleDraw();
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}
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}
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@ -7858,9 +7842,15 @@ window.play={};
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intro:ui.create.div('.intro',node),
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intro:ui.create.div('.intro',node),
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group:ui.create.div('.identity',node)
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group:ui.create.div('.identity',node)
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}
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}
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if(lib.character[item][2]>14){
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node.node.hp.innerHTML=lib.character[item][2];
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node.node.hp.classList.add('text');
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}
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else{
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for(var i =0;i<lib.character[item][2];i++){
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for(var i =0;i<lib.character[item][2];i++){
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ui.create.div('',node.node.hp);
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ui.create.div('',node.node.hp);
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}
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}
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}
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if(!lib.config.show_name){
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if(!lib.config.show_name){
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node.node.name.style.display='none';
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node.node.name.style.display='none';
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}
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}
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@ -8590,6 +8580,7 @@ window.play={};
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}
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}
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},
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},
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window:function(){
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window:function(){
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var clicked=_status.clicked;
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if(_status.dragged) return;
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if(_status.dragged) return;
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if(_status.reloading) return;
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if(_status.reloading) return;
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if(_status.clicked){
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if(_status.clicked){
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@ -8629,9 +8620,6 @@ window.play={};
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game.uncheck();
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game.uncheck();
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game.check();
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game.check();
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}
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}
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if(_status.event.custom.add.window){
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_status.event.custom.add.window();
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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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@ -8648,7 +8636,7 @@ window.play={};
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}
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}
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}
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}
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if(_status.event.custom.add.window){
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if(_status.event.custom.add.window){
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_status.event.custom.add.window();
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_status.event.custom.add.window(clicked);
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}
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}
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},
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},
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toggle:function(){
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toggle:function(){
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@ -8713,6 +8701,7 @@ window.play={};
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button:function(){
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button:function(){
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if(_status.dragged) return;
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if(_status.dragged) return;
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if(_status.clicked) return;
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if(_status.clicked) return;
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if(this.classList.contains('noclick')) return;
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_status.clicked=true;
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_status.clicked=true;
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var custom=_status.event.custom;
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var custom=_status.event.custom;
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if(custom.replace.button){
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if(custom.replace.button){
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Binary file not shown.
After Width: | Height: | Size: 61 KiB |
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@ -183,6 +183,13 @@ margin-bottom: 5px;
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.button.character,.button.card{width: 90px;height: 90px;position: relative;margin: 6px;}
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.button.character,.button.card{width: 90px;height: 90px;position: relative;margin: 6px;}
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.button.character>.name{left:5px;top:22px;}
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.button.character>.name{left:5px;top:22px;}
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.button.character>.hp{left:5px;top:2px;}
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.button.character>.hp{left:5px;top:2px;}
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.button.character>.hp.text{
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top:8px;
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left:6px;
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font-family:'huangcao';
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font-size:20px;
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letter-spacing:3px;
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}
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.button.character>.intro{top:71px;left:0;}
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.button.character>.intro{top:71px;left:0;}
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.button.character>.identity{top:-6px;left:72px;}
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.button.character>.identity{top:-6px;left:72px;}
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/*--------确认--------*/
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/*--------确认--------*/
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@ -126,3 +126,6 @@
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.chessscroll.right{
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.chessscroll.right{
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right:0;
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right:0;
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}
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}
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.button.forbidden{
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opacity:0.6
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}
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82
mode/boss.js
82
mode/boss.js
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@ -10,25 +10,6 @@ mode.boss={
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game.checkResult();
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game.checkResult();
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}
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}
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},
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},
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goMad:function(){
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this.mark('乱',{
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name:'混乱',
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content:'已进入混乱状态'
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});
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this.gonemad=true;
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if(this==game.me){
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if(this.next.side==this.side){
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game.modeSwapPlayer(this.next);
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}
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else if(this.previous.side==this.side){
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game.modeSwapPlayer(this.previous);
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}
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else{
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this.die();
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}
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}
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game.log(get.translation(this)+'进入混乱状态');
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}
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}
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}
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},
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},
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game:{
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game:{
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@ -58,6 +39,8 @@ mode.boss={
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"step 1"
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"step 1"
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var bosslist=ui.create.div('#bosslist.hidden');
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var bosslist=ui.create.div('#bosslist.hidden');
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event.bosslist=bosslist;
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event.bosslist=bosslist;
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bosslist.ontouchmove = ui.click.touchScroll;
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bosslist.style.WebkitOverflowScrolling='touch';
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if(!lib.config.touchscreen&&lib.config.mousewheel){
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if(!lib.config.touchscreen&&lib.config.mousewheel){
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bosslist._scrollspeed=30;
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bosslist._scrollspeed=30;
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bosslist._scrollnum=10;
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bosslist._scrollnum=10;
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@ -408,22 +391,6 @@ mode.boss={
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game.uncheck();
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game.uncheck();
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game.check();
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game.check();
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};
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};
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event.asboss=ui.create.control('应战',function(){
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event.boss=true;
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event.enemy=[];
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for(var i=0;i<ui.selected.buttons.length;i++){
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event.enemy.push(ui.selected.buttons[i].link);
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event.list.remove(ui.selected.buttons[i].link);
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}
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while(event.enemy.length<3){
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event.enemy.push(event.list.randomRemove());
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}
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game.uncheck();
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if(ui.confirm){
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ui.confirm.close();
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}
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game.resume();
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});
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ui.create.cheat=function(){
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ui.create.cheat=function(){
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ui.cheat=ui.create.control('更换',event.changeDialog);
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ui.cheat=ui.create.control('更换',event.changeDialog);
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};
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};
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@ -459,6 +426,23 @@ mode.boss={
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ui.create.cheat();
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ui.create.cheat();
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if(!ui.cheat2&&get.config('free_choose'))
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if(!ui.cheat2&&get.config('free_choose'))
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ui.create.cheat2();
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ui.create.cheat2();
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event.asboss=ui.create.control('应战',function(){
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event.boss=true;
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event.enemy=[];
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for(var i=0;i<ui.selected.buttons.length;i++){
|
||||||
|
event.enemy.push(ui.selected.buttons[i].link);
|
||||||
|
event.list.remove(ui.selected.buttons[i].link);
|
||||||
|
}
|
||||||
|
while(event.enemy.length<3){
|
||||||
|
event.enemy.push(event.list.randomRemove());
|
||||||
|
}
|
||||||
|
game.uncheck();
|
||||||
|
if(ui.confirm){
|
||||||
|
ui.confirm.close();
|
||||||
|
}
|
||||||
|
game.resume();
|
||||||
|
});
|
||||||
"step 1"
|
"step 1"
|
||||||
if(ui.cheat){
|
if(ui.cheat){
|
||||||
ui.cheat.close();
|
ui.cheat.close();
|
||||||
|
@ -545,6 +529,7 @@ mode.boss={
|
||||||
boss_qiangzheng:{
|
boss_qiangzheng:{
|
||||||
trigger:{player:'phaseEnd'},
|
trigger:{player:'phaseEnd'},
|
||||||
forced:true,
|
forced:true,
|
||||||
|
unique:true,
|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
for(var i=0;i<game.players.length;i++){
|
for(var i=0;i<game.players.length;i++){
|
||||||
if(game.players[i]!=player&&game.players[i].num('h')) return true;
|
if(game.players[i]!=player&&game.players[i].num('h')) return true;
|
||||||
|
@ -627,10 +612,8 @@ mode.boss={
|
||||||
content:function(){
|
content:function(){
|
||||||
var players=game.players.concat(game.dead);
|
var players=game.players.concat(game.dead);
|
||||||
for(var i=0;i<players.length;i++){
|
for(var i=0;i<players.length;i++){
|
||||||
if(players[i].gonemad){
|
if(players[i].isMad()){
|
||||||
delete players[i].gonemad;
|
players[i].unMad();
|
||||||
players[i].unmark('乱');
|
|
||||||
game.log(get.translation(players[i])+'解除混乱状态');
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -709,7 +692,7 @@ mode.boss={
|
||||||
player.hp=player.maxHp;
|
player.hp=player.maxHp;
|
||||||
player.update();
|
player.update();
|
||||||
},
|
},
|
||||||
group:['huanhua2','huanhua3','huanhua4'],
|
group:['huanhua3','huanhua4'],
|
||||||
ai:{
|
ai:{
|
||||||
threaten:0.8,
|
threaten:0.8,
|
||||||
effect:{
|
effect:{
|
||||||
|
@ -987,7 +970,6 @@ mode.boss={
|
||||||
"step 0"
|
"step 0"
|
||||||
event.players=get.players(player);
|
event.players=get.players(player);
|
||||||
event.players.remove(player);
|
event.players.remove(player);
|
||||||
event.num=0;
|
|
||||||
player.draw(2);
|
player.draw(2);
|
||||||
"step 1"
|
"step 1"
|
||||||
if(event.players.length){
|
if(event.players.length){
|
||||||
|
@ -1039,16 +1021,6 @@ mode.boss={
|
||||||
game.players[i].forcemin=true;
|
game.players[i].forcemin=true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
|
||||||
global:'boss_gongshen2'
|
|
||||||
},
|
|
||||||
boss_gongshen2:{
|
|
||||||
mod:{
|
|
||||||
cardEnabled:function(card,player){
|
|
||||||
if(player.isMin()){
|
|
||||||
if(get.type(card)=='equip') return false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
fanghua:{
|
fanghua:{
|
||||||
|
@ -1268,7 +1240,7 @@ mode.boss={
|
||||||
boss_wange:'笙歌',
|
boss_wange:'笙歌',
|
||||||
|
|
||||||
huanhua:'幻化',
|
huanhua:'幻化',
|
||||||
huanhua_info:'锁定技,游戏开始时,你获得其他角色的所有技能,体力上限变为其他角色之和;你没有摸牌阶段,其他角色于摸牌摸牌,或于弃牌阶段弃牌时,你摸或弃等量的牌',
|
huanhua_info:'锁定技,游戏开始时,你获得其他角色的所有技能,体力上限变为其他角色之和;其他角色于摸牌摸牌时,你摸等量的牌;其他角色于弃牌阶段弃牌时,你弃置等量的手牌',
|
||||||
|
|
||||||
jidian:'亟电',
|
jidian:'亟电',
|
||||||
jidian_info:'每当你造成一次伤害,可以指定距离受伤害角色1以内的一名其他角色进行判定,若结果为红色,该角色受到一点雷电伤害',
|
jidian_info:'每当你造成一次伤害,可以指定距离受伤害角色1以内的一名其他角色进行判定,若结果为红色,该角色受到一点雷电伤害',
|
||||||
|
@ -1296,7 +1268,7 @@ mode.boss={
|
||||||
boss_guiyin:'归隐',
|
boss_guiyin:'归隐',
|
||||||
boss_guiyin_info:'锁定技,体力值比你多的角色无法在回合内对你使用卡牌',
|
boss_guiyin_info:'锁定技,体力值比你多的角色无法在回合内对你使用卡牌',
|
||||||
boss_gongshen:'工神',
|
boss_gongshen:'工神',
|
||||||
boss_gongshen_info:'锁定技,除你之外的角色没有装备区,也不能重铸卡牌',
|
boss_gongshen_info:'锁定技,除你之外的角色没有装备区',
|
||||||
|
|
||||||
fanghua:'芳华',
|
fanghua:'芳华',
|
||||||
fanghua_info:'回合结束阶段,你可以令所有已翻面角色流失一点体力',
|
fanghua_info:'回合结束阶段,你可以令所有已翻面角色流失一点体力',
|
||||||
|
@ -1342,10 +1314,10 @@ mode.boss={
|
||||||
get:{
|
get:{
|
||||||
attitude:function(from,to){
|
attitude:function(from,to){
|
||||||
var t=(from.side===to.side?1:-1);
|
var t=(from.side===to.side?1:-1);
|
||||||
if(from.gonemad){
|
if(from.isMad()){
|
||||||
t=-t;
|
t=-t;
|
||||||
}
|
}
|
||||||
else if(to.gonemad){
|
else if(to.isMad()){
|
||||||
t=0;
|
t=0;
|
||||||
}
|
}
|
||||||
return 6*t;
|
return 6*t;
|
||||||
|
|
521
mode/chess.js
521
mode/chess.js
|
@ -601,18 +601,24 @@ mode.chess={
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if(get.config('chess_character')){
|
|
||||||
delete lib.character.swd_linyue;
|
|
||||||
for(var i in lib.chess_character){
|
|
||||||
lib.character[i]=lib.chess_character[i];
|
|
||||||
}
|
|
||||||
}
|
|
||||||
delete lib.chess_character;
|
|
||||||
lib.init.css('layout/mode','chess');
|
lib.init.css('layout/mode','chess');
|
||||||
ui.chesssheet=document.createElement('style');
|
ui.chesssheet=document.createElement('style');
|
||||||
document.head.appendChild(ui.chesssheet);
|
document.head.appendChild(ui.chesssheet);
|
||||||
ui.create.arena();
|
ui.create.arena();
|
||||||
|
ui.create.cards();
|
||||||
|
game.finishCards();
|
||||||
|
if(get.config('chess_character')){
|
||||||
|
delete lib.character.swd_linyue;
|
||||||
|
for(var i in lib.chess_character){
|
||||||
|
lib.character[i]=lib.chess_character[i];
|
||||||
|
if(!lib.character[i][4]){
|
||||||
|
lib.character[i][4]=[];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
ui.chessContainer=ui.create.div('#chess-container',ui.arena);
|
ui.chessContainer=ui.create.div('#chess-container',ui.arena);
|
||||||
|
ui.chessContainer.ontouchmove = ui.click.touchScroll;
|
||||||
|
ui.chessContainer.style.WebkitOverflowScrolling='touch';
|
||||||
ui.chess=ui.create.div('#chess',ui.chessContainer);
|
ui.chess=ui.create.div('#chess',ui.chessContainer);
|
||||||
ui.canvas2=document.createElement('canvas');
|
ui.canvas2=document.createElement('canvas');
|
||||||
ui.chess.appendChild(ui.canvas2);
|
ui.chess.appendChild(ui.canvas2);
|
||||||
|
@ -621,8 +627,7 @@ mode.chess={
|
||||||
game.chooseCharacter();
|
game.chooseCharacter();
|
||||||
"step 1"
|
"step 1"
|
||||||
ui.arena.classList.add('chess');
|
ui.arena.classList.add('chess');
|
||||||
var num=get.config('battle_number');
|
var num=Math.round((_status.mylist.length+_status.enemylist.length)/2);
|
||||||
var double=get.config('double_character');
|
|
||||||
var friend,enemy;
|
var friend,enemy;
|
||||||
var side=Math.random()<0.5;
|
var side=Math.random()<0.5;
|
||||||
switch(num){
|
switch(num){
|
||||||
|
@ -709,43 +714,35 @@ mode.chess={
|
||||||
for(var i=0;i<gridnum;i++){
|
for(var i=0;i<gridnum;i++){
|
||||||
grids.push(i);
|
grids.push(i);
|
||||||
}
|
}
|
||||||
for(var i=0;i<num;i++){
|
while(_status.mylist.length){
|
||||||
friend=ui.create.player().animate('start');
|
friend=ui.create.player().animate('start');
|
||||||
enemy=ui.create.player().animate('start');
|
|
||||||
|
|
||||||
if(double){
|
|
||||||
friend.init(_status.mylist.shift(),_status.mylist.shift());
|
|
||||||
enemy.init(_status.enemylist.shift(),_status.enemylist.shift());
|
|
||||||
}
|
|
||||||
else{
|
|
||||||
friend.init(_status.mylist.shift());
|
friend.init(_status.mylist.shift());
|
||||||
enemy.init(_status.enemylist.shift());
|
|
||||||
}
|
|
||||||
friend.side=side;
|
friend.side=side;
|
||||||
enemy.side=!side;
|
|
||||||
friend.setIdentity('friend');
|
friend.setIdentity('friend');
|
||||||
enemy.setIdentity('enemy');
|
|
||||||
friend.node.identity.dataset.color=get.translation(side+'Color');
|
friend.node.identity.dataset.color=get.translation(side+'Color');
|
||||||
enemy.node.identity.dataset.color=get.translation(!side+'Color');
|
|
||||||
|
|
||||||
game.players.push(friend);
|
game.players.push(friend);
|
||||||
game.players.push(enemy);
|
|
||||||
|
|
||||||
ui.chess.appendChild(friend);
|
ui.chess.appendChild(friend);
|
||||||
ui.chess.appendChild(enemy);
|
|
||||||
|
|
||||||
friend.dataset.position=grids.randomRemove();
|
friend.dataset.position=grids.randomRemove();
|
||||||
enemy.dataset.position=grids.randomRemove();
|
|
||||||
|
|
||||||
lib.posmap[friend.dataset.position]=friend;
|
lib.posmap[friend.dataset.position]=friend;
|
||||||
|
}
|
||||||
|
while(_status.enemylist.length){
|
||||||
|
enemy=ui.create.player().animate('start');
|
||||||
|
enemy.init(_status.enemylist.shift());
|
||||||
|
enemy.side=!side;
|
||||||
|
enemy.setIdentity('enemy');
|
||||||
|
enemy.node.identity.dataset.color=get.translation(!side+'Color');
|
||||||
|
game.players.push(enemy);
|
||||||
|
ui.chess.appendChild(enemy);
|
||||||
|
enemy.dataset.position=grids.randomRemove();
|
||||||
lib.posmap[enemy.dataset.position]=enemy;
|
lib.posmap[enemy.dataset.position]=enemy;
|
||||||
}
|
}
|
||||||
|
|
||||||
lib.setPopped(ui.create.system('查看手牌',null,true),function(){
|
lib.setPopped(ui.create.system('查看手牌',null,true),function(){
|
||||||
var uiintro=ui.create.dialog('hidden');
|
var uiintro=ui.create.dialog('hidden');
|
||||||
|
var added=false;
|
||||||
for(var i=0;i<game.players.length;i++){
|
for(var i=0;i<game.players.length;i++){
|
||||||
if(game.players[i].side==game.me.side&&game.players[i]!=game.me){
|
if(game.players[i].side==game.me.side&&game.players[i]!=game.me){
|
||||||
|
added=true;
|
||||||
uiintro.add(get.translation(game.players[i]));
|
uiintro.add(get.translation(game.players[i]));
|
||||||
var cards=game.players[i].get('h');
|
var cards=game.players[i].get('h');
|
||||||
if(cards.length){
|
if(cards.length){
|
||||||
|
@ -756,6 +753,9 @@ mode.chess={
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
if(!added){
|
||||||
|
uiintro.add('无队友');
|
||||||
|
}
|
||||||
|
|
||||||
return uiintro;
|
return uiintro;
|
||||||
});
|
});
|
||||||
|
@ -773,11 +773,11 @@ mode.chess={
|
||||||
|
|
||||||
ui.create.me();
|
ui.create.me();
|
||||||
ui.create.fakeme();
|
ui.create.fakeme();
|
||||||
ui.create.cards();
|
|
||||||
|
|
||||||
ui.chessinfo=ui.create.div('.fakeme.player',ui.me);
|
ui.chessinfo=ui.create.div('.fakeme.player',ui.me);
|
||||||
|
ui.chessinfo.ontouchmove = ui.click.touchScroll;
|
||||||
|
ui.chessinfo.style.WebkitOverflowScrolling='touch';
|
||||||
|
|
||||||
game.finishCards();
|
|
||||||
game.arrangePlayers();
|
game.arrangePlayers();
|
||||||
"step 2"
|
"step 2"
|
||||||
ui.control.style.display='';
|
ui.control.style.display='';
|
||||||
|
@ -839,47 +839,127 @@ mode.chess={
|
||||||
"step 0"
|
"step 0"
|
||||||
var i;
|
var i;
|
||||||
var list=[];
|
var list=[];
|
||||||
|
var bosslist=[];
|
||||||
event.list=list;
|
event.list=list;
|
||||||
for(i in lib.character){
|
for(i in lib.character){
|
||||||
if(lib.character[i][4]&&lib.character[i][4].contains('minskin')) continue;
|
if(lib.character[i][4].contains('minskin')) continue;
|
||||||
if(lib.config.forbidai.contains(i)) continue;
|
if(lib.config.forbidai.contains(i)) continue;
|
||||||
if(lib.config.forbidall.contains(i)) continue;
|
if(lib.config.forbidall.contains(i)) continue;
|
||||||
if(lib.config.forbidchess.contains(i)) continue;
|
if(lib.config.forbidchess.contains(i)) continue;
|
||||||
if(!get.config('double_character')&&get.config('ban_weak')&&lib.config.forbidsingle.contains(i)) continue;
|
if(get.config('ban_weak')&&lib.config.forbidsingle.contains(i)) continue;
|
||||||
|
if(lib.character[i][4].contains('boss')){
|
||||||
|
bosslist.push(i);
|
||||||
|
}
|
||||||
|
else{
|
||||||
list.push(i);
|
list.push(i);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
list.randomSort();
|
list.randomSort();
|
||||||
var dialog=ui.create.dialog('选择出场角色'+(get.config('double_character')?'(双将)':''));
|
var bosses=ui.create.div('.buttons');
|
||||||
|
event.bosses=bosses;
|
||||||
|
var bossbuttons=ui.create.buttons(bosslist,'character',bosses);
|
||||||
|
var addToButton=function(){
|
||||||
|
if(ui.cheat2&&ui.cheat2.backup) return;
|
||||||
|
_status.event.dialog.content.childNodes[1].innerHTML=
|
||||||
|
ui.selected.buttons.length+'/'+_status.event.selectButton();
|
||||||
|
};
|
||||||
|
var clickedBoss=false;
|
||||||
|
var clickBoss=function(){
|
||||||
|
clickedBoss=true;
|
||||||
|
var num=bosses.querySelectorAll('.glow').length;
|
||||||
|
if(this.classList.contains('glow')){
|
||||||
|
this.classList.remove('glow');
|
||||||
|
num--;
|
||||||
|
}
|
||||||
|
else{
|
||||||
|
if(num<4){
|
||||||
|
this.classList.add('glow');
|
||||||
|
num++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
for(var i=0;i<bosses.childElementCount;i++){
|
||||||
|
if(num>=4&&!bosses.childNodes[i].classList.contains('glow')){
|
||||||
|
bosses.childNodes[i].classList.add('forbidden');
|
||||||
|
}
|
||||||
|
else{
|
||||||
|
bosses.childNodes[i].classList.remove('forbidden');
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if(num){
|
||||||
|
if(!event.asboss){
|
||||||
|
event.asboss=ui.create.control('应战',function(){
|
||||||
|
_status.boss=true;
|
||||||
|
ui.click.ok();
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else{
|
||||||
|
if(event.asboss){
|
||||||
|
event.asboss.close();
|
||||||
|
delete event.asboss;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
addToButton();
|
||||||
|
};
|
||||||
|
for(var i=0;i<bossbuttons.length;i++){
|
||||||
|
bossbuttons[i].classList.add('noclick');
|
||||||
|
bossbuttons[i].listen(clickBoss);
|
||||||
|
}
|
||||||
|
var dialog=ui.create.dialog('选择出场角色');
|
||||||
dialog.classList.add('fullwidth');
|
dialog.classList.add('fullwidth');
|
||||||
dialog.classList.add('fullheight');
|
dialog.classList.add('fullheight');
|
||||||
dialog.add('0/'+(get.config('double_character')?2:1)*get.config('battle_number'));
|
dialog.add('0/'+get.config('battle_number'));
|
||||||
dialog.add([list.slice(0,get.config('battle_number')*4+5),'character']);
|
dialog.add([list.slice(0,get.config('battle_number')*4+5),'character']);
|
||||||
|
if(bossbuttons.length){
|
||||||
|
dialog.add('挑战魔王');
|
||||||
|
dialog.add(bosses);
|
||||||
|
}
|
||||||
ui.control.style.transition='all 0s';
|
ui.control.style.transition='all 0s';
|
||||||
ui.control.style.top='calc(100% - 30px)';
|
ui.control.style.top='calc(100% - 30px)';
|
||||||
|
|
||||||
var next=game.me.chooseButton(dialog,true);
|
var next=game.me.chooseButton(dialog,true);
|
||||||
next._triggered=null;
|
next._triggered=null;
|
||||||
next.selectButton=function(){
|
next.selectButton=function(){
|
||||||
return (get.config('double_character')?2:1)*get.config('battle_number');
|
var bossnum=bosses.querySelectorAll('.glow').length;
|
||||||
};
|
if(bossnum){
|
||||||
next.custom.add.button=function(){
|
return 3*bossnum;
|
||||||
if(ui.cheat2&&ui.cheat2.backup) return;
|
}
|
||||||
_status.event.dialog.content.childNodes[0].innerHTML=
|
return get.config('battle_number');
|
||||||
'选择出场角色'+(get.config('double_character')?'(双将)':'');
|
|
||||||
_status.event.dialog.content.childNodes[1].innerHTML=
|
|
||||||
ui.selected.buttons.length+'/'+_status.event.selectButton();
|
|
||||||
};
|
};
|
||||||
|
next.custom.add.button=addToButton;
|
||||||
|
next.custom.add.window=function(clicked){
|
||||||
|
if(clicked) return;
|
||||||
|
if(clickedBoss){
|
||||||
|
clickedBoss=false;
|
||||||
|
}
|
||||||
|
else{
|
||||||
|
for(var i=0;i<bosses.childElementCount;i++){
|
||||||
|
bosses.childNodes[i].classList.remove('forbidden');
|
||||||
|
bosses.childNodes[i].classList.remove('glow');
|
||||||
|
}
|
||||||
|
if(event.asboss){
|
||||||
|
event.asboss.close();
|
||||||
|
delete event.asboss;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
addToButton();
|
||||||
|
}
|
||||||
event.changeDialog=function(){
|
event.changeDialog=function(){
|
||||||
if(ui.cheat2&&ui.cheat2.dialog==_status.event.dialog){
|
if(ui.cheat2&&ui.cheat2.dialog==_status.event.dialog){
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
list.randomSort();
|
list.randomSort();
|
||||||
_status.event.dialog.close();
|
_status.event.dialog.close();
|
||||||
_status.event.dialog=ui.create.dialog('选择出场角色'+(get.config('double_character')?'(双将)':''));
|
var dialog=ui.create.dialog('选择出场角色');
|
||||||
_status.event.dialog.classList.add('fullwidth');
|
_status.event.dialog=dialog;
|
||||||
_status.event.dialog.classList.add('fullheight');
|
dialog.classList.add('fullwidth');
|
||||||
_status.event.dialog.add('0/'+(get.config('double_character')?2:1)*get.config('battle_number'));
|
dialog.classList.add('fullheight');
|
||||||
_status.event.dialog.add([list.slice(0,get.config('battle_number')*4+5),'character']);
|
dialog.add('0/'+_status.event.selectButton());
|
||||||
|
dialog.add([list.slice(0,get.config('battle_number')*4+5),'character']);
|
||||||
|
if(bossbuttons.length){
|
||||||
|
dialog.add('挑战魔王');
|
||||||
|
dialog.add(bosses);
|
||||||
|
}
|
||||||
game.uncheck();
|
game.uncheck();
|
||||||
game.check();
|
game.check();
|
||||||
};
|
};
|
||||||
|
@ -932,17 +1012,39 @@ mode.chess={
|
||||||
ui.cheat2x.close();
|
ui.cheat2x.close();
|
||||||
delete ui.cheat2x;
|
delete ui.cheat2x;
|
||||||
}
|
}
|
||||||
|
if(event.asboss){
|
||||||
|
event.asboss.close();
|
||||||
|
delete ui.asboss;
|
||||||
|
}
|
||||||
ui.control.style.display='none';
|
ui.control.style.display='none';
|
||||||
ui.control.style.top='';
|
ui.control.style.top='';
|
||||||
ui.control.style.transition='';
|
ui.control.style.transition='';
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
_status.mylist=result.links.slice(0);
|
_status.mylist=result.links.slice(0);
|
||||||
for(var i=0;i<result.links.length;i++){
|
for(var i=0;i<result.links.length;i++){
|
||||||
event.list.remove(result.links[i]);
|
event.list.remove(result.links[i]);
|
||||||
}
|
}
|
||||||
|
var glows=event.bosses.querySelectorAll('.glow');
|
||||||
|
if(glows.length){
|
||||||
|
_status.enemylist=[];
|
||||||
|
for(var i=0;i<glows.length;i++){
|
||||||
|
_status.enemylist.push(glows[i].link);
|
||||||
|
}
|
||||||
|
if(_status.boss){
|
||||||
|
var temp=_status.mylist;
|
||||||
|
_status.mylist=_status.enemylist;
|
||||||
|
_status.enemylist=temp;
|
||||||
|
for(var i=_status.enemylist.length;i<_status.mylist.length*3;i++){
|
||||||
|
_status.enemylist.push(event.list.randomRemove());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else{
|
||||||
event.list.randomSort();
|
event.list.randomSort();
|
||||||
_status.enemylist=event.list.slice(0,result.links.length);
|
_status.enemylist=event.list.slice(0,result.links.length);
|
||||||
_status.double_character=get.config('double_character');
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
modeSwapPlayer:function(player){
|
modeSwapPlayer:function(player){
|
||||||
|
@ -953,6 +1055,124 @@ mode.chess={
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
skill:{
|
skill:{
|
||||||
|
cangming:{
|
||||||
|
enable:'phaseUse',
|
||||||
|
usable:1,
|
||||||
|
unique:true,
|
||||||
|
filter:function(event,player){
|
||||||
|
if(player.isTurnedOver()) return false;
|
||||||
|
var suits=[];
|
||||||
|
var hs=player.get('h');
|
||||||
|
for(var i=0;i<hs.length;i++){
|
||||||
|
suits.add(get.suit(hs[i]));
|
||||||
|
if(suits.length>=4) return true;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
},
|
||||||
|
filterCard:function(card){
|
||||||
|
var suit=get.suit(card);
|
||||||
|
for(var i=0;i<ui.selected.cards.length;i++){
|
||||||
|
if(suit==get.suit(ui.selected.cards[i])) return false;
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
},
|
||||||
|
selectCard:4,
|
||||||
|
check:function(card){
|
||||||
|
return 10-ai.get.value(card);
|
||||||
|
},
|
||||||
|
filterTarget:function(card,player,target){
|
||||||
|
return player!=target;
|
||||||
|
},
|
||||||
|
selectTarget:-1,
|
||||||
|
content:function(){
|
||||||
|
target.goMad();
|
||||||
|
if(!player.isTurnedOver()){
|
||||||
|
player.turnOver();
|
||||||
|
}
|
||||||
|
player.addSkill('cangming2');
|
||||||
|
},
|
||||||
|
ai:{
|
||||||
|
order:10,
|
||||||
|
effect:{
|
||||||
|
player:function(card,player){
|
||||||
|
var num=0;
|
||||||
|
for(var i=0;i<game.players.length;i++){
|
||||||
|
if(ai.get.attitude(player,game.players[i])<0){
|
||||||
|
num++;
|
||||||
|
if(num>1) break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if(num<=1) return;
|
||||||
|
if(_status.currentPhase==player&&player.num('h')<player.hp&&player.hp>=6){
|
||||||
|
if(typeof card=='string') return;
|
||||||
|
if(card.name=='wuzhong') return;
|
||||||
|
if(card.name=='shunshou') return;
|
||||||
|
if(card.name=='yuanjiao') return;
|
||||||
|
if(card.name=='yiyi') return;
|
||||||
|
if(!player.skills.contains('cangming2')) return [0,0,0,0];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
result:{
|
||||||
|
target:-10
|
||||||
|
}
|
||||||
|
},
|
||||||
|
},
|
||||||
|
cangming2:{
|
||||||
|
trigger:{player:'phaseBegin'},
|
||||||
|
forced:true,
|
||||||
|
popup:false,
|
||||||
|
content:function(){
|
||||||
|
for(var i=0;i<game.players.length;i++){
|
||||||
|
game.players[i].unMad();
|
||||||
|
}
|
||||||
|
player.removeSkill('cangming2');
|
||||||
|
}
|
||||||
|
},
|
||||||
|
boss_moyan:{
|
||||||
|
trigger:{player:'phaseEnd'},
|
||||||
|
forced:true,
|
||||||
|
unique:true,
|
||||||
|
content:function(){
|
||||||
|
"step 0"
|
||||||
|
event.players=get.players(player);
|
||||||
|
"step 1"
|
||||||
|
if(event.players.length){
|
||||||
|
event.players.shift().damage('fire');
|
||||||
|
event.redo();
|
||||||
|
}
|
||||||
|
},
|
||||||
|
},
|
||||||
|
boss_baolin:{
|
||||||
|
inherit:'juece',
|
||||||
|
},
|
||||||
|
boss_qiangzheng:{
|
||||||
|
trigger:{player:'phaseEnd'},
|
||||||
|
forced:true,
|
||||||
|
unique:true,
|
||||||
|
filter:function(event,player){
|
||||||
|
for(var i=0;i<game.players.length;i++){
|
||||||
|
if(game.players[i]!=player&&game.players[i].num('h')) return true;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
},
|
||||||
|
content:function(){
|
||||||
|
"step 0"
|
||||||
|
var players=get.players(player);
|
||||||
|
players.remove(player);
|
||||||
|
event.players=players;
|
||||||
|
"step 1"
|
||||||
|
if(event.players.length){
|
||||||
|
var current=event.players.shift();
|
||||||
|
var hs=current.get('h')
|
||||||
|
if(hs.length){
|
||||||
|
player.gain(hs.randomGet());
|
||||||
|
current.$give(1,player);
|
||||||
|
}
|
||||||
|
event.redo();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
},
|
||||||
guanchuan:{
|
guanchuan:{
|
||||||
trigger:{player:'shaBefore'},
|
trigger:{player:'shaBefore'},
|
||||||
getTargets:function(player,target){
|
getTargets:function(player,target){
|
||||||
|
@ -1117,7 +1337,7 @@ mode.chess={
|
||||||
},
|
},
|
||||||
content:function(){
|
content:function(){
|
||||||
"step 0"
|
"step 0"
|
||||||
player.chooseToMove(get.cardCount('sha',player),'是否发动【灵动】?');
|
player.chooseToMove(get.cardCount('sha',player),'是否发动【移动射击】?');
|
||||||
"step 1"
|
"step 1"
|
||||||
if(result.bool){
|
if(result.bool){
|
||||||
player.logSkill('lingdong');
|
player.logSkill('lingdong');
|
||||||
|
@ -1160,6 +1380,11 @@ mode.chess={
|
||||||
direct:true,
|
direct:true,
|
||||||
delay:false,
|
delay:false,
|
||||||
preservecancel:true,
|
preservecancel:true,
|
||||||
|
filter:function(event,player){
|
||||||
|
var move=player.skills.contains('noactpunish')?2:1;
|
||||||
|
move=game.checkMod(player,move,'chessMove',player.get('s'));
|
||||||
|
return move>0;
|
||||||
|
},
|
||||||
content:function(){
|
content:function(){
|
||||||
"step 0"
|
"step 0"
|
||||||
var move=player.skills.contains('noactpunish')?2:1;
|
var move=player.skills.contains('noactpunish')?2:1;
|
||||||
|
@ -1173,8 +1398,7 @@ mode.chess={
|
||||||
ai:{
|
ai:{
|
||||||
order:5,
|
order:5,
|
||||||
result:{
|
result:{
|
||||||
player:function(player){
|
playerx:function(player){
|
||||||
var range=get.attackRange(player)>1;
|
|
||||||
var nh=player.num('h');
|
var nh=player.num('h');
|
||||||
if(!player.num('h','sha')&&
|
if(!player.num('h','sha')&&
|
||||||
!player.num('h','shunshou')&&
|
!player.num('h','shunshou')&&
|
||||||
|
@ -1186,21 +1410,30 @@ mode.chess={
|
||||||
var neighbour;
|
var neighbour;
|
||||||
neighbour=player.getNeighbour(0,1);
|
neighbour=player.getNeighbour(0,1);
|
||||||
if(neighbour&&neighbour.side!=player.side){
|
if(neighbour&&neighbour.side!=player.side){
|
||||||
return range?1:0;
|
if(get.distance(player,neighbour,'attack')<1) return 1;
|
||||||
|
return 0;
|
||||||
}
|
}
|
||||||
neighbour=player.getNeighbour(0,-1);
|
neighbour=player.getNeighbour(0,-1);
|
||||||
if(neighbour&&neighbour.side!=player.side){
|
if(neighbour&&neighbour.side!=player.side){
|
||||||
return range?1:0;
|
if(get.distance(player,neighbour,'attack')<1) return 1;
|
||||||
|
return 0;
|
||||||
}
|
}
|
||||||
neighbour=player.getNeighbour(1,0);
|
neighbour=player.getNeighbour(1,0);
|
||||||
if(neighbour&&neighbour.side!=player.side){
|
if(neighbour&&neighbour.side!=player.side){
|
||||||
return range?1:0;
|
if(get.distance(player,neighbour,'attack')<1) return 1;
|
||||||
|
return 0;
|
||||||
}
|
}
|
||||||
neighbour=player.getNeighbour(-1,0);
|
neighbour=player.getNeighbour(-1,0);
|
||||||
if(neighbour&&neighbour.side!=player.side){
|
if(neighbour&&neighbour.side!=player.side){
|
||||||
return range?1:0;
|
if(get.distance(player,neighbour,'attack')<1) return 1;
|
||||||
|
return 0;
|
||||||
}
|
}
|
||||||
return 1;
|
return 1;
|
||||||
|
},
|
||||||
|
player:function(player){
|
||||||
|
var x=lib.skill._chessmove.ai.result.playerx(player);
|
||||||
|
if(player.isMad()) return -x;
|
||||||
|
return x;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1230,6 +1463,129 @@ mode.chess={
|
||||||
player.chessFocus();
|
player.chessFocus();
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
|
boss_fengxing:{
|
||||||
|
mod:{
|
||||||
|
chessMove:function(player,current){
|
||||||
|
return current+2;
|
||||||
|
},
|
||||||
|
attackFrom:function(from,to,current){
|
||||||
|
return current-2;
|
||||||
|
},
|
||||||
|
},
|
||||||
|
trigger:{player:'phaseDrawBegin'},
|
||||||
|
forced:true,
|
||||||
|
content:function(){
|
||||||
|
trigger.num+=2;
|
||||||
|
}
|
||||||
|
},
|
||||||
|
boss_chiyu:{
|
||||||
|
enable:'phaseUse',
|
||||||
|
usable:1,
|
||||||
|
filterCard:{color:'red'},
|
||||||
|
nodelay:true,
|
||||||
|
check:function(card){return 8-ai.get.value(card);},
|
||||||
|
filterTarget:function(card,player,target){
|
||||||
|
return get.distance(player,target)<=5&&player!=target;
|
||||||
|
},
|
||||||
|
filter:function(event,player){
|
||||||
|
return player.num('h',{color:'red'})>0;
|
||||||
|
},
|
||||||
|
selectTarget:-1,
|
||||||
|
content:function(){
|
||||||
|
target.damage('fire');
|
||||||
|
},
|
||||||
|
line:'fire',
|
||||||
|
ai:{
|
||||||
|
order:1,
|
||||||
|
result:{
|
||||||
|
target:function(player,target){
|
||||||
|
return ai.get.damageEffect(target,player,target,'fire');
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
boss_tenglong:{
|
||||||
|
enable:'phaseUse',
|
||||||
|
usable:1,
|
||||||
|
position:'he',
|
||||||
|
filterCard:{type:'equip'},
|
||||||
|
init:function(player){
|
||||||
|
player.forcemin=true;
|
||||||
|
},
|
||||||
|
check:function(card){
|
||||||
|
var player=_status.currentPhase;
|
||||||
|
if(player.num('he',{subtype:get.subtype(card)})>1){
|
||||||
|
return 12-ai.get.equipValue(card);
|
||||||
|
}
|
||||||
|
return 8-ai.get.equipValue(card);
|
||||||
|
},
|
||||||
|
filter:function(event,player){
|
||||||
|
return player.num('he',{type:'equip'});
|
||||||
|
},
|
||||||
|
filterTarget:function(card,player,target){
|
||||||
|
return player!=target&&get.distance(player,target)<=2;
|
||||||
|
},
|
||||||
|
content:function(){
|
||||||
|
target.damage(3,'fire');
|
||||||
|
},
|
||||||
|
ai:{
|
||||||
|
order:9,
|
||||||
|
result:{
|
||||||
|
target:function(player,target){
|
||||||
|
return ai.get.damageEffect(target,player,target,'fire');
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
boss_wuying:{
|
||||||
|
mod:{
|
||||||
|
globalTo:function(from,to,distance){
|
||||||
|
return distance+2;
|
||||||
|
},
|
||||||
|
chessMove:function(player,current){
|
||||||
|
return current-1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
boss_wushang:{
|
||||||
|
trigger:{player:'phaseBegin'},
|
||||||
|
forced:true,
|
||||||
|
filter:function(event,player){
|
||||||
|
for(var i=0;i<game.players.length;i++){
|
||||||
|
if(game.players[i]!=player&&game.players[i].num('h')&&
|
||||||
|
get.distance(player,game.players[i])<=5){
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
},
|
||||||
|
content:function(){
|
||||||
|
"step 0"
|
||||||
|
var players=[];
|
||||||
|
for(var i=0;i<game.players.length;i++){
|
||||||
|
if(game.players[i]!=player&&game.players[i].num('h')&&
|
||||||
|
get.distance(player,game.players[i])<=5){
|
||||||
|
players.push(game.players[i]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
players.sort(lib.sort.seat);
|
||||||
|
event.players=players;
|
||||||
|
"step 1"
|
||||||
|
if(event.players.length){
|
||||||
|
event.current=event.players.shift();
|
||||||
|
event.current.chooseCard('无上:交给'+get.translation(player)+'一张手牌',true);
|
||||||
|
}
|
||||||
|
else{
|
||||||
|
event.finish();
|
||||||
|
}
|
||||||
|
"step 2"
|
||||||
|
if(result.cards.length){
|
||||||
|
player.gain(result.cards);
|
||||||
|
event.current.$give(1,player);
|
||||||
|
event.goto(1);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
},
|
},
|
||||||
translate:{
|
translate:{
|
||||||
friend:'友',
|
friend:'友',
|
||||||
|
@ -1276,22 +1632,42 @@ mode.chess={
|
||||||
chess_menghuo:'孟获',
|
chess_menghuo:'孟获',
|
||||||
|
|
||||||
chess_dongzhuo:'董卓',
|
chess_dongzhuo:'董卓',
|
||||||
|
chess_xingtian:'刑天',
|
||||||
chess_jinchidiao:'金翅雕',
|
chess_jinchidiao:'金翅雕',
|
||||||
chess_beimingjukun:'北溟巨鲲',
|
chess_beimingjukun:'北溟巨鲲',
|
||||||
chess_wuzhaojinlong:'五爪金龙',
|
chess_wuzhaojinlong:'五爪金龙',
|
||||||
|
|
||||||
pianyi:'翩仪',
|
pianyi:'翩仪',
|
||||||
pianyi_info:'回合结束阶段,若你没有于本回合内造成伤害,你获得一次移动机会',
|
pianyi_info:'回合结束阶段,若你没有于本回合内造成伤害,你获得一次移动机会',
|
||||||
lingdong:'灵动',
|
lingdong:'移动射击',
|
||||||
lingdong_info:'回合结束阶段,你可以移动X个格,X为你回合内出杀的次数',
|
lingdong_info:'回合结束阶段,你可以移动X个格,X为你回合内出杀的次数',
|
||||||
lianshe:'连射',
|
lianshe:'连续射击',
|
||||||
lianshe_info:'你的攻击范围+1;回合内,你回合内,每当你使用一张不是杀的牌,你可以额外使用一张杀',
|
lianshe_info:'你的攻击范围+1;回合内,你回合内,每当你使用一张不是杀的牌,你可以额外使用一张杀',
|
||||||
zhiming:'致命',
|
zhiming:'致命射击',
|
||||||
zhiming_info:'锁定技,当你使用杀造成伤害时,若你不在目标的攻击范围内,此伤害+1',
|
zhiming_info:'锁定技,当你使用杀造成伤害时,若你不在目标的攻击范围内,此伤害+1',
|
||||||
sanjiansheji:'散箭',
|
sanjiansheji:'散箭射击',
|
||||||
sanjiansheji_info:'你可以将两张杀当杀使用,此杀可以指定距离你5格以内任意名目标',
|
sanjiansheji_info:'你可以将两张杀当杀使用,此杀可以指定距离你5格以内任意名目标',
|
||||||
guanchuan:'贯穿',
|
guanchuan:'贯穿射击',
|
||||||
guanchuan_info:'当你使用杀指定惟一的目标后,可将攻击射线内的其他角色也加入目标',
|
guanchuan_info:'当你使用杀指定惟一的目标后,可将攻击射线内的其他角色也加入目标',
|
||||||
|
|
||||||
|
boss_qiangzheng:'强征',
|
||||||
|
boss_qiangzheng_info:'锁定技,回合结束阶段,你获得每个敌方角色的一张手牌',
|
||||||
|
boss_baolin:'暴凌',
|
||||||
|
boss_moyan:'魔焰',
|
||||||
|
boss_moyan_info:'锁定技,回合结束阶段,你对场上所有角色造成一点火焰伤害',
|
||||||
|
|
||||||
|
cangming:'颠动沧溟',
|
||||||
|
cangming_info:'出牌阶段限一次,你可弃置四张花色不同的手牌并将武将牌翻至背面,然后令所有其他角色进入混乱状态直到你的下一回合开始',
|
||||||
|
boss_fengxing:'风行',
|
||||||
|
boss_fengxing_info:'锁定技,你摸牌阶段摸牌数+2;你的攻击范围+2;你回合内的移动距离+2',
|
||||||
|
boss_chiyu:'炽羽',
|
||||||
|
boss_chiyu_info:'出牌阶段限一次,你可以弃置一张红色牌对距离5以内的所有其他角色造成一点火焰伤害',
|
||||||
|
boss_tenglong:'腾龙八齐',
|
||||||
|
boss_tenglong_info:'你没有装备区;出牌阶段限一次,你可以弃置一张装备牌对一名距离你2以内的其他角色造成3点火焰伤害',
|
||||||
|
boss_wushang:'神天并地',
|
||||||
|
boss_wushang_info:'锁定技,回合开始阶段,距离你5以内的所有其他角色需交给你一张手牌',
|
||||||
|
boss_wuying:'无影',
|
||||||
|
boss_wuying_info:'锁定技,你回合内的移动距离-1;计算其他角色与你的距离时始终+2',
|
||||||
},
|
},
|
||||||
ui:{
|
ui:{
|
||||||
create:{
|
create:{
|
||||||
|
@ -1331,7 +1707,14 @@ mode.chess={
|
||||||
ai:{
|
ai:{
|
||||||
get:{
|
get:{
|
||||||
attitude:function(from,to){
|
attitude:function(from,to){
|
||||||
return (from.side==to.side?1:-1)*5;
|
var t=(from.side===to.side?1:-1);
|
||||||
|
if(from.isMad()){
|
||||||
|
t=-t;
|
||||||
|
}
|
||||||
|
else if(to.isMad()){
|
||||||
|
t=0;
|
||||||
|
}
|
||||||
|
return 6*t;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
@ -1370,11 +1753,11 @@ mode.chess={
|
||||||
// chess_zhangjiao:['male','qun',3,['']],
|
// chess_zhangjiao:['male','qun',3,['']],
|
||||||
// chess_menghuo:['male','qun',3,['']],
|
// chess_menghuo:['male','qun',3,['']],
|
||||||
//
|
//
|
||||||
// chess_dongzhuo:['male','qun',3,['']],
|
chess_jinchidiao:['male','qun',15,['boss_fengxing','boss_chiyu'],['boss']],
|
||||||
// chess_xingtian:['male','qun',3,['']],
|
chess_beimingjukun:['male','qun',25,['boss_wuying','cangming'],['boss']],
|
||||||
// chess_jinchidiao:['male','qun',3,['']],
|
chess_wuzhaojinlong:['male','qun',30,['boss_tenglong','boss_wushang'],['boss']],
|
||||||
// chess_beimingjukun:['male','qun',3,['']],
|
chess_dongzhuo:['male','qun',20,['jiuchi','boss_qiangzheng','boss_baolin'],['boss']],
|
||||||
// chess_wuzhaojinlong:['male','qun',3,['']],
|
chess_xingtian:['male','qun',99,['boss_moyan','wushuang'],['boss']],
|
||||||
},
|
},
|
||||||
posmap:{},
|
posmap:{},
|
||||||
help:{
|
help:{
|
||||||
|
@ -1387,7 +1770,7 @@ mode.chess={
|
||||||
function(game,lib,get,ui){
|
function(game,lib,get,ui){
|
||||||
var current=get.config('chess_character');
|
var current=get.config('chess_character');
|
||||||
if(typeof current!=='boolean'){
|
if(typeof current!=='boolean'){
|
||||||
game.saveConfig('chess_character',true);
|
game.saveConfig('chess_character',true,true);
|
||||||
current=true;
|
current=true;
|
||||||
}
|
}
|
||||||
return ui.create.switcher('chess_character',current,ui.click.sidebar.local2);
|
return ui.create.switcher('chess_character',current,ui.click.sidebar.local2);
|
||||||
|
|
|
@ -1249,7 +1249,6 @@ mode.stone={
|
||||||
mod:{
|
mod:{
|
||||||
cardEnabled:function(card,player){
|
cardEnabled:function(card,player){
|
||||||
if(player.isMin()){
|
if(player.isMin()){
|
||||||
if(get.type(card)=='equip') return false;
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
if(_status.currentPhase!=player) return;
|
if(_status.currentPhase!=player) return;
|
||||||
|
|
|
@ -15,6 +15,8 @@ mode.versus={
|
||||||
if(lib.storage.number==undefined) game.save('number',3);
|
if(lib.storage.number==undefined) game.save('number',3);
|
||||||
if(lib.storage.replace_number==undefined) game.save('replace_number',3);
|
if(lib.storage.replace_number==undefined) game.save('replace_number',3);
|
||||||
ui.create.arena();
|
ui.create.arena();
|
||||||
|
ui.create.cards();
|
||||||
|
game.finishCards();
|
||||||
ui.auto.hide();
|
ui.auto.hide();
|
||||||
ui.wuxie.hide();
|
ui.wuxie.hide();
|
||||||
game.delay();
|
game.delay();
|
||||||
|
@ -326,8 +328,6 @@ mode.versus={
|
||||||
ui.fakemebg=ui.create.div('.avatar',ui.fakeme).hide();
|
ui.fakemebg=ui.create.div('.avatar',ui.fakeme).hide();
|
||||||
}
|
}
|
||||||
ui.create.me();
|
ui.create.me();
|
||||||
ui.create.cards();
|
|
||||||
game.finishCards();
|
|
||||||
var position,i;
|
var position,i;
|
||||||
if(lib.storage.zhu&&lib.storage.only_zhu) position=Math.ceil(num/2)-1;
|
if(lib.storage.zhu&&lib.storage.only_zhu) position=Math.ceil(num/2)-1;
|
||||||
else position=Math.floor(Math.random()*num)
|
else position=Math.floor(Math.random()*num)
|
||||||
|
|
Loading…
Reference in New Issue