This commit is contained in:
libccy 2017-05-07 01:25:44 +08:00
parent a302a12f90
commit a216a18652
18 changed files with 128 additions and 116 deletions

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@ -118,6 +118,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
fullskin:true, fullskin:true,
type:'trick', type:'trick',
enable:true, enable:true,
cardnature:'fire',
filterTarget:function(card,player,target){ filterTarget:function(card,player,target){
if(player!=game.me&&player.countCards('h')<2) return false; if(player!=game.me&&player.countCards('h')<2) return false;
return target.countCards('h')>0; return target.countCards('h')>0;
@ -294,6 +295,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
fullskin:true, fullskin:true,
type:'equip', type:'equip',
subtype:'equip1', subtype:'equip1',
cardnature:'fire',
distance:{attackFrom:-3}, distance:{attackFrom:-3},
ai:{ ai:{
basic:{ basic:{
@ -318,6 +320,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
fullskin:true, fullskin:true,
type:'equip', type:'equip',
subtype:'equip2', subtype:'equip2',
cardnature:'fire',
ai:{ ai:{
basic:{ basic:{
equipValue:function(card,player){ equipValue:function(card,player){

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@ -185,6 +185,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
fullskin:true, fullskin:true,
type:'trick', type:'trick',
enable:true, enable:true,
cardnature:'thunder',
filterTarget:function(card,player,target){ filterTarget:function(card,player,target){
if(player!=game.me&&player.countCards('h')<2) return false; if(player!=game.me&&player.countCards('h')<2) return false;
return target.countCards('h')>0; return target.countCards('h')>0;

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@ -136,6 +136,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
fulei:{ fulei:{
fullskin:true, fullskin:true,
type:'delay', type:'delay',
cardnature:'thunder',
modTarget:function(card,player,target){ modTarget:function(card,player,target){
return lib.filter.judge(card,player,target); return lib.filter.judge(card,player,target);
}, },

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@ -1160,6 +1160,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
audio:true, audio:true,
fullskin:true, fullskin:true,
type:'delay', type:'delay',
cardnature:'thunder',
modTarget:function(card,player,target){ modTarget:function(card,player,target){
return lib.filter.judge(card,player,target); return lib.filter.judge(card,player,target);
}, },

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@ -178,6 +178,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
}, },
selectTarget:-1, selectTarget:-1,
modTarget:true, modTarget:true,
usable:1,
content:function(){ content:function(){
'step 0' 'step 0'
event.num=3; event.num=3;
@ -1379,6 +1380,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
type:'equip', type:'equip',
subtype:'equip4', subtype:'equip4',
fullskin:true, fullskin:true,
cardnature:'fire',
distance:{globalFrom:-2,globalTo:-1}, distance:{globalFrom:-2,globalTo:-1},
ai:{ ai:{
basic:{ basic:{
@ -1780,6 +1782,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
selectTarget:-1, selectTarget:-1,
reverseOrder:true, reverseOrder:true,
cardcolor:'black', cardcolor:'black',
cardnature:'thunder',
filterTarget:function(card,player,target){ filterTarget:function(card,player,target){
return target!=player; return target!=player;
}, },
@ -1840,6 +1843,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
selectTarget:-1, selectTarget:-1,
reverseOrder:true, reverseOrder:true,
cardcolor:'red', cardcolor:'red',
cardnature:'fire',
filterTarget:function(card,player,target){ filterTarget:function(card,player,target){
return target!=player; return target!=player;
}, },
@ -4757,7 +4761,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
yuruyi_ab:'如意', yuruyi_ab:'如意',
yuruyi_info:'你有更高的机率摸到好牌', yuruyi_info:'你有更高的机率摸到好牌',
fengyinzhidan:'封印之蛋', fengyinzhidan:'封印之蛋',
fengyinzhidan_info:'随机使用三张普通锦囊牌(随机指定目标)', fengyinzhidan_info:'出牌阶段限用一次,随机使用三张普通锦囊牌(随机指定目标)',
shuchui:'鼠槌', shuchui:'鼠槌',
shuchui_info:'出牌阶段限一次你可以指定一名攻击范围内的角色依次将手牌中的至多3张杀对该角色使用若杀造成了伤害你摸一张牌', shuchui_info:'出牌阶段限一次你可以指定一名攻击范围内的角色依次将手牌中的至多3张杀对该角色使用若杀造成了伤害你摸一张牌',
zhiluxiaohu:'指路小狐', zhiluxiaohu:'指路小狐',

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@ -718,6 +718,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
fullskin:true, fullskin:true,
type:'delay', type:'delay',
cardcolor:'red', cardcolor:'red',
cardnature:'fire',
modTarget:function(card,player,target){ modTarget:function(card,player,target){
return lib.filter.judge(card,player,target); return lib.filter.judge(card,player,target);
}, },
@ -877,6 +878,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
enable:true, enable:true,
filterTarget:true, filterTarget:true,
cardcolor:'red', cardcolor:'red',
cardnature:'fire',
content:function(){ content:function(){
"step 0" "step 0"
if(target.countCards('he')<2){ if(target.countCards('he')<2){

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@ -341,6 +341,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(get.type(card)=='equip') return [1,3]; if(get.type(card)=='equip') return [1,3];
} }
}, },
reverseEquip:true,
noe:true noe:true
} }
}, },

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@ -169,6 +169,7 @@ window.noname_character_rank={
'hs_zhihuanhua', 'hs_zhihuanhua',
], ],
am:[ am:[
'pal_jushifang',
'hs_fachaotuteng', 'hs_fachaotuteng',
'huangfusong', 'huangfusong',
'hs_shizugui', 'hs_shizugui',

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@ -5200,6 +5200,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
prompt:function(event){ prompt:function(event){
return get.translation(event.source)+'即将对'+get.translation(event.player)+'造成伤害,'+get.prompt('fuji'); return get.translation(event.source)+'即将对'+get.translation(event.player)+'造成伤害,'+get.prompt('fuji');
}, },
logTarget:'source',
content:function(){ content:function(){
"step 0" "step 0"
trigger.source.judge(ui.special); trigger.source.judge(ui.special);

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@ -1436,6 +1436,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}, },
ai:{ ai:{
noe:true, noe:true,
reverseEquip:true,
effect:{ effect:{
target:function(card,player,target,current){ target:function(card,player,target,current){
if(get.type(card)=='equip') return [1,3]; if(get.type(card)=='equip') return [1,3];

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@ -5335,6 +5335,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(get.type(card)=='equip') return [1,3]; if(get.type(card)=='equip') return [1,3];
} }
}, },
reverseEquip:true,
noe:true, noe:true,
} }
}, },

View File

@ -44,7 +44,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
// pal_mingxiu:['female','qun',4,[]], // pal_mingxiu:['female','qun',4,[]],
// pal_xianqing:['male','qun',4,[]], // pal_xianqing:['male','qun',4,[]],
pal_luozhaoyan:['female','shu',4,['fenglue','tanhua']], pal_luozhaoyan:['female','shu',4,['fenglue','tanhua']],
// pal_jushifang:['male','shu',3,['lingjia','jishou','yanshi']], pal_jushifang:['male','shu',3,['yujia','xiepan','yanshi']],
}, },
characterIntro:{ characterIntro:{
pal_lixiaoyao:'一个天资聪颖的乡下客栈店小二,因一壶酒被酒剑仙传授了蜀山仙剑派剑术,在仙灵岛与赵灵儿相遇,自此经历重重磨难成长为一代旷世奇侠。灵儿牺牲以后他悲痛欲绝。后出任蜀山掌门,取道号一贫,从此御剑行遍天下,行侠仗义、斩妖除魔。多年后因魔教之乱,故引咎卸职,成为蜀山七圣之一。而后虽心力交瘁,但仍竭力保护天下苍生。', pal_lixiaoyao:'一个天资聪颖的乡下客栈店小二,因一壶酒被酒剑仙传授了蜀山仙剑派剑术,在仙灵岛与赵灵儿相遇,自此经历重重磨难成长为一代旷世奇侠。灵儿牺牲以后他悲痛欲绝。后出任蜀山掌门,取道号一贫,从此御剑行遍天下,行侠仗义、斩妖除魔。多年后因魔教之乱,故引咎卸职,成为蜀山七圣之一。而后虽心力交瘁,但仍竭力保护天下苍生。',
@ -84,94 +84,65 @@ game.import('character',function(lib,game,ui,get,ai,_status){
pal_jiangcheng:'折剑山庄庄主欧阳英的得意门生,但因其蚩尤后人魔族的身份,令他无法被容于人界;再加上人界半魔同族饱受人类迫害,故最终成为净天教教主魔君“姜世离”,毅然肩负起保护同族的重任。', pal_jiangcheng:'折剑山庄庄主欧阳英的得意门生,但因其蚩尤后人魔族的身份,令他无法被容于人界;再加上人界半魔同族饱受人类迫害,故最终成为净天教教主魔君“姜世离”,毅然肩负起保护同族的重任。',
}, },
skill:{ skill:{
lingjia:{ xiepan:{
enable:'phaseUse',
filterCard:function(card){
return get.type(card)!='basic';
},
usable:1,
filter:function(event,player){
for(var i in lib.card){
if(lib.card[i].type=='jiguan'){
return player.hasCard(function(card){
return get.type(card)!='basic';
},'he');
}
}
return false;
},
selectCard:1,
check:function(card){
return 8-get.value(card);
},
content:function(){
var list=get.typeCard('jiguan').randomGets(2);
for(var i=0;i<list.length;i++){
list[i]=game.createCard(list[i]);
}
player.gain(list,'draw');
},
ai:{
result:{
player:1
},
order:9
}
},
lingjia_old:{
trigger:{player:'loseEnd'}, trigger:{player:'loseEnd'},
frequent:true, check:function(event,player){
return player.countCards('h',function(card){
return get.value(card)<8;
});
},
filter:function(event,player){ filter:function(event,player){
if(player.countCards('h',{type:'basic'})) return false;
if(!player.countCards('h')) return false;
for(var i=0;i<event.cards.length;i++){ for(var i=0;i<event.cards.length;i++){
if(event.cards[i].original=='e'){ if(event.cards[i].original=='h'&&get.type(event.cards[i])=='basic') return true;
for(var i in lib.card){
if(lib.card[i].type=='jiguan'){
if(!player.storage.lingjia||!player.storage.lingjia.contains(i)){
return true;
}
}
}
return false;
}
} }
return false; return false;
}, },
init:function(player){
player.storage.lingjia3=0;
},
content:function(){ content:function(){
'step 0' 'step 0'
var num=0; if(!player.isUnderControl(true)){
for(var i=0;i<trigger.cards.length;i++){ player.showHandcards(player,'发动了【械磬】');
if(trigger.cards[i].original=='e') num++;
} }
if(!player.storage.lingjia){ player.chooseToDiscard('h',true,'弃置一张手牌并获一件随机装备');
player.storage.lingjia=[]; 'step 1'
player.gain(game.createCard(get.inpile('equip').randomGet()),'draw');
},
},
yujia:{
trigger:{player:'useCardAfter'},
frequent:true,
filter:function(event){
return get.type(event.card)=='equip'&&lib.inpile.contains(event.card.name);
},
init:function(player){
player.storage.yujia=0;
},
content:function(){
'step 0'
if(!player.storage.yujia){
player.storage.yujia=[];
} }
var list=[]; var list=[];
for(var i in lib.card){ for(var i in lib.card){
if(lib.card[i].type=='jiguan'){ if(lib.card[i].type=='jiguan'){
if(!player.storage.lingjia.contains(i)){ list.push(i);
list.push(i);
}
} }
} }
if(list.length){ if(list.length){
if(player.storage.lingjia2){ if(player.storage.yujia>1){
list=list.randomGets(player.storage.yujia);
for(var i=0;i<list.length;i++){ for(var i=0;i<list.length;i++){
list[i]=['机关','',list[i]]; list[i]=['机关','',list[i]];
} }
var num=Math.min(list.length,player.storage.lingjia2); player.chooseButton(true,['御甲:选择一张机关牌获得之',[list,'vcard']]).ai=function(button){
player.chooseButton(true,num,['灵甲:选择'+get.cnNumber(num)+'张机关牌',[list,'vcard']]).ai=function(button){ if(player.hasSkill('jiguanyaoshu_skill')&&button.link[2]=='jiguanyaoshu') return 0;
if(button.link[2]=='jiguanyaoshu') return 2; return ai.get.value({name:button.link[2]});
if(button.link[2]=='jiguanren'&&_status.event.getRand()<0.5) return 1.5;
return 1;
}; };
} }
else{ else{
var name=list.randomGet(); var name=list.randomGet();
player.gain(game.createCard(name),'draw'); player.gain(game.createCard(name),'draw');
player.storage.lingjia.push(name);
event.finish(); event.finish();
} }
} }
@ -180,37 +151,28 @@ game.import('character',function(lib,game,ui,get,ai,_status){
var list=[]; var list=[];
for(var i=0;i<result.links.length;i++){ for(var i=0;i<result.links.length;i++){
list.push(game.createCard(result.links[i][2])); list.push(game.createCard(result.links[i][2]));
player.storage.lingjia.push(result.links[i][2]);
} }
player.gain(list,'draw'); player.gain(list,'draw');
} }
}, },
group:['lingjia_count1','lingjia_count2'], group:'yujia_count',
subSkill:{ subSkill:{
count1:{ count:{
trigger:{global:'phaseAfter'}, trigger:{player:'useCardAfter'},
filter:function(event,player){
return get.type(event.card)=='jiguan';
},
forced:true, forced:true,
popup:false, popup:false,
silent:true, silent:true,
content:function(){ content:function(){
delete player.storage.lingjia; player.storage.yujia++;
} }
}, },
count2:{
trigger:{player:'useCardAfter'},
filter:function(event,player){
return get.type(event.card)=='jiguan'&&!player.hasSkill('lingjia2');
},
forced:true,
popup:false,
content:function(){
player.storage.lingjia3++;
player.addTempSkill('lingjia2','phaseAfter');
}
}
}, },
ai:{ ai:{
noe:true, reverseEquip:true,
threaten:1.5,
effect:{ effect:{
target:function(card,player,target,current){ target:function(card,player,target,current){
if(get.type(card)=='equip') return [1,3]; if(get.type(card)=='equip') return [1,3];
@ -222,38 +184,51 @@ game.import('character',function(lib,game,ui,get,ai,_status){
trigger:{player:'phaseAfter'}, trigger:{player:'phaseAfter'},
forced:true, forced:true,
skillAnimation:true, skillAnimation:true,
init:function(player){
player.storage.yanshi=0;
},
filter:function(event,player){ filter:function(event,player){
return !player.storage.lingjia2&&player.storage.lingjia3>=3; return player.storage.yanshi==4;
}, },
content:function(){ content:function(){
'step 0' 'step 0'
player.awakenSkill('yanshi') player.awakenSkill('yanshi');
player.storage.lingjia2=1;
player.gainMaxHp(); player.gainMaxHp();
'step 1' 'step 1'
player.recover(); player.recover();
'step 2' var list=[];
player.draw(2); for(var i=1;i<=5;i++){
} if(!player.getEquip(i)){
}, var name=get.inpile('equip'+i).randomGet();
jishou:{ if(name){
trigger:{player:'phaseAfter'}, var card=game.createCard(name);
forced:true, list.push(card);
skillAnimation:true, player.equip(card);
filter:function(event,player){ }
return !player.storage.lingjia2&&player.storage.lingjia3>=3; }
}
if(list.length){
player.$draw(list);
}
}, },
content:function(){ group:'yanshi_count',
'step 0' subSkill:{
player.awakenSkill('jishou'); count:{
player.storage.lingjia2=1; trigger:{player:'useCardAfter'},
player.gainMaxHp(); filter:function(event,player){
'step 1' return get.type(event.card)=='jiguan'&&!player.hasSkill('yanshi2');
player.recover(); },
'step 2' forced:true,
player.draw(2); popup:false,
silent:true,
content:function(){
player.storage.yanshi++;
player.addTempSkill('yanshi2','phaseAfter');
}
}
} }
}, },
yanshi2:{},
tanhua:{ tanhua:{
trigger:{player:'recoverBefore'}, trigger:{player:'recoverBefore'},
forced:true, forced:true,
@ -563,7 +538,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
'step 2' 'step 2'
if(result.bool){ if(result.bool){
player.logSkill('fenglue',event.target); player.logSkill('fenglue',event.target);
player.addTempSkill('fenglue_draw','phaseUseCancelled'); player.addSkill('fenglue_draw');
player.storage.fenglue_draw_num=0;
player.storage.fenglue_draw=event.target; player.storage.fenglue_draw=event.target;
trigger.untrigger(); trigger.untrigger();
trigger.finish(); trigger.finish();
@ -583,6 +559,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
} }
event.redo(); event.redo();
} }
'step 4'
if(player.storage.fenglue_draw_num){
player.draw(player.storage.fenglue_draw_num);
}
player.removeSkill('fenglue_draw');
delete player.storage.fenglue_draw;
delete player.storage.fenglue_draw_num;
}, },
subSkill:{ subSkill:{
draw:{ draw:{
@ -592,9 +575,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
filter:function(event,player){ filter:function(event,player){
return event.player==player.storage.fenglue_draw; return event.player==player.storage.fenglue_draw;
}, },
onremove:true,
content:function(){ content:function(){
player.draw(trigger.num); player.storage.fenglue_draw_num++;
} }
} }
}, },
@ -3408,10 +3390,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
pal_mingxiu:'明绣', pal_mingxiu:'明绣',
pal_jushifang:'居十方', pal_jushifang:'居十方',
lingjia:'灵甲', yujia:'御甲',
lingjia_info:'每当你失去一件装备牌,你可以随机获得一张本回合内未以此法获得的机关牌”', yujia_info:'每当你使用一张未强化的装备牌你可以随机观看X张机关牌并选择一张获得之X为你本局使用过的机关牌数且至少为1',
xiepan:'械磐',
xiepan_info:'每当你失去最后一张基本牌,你可以展示并弃置一张手牌,然后获得一张随机装备牌',
yanshi:'偃师', yanshi:'偃师',
yanshi_info:'觉醒技结束阶段若你累计有3个回合使用过机关牌你增加一点体力和体力上限并将灵甲的描述中的“随机获得一张”改为“获得任意一张”', yanshi_info:'觉醒技,结束阶段,若你累计有4个回合使用过机关牌你增加一点体力和体力上限然后用随机装备填满你的装备区',
ywuhun:'雾魂', ywuhun:'雾魂',
ywuhun_info:'锁定技,回合开始前,你获得一个额外的回合,并在此回合结束后将场上及牌堆的所有牌恢复至回合前的状态', ywuhun_info:'锁定技,回合开始前,你获得一个额外的回合,并在此回合结束后将场上及牌堆的所有牌恢复至回合前的状态',
ywuhun_info_alter:'锁定技,回合开始前,你获得一个额外的回合(此回合中你的所有技能被禁用),并在此回合结束后将场上及牌堆的所有牌恢复至回合前的状态', ywuhun_info_alter:'锁定技,回合开始前,你获得一个额外的回合(此回合中你的所有技能被禁用),并在此回合结束后将场上及牌堆的所有牌恢复至回合前的状态',
@ -3422,7 +3406,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
yingfeng:'影锋', yingfeng:'影锋',
yingfeng_info:'锁定技,每当你使用一张杀结算完毕后,你随机对一名不是此杀目标的敌方角色使用一张杀', yingfeng_info:'锁定技,每当你使用一张杀结算完毕后,你随机对一名不是此杀目标的敌方角色使用一张杀',
fenglue:'风掠', fenglue:'风掠',
fenglue_info:'你可以放弃出牌阶段,改为指定一名其他角色并选择任意张手牌,依次对该角色使用,若如此做,此阶段内该角色每受到一点伤害,你摸一张牌', fenglue_info:'你可以放弃出牌阶段,改为指定一名其他角色并选择任意张手牌,依次对该角色使用,若如此做,此阶段内该角色每受到一点伤害,你在结算后摸一张牌',
zongyu:'纵雨', zongyu:'纵雨',
zongyu_info:'出牌阶段限一次,你可以弃置一张黑色牌,视为使用一张飞镖,随机指定两名敌方角色为目标', zongyu_info:'出牌阶段限一次,你可以弃置一张黑色牌,视为使用一张飞镖,随机指定两名敌方角色为目标',
fanling:'返灵', fanling:'返灵',

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@ -6340,6 +6340,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(get.type(card)=='equip') return [1,3]; if(get.type(card)=='equip') return [1,3];
} }
}, },
reverseEquip:true,
noe:true noe:true
} }
}, },

View File

@ -23539,6 +23539,9 @@
if(!suit&&lib.card[name].cardcolor){ if(!suit&&lib.card[name].cardcolor){
suit=lib.card[name].cardcolor; suit=lib.card[name].cardcolor;
} }
if(!nature&&lib.card[name].cardnature){
nature=lib.card[name].cardnature;
}
if(typeof suit!='string'){ if(typeof suit!='string'){
suit=['heart','diamond','club','spade'].randomGet(); suit=['heart','diamond','club','spade'].randomGet();
} }
@ -25846,7 +25849,12 @@
if(card.ai.basic==undefined) card.ai.basic={}; if(card.ai.basic==undefined) card.ai.basic={};
if(card.ai.result==undefined) card.ai.result={target:1.5}; if(card.ai.result==undefined) card.ai.result={target:1.5};
if(card.ai.basic.order==undefined) card.ai.basic.order=function(card,player){ if(card.ai.basic.order==undefined) card.ai.basic.order=function(card,player){
return 8+get.equipValue(card,player)/20; if(player&&player.hasSkillTag('reverseEquip')){
return 8.5-get.equipValue(card,player)/20;
}
else{
return 8+get.equipValue(card,player)/20;
}
}; };
if(card.ai.basic.useful==undefined) card.ai.basic.useful=2; if(card.ai.basic.useful==undefined) card.ai.basic.useful=2;
if(card.subtype=='equip3'){ if(card.subtype=='equip3'){
@ -33018,7 +33026,7 @@
var nodex4=ui.create.div('.menubutton','四',row2,clickrow2); var nodex4=ui.create.div('.menubutton','四',row2,clickrow2);
var nodex5=ui.create.div('.menubutton','五',row2,clickrow2); var nodex5=ui.create.div('.menubutton','五',row2,clickrow2);
var row3=ui.create.div('.menu-buttons.leftbutton',page); var row3=ui.create.div('.menu-buttons.leftbutton.commandbutton',page);
row3.style.marginTop='3px'; row3.style.marginTop='3px';
var clickrow3=function(){ var clickrow3=function(){
if(this.classList.contains('unselectable')) return; if(this.classList.contains('unselectable')) return;

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@ -63,7 +63,9 @@
.menu-buttons.leftbutton{ .menu-buttons.leftbutton{
text-align: left; text-align: left;
margin-left: 10px; margin-left: 10px;
width: calc(100% - 30px) !important; }
.menu-buttons.leftbutton:not(.commandbutton){
width: calc(100% - 30px) !important;
} }
.menu.main>.menu-content>div>.right.pane>.menu-buttons.leftbutton>.config.toggle:first-child, .menu.main>.menu-content>div>.right.pane>.menu-buttons.leftbutton>.config.toggle:first-child,
.menu.main>.menu-content>div>.right.pane>.menu-buttons.leftbutton>.config.toggle:first-child+.config.toggle{ .menu.main>.menu-content>div>.right.pane>.menu-buttons.leftbutton>.config.toggle:first-child+.config.toggle{