This commit is contained in:
libccy 2017-03-27 11:40:07 +08:00
parent 16e8c85c5f
commit b0093c3427
2 changed files with 63 additions and 18 deletions

View File

@ -24415,6 +24415,7 @@
}) })
} }
game.delay(); game.delay();
lib.init.onfree();
'step 2' 'step 2'
if(event.checkredo()) return; if(event.checkredo()) return;
if(event.side<2){ if(event.side<2){

View File

@ -83,8 +83,16 @@ mode.versus={
lib.translate.zhuge_info='锁定技,出牌阶段,你使用杀的次数上限+3'; lib.translate.zhuge_info='锁定技,出牌阶段,你使用杀的次数上限+3';
lib.card.list=lib.cardsThree; lib.card.list=lib.cardsThree;
} }
ui.create.cards(); if(lib.onfree){
game.finishCards(); lib.onfree.push(function(){
ui.create.cards();
game.finishCards();
});
}
else{
ui.create.cards();
game.finishCards();
}
} }
else{ else{
if(lib.storage.choice==undefined) game.save('choice',20); if(lib.storage.choice==undefined) game.save('choice',20);
@ -105,8 +113,16 @@ mode.versus={
} }
game.save('only_zhu',true); game.save('only_zhu',true);
ui.wuxie.hide(); ui.wuxie.hide();
ui.create.cards(); if(lib.onfree){
game.finishCards(); lib.onfree.push(function(){
ui.create.cards();
game.finishCards();
});
}
else{
ui.create.cards();
game.finishCards();
}
} }
game.delay(); game.delay();
"step 2" "step 2"
@ -580,13 +596,24 @@ mode.versus={
}); });
delete _status.createControl; delete _status.createControl;
} }
event.dialogxx=ui.create.characterDialog(function(name){ var createCharacterDialog=function(){
if(lib.character[name][4]){ event.dialogxx=ui.create.characterDialog(function(name){
if(lib.character[name][4].contains('jiangeboss')) return true; if(lib.character[name][4]){
if(lib.character[name][4].contains('jiangemech')) return true; if(lib.character[name][4].contains('jiangeboss')) return true;
if(lib.character[name][4].contains('jiangemech')) return true;
}
if(lib.character[name][1]!=game.me.identity) return true;
});
if(ui.cheat2){
ui.cheat2.classList.remove('disabled');
} }
if(lib.character[name][1]!=game.me.identity) return true; };
}); if(lib.onfree){
lib.onfree.push(createCharacterDialog);
}
else{
createCharacterDialog();
}
ui.create.cheat2=function(){ ui.create.cheat2=function(){
ui.cheat2=ui.create.control('自由选将',function(){ ui.cheat2=ui.create.control('自由选将',function(){
if(this.dialog==_status.event.dialog){ if(this.dialog==_status.event.dialog){
@ -600,7 +627,7 @@ mode.versus={
game.uncheck(); game.uncheck();
game.check(); game.check();
if(ui.cheat){ if(ui.cheat){
ui.cheat.style.opacity=1; ui.cheat.classList.remove('disabled');
} }
} }
else{ else{
@ -615,10 +642,13 @@ mode.versus={
game.uncheck(); game.uncheck();
game.check(); game.check();
if(ui.cheat){ if(ui.cheat){
ui.cheat.style.opacity=0.6; ui.cheat.classList.add('disabled');
} }
} }
}); });
if(lib.onfree){
ui.cheat2.classList.add('disabled');
}
} }
if(!_status.brawl||!_status.brawl.chooseCharacterFixed){ if(!_status.brawl||!_status.brawl.chooseCharacterFixed){
if(!ui.cheat&&get.config('change_choice')) ui.create.cheat(); if(!ui.cheat&&get.config('change_choice')) ui.create.cheat();
@ -637,7 +667,7 @@ mode.versus={
dialog=ui.create.dialog('选择角色',[list[game.me.identity+'boss'],'character']); dialog=ui.create.dialog('选择角色',[list[game.me.identity+'boss'],'character']);
break; break;
} }
game.me.chooseButton(dialog,true).selectButton=function(){ game.me.chooseButton(dialog,true).set('onfree',true).selectButton=function(){
if(get.config('double_character_jiange')) return [2,2]; if(get.config('double_character_jiange')) return [2,2];
return [1,1]; return [1,1];
}; };
@ -809,9 +839,10 @@ mode.versus={
game.me.chooseButton(true,dialog,2); game.me.chooseButton(true,dialog,2);
_status.replacetwo=true; _status.replacetwo=true;
game.additionaldead=[]; game.additionaldead=[];
lib.init.onfree();
} }
else{ else{
game.me.chooseButton(true,dialog); game.me.chooseButton(true,dialog).set('onfree',true);
} }
if(!_status.brawl||!_status.brawl.noAddSetting){ if(!_status.brawl||!_status.brawl.noAddSetting){
if(get.config('change_identity')){ if(get.config('change_identity')){
@ -839,7 +870,17 @@ mode.versus={
}); });
delete _status.createControl; delete _status.createControl;
}; };
event.dialogxx=ui.create.characterDialog(); if(lib.onfree){
lib.onfree.push(function(){
event.dialogxx=ui.create.characterDialog();
if(ui.cheat2){
ui.cheat2.classList.remove('disabled');
}
});
}
else{
event.dialogxx=ui.create.characterDialog();
}
ui.create.cheat2=function(){ ui.create.cheat2=function(){
ui.cheat2=ui.create.control('自由选将',function(){ ui.cheat2=ui.create.control('自由选将',function(){
if(this.dialog==_status.event.dialog){ if(this.dialog==_status.event.dialog){
@ -853,7 +894,7 @@ mode.versus={
game.uncheck(); game.uncheck();
game.check(); game.check();
if(ui.cheat){ if(ui.cheat){
ui.cheat.style.opacity=1; ui.cheat.classList.remove('hidden');
} }
} }
else{ else{
@ -868,10 +909,11 @@ mode.versus={
game.uncheck(); game.uncheck();
game.check(); game.check();
if(ui.cheat){ if(ui.cheat){
ui.cheat.style.opacity=0.6; ui.cheat.classList.add('hidden');
} }
} }
}); });
ui.cheat2.classList.add('disabled');
} }
if(!_status.brawl||!_status.brawl.chooseCharacterFixed){ if(!_status.brawl||!_status.brawl.chooseCharacterFixed){
if(!ui.cheat&&get.config('change_choice')){ if(!ui.cheat&&get.config('change_choice')){
@ -1028,7 +1070,7 @@ mode.versus={
dialog.buttons[i].classList.add('noclick'); dialog.buttons[i].classList.add('noclick');
} }
} }
game.me.chooseButton(dialog,true).closeDialog=false; game.me.chooseButton(dialog,true).set('onfree',true).closeDialog=false;
event.xdialog=dialog; event.xdialog=dialog;
dialog.static=true; dialog.static=true;
event.current.classList.add('selectedx'); event.current.classList.add('selectedx');
@ -1110,6 +1152,7 @@ mode.versus={
game.additionaldead=[]; game.additionaldead=[];
game.saveConfig('continue_name_versus_three'); game.saveConfig('continue_name_versus_three');
event.goto(2); event.goto(2);
lib.init.onfree();
} }
else{ else{
game.chooseCharacterDouble(function(i){ game.chooseCharacterDouble(function(i){
@ -1509,6 +1552,7 @@ mode.versus={
} }
}; };
game.pause(); game.pause();
lib.init.onfree();
"step 1" "step 1"
_status.friendBackup=_status.friend.slice(0); _status.friendBackup=_status.friend.slice(0);
_status.enemyBackup=_status.enemy.slice(0); _status.enemyBackup=_status.enemy.slice(0);