bugfix
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145223db7b
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@ -43,6 +43,8 @@ window.noname_update={
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'game/pinyinjs.js',
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'game/vue.esm-browser.js',
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'layout/default/layout.css',
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'mode/boss.js',
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'mode/versus.js',
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@ -2890,35 +2890,40 @@ export const Content = {
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},
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phaseUse: function () {
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"step 0";
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const stat = player.getStat();
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for (let i in stat.skill) {
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let bool = false;
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const info = lib.skill[i];
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if (!info) continue;
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if (info.enable != undefined) {
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if (typeof info.enable == 'string' && info.enable == 'phaseUse') bool = true;
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else if (typeof info.enable == 'object' && info.enable.includes('phaseUse')) bool = true;
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}
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if (bool) stat.skill[i] = 0;
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}
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for (let i in stat.card) {
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let bool = false;
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const info = lib.card[i];
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if (!info) continue;
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if (info.updateUsable == 'phaseUse') stat.card[i] = 0;
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}
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"step 1";
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event.trigger('phaseUseBefore');
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"step 2";
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event.trigger('phaseUseBegin');
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"step 3";
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if (!event.logged) {
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game.log(player, '进入了出牌阶段');
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event.logged = true;
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const stat = player.getStat();
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for (let i in stat.skill) {
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let bool = false;
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const info = lib.skill[i];
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if (!info) continue;
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if (info.enable != undefined) {
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if (typeof info.enable == 'string' && info.enable == 'phaseUse') bool = true;
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else if (typeof info.enable == 'object' && info.enable.includes('phaseUse')) bool = true;
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}
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if (bool) stat.skill[i] = 0;
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}
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for (let i in stat.card) {
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let bool = false;
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const info = lib.card[i];
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if (!info) continue;
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if (info.updateUsable == 'phaseUse') stat.card[i] = 0;
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}
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}
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var next = player.chooseToUse();
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if (!lib.config.show_phaseuse_prompt) {
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next.set('prompt', false);
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}
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next.set('type', 'phase');
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"step 1";
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"step 4";
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if (result.bool && !event.skipped) {
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event.goto(0);
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event.goto(3);
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}
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game.broadcastAll(function () {
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if (ui.tempnowuxie) {
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@ -2926,6 +2931,10 @@ export const Content = {
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delete ui.tempnowuxie;
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}
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});
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"step 5";
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event.trigger('phaseUseEnd');
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"step 6";
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event.trigger('phaseUseAfter');
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},
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phaseDiscard: function () {
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"step 0";
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@ -2365,6 +2365,31 @@ export class Player extends HTMLDivElement {
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}
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}
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}
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changeSkinByName(character, index){
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const name = (index == 2 ? 'name2' : 'name');
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const list = lib.characterSubstitute[this[name]];
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if (list && lib.characterSubstitute[this[name]]) {
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const origin = this.skin[name];
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game.broadcastAll((player, name, character, list, origin) => {
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player.tempname.remove(origin);
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player.tempname.add(character);
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player.skin[name] = character;
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const goon = (!lib.character[character]);
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if (goon) lib.character[character] = ['', '', 0, [], (list.find(i => i[0] == character) || [character, []])[1]];
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player.smoothAvatar(name == 'name2');
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player.node['avatar' + name.slice(4)].setBackground(character, 'character');
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player.node['avatar' + name.slice(4)].show();
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if (goon) delete lib.character[character];
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}, this, name, character, list, origin);
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game.addVideo('changeSkin', this, {
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from: origin,
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to: character,
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name: name,
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list: list,
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avatar2: name == 'name2',
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});
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}
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}
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initOL(name, character) {
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this.node.avatar.setBackground(character, 'character');
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this.node.avatar.show();
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@ -3949,7 +3974,7 @@ export class Player extends HTMLDivElement {
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return next;
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}
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phaseUse() {
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var next = game.createEvent('phaseUse');
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var next = game.createEvent('phaseUse', false);
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next.player = this;
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next.setContent('phaseUse');
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return next;
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