对决模式换座位
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@ -493,7 +493,7 @@ character.gujian={
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}
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},
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xiuhua:{
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forbid:['versus'],
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changeSeat:true,
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trigger:{player:'shaHit'},
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filter:function(event,player){
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return event.target!=player.previous;
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@ -580,7 +580,7 @@ character.gujian={
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jizhan:{
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enable:'phaseUse',
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usable:1,
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forbid:['versus'],
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changeSeat:true,
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filterTarget:function(card,player,target){
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return player!=target&&player.next!=target&&player.canUse('sha',target,false);
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},
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@ -602,7 +602,6 @@ character.gujian={
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direct:true,
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filter:function(event,player){
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if(event.card.name!='sha') return false;
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// if(event.skill=='qianjun') return false;
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if(event.targets.length!=1) return false;
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if(player.num('h',{type:'basic'})==player.num('h')) return false;
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var target=event.targets[0];
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@ -619,6 +618,7 @@ character.gujian={
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for(var i=0;i<game.players.length;i++){
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if(player!=game.players[i]&&trigger.targets[0]!=game.players[i]&&get.distance(trigger.targets[0],game.players[i])<=1){
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event.targets.push(game.players[i]);
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game.players[i].classList.add('selected');
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}
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}
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var num=0;
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@ -636,6 +636,7 @@ character.gujian={
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player.logSkill('qianjun',targets);
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for(var i=0;i<targets.length;i++){
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trigger.targets.add(targets[i]);
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targets[i].classList.add('selected');
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}
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}
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}
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@ -7,28 +7,10 @@ character.jiange={
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jg_xiahouyuan:['male','wei',4,['shensu','juechen'],['fullskin']],
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jg_caozhen:['male','wei',4,['chiying','jingfan'],['fullskin']],
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jg_zhanghe:['male','wei',4,['huodi','jueji'],['fullskin']],
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jg_simayi:['male','wei',6,['xuanlei','sfanshi','konghun'],['fullskin']],
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jg_simayi:['male','wei',5,['xuanlei','sfanshi','konghun'],['fullskin']],
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},
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skill:{
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sfanshi:{
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init:function(player){
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player.maxHp=Math.floor(game.players.length/2)+2;
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player.hp=player.maxHp;
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player.update();
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},
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trigger:{global:'dieAfter'},
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forced:true,
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content:function(){
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player.maxHp=Math.floor(game.players.length/2)+2;
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player.hp=Math.min(player.hp,player.maxHp);
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player.update();
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},
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group:'sfanshi2',
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ai:{
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mingzhi:false
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}
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},
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sfanshi2:{
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trigger:{player:'phaseEnd'},
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forced:true,
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check:function(){
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@ -48,7 +30,7 @@ character.jiange={
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"step 0"
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player.chooseTarget('是否发动【控魂】?',function(card,player,target){
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return player!=target;
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},[1,Math.floor(game.players.length/2)]).ai=function(target){
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},[1,Math.floor((game.players.length-1)/2)]).ai=function(target){
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return ai.get.damageEffect(target,player,player,'thunder')+1;
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}
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"step 1"
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@ -575,10 +557,9 @@ character.jiange={
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xuanlei:'玄雷',
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xuanlei_info:'锁定技,准备阶段,你令所有判定区内有牌的其他角色受到1点雷电伤害',
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sfanshi:'反噬',
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sfanshi2:'反噬',
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sfanshi_info:'锁定技,你的体力上限为场上存活角色数的一半+2(向下取整),结束阶段,你失去1点体力',
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sfanshi_info:'锁定技,结束阶段,你失去1点体力',
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konghun:'控魂',
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konghun_info:'出牌阶段开始时,若你的体力值不大于1(场上存活角色数不小于6时改为2),你可以对至多X名角色各造成1点雷电伤害,然后你恢复等量体力,X为场上存活角色数的一半(向下取整)',
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konghun_info:'出牌阶段开始时,若你的体力值不大于1(场上存活角色数不小于6时改为2),你可以对至多X名角色各造成1点雷电伤害,然后你恢复等量体力,X为场上其他存活角色数的一半(向下取整)',
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jizhen_info:'结束阶段,你可以令所至多两名已受伤角色摸一张牌',
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// biantian2_info:'已获得大雾标记',
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// biantian3_info:'已获得狂风标记',
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@ -953,7 +953,7 @@ character.sp={
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content:function(){
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"step 0"
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var nono=(Math.abs(ai.get.attitude(player,trigger.player))<3);
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player.chooseToDiscard('是否发动【鸩毒】?').ai=function(card){
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player.chooseToDiscard('是否对'+get.translation(trigger.player)+'发动【鸩毒】?').ai=function(card){
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if(nono) return -1;
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if(ai.get.damageEffect(trigger.player,player,player)>0){
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return 7-ai.get.useful(card);
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@ -171,11 +171,8 @@ character.swd={
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if(player.identity=='unknown') return 0;
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return get.population(player.identity)>=3?-1:0;
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}
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case 'versus':{
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return -1;
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}
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default:{
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return 0;
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return -1;
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}
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}
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},
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@ -1214,7 +1214,7 @@ character.xianjian={
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check:function(event,player){
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return ai.get.effect(player,event.card,event.player,player)<0
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},
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forbid:['versus'],
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changeSeat:true,
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trigger:{target:'useCardToBefore'},
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content:function(){
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if(trigger.player==player.next){
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@ -1241,7 +1241,7 @@ character.xianjian={
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yujian:{
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enable:'phaseUse',
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usable:1,
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forbid:['versus'],
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changeSeat:true,
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filterTarget:function(card,player,target){
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return player!=target&&player.next!=target;
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},
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@ -420,7 +420,7 @@ character.yxs={
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qiandu:{
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enable:'phaseUse',
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usable:1,
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forbid:['versus'],
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changeSeat:true,
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filterTarget:function(card,player,target){
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return player!=target&&player.next!=target;
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},
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@ -5651,8 +5651,9 @@ window.play={};
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player1.dataset.position=player2.dataset.position;
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player2.dataset.position=temp1;
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game.arrangePlayers();
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if(player1==game.me||player2==game.me){
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pos=parseInt(game.me.dataset.position);
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if(player1.dataset.position=='0'||player2.dataset.position=='0'){
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pos=parseInt(player1.dataset.position);
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if(pos==0) pos=parseInt(player2.dataset.position);
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num=game.players.length+game.dead.length;
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for(i=0;i<game.players.length;i++){
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temp1=parseInt(game.players[i].dataset.position)-pos;
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@ -25,7 +25,6 @@ mode.versus={
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_status.round=0;
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if(lib.storage.single_control){
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lib.skill.global.push('versus_swap');
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// ui.autoreplace=ui.create.system(lib.storage.autoreplaceinnerhtml||'自动切换',game.switchAutoreplace,true);
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ui.autoreplace=ui.create.div('.caption.normal');
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ui.autoreplace.innerHTML='<div class="underline">自动换人</div>';
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ui.autoreplace.style.textAlign='center';
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@ -38,15 +37,11 @@ mode.versus={
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ui.versushs=ui.create.system('手牌',null,true);
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lib.setPopped(ui.versusreplace,game.versusHoverReplace);
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lib.setPopped(ui.versushs,game.versusHoverHandcards);
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// ui.versusreplace.addEventListener(lib.config.touchscreen?'touchstart':'mouseenter',game.versusHoverReplace);
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// ui.versushs.addEventListener(lib.config.touchscreen?'touchstart':'mouseenter',game.versusHoverHandcards);
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}
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_status.friendCount=ui.create.system('我方阵亡:'+get.cnNumber(0),null,true);
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_status.enemyCount=ui.create.system('敌方阵亡:'+get.cnNumber(0),null,true);
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lib.setPopped(_status.friendCount,game.versusHoverFriend);
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lib.setPopped(_status.enemyCount,game.versusHoverEnemy);
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// _status.friendCount.addEventListener(lib.config.touchscreen?'touchstart':'mouseenter',game.versusHoverFriend);
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// _status.enemyCount.addEventListener(lib.config.touchscreen?'touchstart':'mouseenter',game.versusHoverEnemy);
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if(lib.storage.zhu){
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_status.currentSide=true;
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@ -70,7 +65,6 @@ mode.versus={
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this.dialog.classList.add('noslide');
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for(var i=0;i<this.dialog.buttons.length;i++) this.dialog.buttons[i].style.opacity=1;
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this.dialog.add('选项');
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// this.dialog.add(ui.create.div('.placeholder'));
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this.dialog.versus_zhu=this.dialog.add(ui.create.switcher('versus_zhu',lib.storage.zhu)).querySelector('.toggle');
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this.dialog.versus_only_zhu=this.dialog.add(ui.create.switcher('versus_only_zhu',lib.storage.only_zhu)).querySelector('.toggle');
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this.dialog.versus_main_zhu=this.dialog.add(ui.create.switcher('versus_main_zhu',lib.storage.main_zhu)).querySelector('.toggle');
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@ -82,7 +76,6 @@ mode.versus={
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this.dialog.versus_only_zhu.parentNode.classList.add('disabled');
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this.dialog.versus_main_zhu.parentNode.classList.add('disabled');
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}
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// this.dialog.versus_replace=this.dialog.add(ui.create.switcher('versus_replace',lib.storage.replace)).querySelector('.toggle');
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this.dialog.versus_assign_enemy=this.dialog.add(ui.create.switcher('versus_assign_enemy',lib.storage.assign_enemy)).querySelector('.toggle');
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this.dialog.versus_random_seat=this.dialog.add(ui.create.switcher('versus_random_seat',lib.storage.random_seat)).querySelector('.toggle');
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this.dialog.versus_noreplace_end=this.dialog.add(ui.create.switcher('versus_noreplace_end',lib.storage.noreplace_end)).querySelector('.toggle');
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@ -92,9 +85,6 @@ mode.versus={
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this.dialog.versus_number=this.dialog.add(ui.create.switcher('versus_number',[1,2,3],lib.storage.number)).querySelector('.toggle');
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this.dialog.replace_number=this.dialog.add(ui.create.switcher('replace_number',[0,1,2,3,4,5,7,9,17],lib.storage.replace_number)).querySelector('.toggle');
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this.dialog.choice=this.dialog.add(ui.create.switcher('choice',[12,16,20,24,40,'∞'],lib.storage.choice)).querySelector('.toggle');
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// this.dialog.add(ui.create.div('.placeholder'));
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// this.dialog.add(ui.create.div('.placeholder'));
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};
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event.confirm=function(){
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var dialog=event.dialog;
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@ -253,7 +243,6 @@ mode.versus={
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event.custom.add.window=function(){
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var dialog=_status.event.dialog;
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if(_status.friend.length==_status.enemy.length&&_status.friend.length>=dialog.versus_number.link+dialog.replace_number.link){
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// if(!ui.confirm) ui.confirm=ui.create.control('start',_status.event.confirm);
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event.fill.firstChild.innerHTML='开始';
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_status.choosefinished=true;
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}
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@ -268,7 +257,6 @@ mode.versus={
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}
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game.save('only_zhu',dialog.versus_only_zhu.link);
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game.save('main_zhu',dialog.versus_main_zhu.link);
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// game.save('replace',dialog.versus_replace.link);
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game.save('assign_enemy',dialog.versus_assign_enemy.link);
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game.save('random_seat',dialog.versus_random_seat.link);
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game.save('noreplace_end',dialog.versus_noreplace_end.link);
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@ -358,6 +346,14 @@ mode.versus={
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}
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}
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else{
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for(var i in lib.skill){
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if(lib.skill[i].changeSeat){
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lib.skill[i]={};
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if(lib.translate[i+'_info']){
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lib.translate[i+'_info']='固定位置时不可用';
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}
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}
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}
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for(i=0;i<position;i++){
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game.friend.push(game.players[i-position+num*2]);
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}
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@ -569,9 +565,6 @@ mode.versus={
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}
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}
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},
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swapSeat:function(){
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;
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},
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versusClickToSwap:function(e){
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if(_status.dragged) return;
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if(this.link==game.me){
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@ -898,7 +891,6 @@ mode.versus={
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versus_only_zhu_config:'只当主将',
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versus_die_stop_config:'死亡后终止结算',
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versus_main_zhu_config:'主将死亡后结束',
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versus_replace_config:'死亡后自动换人',
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versus_assign_enemy_config:'指定对手',
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versus_random_seat_config:'随机座位',
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versus_noreplace_end_config:'无替补时结束',
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