1.修复无懈的一处事件名错误。2.修改讨逆技能代码中的变量名,优化代码结构,修复了非挑战模式报错的问题。3.修正boss.js的代码缩进。
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e86790366a
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@ -2735,7 +2735,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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if(event.wuxieresult&&event.wuxieresult2&&event.wuxieresult2.skill){
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if(event.wuxieresult&&event.wuxieresult2&&event.wuxieresult2.skill){
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var info=get.info(event.wuxieresult2.skill);
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var info=get.info(event.wuxieresult2.skill);
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if(info&&info.precontent&&!game.online){
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if(info&&info.precontent&&!game.online){
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var next=game.createEvent('pre_'+event.wuxieresult2);
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var next=game.createEvent('pre_'+event.wuxieresult2.skill);
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next.setContent(info.precontent);
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next.setContent(info.precontent);
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next.set('result',event.wuxieresult2);
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next.set('result',event.wuxieresult2);
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next.set('player',event.wuxieresult);
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next.set('player',event.wuxieresult);
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66
mode/boss.js
66
mode/boss.js
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@ -2308,7 +2308,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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game.countPlayer(function(current){
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game.countPlayer(function(current){
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if(current!=game.boss){
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if(current!=game.boss){
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for(var i=0;i<list.length;i++){
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for(var i=0;i<list.length;i++){
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if(current.name==list[i]||current.name2==list[i]){current.init('sunce');}
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if(current.name==list[i]||current.name2==list[i]){current.init(['sunce','re_sunce','shen_sunce','sb_sunce'].randomGet());}
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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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@ -2888,11 +2888,11 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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list.remove(ran1);//移除
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list.remove(ran1);//移除
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var skills1=ran1.getSkills(true,false);
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var skills1=ran1.getSkills(true,false);
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if(skills1.length){
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if(skills1.length){
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for(var i=0;i<skills1.length;i++){
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for(var i=0;i<skills1.length;i++){//排除技能,然后随机失去一个可以失去的技能
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if(get.skills[i]||lib.skill[skills1[i]].charlotte||!lib.translate[skills1[i]+'_info']||lib.skill[skills1[i]].zhuSkill==true){
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if(get.skills[i]||lib.skill[skills1[i]].charlotte||!lib.translate[skills1[i]+'_info']||lib.skill[skills1[i]].zhuSkill==true){
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skills1.splice(i--,1);
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skills1.splice(i--,1);
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}
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}
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}//排除技能,然后随机失去一个可以失去的技能
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}
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if(skills1.length>0){
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if(skills1.length>0){
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skills1=skills1.randomGet();
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skills1=skills1.randomGet();
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ran1.disableSkill('boss_wanghun',skills1);
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ran1.disableSkill('boss_wanghun',skills1);
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@ -2907,11 +2907,11 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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list.remove(ran2);//移除
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list.remove(ran2);//移除
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var skills2=ran2.getSkills(true,false);
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var skills2=ran2.getSkills(true,false);
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if(skills2.length){
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if(skills2.length){
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for(var i=0;i<skills2.length;i++){
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for(var i=0;i<skills2.length;i++){//排除技能,然后随机失去一个可以失去的技能
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if(get.skills[i]||lib.skill[skills2[i]].charlotte||!lib.translate[skills2[i]+'_info']||lib.skill[skills2[i]].zhuSkill==true){
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if(get.skills[i]||lib.skill[skills2[i]].charlotte||!lib.translate[skills2[i]+'_info']||lib.skill[skills2[i]].zhuSkill==true){
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skills2.splice(i--,1);
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skills2.splice(i--,1);
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}
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}
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}//排除技能,然后随机失去一个可以失去的技能
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}
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if(skills2.length>0){
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if(skills2.length>0){
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skills2=skills2.randomGet();
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skills2=skills2.randomGet();
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ran2.disableSkill('boss_wanghun',skills2);
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ran2.disableSkill('boss_wanghun',skills2);
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@ -2958,7 +2958,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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content:function(){
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content:function(){
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var name=event.triggername;
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var name=event.triggername;
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if(name=='damageBegin4'){
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if(name=='damageBegin4'){
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trigger.num--;return;
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trigger.num--;
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}
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}
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else{
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else{
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game.countPlayer(function(target){
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game.countPlayer(function(target){
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@ -2988,7 +2988,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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content:function(){
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content:function(){
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var name=event.triggername;
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var name=event.triggername;
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if(name=='phaseZhunbeiBegin'){
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if(name=='phaseZhunbeiBegin'){
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player.recover(3-player.hp);return;
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player.recover(3-player.hp);
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}
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}
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else{
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else{
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player.draw((name=='gameDrawAfter'||name=='enterGame')?3:2);
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player.draw((name=='gameDrawAfter'||name=='enterGame')?3:2);
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@ -8576,7 +8576,6 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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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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"boss_hunzi":{
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"boss_hunzi":{
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skillAnimation:true,
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skillAnimation:true,
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animationColor:"wood",
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animationColor:"wood",
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@ -8644,7 +8643,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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if(event.respondTo[1]&&get.itemtype(event.respondTo[1])!='card') return false;
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if(event.respondTo[1]&&get.itemtype(event.respondTo[1])!='card') return false;
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if(event.respondTo[1]&&['h','e','j'].contains(get.position(event.respondTo[1]))) return false;
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if(event.respondTo[1]&&['h','e','j'].contains(get.position(event.respondTo[1]))) return false;
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},
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},
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filter:function (event,player){
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filter:function(event,player){
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if(!player.storage.boss_jiang) return false;
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if(!player.storage.boss_jiang) return false;
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if(!event.respondTo) return false;
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if(!event.respondTo) return false;
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if(get.color(event.card)!='red') return false;
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if(get.color(event.card)!='red') return false;
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@ -8751,34 +8750,37 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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priority:50,
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priority:50,
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init:function (player){
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init:function (player){
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player.boss_taoni=function(){
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player.boss_taoni=function(){
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var __Ox598df = ["length", "players", "player", "element"];
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if(typeof _status.taoni_over!='function'){
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for (var i = 0; i < game[__Ox598df[0x1]][__Ox598df[0x0]]; i++) {
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_status.taoni_over=function(str){
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var node = game[__Ox598df[0x1]][i];
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_status.over = true;
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for (var a in lib[__Ox598df[0x3]][__Ox598df[0x2]]) {
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game.alert(str);
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var opd=Object.getOwnPropertyDescriptor(node,a);
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};
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}
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function isDefined(opd) {
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if(opd!=undefined){
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if(opd!=undefined){
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if(opd.get||opd.set||opd.writable!=true||opd.configurable!=true||opd.enumerable!=true){
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if (opd.get||opd.set||opd.writable!=true||opd.configurable!=true||opd.enumerable!=true){
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_status.taoni_over(lib.translate[node.name]+'触发了〖讨逆〗,游戏已被终止。');
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return true;
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}
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}
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}
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}
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node[a] = lib[__Ox598df[0x3]][__Ox598df[0x2]][a];//还原函数
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return false;
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var _xsu8 = ['classList','hp','maxHp','skills'];
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for(var b=0;b<_xsu8.length;b++){
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var opd2=Object.getOwnPropertyDescriptor(node,_xsu8[b]);
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if(opd2!=undefined){
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if(opd2.get||opd2.set||opd2.writable!=true||opd2.configurable!=true||opd2.enumerable!=true){
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_status.taoni_over(lib.translate[node.name]+'触发了〖讨逆〗,游戏已被终止。');
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}
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}
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}
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var _cRYC = ['players','dead','over'];
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for(var c=0;c<_cRYC.length;c++){
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var opd3=Object.getOwnPropertyDescriptor(game,_cRYC[c]);
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if(opd3!=undefined){
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if(opd3.get||opd3.set||opd3.writable!=true||opd3.configurable!=true||opd3.enumerable!=true){
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_status.taoni_over('〖讨逆〗被触发,游戏终止。');
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}
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}
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var keysArray=["length","players","player","element"];
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for(var i=0;i<game[keysArray[1]][keysArray[0]];i++){
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var node=game[keysArray[1]][i];
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for(var a in lib[keysArray[3]][keysArray[2]]){
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var opd=Object.getOwnPropertyDescriptor(node,a);
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if (isDefined(opd)) _status.taoni_over(lib.translate[node.name] + '触发了〖讨逆〗,游戏已被终止。');
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//还原函数
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node[a]=lib[keysArray[3]][keysArray[2]][a];
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var playerKeysArray=['classList','hp','maxHp','skills'];
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for(var b=0;b<playerKeysArray.length;b++){
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var opd2=Object.getOwnPropertyDescriptor(node,playerKeysArray[b]);
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if (isDefined(opd2)) _status.taoni_over(lib.translate[node.name]+'触发了〖讨逆〗,游戏已被终止。');
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}
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}
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var gameKeysArray=['players','dead','over'];
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for(var c=0;c<gameKeysArray.length;c++){
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var opd3=Object.getOwnPropertyDescriptor(game,gameKeysArray[c]);
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if (isDefined(opd3)) _status.taoni_over('〖讨逆〗被触发,游戏终止。');
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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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