pref: format @/extension.

This commit is contained in:
Rintim 2024-04-16 00:50:54 +08:00
parent 5197d6b2ce
commit c4c42796cf
No known key found for this signature in database
GPG Key ID: BE9E1EA615BACFCF
4 changed files with 1670 additions and 1219 deletions

View File

@ -1,136 +1,161 @@
import { lib, game, ui, get, ai, _status } from '../../noname.js';
game.import('play', function () {
import { lib, game, ui, get, ai, _status } from "../../noname.js";
game.import("play", function () {
return {
name:'boss',
init:function(){
if(get.mode()=='tafang') return;
var storage=localStorage.getItem('boss_storage_playpackconfig');
try{
storage=JSON.parse(storage)||{};
name: "boss",
init: function () {
if (get.mode() == "tafang") return;
var storage = localStorage.getItem("boss_storage_playpackconfig");
try {
storage = JSON.parse(storage) || {};
} catch (e) {
storage = {};
}
catch(e){
storage={};
}
if(get.mode()!='boss'){
lib.characterPack.mode_extension_boss=storage.boss||{};
for(var i in lib.characterPack.mode_extension_boss){
lib.characterPack.mode_extension_boss[i][4].push('mode:boss');
lib.character[i]=lib.characterPack.mode_extension_boss[i];
if(typeof lib.character[i][2]!='number'&&(typeof lib.character[i][2]!='string'||lib.character[i][2].indexOf('/')==-1)){
lib.character[i][2]=Infinity;
if (get.mode() != "boss") {
lib.characterPack.mode_extension_boss = storage.boss || {};
for (var i in lib.characterPack.mode_extension_boss) {
lib.characterPack.mode_extension_boss[i][4].push(
"mode:boss"
);
lib.character[i] = lib.characterPack.mode_extension_boss[i];
if (
typeof lib.character[i][2] != "number" &&
(typeof lib.character[i][2] != "string" ||
lib.character[i][2].indexOf("/") == -1)
) {
lib.character[i][2] = Infinity;
}
if(!lib.config.boss_enableai_playpackconfig){
if (!lib.config.boss_enableai_playpackconfig) {
lib.config.forbidai.push(i);
}
}
}
var list2=storage.versus||{};
if(get.mode()!='versus'||get.config('versus_mode')!='jiange'){
lib.characterPack.mode_extension_jiange=list2;
for(var i in list2){
lib.characterPack.mode_extension_jiange[i]=list2[i];
lib.characterPack.mode_extension_jiange[i][4].push('mode:versus');
lib.character[i]=list2[i];
if(typeof lib.character[i][2]!='number'){
lib.character[i][2]=Infinity;
var list2 = storage.versus || {};
if (
get.mode() != "versus" ||
get.config("versus_mode") != "jiange"
) {
lib.characterPack.mode_extension_jiange = list2;
for (var i in list2) {
lib.characterPack.mode_extension_jiange[i] = list2[i];
lib.characterPack.mode_extension_jiange[i][4].push(
"mode:versus"
);
lib.character[i] = list2[i];
if (typeof lib.character[i][2] != "number") {
lib.character[i][2] = Infinity;
}
if(!lib.config.boss_enableai_playpackconfig){
if (!lib.config.boss_enableai_playpackconfig) {
lib.config.forbidai.push(i);
}
}
lib.characterIntro.boss_liedixuande=lib.characterIntro.liubei;
lib.characterIntro.boss_gongshenyueying=lib.characterIntro.huangyueying;
lib.characterIntro.boss_tianhoukongming=lib.characterIntro.shen_zhugeliang;
lib.characterIntro.boss_yuhuoshiyuan=lib.characterIntro.pangtong;
lib.characterIntro.boss_qiaokuijunyi=lib.characterIntro.zhanghe;
lib.characterIntro.boss_jiarenzidan=lib.characterIntro.caozhen;
lib.characterIntro.boss_duanyuzhongda=lib.characterIntro.simayi;
lib.characterIntro.boss_juechenmiaocai=lib.characterIntro.xiahouyuan;
}
else if(_status.mode!='jiange'){
for(var i in list2){
lib.character[i]=list2[i];
if(!lib.config.boss_enableai_playpackconfig){
lib.characterIntro.boss_liedixuande = lib.characterIntro.liubei;
lib.characterIntro.boss_gongshenyueying =
lib.characterIntro.huangyueying;
lib.characterIntro.boss_tianhoukongming =
lib.characterIntro.shen_zhugeliang;
lib.characterIntro.boss_yuhuoshiyuan =
lib.characterIntro.pangtong;
lib.characterIntro.boss_qiaokuijunyi =
lib.characterIntro.zhanghe;
lib.characterIntro.boss_jiarenzidan =
lib.characterIntro.caozhen;
lib.characterIntro.boss_duanyuzhongda =
lib.characterIntro.simayi;
lib.characterIntro.boss_juechenmiaocai =
lib.characterIntro.xiahouyuan;
} else if (_status.mode != "jiange") {
for (var i in list2) {
lib.character[i] = list2[i];
if (!lib.config.boss_enableai_playpackconfig) {
lib.config.forbidai.push(i);
}
}
}
var list=storage.translate||{};
list.mode_extension_boss_character_config='挑战武将';
list.mode_extension_jiange_character_config='剑阁武将';
var list = storage.translate || {};
list.mode_extension_boss_character_config = "挑战武将";
list.mode_extension_jiange_character_config = "剑阁武将";
for(var i in list){
lib.translate[i]=lib.translate[i]||list[i];
for (var i in list) {
lib.translate[i] = lib.translate[i] || list[i];
}
},
arenaReady:function(){
if(get.mode()=='tafang') return;
var storage=localStorage.getItem('boss_storage_playpackconfig');
try{
storage=JSON.parse(storage)||{};
arenaReady: function () {
if (get.mode() == "tafang") return;
var storage = localStorage.getItem("boss_storage_playpackconfig");
try {
storage = JSON.parse(storage) || {};
} catch (e) {
storage = {};
}
catch(e){
storage={};
if (!storage.translate) {
storage.translate = {};
}
if(!storage.translate){
storage.translate={};
}
var loadversus=function(){
if(get.mode()!='versus'){
game.loadModeAsync('versus',function(mode){
for(var i in mode.translate){
lib.translate[i]=lib.translate[i]||mode.translate[i];
storage.translate[i]=mode.translate[i];
var loadversus = function () {
if (get.mode() != "versus") {
game.loadModeAsync("versus", function (mode) {
for (var i in mode.translate) {
lib.translate[i] =
lib.translate[i] || mode.translate[i];
storage.translate[i] = mode.translate[i];
}
for(var i in mode.skill){
if(lib.skill[i]) console.log(i);
if(i!='versus_ladder'){
lib.skill[i]=mode.skill[i];
for (var i in mode.skill) {
if (lib.skill[i]) console.log(i);
if (i != "versus_ladder") {
lib.skill[i] = mode.skill[i];
}
}
for(var ii in mode.skill){
if(ii!='versus_ladder'){
for (var ii in mode.skill) {
if (ii != "versus_ladder") {
game.finishSkill(ii);
}
}
storage.versus={};
for(var i in mode.jiangeboss){
if(mode.jiangeboss[i][4].includes('bossallowed')){
storage.versus[i]=mode.jiangeboss[i];
storage.versus = {};
for (var i in mode.jiangeboss) {
if (mode.jiangeboss[i][4].includes("bossallowed")) {
storage.versus[i] = mode.jiangeboss[i];
}
}
localStorage.setItem('boss_storage_playpackconfig',JSON.stringify(storage));
localStorage.setItem(
"boss_storage_playpackconfig",
JSON.stringify(storage)
);
});
}
else{
localStorage.setItem('boss_storage_playpackconfig',JSON.stringify(storage));
} else {
localStorage.setItem(
"boss_storage_playpackconfig",
JSON.stringify(storage)
);
}
};
if(get.mode()!='boss'){
game.loadModeAsync('boss',function(mode){
for(var i in mode.translate){
lib.translate[i]=lib.translate[i]||mode.translate[i];
storage.translate[i]=mode.translate[i];
if (get.mode() != "boss") {
game.loadModeAsync("boss", function (mode) {
for (var i in mode.translate) {
lib.translate[i] =
lib.translate[i] || mode.translate[i];
storage.translate[i] = mode.translate[i];
}
for(var i in mode.skill){
if(lib.skill[i]) console.log(i);
lib.skill[i]=mode.skill[i];
for (var i in mode.skill) {
if (lib.skill[i]) console.log(i);
lib.skill[i] = mode.skill[i];
}
for(var ii in mode.skill){
if(ii!='versus_ladder'){
for (var ii in mode.skill) {
if (ii != "versus_ladder") {
game.finishSkill(ii);
}
}
storage.boss={};
for(var i in mode.characterPack.mode_boss){
if(mode.characterPack.mode_boss[i][4].includes('bossallowed')){
storage.boss[i]=mode.characterPack.mode_boss[i];
storage.boss = {};
for (var i in mode.characterPack.mode_boss) {
if (
mode.characterPack.mode_boss[i][4].includes(
"bossallowed"
)
) {
storage.boss[i] = mode.characterPack.mode_boss[i];
}
}
loadversus();
});
}
else{
} else {
loadversus();
}
},

View File

@ -1,92 +1,102 @@
import { lib, game, ui, get, ai, _status } from '../../noname.js';
game.import('play', function () {
import { lib, game, ui, get, ai, _status } from "../../noname.js";
game.import("play", function () {
return {
name:'cardpile',
arenaReady:function(){
var data={
total:160,
sha:{
diamond:6,
club:14,
heart:3,
spade:7,
name: "cardpile",
arenaReady: function () {
var data = {
total: 160,
sha: {
diamond: 6,
club: 14,
heart: 3,
spade: 7,
},
huosha:{
diamond:2,
heart:3
huosha: {
diamond: 2,
heart: 3,
},
leisha:{
spade:5,
club:4
leisha: {
spade: 5,
club: 4,
},
shan:{
heart:6,
diamond:18
shan: {
heart: 6,
diamond: 18,
},
jiu:{
diamond:1,
spade:2,
club:2
jiu: {
diamond: 1,
spade: 2,
club: 2,
},
tao:{
heart:9,
diamond:3,
tao: {
heart: 9,
diamond: 3,
},
wanjian:{
heart:1,
wanjian: {
heart: 1,
},
nanman:{
spade:2,
club:1,
nanman: {
spade: 2,
club: 1,
},
guohe:{
spade:3,
club:2,
heart:1
guohe: {
spade: 3,
club: 2,
heart: 1,
},
shunshou:{
spade:3,
diamond:2
shunshou: {
spade: 3,
diamond: 2,
},
wuxie:{
heart:2,
diamond:1,
spade:2,
club:2
wuxie: {
heart: 2,
diamond: 1,
spade: 2,
club: 2,
},
tiesuo:{
spade:2,
club:4
tiesuo: {
spade: 2,
club: 4,
},
};
var rand = function () {
return Math.ceil(Math.random() * 13);
};
var getn = function (i, j) {
return Math.round(
data[i][j] *
parseFloat(
lib.config["cardpile_" + i + "_playpackconfig"]
)
);
};
var num = 0;
for (var i in data) {
for (var j in data[i]) {
num += getn(i, j);
}
}
var rand=function(){
return Math.ceil(Math.random()*13);
};
var getn=function(i,j){
return Math.round(data[i][j]*parseFloat(lib.config['cardpile_'+i+'_playpackconfig']));
};
var num=0;
for(var i in data){
for(var j in data[i]){
num+=getn(i,j);
}
}
var dn=num*(lib.card.list.length-data.total)/(data.total-num);
if(dn>1000) dn=1000;
if(dn>0){
var p=0;
for(var i in data){
for(var j in data[i]){
var n=Math.round(dn*getn(i,j)/num);
while(n--){
if(i=='huosha'){
lib.card.list.push([j,rand(),'sha','fire']);
}
else if(i=='leisha'){
lib.card.list.push([j,rand(),'sha','thunder']);
}
else{
lib.card.list.push([j,rand(),i]);
var dn =
(num * (lib.card.list.length - data.total)) /
(data.total - num);
if (dn > 1000) dn = 1000;
if (dn > 0) {
var p = 0;
for (var i in data) {
for (var j in data[i]) {
var n = Math.round((dn * getn(i, j)) / num);
while (n--) {
if (i == "huosha") {
lib.card.list.push([j, rand(), "sha", "fire"]);
} else if (i == "leisha") {
lib.card.list.push([
j,
rand(),
"sha",
"thunder",
]);
} else {
lib.card.list.push([j, rand(), i]);
}
}
}

File diff suppressed because it is too large Load Diff

View File

@ -1,229 +1,376 @@
import { lib, game, ui, get, ai, _status } from '../../noname.js';
game.import('play', function () {
import { lib, game, ui, get, ai, _status } from "../../noname.js";
game.import("play", function () {
return {
name:'wuxing',
arenaReady:function(){
if(_status.connectMode) return;
lib.card.list.splice(Math.floor(lib.card.list.length*Math.random()),0,['spade',5,'wuxingpan']);
if(!_status.video){
name: "wuxing",
arenaReady: function () {
if (_status.connectMode) return;
lib.card.list.splice(
Math.floor(lib.card.list.length * Math.random()),
0,
["spade", 5, "wuxingpan"]
);
if (!_status.video) {
lib.video.push({
type:'play',
name:'wuxing'
type: "play",
name: "wuxing",
});
}
},
video:function(){
for(var i in this.translate){
lib.translate[i]=this.translate[i];
video: function () {
for (var i in this.translate) {
lib.translate[i] = this.translate[i];
}
for(var i in this.card){
lib.card[i]=this.card[i];
for (var i in this.card) {
lib.card[i] = this.card[i];
}
for(var i in this.skill){
lib.skill[i]=this.skill[i];
for (var i in this.skill) {
lib.skill[i] = this.skill[i];
}
},
element:{
player:{
init:function(player){
if(player.node.wuxing){
element: {
player: {
init: function (player) {
if (player.node.wuxing) {
player.node.wuxing.remove();
}
if(_status.video||_status.connectMode) return;
var node=ui.create.div('.wunature',player);
var list=['metal','wood','water','fire','soil'];
var nature=list.randomGet();
player.wunature=nature;
node.dataset.nature=nature;
node.innerHTML=get.translation(nature);
player.node.wuxing=node;
}
if (_status.video || _status.connectMode) return;
var node = ui.create.div(".wunature", player);
var list = ["metal", "wood", "water", "fire", "soil"];
var nature = list.randomGet();
player.wunature = nature;
node.dataset.nature = nature;
node.innerHTML = get.translation(nature);
player.node.wuxing = node;
},
},
card:{
init:function(card){
if(_status.video||_status.connectMode) return;
if(card.name=='wuxingpan') return;
if(card.wunature) return;
if(Math.random()>(parseFloat(lib.config.wuxing_num_playpackconfig)||0)) return;
var node=ui.create.div('.wunature',card);
var list=['metal','wood','water','fire','soil'];
var nature=list.randomGet();
card.wunature=nature;
node.dataset.nature=nature;
node.innerHTML=get.translation(nature);
card.node.wuxing=node;
if(!card.suit||!card.number){
card.node.wuxing.style.display='none';
card: {
init: function (card) {
if (_status.video || _status.connectMode) return;
if (card.name == "wuxingpan") return;
if (card.wunature) return;
if (
Math.random() >
(parseFloat(lib.config.wuxing_num_playpackconfig) || 0)
)
return;
var node = ui.create.div(".wunature", card);
var list = ["metal", "wood", "water", "fire", "soil"];
var nature = list.randomGet();
card.wunature = nature;
node.dataset.nature = nature;
node.innerHTML = get.translation(nature);
card.node.wuxing = node;
if (!card.suit || !card.number) {
card.node.wuxing.style.display = "none";
}
}
}
},
},
},
skill:{
_shengke:{
trigger:{target:'useCardToBegin'},
forced:true,
popup:false,
filter:function(event,player){
if(_status.connectMode) return false;
return event.card.wunature&&player.wunature;
skill: {
_shengke: {
trigger: { target: "useCardToBegin" },
forced: true,
popup: false,
filter: function (event, player) {
if (_status.connectMode) return false;
return event.card.wunature && player.wunature;
},
content:function(){
switch(trigger.card.wunature){
case 'metal':
switch(player.wunature){
case 'wood':
if(player.countCards('he')){
game.log(player,'被'+get.translation(trigger.card.wunature)+'属性的卡牌克制');
player.chooseToDiscard('你被金属性卡牌克制,需弃置一张牌',true,'he').ai=get.disvalue;player.popup('金克木')}return;
case 'water':
game.log(player,'得到'+get.translation(trigger.card.wunature)+'属性卡牌的加成');
player.draw();player.popup('金生水');
return;
}
return;
case 'wood':
switch(player.wunature){
case 'soil':
if(player.countCards('he')){
game.log(player,'被'+get.translation(trigger.card.wunature)+'属性的卡牌克制');
player.chooseToDiscard('你被木属性卡牌克制,需弃置一张牌',true,'he').ai=get.disvalue;player.popup('木克土')}return;
case 'fire':
game.log(player,'得到'+get.translation(trigger.card.wunature)+'属性卡牌的加成');
player.draw();player.popup('木生火');
return;
}
return;
case 'water':
switch(player.wunature){
case 'fire':
if(player.countCards('he')){
game.log(player,'被'+get.translation(trigger.card.wunature)+'属性的卡牌克制');
player.chooseToDiscard('你被水属性卡牌克制,需弃置一张牌',true,'he').ai=get.disvalue;player.popup('水克火')}return;
case 'wood':
game.log(player,'得到'+get.translation(trigger.card.wunature)+'属性卡牌的加成');
player.draw();player.popup('水生木');
return;
}
return;
case 'fire':
switch(player.wunature){
case 'metal':
if(player.countCards('he')){
game.log(player,'被'+get.translation(trigger.card.wunature)+'属性的卡牌克制');
player.chooseToDiscard('你被火属性卡牌克制,需弃置一张牌',true,'he').ai=get.disvalue;player.popup('火克金')}return;
case 'soil':
game.log(player,'得到'+get.translation(trigger.card.wunature)+'属性卡牌的加成');
player.draw();player.popup('火生土');
return;
}
return;
case 'soil':
switch(player.wunature){
case 'water':
if(player.countCards('he')){
game.log(player,'被'+get.translation(trigger.card.wunature)+'属性的卡牌克制');
player.chooseToDiscard('你被土属性卡牌克制,需弃置一张牌',true,'he').ai=get.disvalue;player.popup('土克水')}return;
case 'metal':
game.log(player,'得到'+get.translation(trigger.card.wunature)+'属性卡牌的加成');
player.draw();player.popup('土生金');
return;
}
return;
}
},
ai:{
effect:{
target:function(card,player,target,current){
switch(card.wunature){
case 'metal':
switch(target.wunature){
case 'wood':if(current!=0) return [1,-0.3];return;
case 'water':if(current!=0) return [1,0.3];return;
}
return;
case 'wood':
switch(target.wunature){
case 'soil':if(current!=0) return [1,-0.3];return;
case 'fire':if(current!=0) return [1,0.3];return;
}
return;
case 'water':
switch(target.wunature){
case 'fire':if(current!=0) return [1,-0.3];return;
case 'wood':if(current!=0) return [1,0.3];return;
}
return;
case 'fire':
switch(target.wunature){
case 'metal':if(current!=0) return [1,-0.3];return;
case 'soil':if(current!=0) return [1,0.3];return;
}
return;
case 'soil':
switch(target.wunature){
case 'water':if(current!=0) return [1,-0.3];return;
case 'metal':if(current!=0) return [1,0.3];return;
}
return;
content: function () {
switch (trigger.card.wunature) {
case "metal":
switch (player.wunature) {
case "wood":
if (player.countCards("he")) {
game.log(
player,
"被" +
get.translation(
trigger.card.wunature
) +
"属性的卡牌克制"
);
player.chooseToDiscard(
"你被金属性卡牌克制,需弃置一张牌",
true,
"he"
).ai = get.disvalue;
player.popup("金克木");
}
return;
case "water":
game.log(
player,
"得到" +
get.translation(
trigger.card.wunature
) +
"属性卡牌的加成"
);
player.draw();
player.popup("金生水");
return;
}
}
return;
case "wood":
switch (player.wunature) {
case "soil":
if (player.countCards("he")) {
game.log(
player,
"被" +
get.translation(
trigger.card.wunature
) +
"属性的卡牌克制"
);
player.chooseToDiscard(
"你被木属性卡牌克制,需弃置一张牌",
true,
"he"
).ai = get.disvalue;
player.popup("木克土");
}
return;
case "fire":
game.log(
player,
"得到" +
get.translation(
trigger.card.wunature
) +
"属性卡牌的加成"
);
player.draw();
player.popup("木生火");
return;
}
return;
case "water":
switch (player.wunature) {
case "fire":
if (player.countCards("he")) {
game.log(
player,
"被" +
get.translation(
trigger.card.wunature
) +
"属性的卡牌克制"
);
player.chooseToDiscard(
"你被水属性卡牌克制,需弃置一张牌",
true,
"he"
).ai = get.disvalue;
player.popup("水克火");
}
return;
case "wood":
game.log(
player,
"得到" +
get.translation(
trigger.card.wunature
) +
"属性卡牌的加成"
);
player.draw();
player.popup("水生木");
return;
}
return;
case "fire":
switch (player.wunature) {
case "metal":
if (player.countCards("he")) {
game.log(
player,
"被" +
get.translation(
trigger.card.wunature
) +
"属性的卡牌克制"
);
player.chooseToDiscard(
"你被火属性卡牌克制,需弃置一张牌",
true,
"he"
).ai = get.disvalue;
player.popup("火克金");
}
return;
case "soil":
game.log(
player,
"得到" +
get.translation(
trigger.card.wunature
) +
"属性卡牌的加成"
);
player.draw();
player.popup("火生土");
return;
}
return;
case "soil":
switch (player.wunature) {
case "water":
if (player.countCards("he")) {
game.log(
player,
"被" +
get.translation(
trigger.card.wunature
) +
"属性的卡牌克制"
);
player.chooseToDiscard(
"你被土属性卡牌克制,需弃置一张牌",
true,
"he"
).ai = get.disvalue;
player.popup("土克水");
}
return;
case "metal":
game.log(
player,
"得到" +
get.translation(
trigger.card.wunature
) +
"属性卡牌的加成"
);
player.draw();
player.popup("土生金");
return;
}
return;
}
}
},
ai: {
effect: {
target: function (card, player, target, current) {
switch (card.wunature) {
case "metal":
switch (target.wunature) {
case "wood":
if (current != 0) return [1, -0.3];
return;
case "water":
if (current != 0) return [1, 0.3];
return;
}
return;
case "wood":
switch (target.wunature) {
case "soil":
if (current != 0) return [1, -0.3];
return;
case "fire":
if (current != 0) return [1, 0.3];
return;
}
return;
case "water":
switch (target.wunature) {
case "fire":
if (current != 0) return [1, -0.3];
return;
case "wood":
if (current != 0) return [1, 0.3];
return;
}
return;
case "fire":
switch (target.wunature) {
case "metal":
if (current != 0) return [1, -0.3];
return;
case "soil":
if (current != 0) return [1, 0.3];
return;
}
return;
case "soil":
switch (target.wunature) {
case "water":
if (current != 0) return [1, -0.3];
return;
case "metal":
if (current != 0) return [1, 0.3];
return;
}
return;
}
},
},
},
},
wuxingpan_skill:{
enable:'phaseUse',
usable:1,
filterCard:true,
lose:false,
prompt:'选择一张手牌永久改变其五行属性',
content:function(){
"step 0"
player.chooseControl('metal','wood','water','fire','soil');
"step 1"
var card=cards[0];
if(!card.node.wuxing){
card.node.wuxing=ui.create.div('.wunature',card);
wuxingpan_skill: {
enable: "phaseUse",
usable: 1,
filterCard: true,
lose: false,
prompt: "选择一张手牌永久改变其五行属性",
content: function () {
"step 0";
player.chooseControl(
"metal",
"wood",
"water",
"fire",
"soil"
);
("step 1");
var card = cards[0];
if (!card.node.wuxing) {
card.node.wuxing = ui.create.div(".wunature", card);
}
card.wunature=result.control;
card.node.wuxing.dataset.nature=result.control;
card.node.wuxing.innerHTML=get.translation(result.control);
}
}
card.wunature = result.control;
card.node.wuxing.dataset.nature = result.control;
card.node.wuxing.innerHTML = get.translation(
result.control
);
},
},
},
card:{
wuxingpan:{
type:'equip',
subtype:'equip5',
skills:['wuxingpan_skill'],
fullskin:true
}
card: {
wuxingpan: {
type: "equip",
subtype: "equip5",
skills: ["wuxingpan_skill"],
fullskin: true,
},
},
translate:{
metal:'金',
wood:'木',
water:'水',
soil:'土',
goldColor:'rgb(236,236,130)',
woodColor:'rgb(149,202,147)',
waterColor:'rgb(150,88,201)',
fireColor:'rgb(236,132,106)',
soilColor:'rgb(201,159,98)',
goldColor2:'rgba(236,236,57,0.3)',
woodColor2:'rgba(33,155,10,0.3)',
waterColor2:'rgba(29,156,255,0.3)',
fireColor2:'rgba(255,51,0,0.3)',
soilColor2:'rgba(163,98,0,0.3)',
wuxingpan:'五行盘',
wuxingpan_skill:'五行',
wuxingpan_skill_info:'出牌阶段限一次,你可以永久改变一张手牌的五行属性',
wuxingpan_info:'出牌阶段限一次,你可以永久改变一张手牌的五行属性',
translate: {
metal: "金",
wood: "木",
water: "水",
soil: "土",
goldColor: "rgb(236,236,130)",
woodColor: "rgb(149,202,147)",
waterColor: "rgb(150,88,201)",
fireColor: "rgb(236,132,106)",
soilColor: "rgb(201,159,98)",
goldColor2: "rgba(236,236,57,0.3)",
woodColor2: "rgba(33,155,10,0.3)",
waterColor2: "rgba(29,156,255,0.3)",
fireColor2: "rgba(255,51,0,0.3)",
soilColor2: "rgba(163,98,0,0.3)",
wuxingpan: "五行盘",
wuxingpan_skill: "五行",
wuxingpan_skill_info:
"出牌阶段限一次,你可以永久改变一张手牌的五行属性",
wuxingpan_info: "出牌阶段限一次,你可以永久改变一张手牌的五行属性",
},
help: {
五行生克:
"<ul><li>每名角色在游戏开始时随机获得一个属性<li>牌堆中三分之一的牌会随机获得一个属性<li>当一名成为相克属性卡牌的目标时," +
"须弃置一张牌<li>当一名角色成为相生的卡牌的目标时,须摸一张牌" +
"<li>金克木,金生水;<br>木克土,木生火;<br>水克火,水生木;<br>火克金,火生土;<br>土克水,土生金",
},
help:{
'五行生克':'<ul><li>每名角色在游戏开始时随机获得一个属性<li>牌堆中三分之一的牌会随机获得一个属性<li>当一名成为相克属性卡牌的目标时,'+
'须弃置一张牌<li>当一名角色成为相生的卡牌的目标时,须摸一张牌'+
'<li>金克木,金生水;<br>木克土,木生火;<br>水克火,水生木;<br>火克金,火生土;<br>土克水,土生金'
}
};
});