pref: format @/extension.

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Rintim 2024-04-16 00:50:54 +08:00
parent 5197d6b2ce
commit c4c42796cf
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4 changed files with 1670 additions and 1219 deletions

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@ -1,22 +1,27 @@
import { lib, game, ui, get, ai, _status } from '../../noname.js'; import { lib, game, ui, get, ai, _status } from "../../noname.js";
game.import('play', function () { game.import("play", function () {
return { return {
name:'boss', name: "boss",
init: function () { init: function () {
if(get.mode()=='tafang') return; if (get.mode() == "tafang") return;
var storage=localStorage.getItem('boss_storage_playpackconfig'); var storage = localStorage.getItem("boss_storage_playpackconfig");
try { try {
storage = JSON.parse(storage) || {}; storage = JSON.parse(storage) || {};
} } catch (e) {
catch(e){
storage = {}; storage = {};
} }
if(get.mode()!='boss'){ if (get.mode() != "boss") {
lib.characterPack.mode_extension_boss = storage.boss || {}; lib.characterPack.mode_extension_boss = storage.boss || {};
for (var i in lib.characterPack.mode_extension_boss) { for (var i in lib.characterPack.mode_extension_boss) {
lib.characterPack.mode_extension_boss[i][4].push('mode:boss'); lib.characterPack.mode_extension_boss[i][4].push(
"mode:boss"
);
lib.character[i] = lib.characterPack.mode_extension_boss[i]; 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)){ if (
typeof lib.character[i][2] != "number" &&
(typeof lib.character[i][2] != "string" ||
lib.character[i][2].indexOf("/") == -1)
) {
lib.character[i][2] = Infinity; lib.character[i][2] = Infinity;
} }
if (!lib.config.boss_enableai_playpackconfig) { if (!lib.config.boss_enableai_playpackconfig) {
@ -25,13 +30,18 @@ game.import('play', function () {
} }
} }
var list2 = storage.versus || {}; var list2 = storage.versus || {};
if(get.mode()!='versus'||get.config('versus_mode')!='jiange'){ if (
get.mode() != "versus" ||
get.config("versus_mode") != "jiange"
) {
lib.characterPack.mode_extension_jiange = list2; lib.characterPack.mode_extension_jiange = list2;
for (var i in list2) { for (var i in list2) {
lib.characterPack.mode_extension_jiange[i] = list2[i]; lib.characterPack.mode_extension_jiange[i] = list2[i];
lib.characterPack.mode_extension_jiange[i][4].push('mode:versus'); lib.characterPack.mode_extension_jiange[i][4].push(
"mode:versus"
);
lib.character[i] = list2[i]; lib.character[i] = list2[i];
if(typeof lib.character[i][2]!='number'){ if (typeof lib.character[i][2] != "number") {
lib.character[i][2] = Infinity; lib.character[i][2] = Infinity;
} }
if (!lib.config.boss_enableai_playpackconfig) { if (!lib.config.boss_enableai_playpackconfig) {
@ -39,15 +49,21 @@ game.import('play', function () {
} }
} }
lib.characterIntro.boss_liedixuande = lib.characterIntro.liubei; lib.characterIntro.boss_liedixuande = lib.characterIntro.liubei;
lib.characterIntro.boss_gongshenyueying=lib.characterIntro.huangyueying; lib.characterIntro.boss_gongshenyueying =
lib.characterIntro.boss_tianhoukongming=lib.characterIntro.shen_zhugeliang; lib.characterIntro.huangyueying;
lib.characterIntro.boss_yuhuoshiyuan=lib.characterIntro.pangtong; lib.characterIntro.boss_tianhoukongming =
lib.characterIntro.boss_qiaokuijunyi=lib.characterIntro.zhanghe; lib.characterIntro.shen_zhugeliang;
lib.characterIntro.boss_jiarenzidan=lib.characterIntro.caozhen; lib.characterIntro.boss_yuhuoshiyuan =
lib.characterIntro.boss_duanyuzhongda=lib.characterIntro.simayi; lib.characterIntro.pangtong;
lib.characterIntro.boss_juechenmiaocai=lib.characterIntro.xiahouyuan; lib.characterIntro.boss_qiaokuijunyi =
} lib.characterIntro.zhanghe;
else if(_status.mode!='jiange'){ 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) { for (var i in list2) {
lib.character[i] = list2[i]; lib.character[i] = list2[i];
if (!lib.config.boss_enableai_playpackconfig) { if (!lib.config.boss_enableai_playpackconfig) {
@ -56,60 +72,66 @@ game.import('play', function () {
} }
} }
var list = storage.translate || {}; var list = storage.translate || {};
list.mode_extension_boss_character_config='挑战武将'; list.mode_extension_boss_character_config = "挑战武将";
list.mode_extension_jiange_character_config='剑阁武将'; list.mode_extension_jiange_character_config = "剑阁武将";
for (var i in list) { for (var i in list) {
lib.translate[i] = lib.translate[i] || list[i]; lib.translate[i] = lib.translate[i] || list[i];
} }
}, },
arenaReady: function () { arenaReady: function () {
if(get.mode()=='tafang') return; if (get.mode() == "tafang") return;
var storage=localStorage.getItem('boss_storage_playpackconfig'); var storage = localStorage.getItem("boss_storage_playpackconfig");
try { try {
storage = JSON.parse(storage) || {}; storage = JSON.parse(storage) || {};
} } catch (e) {
catch(e){
storage = {}; storage = {};
} }
if (!storage.translate) { if (!storage.translate) {
storage.translate = {}; storage.translate = {};
} }
var loadversus = function () { var loadversus = function () {
if(get.mode()!='versus'){ if (get.mode() != "versus") {
game.loadModeAsync('versus',function(mode){ game.loadModeAsync("versus", function (mode) {
for (var i in mode.translate) { for (var i in mode.translate) {
lib.translate[i]=lib.translate[i]||mode.translate[i]; lib.translate[i] =
lib.translate[i] || mode.translate[i];
storage.translate[i] = mode.translate[i]; storage.translate[i] = mode.translate[i];
} }
for (var i in mode.skill) { for (var i in mode.skill) {
if (lib.skill[i]) console.log(i); if (lib.skill[i]) console.log(i);
if(i!='versus_ladder'){ if (i != "versus_ladder") {
lib.skill[i] = mode.skill[i]; lib.skill[i] = mode.skill[i];
} }
} }
for (var ii in mode.skill) { for (var ii in mode.skill) {
if(ii!='versus_ladder'){ if (ii != "versus_ladder") {
game.finishSkill(ii); game.finishSkill(ii);
} }
} }
storage.versus = {}; storage.versus = {};
for (var i in mode.jiangeboss) { for (var i in mode.jiangeboss) {
if(mode.jiangeboss[i][4].includes('bossallowed')){ if (mode.jiangeboss[i][4].includes("bossallowed")) {
storage.versus[i] = mode.jiangeboss[i]; storage.versus[i] = mode.jiangeboss[i];
} }
} }
localStorage.setItem('boss_storage_playpackconfig',JSON.stringify(storage)); localStorage.setItem(
"boss_storage_playpackconfig",
JSON.stringify(storage)
);
}); });
} } else {
else{ localStorage.setItem(
localStorage.setItem('boss_storage_playpackconfig',JSON.stringify(storage)); "boss_storage_playpackconfig",
JSON.stringify(storage)
);
} }
}; };
if(get.mode()!='boss'){ if (get.mode() != "boss") {
game.loadModeAsync('boss',function(mode){ game.loadModeAsync("boss", function (mode) {
for (var i in mode.translate) { for (var i in mode.translate) {
lib.translate[i]=lib.translate[i]||mode.translate[i]; lib.translate[i] =
lib.translate[i] || mode.translate[i];
storage.translate[i] = mode.translate[i]; storage.translate[i] = mode.translate[i];
} }
for (var i in mode.skill) { for (var i in mode.skill) {
@ -117,20 +139,23 @@ game.import('play', function () {
lib.skill[i] = mode.skill[i]; lib.skill[i] = mode.skill[i];
} }
for (var ii in mode.skill) { for (var ii in mode.skill) {
if(ii!='versus_ladder'){ if (ii != "versus_ladder") {
game.finishSkill(ii); game.finishSkill(ii);
} }
} }
storage.boss = {}; storage.boss = {};
for (var i in mode.characterPack.mode_boss) { for (var i in mode.characterPack.mode_boss) {
if(mode.characterPack.mode_boss[i][4].includes('bossallowed')){ if (
mode.characterPack.mode_boss[i][4].includes(
"bossallowed"
)
) {
storage.boss[i] = mode.characterPack.mode_boss[i]; storage.boss[i] = mode.characterPack.mode_boss[i];
} }
} }
loadversus(); loadversus();
}); });
} } else {
else{
loadversus(); loadversus();
} }
}, },

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@ -1,7 +1,7 @@
import { lib, game, ui, get, ai, _status } from '../../noname.js'; import { lib, game, ui, get, ai, _status } from "../../noname.js";
game.import('play', function () { game.import("play", function () {
return { return {
name:'cardpile', name: "cardpile",
arenaReady: function () { arenaReady: function () {
var data = { var data = {
total: 160, total: 160,
@ -13,20 +13,20 @@ game.import('play', function () {
}, },
huosha: { huosha: {
diamond: 2, diamond: 2,
heart:3 heart: 3,
}, },
leisha: { leisha: {
spade: 5, spade: 5,
club:4 club: 4,
}, },
shan: { shan: {
heart: 6, heart: 6,
diamond:18 diamond: 18,
}, },
jiu: { jiu: {
diamond: 1, diamond: 1,
spade: 2, spade: 2,
club:2 club: 2,
}, },
tao: { tao: {
heart: 9, heart: 9,
@ -42,28 +42,33 @@ game.import('play', function () {
guohe: { guohe: {
spade: 3, spade: 3,
club: 2, club: 2,
heart:1 heart: 1,
}, },
shunshou: { shunshou: {
spade: 3, spade: 3,
diamond:2 diamond: 2,
}, },
wuxie: { wuxie: {
heart: 2, heart: 2,
diamond: 1, diamond: 1,
spade: 2, spade: 2,
club:2 club: 2,
}, },
tiesuo: { tiesuo: {
spade: 2, spade: 2,
club:4 club: 4,
} },
} };
var rand = function () { var rand = function () {
return Math.ceil(Math.random() * 13); return Math.ceil(Math.random() * 13);
}; };
var getn = function (i, j) { var getn = function (i, j) {
return Math.round(data[i][j]*parseFloat(lib.config['cardpile_'+i+'_playpackconfig'])); return Math.round(
data[i][j] *
parseFloat(
lib.config["cardpile_" + i + "_playpackconfig"]
)
);
}; };
var num = 0; var num = 0;
for (var i in data) { for (var i in data) {
@ -71,21 +76,26 @@ game.import('play', function () {
num += getn(i, j); num += getn(i, j);
} }
} }
var dn=num*(lib.card.list.length-data.total)/(data.total-num); var dn =
(num * (lib.card.list.length - data.total)) /
(data.total - num);
if (dn > 1000) dn = 1000; if (dn > 1000) dn = 1000;
if (dn > 0) { if (dn > 0) {
var p = 0; var p = 0;
for (var i in data) { for (var i in data) {
for (var j in data[i]) { for (var j in data[i]) {
var n=Math.round(dn*getn(i,j)/num); var n = Math.round((dn * getn(i, j)) / num);
while (n--) { while (n--) {
if(i=='huosha'){ if (i == "huosha") {
lib.card.list.push([j,rand(),'sha','fire']); lib.card.list.push([j, rand(), "sha", "fire"]);
} } else if (i == "leisha") {
else if(i=='leisha'){ lib.card.list.push([
lib.card.list.push([j,rand(),'sha','thunder']); j,
} rand(),
else{ "sha",
"thunder",
]);
} else {
lib.card.list.push([j, rand(), i]); lib.card.list.push([j, rand(), i]);
} }
} }

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@ -1,14 +1,18 @@
import { lib, game, ui, get, ai, _status } from '../../noname.js'; import { lib, game, ui, get, ai, _status } from "../../noname.js";
game.import('play', function () { game.import("play", function () {
return { return {
name:'wuxing', name: "wuxing",
arenaReady: function () { arenaReady: function () {
if (_status.connectMode) return; if (_status.connectMode) return;
lib.card.list.splice(Math.floor(lib.card.list.length*Math.random()),0,['spade',5,'wuxingpan']); lib.card.list.splice(
Math.floor(lib.card.list.length * Math.random()),
0,
["spade", 5, "wuxingpan"]
);
if (!_status.video) { if (!_status.video) {
lib.video.push({ lib.video.push({
type:'play', type: "play",
name:'wuxing' name: "wuxing",
}); });
} }
}, },
@ -30,37 +34,41 @@ game.import('play', function () {
player.node.wuxing.remove(); player.node.wuxing.remove();
} }
if (_status.video || _status.connectMode) return; if (_status.video || _status.connectMode) return;
var node=ui.create.div('.wunature',player); var node = ui.create.div(".wunature", player);
var list=['metal','wood','water','fire','soil']; var list = ["metal", "wood", "water", "fire", "soil"];
var nature = list.randomGet(); var nature = list.randomGet();
player.wunature = nature; player.wunature = nature;
node.dataset.nature = nature; node.dataset.nature = nature;
node.innerHTML = get.translation(nature); node.innerHTML = get.translation(nature);
player.node.wuxing = node; player.node.wuxing = node;
} },
}, },
card: { card: {
init: function (card) { init: function (card) {
if (_status.video || _status.connectMode) return; if (_status.video || _status.connectMode) return;
if(card.name=='wuxingpan') return; if (card.name == "wuxingpan") return;
if (card.wunature) return; if (card.wunature) return;
if(Math.random()>(parseFloat(lib.config.wuxing_num_playpackconfig)||0)) return; if (
var node=ui.create.div('.wunature',card); Math.random() >
var list=['metal','wood','water','fire','soil']; (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(); var nature = list.randomGet();
card.wunature = nature; card.wunature = nature;
node.dataset.nature = nature; node.dataset.nature = nature;
node.innerHTML = get.translation(nature); node.innerHTML = get.translation(nature);
card.node.wuxing = node; card.node.wuxing = node;
if (!card.suit || !card.number) { if (!card.suit || !card.number) {
card.node.wuxing.style.display='none'; card.node.wuxing.style.display = "none";
}
}
} }
}, },
},
},
skill: { skill: {
_shengke: { _shengke: {
trigger:{target:'useCardToBegin'}, trigger: { target: "useCardToBegin" },
forced: true, forced: true,
popup: false, popup: false,
filter: function (event, player) { filter: function (event, player) {
@ -69,63 +77,173 @@ game.import('play', function () {
}, },
content: function () { content: function () {
switch (trigger.card.wunature) { switch (trigger.card.wunature) {
case 'metal': case "metal":
switch (player.wunature) { switch (player.wunature) {
case 'wood': case "wood":
if(player.countCards('he')){ if (player.countCards("he")) {
game.log(player,'被'+get.translation(trigger.card.wunature)+'属性的卡牌克制'); game.log(
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; player,
case 'water': "被" +
game.log(player,'得到'+get.translation(trigger.card.wunature)+'属性卡牌的加成'); get.translation(
player.draw();player.popup('金生水'); 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;
} }
return; return;
case 'wood': case "wood":
switch (player.wunature) { switch (player.wunature) {
case 'soil': case "soil":
if(player.countCards('he')){ if (player.countCards("he")) {
game.log(player,'被'+get.translation(trigger.card.wunature)+'属性的卡牌克制'); game.log(
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; player,
case 'fire': "被" +
game.log(player,'得到'+get.translation(trigger.card.wunature)+'属性卡牌的加成'); get.translation(
player.draw();player.popup('木生火'); 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;
} }
return; return;
case 'water': case "water":
switch (player.wunature) { switch (player.wunature) {
case 'fire': case "fire":
if(player.countCards('he')){ if (player.countCards("he")) {
game.log(player,'被'+get.translation(trigger.card.wunature)+'属性的卡牌克制'); game.log(
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; player,
case 'wood': "被" +
game.log(player,'得到'+get.translation(trigger.card.wunature)+'属性卡牌的加成'); get.translation(
player.draw();player.popup('水生木'); 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;
} }
return; return;
case 'fire': case "fire":
switch (player.wunature) { switch (player.wunature) {
case 'metal': case "metal":
if(player.countCards('he')){ if (player.countCards("he")) {
game.log(player,'被'+get.translation(trigger.card.wunature)+'属性的卡牌克制'); game.log(
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; player,
case 'soil': "被" +
game.log(player,'得到'+get.translation(trigger.card.wunature)+'属性卡牌的加成'); get.translation(
player.draw();player.popup('火生土'); 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;
} }
return; return;
case 'soil': case "soil":
switch (player.wunature) { switch (player.wunature) {
case 'water': case "water":
if(player.countCards('he')){ if (player.countCards("he")) {
game.log(player,'被'+get.translation(trigger.card.wunature)+'属性的卡牌克制'); game.log(
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; player,
case 'metal': "被" +
game.log(player,'得到'+get.translation(trigger.card.wunature)+'属性卡牌的加成'); get.translation(
player.draw();player.popup('土生金'); 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;
} }
return; return;
@ -135,95 +253,124 @@ game.import('play', function () {
effect: { effect: {
target: function (card, player, target, current) { target: function (card, player, target, current) {
switch (card.wunature) { switch (card.wunature) {
case 'metal': case "metal":
switch (target.wunature) { switch (target.wunature) {
case 'wood':if(current!=0) return [1,-0.3];return; case "wood":
case 'water':if(current!=0) return [1,0.3];return; if (current != 0) return [1, -0.3];
}
return; return;
case 'wood': case "water":
switch(target.wunature){ if (current != 0) return [1, 0.3];
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; 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: { wuxingpan_skill: {
enable:'phaseUse', enable: "phaseUse",
usable: 1, usable: 1,
filterCard: true, filterCard: true,
lose: false, lose: false,
prompt:'选择一张手牌永久改变其五行属性', prompt: "选择一张手牌永久改变其五行属性",
content: function () { content: function () {
"step 0" "step 0";
player.chooseControl('metal','wood','water','fire','soil'); player.chooseControl(
"step 1" "metal",
"wood",
"water",
"fire",
"soil"
);
("step 1");
var card = cards[0]; var card = cards[0];
if (!card.node.wuxing) { if (!card.node.wuxing) {
card.node.wuxing=ui.create.div('.wunature',card); card.node.wuxing = ui.create.div(".wunature", card);
} }
card.wunature = result.control; card.wunature = result.control;
card.node.wuxing.dataset.nature = result.control; card.node.wuxing.dataset.nature = result.control;
card.node.wuxing.innerHTML=get.translation(result.control); card.node.wuxing.innerHTML = get.translation(
} result.control
} );
},
},
}, },
card: { card: {
wuxingpan: { wuxingpan: {
type:'equip', type: "equip",
subtype:'equip5', subtype: "equip5",
skills:['wuxingpan_skill'], skills: ["wuxingpan_skill"],
fullskin:true fullskin: true,
} },
}, },
translate: { translate: {
metal:'金', metal: "金",
wood:'木', wood: "木",
water:'水', water: "水",
soil:'土', soil: "土",
goldColor:'rgb(236,236,130)', goldColor: "rgb(236,236,130)",
woodColor:'rgb(149,202,147)', woodColor: "rgb(149,202,147)",
waterColor:'rgb(150,88,201)', waterColor: "rgb(150,88,201)",
fireColor:'rgb(236,132,106)', fireColor: "rgb(236,132,106)",
soilColor:'rgb(201,159,98)', soilColor: "rgb(201,159,98)",
goldColor2:'rgba(236,236,57,0.3)', goldColor2: "rgba(236,236,57,0.3)",
woodColor2:'rgba(33,155,10,0.3)', woodColor2: "rgba(33,155,10,0.3)",
waterColor2:'rgba(29,156,255,0.3)', waterColor2: "rgba(29,156,255,0.3)",
fireColor2:'rgba(255,51,0,0.3)', fireColor2: "rgba(255,51,0,0.3)",
soilColor2:'rgba(163,98,0,0.3)', soilColor2: "rgba(163,98,0,0.3)",
wuxingpan:'五行盘', wuxingpan: "五行盘",
wuxingpan_skill:'五行', 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_skill_info:
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', "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: { 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,'+ 五行生克:
'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'+ "<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," +
'<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' "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",
},
}; };
}); });