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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@ -1,136 +1,161 @@
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) {
storage = {};
} }
catch(e){ if (get.mode() != "boss") {
storage={}; lib.characterPack.mode_extension_boss = storage.boss || {};
} for (var i in lib.characterPack.mode_extension_boss) {
if(get.mode()!='boss'){ lib.characterPack.mode_extension_boss[i][4].push(
lib.characterPack.mode_extension_boss=storage.boss||{}; "mode: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];
lib.character[i]=lib.characterPack.mode_extension_boss[i]; if (
if(typeof lib.character[i][2]!='number'&&(typeof lib.character[i][2]!='string'||lib.character[i][2].indexOf('/')==-1)){ typeof lib.character[i][2] != "number" &&
lib.character[i][2]=Infinity; (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); lib.config.forbidai.push(i);
} }
} }
} }
var list2=storage.versus||{}; var list2 = storage.versus || {};
if(get.mode()!='versus'||get.config('versus_mode')!='jiange'){ if (
lib.characterPack.mode_extension_jiange=list2; get.mode() != "versus" ||
for(var i in list2){ get.config("versus_mode") != "jiange"
lib.characterPack.mode_extension_jiange[i]=list2[i]; ) {
lib.characterPack.mode_extension_jiange[i][4].push('mode:versus'); lib.characterPack.mode_extension_jiange = list2;
lib.character[i]=list2[i]; for (var i in list2) {
if(typeof lib.character[i][2]!='number'){ lib.characterPack.mode_extension_jiange[i] = list2[i];
lib.character[i][2]=Infinity; 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.config.forbidai.push(i);
} }
} }
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 =
for(var i in list2){ lib.characterIntro.caozhen;
lib.character[i]=list2[i]; lib.characterIntro.boss_duanyuzhongda =
if(!lib.config.boss_enableai_playpackconfig){ 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); lib.config.forbidai.push(i);
} }
} }
} }
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) {
storage = {};
} }
catch(e){ if (!storage.translate) {
storage={}; storage.translate = {};
} }
if(!storage.translate){ var loadversus = function () {
storage.translate={}; if (get.mode() != "versus") {
} game.loadModeAsync("versus", function (mode) {
var loadversus=function(){ for (var i in mode.translate) {
if(get.mode()!='versus'){ lib.translate[i] =
game.loadModeAsync('versus',function(mode){ lib.translate[i] || mode.translate[i];
for(var i in mode.translate){ storage.translate[i] = mode.translate[i];
lib.translate[i]=lib.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] =
storage.translate[i]=mode.translate[i]; lib.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);
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 (
storage.boss[i]=mode.characterPack.mode_boss[i]; mode.characterPack.mode_boss[i][4].includes(
"bossallowed"
)
) {
storage.boss[i] = mode.characterPack.mode_boss[i];
} }
} }
loadversus(); loadversus();
}); });
} } else {
else{
loadversus(); loadversus();
} }
}, },

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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,
sha:{ sha: {
diamond:6, diamond: 6,
club:14, club: 14,
heart:3, heart: 3,
spade:7, spade: 7,
}, },
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,
diamond:3, diamond: 3,
}, },
wanjian:{ wanjian: {
heart:1, heart: 1,
}, },
nanman:{ nanman: {
spade:2, spade: 2,
club:1, club: 1,
}, },
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 () {
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(){ var dn =
return Math.ceil(Math.random()*13); (num * (lib.card.list.length - data.total)) /
}; (data.total - num);
var getn=function(i,j){ if (dn > 1000) dn = 1000;
return Math.round(data[i][j]*parseFloat(lib.config['cardpile_'+i+'_playpackconfig'])); if (dn > 0) {
}; var p = 0;
var num=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);
num+=getn(i,j); while (n--) {
} if (i == "huosha") {
} lib.card.list.push([j, rand(), "sha", "fire"]);
var dn=num*(lib.card.list.length-data.total)/(data.total-num); } else if (i == "leisha") {
if(dn>1000) dn=1000; lib.card.list.push([
if(dn>0){ j,
var p=0; rand(),
for(var i in data){ "sha",
for(var j in data[i]){ "thunder",
var n=Math.round(dn*getn(i,j)/num); ]);
while(n--){ } else {
if(i=='huosha'){ lib.card.list.push([j, rand(), i]);
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]);
} }
} }
} }

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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(
if(!_status.video){ Math.floor(lib.card.list.length * Math.random()),
0,
["spade", 5, "wuxingpan"]
);
if (!_status.video) {
lib.video.push({ lib.video.push({
type:'play', type: "play",
name:'wuxing' name: "wuxing",
}); });
} }
}, },
video:function(){ video: function () {
for(var i in this.translate){ for (var i in this.translate) {
lib.translate[i]=this.translate[i]; lib.translate[i] = this.translate[i];
} }
for(var i in this.card){ for (var i in this.card) {
lib.card[i]=this.card[i]; lib.card[i] = this.card[i];
} }
for(var i in this.skill){ for (var i in this.skill) {
lib.skill[i]=this.skill[i]; lib.skill[i] = this.skill[i];
} }
}, },
element:{ element: {
player:{ player: {
init:function(player){ init: function (player) {
if(player.node.wuxing){ if (player.node.wuxing) {
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)
var nature=list.randomGet(); )
card.wunature=nature; return;
node.dataset.nature=nature; var node = ui.create.div(".wunature", card);
node.innerHTML=get.translation(nature); var list = ["metal", "wood", "water", "fire", "soil"];
card.node.wuxing=node; var nature = list.randomGet();
if(!card.suit||!card.number){ card.wunature = nature;
card.node.wuxing.style.display='none'; 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:{ 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) {
if(_status.connectMode) return false; if (_status.connectMode) return false;
return event.card.wunature&&player.wunature; return event.card.wunature && player.wunature;
}, },
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
return; ) +
} "属性的卡牌克制"
return; );
case 'wood': player.chooseToDiscard(
switch(player.wunature){ "你被金属性卡牌克制,需弃置一张牌",
case 'soil': true,
if(player.countCards('he')){ "he"
game.log(player,'被'+get.translation(trigger.card.wunature)+'属性的卡牌克制'); ).ai = get.disvalue;
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.popup("金克木");
case 'fire': }
game.log(player,'得到'+get.translation(trigger.card.wunature)+'属性卡牌的加成'); return;
player.draw();player.popup('木生火'); case "water":
return; game.log(
} player,
return; "得到" +
case 'water': get.translation(
switch(player.wunature){ trigger.card.wunature
case 'fire': ) +
if(player.countCards('he')){ "属性卡牌的加成"
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; player.draw();
case 'wood': player.popup("金生水");
game.log(player,'得到'+get.translation(trigger.card.wunature)+'属性卡牌的加成'); return;
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;
} }
} 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:{ 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",
var card=cards[0]; "wood",
if(!card.node.wuxing){ "water",
card.node.wuxing=ui.create.div('.wunature',card); "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.wunature=result.control; card.node.wuxing.dataset.nature = result.control;
card.node.wuxing.dataset.nature=result.control; card.node.wuxing.innerHTML = get.translation(
card.node.wuxing.innerHTML=get.translation(result.control); 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: {
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'
}
}; };
}); });