This commit is contained in:
libccy 2017-04-15 08:25:50 +08:00
parent 388474f1c7
commit c99e2e7862
42 changed files with 104467 additions and 104119 deletions

View File

@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('card',{ game.import('card',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'extra', name:'extra',
connect:true, connect:true,
card:{ card:{
@ -602,4 +609,5 @@ game.import('card',{
["spade",10,"bingliang"], ["spade",10,"bingliang"],
["club",4,"bingliang"], ["club",4,"bingliang"],
], ],
}
}); });

View File

@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('card',{ game.import('card',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'gujian', name:'gujian',
card:{ card:{
luyugeng:{ luyugeng:{
@ -1686,4 +1693,5 @@ game.import('card',{
['club',3,'liufengsan'], ['club',3,'liufengsan'],
] ]
};
}); });

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@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('card',{ game.import('card',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'guozhan', name:'guozhan',
connect:true, connect:true,
card:{ card:{
@ -1185,4 +1192,5 @@ game.import('card',{
['diamond',4,'xietianzi'], ['diamond',4,'xietianzi'],
['club',1,'yuxi'], ['club',1,'yuxi'],
], ],
}
}); });

View File

@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('card',{ game.import('card',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'hearth', name:'hearth',
card:{ card:{
linghunzhihuo:{ linghunzhihuo:{
@ -715,4 +722,5 @@ game.import('card',{
['diamond',2,'jihuocard'], ['diamond',2,'jihuocard'],
['diamond',1,'linghunzhihuo'], ['diamond',1,'linghunzhihuo'],
], ],
};
}); });

View File

@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('card',{ game.import('card',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'sp', name:'sp',
connect:true, connect:true,
card:{ card:{
@ -978,4 +985,5 @@ game.import('card',{
["spade",2,'lanyinjia'], ["spade",2,'lanyinjia'],
["club",2,'lanyinjia'], ["club",2,'lanyinjia'],
], ],
};
}); });

View File

@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('card',{ game.import('card',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'standard', name:'standard',
connect:true, connect:true,
card:{ card:{
@ -2011,4 +2018,5 @@ game.import('card',{
["heart",12,'shandian','thunder'], ["heart",12,'shandian','thunder'],
["diamond",12,'wuxie'], ["diamond",12,'wuxie'],
], ],
};
}); });

View File

@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('card',{ game.import('card',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'swd', name:'swd',
card:{ card:{
dujian:{ dujian:{
@ -5179,4 +5186,5 @@ game.import('card',{
// ['club',11,'dujian','poison'], // ['club',11,'dujian','poison'],
// ['club',12,'dujian','poison'], // ['club',12,'dujian','poison'],
], ],
};
}); });

View File

@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('card',{ game.import('card',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'yunchou', name:'yunchou',
card:{ card:{
diaobingqianjiang:{ diaobingqianjiang:{
@ -1156,4 +1163,5 @@ game.import('card',{
['club',2,'youdishenru'], ['club',2,'youdishenru'],
['spade',9,'youdishenru'], ['spade',9,'youdishenru'],
], ],
};
}); });

View File

@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('card',{ game.import('card',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'zhenfa', name:'zhenfa',
card:{ card:{
pozhenjue:{ pozhenjue:{
@ -439,4 +446,5 @@ game.import('card',{
// ["spade",13,'pozhenjue'], // ["spade",13,'pozhenjue'],
//["heart",13,'pozhenjue'], //["heart",13,'pozhenjue'],
], ],
};
}); });

View File

@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('character',{ game.import('character',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'diy', name:'diy',
character:{ character:{
// diy_caocao:['male','wei',4,['xicai','diyjianxiong','hujia']], // diy_caocao:['male','wei',4,['xicai','diyjianxiong','hujia']],
@ -1393,4 +1400,5 @@ game.import('character',{
xicai_info:'你可以立即获得对你造成伤害的牌', xicai_info:'你可以立即获得对你造成伤害的牌',
diyjianxiong_info:'锁定技,在身份局中,在你回合内死亡的角色均视为反贼,国战中,在你回合内死亡的角色若与你势力相同则随机改为另一个势力', diyjianxiong_info:'锁定技,在身份局中,在你回合内死亡的角色均视为反贼,国战中,在你回合内死亡的角色若与你势力相同则随机改为另一个势力',
}, },
};
}); });

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@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('character',{ game.import('character',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'extra', name:'extra',
character:{ character:{
shen_guanyu:['male','shen',6,['wuhun','wushen'],['shu']], shen_guanyu:['male','shen',6,['wuhun','wushen'],['shu']],
@ -1228,4 +1235,5 @@ game.import('character',{
wuqian:'无前', wuqian:'无前',
wuqian_info:'出牌阶段,你可以弃置两枚暴怒标记并获得技能【无双】直到回合结束', wuqian_info:'出牌阶段,你可以弃置两枚暴怒标记并获得技能【无双】直到回合结束',
}, },
};
}); });

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@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('character',{ game.import('character',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'gujian', name:'gujian',
character:{ character:{
gjqt_bailitusu:['male','shu',4,['xuelu','fanshi','shahun']], gjqt_bailitusu:['male','shu',4,['xuelu','fanshi','shahun']],
@ -1658,4 +1665,5 @@ game.import('character',{
yuling_info:'锁定技你没有摸牌和弃牌阶段你的手牌数始终为5你在一个出牌阶段最多使用X+2张牌X为你的体力上限', yuling_info:'锁定技你没有摸牌和弃牌阶段你的手牌数始终为5你在一个出牌阶段最多使用X+2张牌X为你的体力上限',
yuling_info_alter:'锁定技你没有摸牌和弃牌阶段你的手牌数始终为5你在一个出牌阶段最多使用X+1张牌X为你的体力上限', yuling_info_alter:'锁定技你没有摸牌和弃牌阶段你的手牌数始终为5你在一个出牌阶段最多使用X+1张牌X为你的体力上限',
}, },
};
}); });

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@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('character',{ game.import('character',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'gwent', name:'gwent',
character:{ character:{
gw_huoge:['male','qun',3,['quanzhang']], gw_huoge:['male','qun',3,['quanzhang']],
@ -913,4 +920,5 @@ game.import('character',{
quanzhang_backup:'权杖', quanzhang_backup:'权杖',
quanzhang_info:'出牌阶段限一次你可以观看牌堆顶的6张牌并选择一张使用', quanzhang_info:'出牌阶段限一次你可以观看牌堆顶的6张牌并选择一张使用',
} }
};
}); });

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@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('character',{ game.import('character',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'hearth', name:'hearth',
character:{ character:{
hs_jaina:['female','wei',3,['huopu','aoshu','bingjia']], hs_jaina:['female','wei',3,['huopu','aoshu','bingjia']],
@ -6583,4 +6590,5 @@ game.import('character',{
wlianji:'连击', wlianji:'连击',
wlianji_info:'结束阶段,若你本回合使用的卡牌数大于你当前的体力值,你可以摸两张牌', wlianji_info:'结束阶段,若你本回合使用的卡牌数大于你当前的体力值,你可以摸两张牌',
}, },
};
}); });

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@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('character',{ game.import('character',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'jiange', name:'jiange',
character:{ character:{
jg_pangtong:['male','shu',3,['qiwu','tianyu']], jg_pangtong:['male','shu',3,['qiwu','tianyu']],
@ -577,4 +584,5 @@ game.import('character',{
jingfan_info:'回合内,每当你使用一张卡牌,你的进攻距离+1出牌阶段结束时你可以将手牌数补至X并指定至多X名角色令其进攻距离+1直到其下一回合结束X为你回合内使用的卡牌数', jingfan_info:'回合内,每当你使用一张卡牌,你的进攻距离+1出牌阶段结束时你可以将手牌数补至X并指定至多X名角色令其进攻距离+1直到其下一回合结束X为你回合内使用的卡牌数',
}, },
};
}); });

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@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('character',{ game.import('character',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'old', name:'old',
character:{ character:{
zhangjiao:['male','qun',3,['leiji','guidao','huangtian'],['zhu']], zhangjiao:['male','qun',3,['leiji','guidao','huangtian'],['zhu']],
@ -372,4 +379,5 @@ game.import('character',{
oldxuanfeng:'旋风', oldxuanfeng:'旋风',
oldxuanfeng_info:'每当你失去一次装备区里的牌时你可以执行下列两项中的一项1.视为对任意一名其他角色使用一张【杀】此【杀】不计入每回合的使用限制2.对与你距离1以内的一名其他角色造成一点伤害', oldxuanfeng_info:'每当你失去一次装备区里的牌时你可以执行下列两项中的一项1.视为对任意一名其他角色使用一张【杀】此【杀】不计入每回合的使用限制2.对与你距离1以内的一名其他角色造成一点伤害',
} }
};
}); });

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@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('character',{ game.import('character',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'ow', name:'ow',
character:{ character:{
ow_liekong:['female','shu',3,['shanxian','shanhui']], ow_liekong:['female','shu',3,['shanxian','shanhui']],
@ -3531,4 +3538,5 @@ game.import('character',{
ow_heiying:'黑影', ow_heiying:'黑影',
ow_orisa:'奥丽莎', ow_orisa:'奥丽莎',
} }
};
}); });

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@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('character',{ game.import('character',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'refresh', name:'refresh',
connect:true, connect:true,
character:{ character:{
@ -1571,4 +1578,5 @@ game.import('character',{
reluoyi_info:'你可以跳过摸牌阶段,然后展示牌堆顶的三张牌,获得其中的基本牌、武器牌和【决斗】,若如此做,直到你的下回合开始,你为伤害来源的【杀】或【决斗】造成的伤害+1。', reluoyi_info:'你可以跳过摸牌阶段,然后展示牌堆顶的三张牌,获得其中的基本牌、武器牌和【决斗】,若如此做,直到你的下回合开始,你为伤害来源的【杀】或【决斗】造成的伤害+1。',
reganglie_info:'每当你受到1点伤害后可进行一次判定若结果为红色你对伤害来源造成1点伤害若结果为黑色你弃置其一张牌。' reganglie_info:'每当你受到1点伤害后可进行一次判定若结果为红色你对伤害来源造成1点伤害若结果为黑色你弃置其一张牌。'
}, },
};
}); });

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@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('character',{ game.import('character',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'shenhua', name:'shenhua',
connect:true, connect:true,
character:{ character:{
@ -4362,4 +4369,5 @@ game.import('character',{
fenji_info:'每当一名角色的手牌于回合外被弃置时你可以失去1点体力然后该角色摸两张牌。', fenji_info:'每当一名角色的手牌于回合外被弃置时你可以失去1点体力然后该角色摸两张牌。',
}, },
};
}); });

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@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('character',{ game.import('character',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'sp', name:'sp',
connect:true, connect:true,
character:{ character:{
@ -8784,4 +8791,5 @@ game.import('character',{
yicong_info:'锁定技只要你的体力值大于2点你的进攻距离+1只要你的体力值为2点或更低你的防御距离+1', yicong_info:'锁定技只要你的体力值大于2点你的进攻距离+1只要你的体力值为2点或更低你的防御距离+1',
baobian_info:'锁定技若你的体力值为3或更少你视为拥有技能“挑衅”若你的体力值为2或更少你视为拥有技能“咆哮”若你的体力值为1你视为拥有技能“神速”。', baobian_info:'锁定技若你的体力值为3或更少你视为拥有技能“挑衅”若你的体力值为2或更少你视为拥有技能“咆哮”若你的体力值为1你视为拥有技能“神速”。',
}, },
};
}); });

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@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('character',{ game.import('character',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'standard', name:'standard',
connect:true, connect:true,
character:{ character:{
@ -1760,4 +1767,5 @@ game.import('character',{
lijian_info:'出牌阶段,你可以弃一张牌,视为一名男性角色对另一名男性角色使用一张[决斗],每阶段限一次', lijian_info:'出牌阶段,你可以弃一张牌,视为一名男性角色对另一名男性角色使用一张[决斗],每阶段限一次',
biyue_info:'结束阶段,你可以摸一张牌', biyue_info:'结束阶段,你可以摸一张牌',
}, },
};
}); });

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@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('character',{ game.import('character',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'swd', name:'swd',
character:{ character:{
swd_huzhongxian:['male','wu',3,['daofa','xielv','hujing']], swd_huzhongxian:['male','wu',3,['daofa','xielv','hujing']],
@ -9767,4 +9774,5 @@ game.import('character',{
zaowu_old_info:'出牌阶段,你可以弃置三张不同类型的牌,创造任意两张牌并获得之', zaowu_old_info:'出牌阶段,你可以弃置三张不同类型的牌,创造任意两张牌并获得之',
xielv_info:'弃牌阶段结束后,若你的所有手牌(至少两张)颜色均相同,你可以展示所有手牌,然后回复一点体力并弃置场上的所有判定牌', xielv_info:'弃牌阶段结束后,若你的所有手牌(至少两张)颜色均相同,你可以展示所有手牌,然后回复一点体力并弃置场上的所有判定牌',
}, },
};
}); });

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@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('character',{ game.import('character',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'xiake', name:'xiake',
character:{ character:{
// xk_dongfangweiming:['male','shu',4,[]], // xk_dongfangweiming:['male','shu',4,[]],
@ -119,4 +126,5 @@ game.import('character',{
zitong:'通悟', zitong:'通悟',
zitong_info:'当你于自己的回合内使用第三张牌时,你可以将一张传送门置于你的手牌', zitong_info:'当你于自己的回合内使用第三张牌时,你可以将一张传送门置于你的手牌',
}, },
};
}); });

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@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('character',{ game.import('character',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'xianjian', name:'xianjian',
character:{ character:{
pal_lixiaoyao:['male','qun',4,['tianjian','yufeng']], pal_lixiaoyao:['male','qun',4,['tianjian','yufeng']],
@ -2612,4 +2619,5 @@ game.import('character',{
tianshe2:'天蛇', tianshe2:'天蛇',
tianshe_info:'锁定技,你防止即将受到的属性伤害,每当你造成一次属性伤害,你回复一点体力', tianshe_info:'锁定技,你防止即将受到的属性伤害,每当你造成一次属性伤害,你回复一点体力',
}, },
};
}); });

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@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('character',{ game.import('character',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'yijiang', name:'yijiang',
connect:true, connect:true,
character:{ character:{
@ -7718,4 +7725,5 @@ game.import('character',{
zhichi2_info:'智迟已发动', zhichi2_info:'智迟已发动',
pojun_info:'你每使用【杀】造成一次伤害可令受到该伤害的角色多摸X张牌X为该角色当前的体力值(X最多为5),然后该角色将其武将牌翻面。', pojun_info:'你每使用【杀】造成一次伤害可令受到该伤害的角色多摸X张牌X为该角色当前的体力值(X最多为5),然后该角色将其武将牌翻面。',
}, },
};
}); });

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@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('character',{ game.import('character',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'yxs', name:'yxs',
character:{ character:{
yxs_wuzetian:['female','wu',4,['nvquan','qiandu','weiyi']], yxs_wuzetian:['female','wu',4,['nvquan','qiandu','weiyi']],
@ -2990,4 +2997,5 @@ game.import('character',{
juma:'拒马', juma:'拒马',
juma_info:'你与其他角色的距离始终视为1。', juma_info:'你与其他角色的距离始终视为1。',
}, },
};
}); });

View File

@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('character',{ game.import('character',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'zhuogui', name:'zhuogui',
character:{ character:{
nianshou:['male','shu',4,['nianrui','qixiang']], nianshou:['male','shu',4,['nianrui','qixiang']],
@ -338,4 +345,5 @@ game.import('character',{
xixing:'吸星', xixing:'吸星',
xixing_info:'出牌阶段限一次,你可以弃置三张不同类别的牌,对一名其他角色造成一点伤害,然后回复一点体力', xixing_info:'出牌阶段限一次,你可以弃置三张不同类别的牌,对一名其他角色造成一点伤害,然后回复一点体力',
}, },
};
}); });

View File

@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('play',{ game.import('play',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'boss', name:'boss',
init:function(){ init:function(){
if(get.mode()=='tafang') return; if(get.mode()=='tafang') return;
@ -222,4 +229,5 @@ game.import('play',{
help:{ help:{
'挑战武将':'<ul><li>在非挑战模式中使用挑战武将' '挑战武将':'<ul><li>在非挑战模式中使用挑战武将'
}, },
};
}); });

View File

@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('play',{ game.import('play',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'cardpile', name:'cardpile',
arenaReady:function(){ arenaReady:function(){
var data={ var data={
@ -95,4 +102,5 @@ game.import('play',{
help:{ help:{
'牌堆补充':'<ul><li>将杀闪等牌在牌堆中的比例维持在与军争牌堆相同,防止开启扩展包后重要的牌被过多地稀释' '牌堆补充':'<ul><li>将杀闪等牌在牌堆中的比例维持在与军争牌堆相同,防止开启扩展包后重要的牌被过多地稀释'
}, },
};
}); });

View File

@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('play',{ game.import('play',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'coin', name:'coin',
init:function(){ init:function(){
if(lib.config.mode!='chess'||get.config('chess_mode')!='leader'){ if(lib.config.mode!='chess'||get.config('chess_mode')!='leader'){
@ -1370,4 +1377,5 @@ game.import('play',{
'<li>修改金币:<br>game.changCoin'+ '<li>修改金币:<br>game.changCoin'+
'<li>默认下雪:<br>game.haveFun.alwaysSnow' '<li>默认下雪:<br>game.haveFun.alwaysSnow'
} }
};
}); });

View File

@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('play',{ game.import('play',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'wuxing', name:'wuxing',
arenaReady:function(){ arenaReady:function(){
if(_status.connectMode) return; if(_status.connectMode) return;
@ -224,4 +231,5 @@ game.import('play',{
'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'+ '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' '<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'
} }
};
}); });

View File

@ -6474,6 +6474,11 @@
window.game=game; window.game=game;
window.lib=lib;
window.ui=ui;
window.ai=ai;
window.get=get;
window._status=_status;
var styleToLoad=6; var styleToLoad=6;
var styleLoaded=function(){ var styleLoaded=function(){
styleToLoad--; styleToLoad--;
@ -6922,16 +6927,21 @@
var character=lib.imported.character; var character=lib.imported.character;
var play=lib.imported.play; var play=lib.imported.play;
delete window.game; delete window.game;
delete window.ui;
delete window.get;
delete window.ai;
delete window.lib;
delete window._status;
var i,j,k; var i,j,k;
for(i in mode[lib.config.mode].element){ for(i in mode[lib.config.mode].element){
if(!lib.element[i]) lib.element[i]=[]; if(!lib.element[i]) lib.element[i]=[];
for(j in mode[lib.config.mode].element[i]){ for(j in mode[lib.config.mode].element[i]){
if(j=='init'){ if(j=='init'){
if(!lib.element[i].inits) lib.element[i].inits=[]; if(!lib.element[i].inits) lib.element[i].inits=[];
lib.element[i].inits.push(lib.init.eval(mode[lib.config.mode].element[i][j])); lib.element[i].inits.push(mode[lib.config.mode].element[i][j]);
} }
else{ else{
lib.element[i][j]=lib.init.eval(mode[lib.config.mode].element[i][j]); lib.element[i][j]=mode[lib.config.mode].element[i][j];
} }
} }
} }
@ -6939,32 +6949,32 @@
if(typeof mode[lib.config.mode].ai[i]=='object'){ if(typeof mode[lib.config.mode].ai[i]=='object'){
if(ai[i]==undefined) ai[i]={}; if(ai[i]==undefined) ai[i]={};
for(j in mode[lib.config.mode].ai[i]){ for(j in mode[lib.config.mode].ai[i]){
ai[i][j]=lib.init.eval(mode[lib.config.mode].ai[i][j]); ai[i][j]=mode[lib.config.mode].ai[i][j];
} }
} }
else{ else{
ai[i]=lib.init.eval(mode[lib.config.mode].ai[i]); ai[i]=mode[lib.config.mode].ai[i];
} }
} }
for(i in mode[lib.config.mode].ui){ for(i in mode[lib.config.mode].ui){
if(typeof mode[lib.config.mode].ui[i]=='object'){ if(typeof mode[lib.config.mode].ui[i]=='object'){
if(ui[i]==undefined) ui[i]={}; if(ui[i]==undefined) ui[i]={};
for(j in mode[lib.config.mode].ui[i]){ for(j in mode[lib.config.mode].ui[i]){
ui[i][j]=lib.init.eval(mode[lib.config.mode].ui[i][j]); ui[i][j]=mode[lib.config.mode].ui[i][j];
} }
} }
else{ else{
ui[i]=lib.init.eval(mode[lib.config.mode].ui[i]); ui[i]=mode[lib.config.mode].ui[i];
} }
} }
for(i in mode[lib.config.mode].game){ for(i in mode[lib.config.mode].game){
game[i]=lib.init.eval(mode[lib.config.mode].game[i]); game[i]=mode[lib.config.mode].game[i];
} }
for(i in mode[lib.config.mode].get){ for(i in mode[lib.config.mode].get){
get[i]=lib.init.eval(mode[lib.config.mode].get[i]); get[i]=mode[lib.config.mode].get[i];
} }
lib.init.start=mode[lib.config.mode].start; lib.init.start=mode[lib.config.mode].start;
lib.init.startBefore=lib.init.eval(mode[lib.config.mode].startBefore); lib.init.startBefore=mode[lib.config.mode].startBefore;
if(game.onwash){ if(game.onwash){
lib.onwash.push(game.onwash); lib.onwash.push(game.onwash);
delete game.onwash; delete game.onwash;
@ -6990,11 +7000,11 @@
if(i=='startBefore') continue; if(i=='startBefore') continue;
if(lib[i]==undefined) lib[i]=(get.objtype(mode[lib.config.mode][i])=='array')?[]:{}; if(lib[i]==undefined) lib[i]=(get.objtype(mode[lib.config.mode][i])=='array')?[]:{};
for(j in mode[lib.config.mode][i]){ for(j in mode[lib.config.mode][i]){
lib[i][j]=lib.init.eval(mode[lib.config.mode][i][j]); lib[i][j]=mode[lib.config.mode][i][j];
} }
} }
if(typeof mode[lib.config.mode].init=='function'){ if(typeof mode[lib.config.mode].init=='function'){
(lib.init.eval(mode[lib.config.mode].init))(); mode[lib.config.mode].init();
} }
var connectCharacterPack=[]; var connectCharacterPack=[];
@ -7037,7 +7047,7 @@
} }
else{ else{
if(lib[j][k]==undefined){ if(lib[j][k]==undefined){
lib[j][k]=lib.init.eval(character[i][j][k]); lib[j][k]=character[i][j][k];
if(j=='card'&&lib[j][k].derivation){ if(j=='card'&&lib[j][k].derivation){
if(!lib.cardPack.mode_derivation){ if(!lib.cardPack.mode_derivation){
lib.cardPack.mode_derivation=[k]; lib.cardPack.mode_derivation=[k];
@ -7100,7 +7110,7 @@
if(lib.config.cards.contains(i)){ if(lib.config.cards.contains(i)){
var pile; var pile;
if(typeof card[i][j]=='function'){ if(typeof card[i][j]=='function'){
pile=lib.init.eval(card[i][j])(); pile=card[i][j]();
} }
else{ else{
pile=card[i][j]; pile=card[i][j];
@ -7131,7 +7141,7 @@
lib[j][k+'_card_config']=card[i][j][k]; lib[j][k+'_card_config']=card[i][j][k];
} }
else{ else{
if(lib[j][k]==undefined) lib[j][k]=lib.init.eval(card[i][j][k]); if(lib[j][k]==undefined) lib[j][k]=card[i][j][k];
else console.log('dublicate '+j+' in card '+i+':\n'+k+'\n'+lib[j][k]+'\n'+card[i][j][k]); else console.log('dublicate '+j+' in card '+i+':\n'+k+'\n'+lib[j][k]+'\n'+card[i][j][k]);
if(j=='card'&&lib[j][k].derivation){ if(j=='card'&&lib[j][k].derivation){
if(!lib.cardPack.mode_derivation){ if(!lib.cardPack.mode_derivation){
@ -7169,10 +7179,10 @@
for(k in play[i].element[j]){ for(k in play[i].element[j]){
if(k=='init'){ if(k=='init'){
if(!lib.element[j].inits) lib.element[j].inits=[]; if(!lib.element[j].inits) lib.element[j].inits=[];
lib.element[j].inits.push(lib.init.eval(play[i].element[j][k])); lib.element[j].inits.push(play[i].element[j][k]);
} }
else{ else{
lib.element[j][k]=lib.init.eval(play[i].element[j][k]); lib.element[j][k]=play[i].element[j][k];
} }
} }
} }
@ -7180,18 +7190,18 @@
if(typeof play[i].ui[j]=='object'){ if(typeof play[i].ui[j]=='object'){
if(ui[j]==undefined) ui[j]={}; if(ui[j]==undefined) ui[j]={};
for(k in play[i].ui[j]){ for(k in play[i].ui[j]){
ui[j][k]=lib.init.eval(play[i].ui[j][k]); ui[j][k]=play[i].ui[j][k];
} }
} }
else{ else{
ui[j]=lib.init.eval(play[i].ui[j]); ui[j]=play[i].ui[j];
} }
} }
for(j in play[i].game){ for(j in play[i].game){
game[j]=lib.init.eval(play[i].game[j]); game[j]=play[i].game[j];
} }
for(j in play[i].get){ for(j in play[i].get){
get[j]=lib.init.eval(play[i].get[j]); get[j]=play[i].get[j];
} }
for(j in play[i]){ for(j in play[i]){
if(j=='mode'||j=='forbid'||j=='init'||j=='element'|| if(j=='mode'||j=='forbid'||j=='init'||j=='element'||
@ -7204,11 +7214,11 @@
if(lib[j][k]!=undefined){ if(lib[j][k]!=undefined){
console.log('dublicate '+j+' in play '+i+':\n'+k+'\n'+': '+lib[j][k]+'\n'+play[i][j][k]); console.log('dublicate '+j+' in play '+i+':\n'+k+'\n'+': '+lib[j][k]+'\n'+play[i][j][k]);
} }
lib[j][k]=lib.init.eval(play[i][j][k]); lib[j][k]=play[i][j][k];
} }
} }
} }
if(typeof play[i].init=='function') (lib.init.eval(play[i].init))(); if(typeof play[i].init=='function') play[i].init();
if(typeof play[i].arenaReady=='function') lib.arenaReady.push(play[i].arenaReady); if(typeof play[i].arenaReady=='function') lib.arenaReady.push(play[i].arenaReady);
} }
} }
@ -8668,9 +8678,12 @@
}, },
loadMode:function(){ loadMode:function(){
'step 0' 'step 0'
event.removegame=window.game!=game;
if(event.removegame) window.game=game;
lib.init.js(lib.assetURL+'mode',event.mode,game.resume); lib.init.js(lib.assetURL+'mode',event.mode,game.resume);
game.pause(); game.pause();
'step 1' 'step 1'
if(event.removegame) delete window.game;
event.result=lib.imported.mode[event.mode]; event.result=lib.imported.mode[event.mode];
delete lib.imported.mode[event.mode]; delete lib.imported.mode[event.mode];
}, },
@ -20785,9 +20798,10 @@
if(!lib.imported[type]){ if(!lib.imported[type]){
lib.imported[type]={}; lib.imported[type]={};
} }
if(content.name){ var content2=content();
lib.imported[type][content.name]=content; if(content2.name){
delete content.name; lib.imported[type][content2.name]=content2;
delete content2.name;
} }
} }
}, },
@ -24751,7 +24765,10 @@
return players[0]; return players[0];
}, },
loadModeAsync:function(name,callback){ loadModeAsync:function(name,callback){
var removegame=window.game!=game;
if(removegame) window.game=game;
var script=lib.init.js(lib.assetURL+'mode',name,function(){ var script=lib.init.js(lib.assetURL+'mode',name,function(){
if(removegame) delete window.game;
script.remove(); script.remove();
var content=lib.imported.mode[name]; var content=lib.imported.mode[name];
delete lib.imported.mode[name]; delete lib.imported.mode[name];
@ -24769,7 +24786,10 @@
} }
} }
} }
var removegame=window.game!=game;
if(removegame) window.game=game;
var script=lib.init.js(lib.assetURL+'mode',name,function(){ var script=lib.init.js(lib.assetURL+'mode',name,function(){
if(removegame) delete window.game;
script.remove(); script.remove();
var mode=lib.imported.mode; var mode=lib.imported.mode;
_status.sourcemode=lib.config.mode; _status.sourcemode=lib.config.mode;

View File

@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('mode',{ game.import('mode',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'boss', name:'boss',
start:function(){ start:function(){
"step 0" "step 0"
@ -4188,4 +4195,5 @@ game.import('mode',{
return (from.side===to.side?6:-6); return (from.side===to.side?6:-6);
} }
} }
};
}); });

View File

@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('mode',{ game.import('mode',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'brawl', name:'brawl',
game:{ game:{
syncMenu:true, syncMenu:true,
@ -2236,4 +2243,5 @@ game.import('mode',{
} }
} }
}, },
};
}); });

View File

@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('mode',{ game.import('mode',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'chess', name:'chess',
canvasUpdates2:[], canvasUpdates2:[],
hiddenCharacters:[], hiddenCharacters:[],
@ -6020,4 +6027,5 @@ game.import('mode',{
'竞技场:<br>随机选择9名武将每次派出1~3名武将参战。战斗中阵亡的武将不能再次上场。<br><br>战斗后武将进入疲劳状态,若立即再次出场则初始体力值-1。<br><br>战斗中本方武将行动时可召唤后援,令一名未出场的已方武将加入战斗。后援武将在战斗结束后无论存活与否均不能再次出场<br><br>当取得12场胜利或所有武将全部阵亡后结束并根据胜场数获得随机奖励<li>'+ '竞技场:<br>随机选择9名武将每次派出1~3名武将参战。战斗中阵亡的武将不能再次上场。<br><br>战斗后武将进入疲劳状态,若立即再次出场则初始体力值-1。<br><br>战斗中本方武将行动时可召唤后援,令一名未出场的已方武将加入战斗。后援武将在战斗结束后无论存活与否均不能再次出场<br><br>当取得12场胜利或所有武将全部阵亡后结束并根据胜场数获得随机奖励<li>'+
'修改金钱:<br>game.changeMoney<br>修改招募令:<br>game.changeDust</ul>' '修改金钱:<br>game.changeMoney<br>修改招募令:<br>game.changeDust</ul>'
}, },
};
}); });

View File

@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('mode',{ game.import('mode',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'connect', name:'connect',
start:function(){ start:function(){
var directstartmode=lib.config.directstartmode; var directstartmode=lib.config.directstartmode;
@ -139,4 +146,5 @@ game.import('mode',{
}; };
setTimeout(lib.init.onfree,1000); setTimeout(lib.init.onfree,1000);
} }
};
}); });

View File

@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('mode',{ game.import('mode',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'guozhan', name:'guozhan',
startBefore:function(){ startBefore:function(){
var playback=localStorage.getItem(lib.configprefix+'playback'); var playback=localStorage.getItem(lib.configprefix+'playback');
@ -3626,4 +3633,5 @@ game.import('mode',{
return Math.min(0,Math.random()-0.5)+difficulty; return Math.min(0,Math.random()-0.5)+difficulty;
}, },
} }
};
}); });

View File

@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('mode',{ game.import('mode',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'identity', name:'identity',
start:function(){ start:function(){
"step 0" "step 0"
@ -1941,4 +1948,5 @@ game.import('mode',{
'首先由亮出身份的忠臣玩家随机获得六张武将牌,挑选一名角色,并将选好的武将牌展示给其他玩家。之后其余每名玩家随机获得三张武将牌,各自从其中挑选一张同时亮出<li>'+ '首先由亮出身份的忠臣玩家随机获得六张武将牌,挑选一名角色,并将选好的武将牌展示给其他玩家。之后其余每名玩家随机获得三张武将牌,各自从其中挑选一张同时亮出<li>'+
'亮出身份牌的忠臣增加1点体力上限。角色濒死和死亡的结算及胜利条件与普通身份局相同。', '亮出身份牌的忠臣增加1点体力上限。角色濒死和死亡的结算及胜利条件与普通身份局相同。',
} }
};
}); });

View File

@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('mode',{ game.import('mode',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'realtime', name:'realtime',
start:function(){ start:function(){
@ -7,4 +14,5 @@ game.import('mode',{
game:{ game:{
} }
};
}); });

View File

@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('mode',{ game.import('mode',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'stone', name:'stone',
start:function(){ start:function(){
"step 0" "step 0"
@ -10209,4 +10216,5 @@ game.import('mode',{
'<li>嘲讽:若一方阵营中有嘲讽角色,则同阵营的无嘲讽角色不以能成为杀目标'+ '<li>嘲讽:若一方阵营中有嘲讽角色,则同阵营的无嘲讽角色不以能成为杀目标'+
'<li>行动顺序为先主将后随从。主将或随从死亡后立即移出游戏主将死亡后替补登场替补登场时摸3+X张牌X为对方存活的随从数无替补时游戏结束' '<li>行动顺序为先主将后随从。主将或随从死亡后立即移出游戏主将死亡后替补登场替补登场时摸3+X张牌X为对方存活的随从数无替补时游戏结束'
} }
};
}); });

View File

@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('mode',{ game.import('mode',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'tafang', name:'tafang',
canvasUpdates2:[], canvasUpdates2:[],
start:function(){ start:function(){
@ -1233,4 +1240,5 @@ game.import('mode',{
'战场上最多出现3个相同的机关每个机关在置入战场3轮后消失。战场上最多招募5名友方角色。<li>'+ '战场上最多出现3个相同的机关每个机关在置入战场3轮后消失。战场上最多招募5名友方角色。<li>'+
'敌方角色到达底部出口时游戏失败,已方角色到达底部出口,将被移出游戏', '敌方角色到达底部出口时游戏失败,已方角色到达底部出口,将被移出游戏',
}, },
};
}); });

View File

@ -1,5 +1,12 @@
'use strict'; 'use strict';
game.import('mode',{ game.import('mode',function(){
var game=window.game;
var ui=window.ui;
var get=window.get;
var ai=window.ai;
var lib=window.lib;
var _status=window._status;
return {
name:'versus', name:'versus',
init:function(){ init:function(){
if(get.config('versus_mode')=='jiange'){ if(get.config('versus_mode')=='jiange'){
@ -4805,4 +4812,5 @@ game.import('mode',{
'8号位游戏开始时额外摸一张牌7、8号位可在游戏开始时置换一次手牌<li>'+ '8号位游戏开始时额外摸一张牌7、8号位可在游戏开始时置换一次手牌<li>'+
'杀死对方忠臣摸2+x张牌x为对方含刚被杀的忠臣与己方的存活人数之差主公杀死己方忠臣须弃置所有牌', '杀死对方忠臣摸2+x张牌x为对方含刚被杀的忠臣与己方的存活人数之差主公杀死己方忠臣须弃置所有牌',
} }
};
}); });