refresh
This commit is contained in:
parent
388474f1c7
commit
c99e2e7862
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@ -1,5 +1,12 @@
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'use strict';
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'use strict';
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game.import('card',{
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game.import('card',function(){
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var game=window.game;
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var ui=window.ui;
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var get=window.get;
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var ai=window.ai;
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var lib=window.lib;
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var _status=window._status;
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return {
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name:'extra',
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name:'extra',
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connect:true,
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connect:true,
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card:{
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card:{
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@ -602,4 +609,5 @@ game.import('card',{
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["spade",10,"bingliang"],
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["spade",10,"bingliang"],
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["club",4,"bingliang"],
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["club",4,"bingliang"],
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],
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],
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}
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});
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});
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@ -1,5 +1,12 @@
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'use strict';
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'use strict';
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game.import('card',{
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game.import('card',function(){
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var game=window.game;
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var ui=window.ui;
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var get=window.get;
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var ai=window.ai;
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var lib=window.lib;
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var _status=window._status;
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return {
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name:'gujian',
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name:'gujian',
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card:{
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card:{
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luyugeng:{
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luyugeng:{
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@ -1686,4 +1693,5 @@ game.import('card',{
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['club',3,'liufengsan'],
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['club',3,'liufengsan'],
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]
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]
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};
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});
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});
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@ -1,5 +1,12 @@
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'use strict';
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'use strict';
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game.import('card',{
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game.import('card',function(){
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var game=window.game;
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var ui=window.ui;
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var get=window.get;
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var ai=window.ai;
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var lib=window.lib;
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var _status=window._status;
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return {
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name:'guozhan',
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name:'guozhan',
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connect:true,
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connect:true,
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card:{
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card:{
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@ -1185,4 +1192,5 @@ game.import('card',{
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['diamond',4,'xietianzi'],
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['diamond',4,'xietianzi'],
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['club',1,'yuxi'],
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['club',1,'yuxi'],
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],
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],
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}
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});
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});
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'use strict';
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'use strict';
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game.import('card',{
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game.import('card',function(){
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var game=window.game;
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var ui=window.ui;
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var get=window.get;
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var ai=window.ai;
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var lib=window.lib;
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var _status=window._status;
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return {
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name:'hearth',
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name:'hearth',
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card:{
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card:{
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linghunzhihuo:{
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linghunzhihuo:{
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@ -715,4 +722,5 @@ game.import('card',{
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['diamond',2,'jihuocard'],
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['diamond',2,'jihuocard'],
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['diamond',1,'linghunzhihuo'],
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['diamond',1,'linghunzhihuo'],
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],
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],
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};
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});
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});
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10
card/sp.js
10
card/sp.js
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'use strict';
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'use strict';
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game.import('card',{
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game.import('card',function(){
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var game=window.game;
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var ui=window.ui;
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var get=window.get;
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var ai=window.ai;
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var lib=window.lib;
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var _status=window._status;
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return {
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name:'sp',
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name:'sp',
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connect:true,
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connect:true,
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card:{
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card:{
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@ -978,4 +985,5 @@ game.import('card',{
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["spade",2,'lanyinjia'],
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["spade",2,'lanyinjia'],
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["club",2,'lanyinjia'],
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["club",2,'lanyinjia'],
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],
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],
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};
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});
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});
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'use strict';
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'use strict';
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game.import('card',{
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game.import('card',function(){
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var game=window.game;
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var ui=window.ui;
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var get=window.get;
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var ai=window.ai;
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var lib=window.lib;
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var _status=window._status;
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return {
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name:'standard',
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name:'standard',
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connect:true,
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connect:true,
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card:{
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card:{
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@ -2011,4 +2018,5 @@ game.import('card',{
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["heart",12,'shandian','thunder'],
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["heart",12,'shandian','thunder'],
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["diamond",12,'wuxie'],
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["diamond",12,'wuxie'],
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],
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],
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};
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});
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});
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10
card/swd.js
10
card/swd.js
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'use strict';
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'use strict';
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game.import('card',{
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game.import('card',function(){
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var game=window.game;
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var ui=window.ui;
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var get=window.get;
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var ai=window.ai;
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var lib=window.lib;
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var _status=window._status;
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return {
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name:'swd',
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name:'swd',
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card:{
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card:{
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dujian:{
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dujian:{
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// ['club',11,'dujian','poison'],
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// ['club',11,'dujian','poison'],
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// ['club',12,'dujian','poison'],
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// ['club',12,'dujian','poison'],
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],
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],
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};
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});
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});
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'use strict';
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'use strict';
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game.import('card',{
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game.import('card',function(){
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var game=window.game;
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var ui=window.ui;
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var get=window.get;
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var ai=window.ai;
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var lib=window.lib;
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var _status=window._status;
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return {
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name:'yunchou',
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name:'yunchou',
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card:{
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card:{
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diaobingqianjiang:{
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diaobingqianjiang:{
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['club',2,'youdishenru'],
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['club',2,'youdishenru'],
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['spade',9,'youdishenru'],
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['spade',9,'youdishenru'],
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],
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],
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};
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});
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});
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'use strict';
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'use strict';
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game.import('card',{
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game.import('card',function(){
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var game=window.game;
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var ui=window.ui;
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var get=window.get;
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var ai=window.ai;
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var lib=window.lib;
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var _status=window._status;
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return {
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name:'zhenfa',
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name:'zhenfa',
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card:{
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card:{
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pozhenjue:{
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pozhenjue:{
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// ["spade",13,'pozhenjue'],
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// ["spade",13,'pozhenjue'],
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//["heart",13,'pozhenjue'],
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//["heart",13,'pozhenjue'],
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],
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],
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};
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});
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});
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'use strict';
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'use strict';
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game.import('character',{
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game.import('character',function(){
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var game=window.game;
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var ui=window.ui;
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var get=window.get;
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var ai=window.ai;
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var lib=window.lib;
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var _status=window._status;
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return {
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name:'diy',
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name:'diy',
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character:{
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character:{
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// diy_caocao:['male','wei',4,['xicai','diyjianxiong','hujia']],
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// diy_caocao:['male','wei',4,['xicai','diyjianxiong','hujia']],
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xicai_info:'你可以立即获得对你造成伤害的牌',
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xicai_info:'你可以立即获得对你造成伤害的牌',
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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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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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},
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},
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};
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});
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});
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'use strict';
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'use strict';
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game.import('character',{
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game.import('character',function(){
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var game=window.game;
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var ui=window.ui;
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var get=window.get;
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var ai=window.ai;
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var lib=window.lib;
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var _status=window._status;
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return {
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name:'extra',
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name:'extra',
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character:{
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character:{
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shen_guanyu:['male','shen',6,['wuhun','wushen'],['shu']],
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shen_guanyu:['male','shen',6,['wuhun','wushen'],['shu']],
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wuqian:'无前',
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wuqian:'无前',
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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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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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},
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},
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};
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});
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});
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'use strict';
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'use strict';
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game.import('character',{
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game.import('character',function(){
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var game=window.game;
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var ui=window.ui;
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var get=window.get;
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var ai=window.ai;
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var lib=window.lib;
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var _status=window._status;
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return {
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name:'gujian',
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name:'gujian',
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character:{
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character:{
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gjqt_bailitusu:['male','shu',4,['xuelu','fanshi','shahun']],
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gjqt_bailitusu:['male','shu',4,['xuelu','fanshi','shahun']],
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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',
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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',
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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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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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},
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},
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};
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});
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});
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'use strict';
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'use strict';
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game.import('character',{
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game.import('character',function(){
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var game=window.game;
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var ui=window.ui;
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var get=window.get;
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var ai=window.ai;
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var lib=window.lib;
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var _status=window._status;
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return {
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name:'gwent',
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name:'gwent',
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character:{
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character:{
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gw_huoge:['male','qun',3,['quanzhang']],
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gw_huoge:['male','qun',3,['quanzhang']],
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quanzhang_backup:'权杖',
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quanzhang_backup:'权杖',
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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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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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}
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}
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};
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});
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});
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'use strict';
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'use strict';
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game.import('character',{
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game.import('character',function(){
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var game=window.game;
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var ui=window.ui;
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var get=window.get;
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var ai=window.ai;
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var lib=window.lib;
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var _status=window._status;
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return {
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name:'hearth',
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name:'hearth',
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character:{
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character:{
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hs_jaina:['female','wei',3,['huopu','aoshu','bingjia']],
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hs_jaina:['female','wei',3,['huopu','aoshu','bingjia']],
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@ -6583,4 +6590,5 @@ game.import('character',{
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wlianji:'连击',
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wlianji:'连击',
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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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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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},
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},
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};
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});
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});
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'use strict';
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'use strict';
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game.import('character',{
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game.import('character',function(){
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var game=window.game;
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var ui=window.ui;
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var get=window.get;
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var ai=window.ai;
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var lib=window.lib;
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var _status=window._status;
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return {
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name:'jiange',
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name:'jiange',
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character:{
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character:{
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jg_pangtong:['male','shu',3,['qiwu','tianyu']],
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jg_pangtong:['male','shu',3,['qiwu','tianyu']],
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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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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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},
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},
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};
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});
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});
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'use strict';
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'use strict';
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game.import('character',{
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game.import('character',function(){
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var game=window.game;
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var ui=window.ui;
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var get=window.get;
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var ai=window.ai;
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var lib=window.lib;
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var _status=window._status;
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return {
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name:'old',
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name:'old',
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character:{
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character:{
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zhangjiao:['male','qun',3,['leiji','guidao','huangtian'],['zhu']],
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zhangjiao:['male','qun',3,['leiji','guidao','huangtian'],['zhu']],
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@ -372,4 +379,5 @@ game.import('character',{
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oldxuanfeng:'旋风',
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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',
|
||||||
}
|
}
|
||||||
|
};
|
||||||
});
|
});
|
||||||
|
|
|
@ -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',
|
||||||
}
|
}
|
||||||
|
};
|
||||||
});
|
});
|
||||||
|
|
|
@ -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。'
|
||||||
},
|
},
|
||||||
|
};
|
||||||
});
|
});
|
||||||
|
|
|
@ -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。',
|
||||||
|
|
||||||
},
|
},
|
||||||
|
};
|
||||||
});
|
});
|
||||||
|
|
|
@ -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”。',
|
||||||
},
|
},
|
||||||
|
};
|
||||||
});
|
});
|
||||||
|
|
|
@ -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',
|
||||||
},
|
},
|
||||||
|
};
|
||||||
});
|
});
|
||||||
|
|
|
@ -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',
|
||||||
},
|
},
|
||||||
|
};
|
||||||
});
|
});
|
||||||
|
|
|
@ -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',
|
||||||
},
|
},
|
||||||
|
};
|
||||||
});
|
});
|
||||||
|
|
|
@ -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',
|
||||||
},
|
},
|
||||||
|
};
|
||||||
});
|
});
|
||||||
|
|
|
@ -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。',
|
||||||
},
|
},
|
||||||
|
};
|
||||||
});
|
});
|
||||||
|
|
|
@ -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。',
|
||||||
},
|
},
|
||||||
|
};
|
||||||
});
|
});
|
||||||
|
|
|
@ -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',
|
||||||
},
|
},
|
||||||
|
};
|
||||||
});
|
});
|
||||||
|
|
|
@ -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'
|
||||||
},
|
},
|
||||||
|
};
|
||||||
});
|
});
|
||||||
|
|
|
@ -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'
|
||||||
},
|
},
|
||||||
|
};
|
||||||
});
|
});
|
||||||
|
|
|
@ -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'
|
||||||
}
|
}
|
||||||
|
};
|
||||||
});
|
});
|
||||||
|
|
|
@ -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'
|
||||||
}
|
}
|
||||||
|
};
|
||||||
});
|
});
|
||||||
|
|
70
game/game.js
70
game/game.js
|
@ -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;
|
||||||
|
|
10
mode/boss.js
10
mode/boss.js
|
@ -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);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
};
|
||||||
});
|
});
|
||||||
|
|
|
@ -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',{
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
};
|
||||||
});
|
});
|
||||||
|
|
|
@ -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>'
|
||||||
},
|
},
|
||||||
|
};
|
||||||
});
|
});
|
||||||
|
|
|
@ -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);
|
||||||
}
|
}
|
||||||
|
};
|
||||||
});
|
});
|
||||||
|
|
|
@ -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;
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
|
};
|
||||||
});
|
});
|
||||||
|
|
|
@ -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。',
|
||||||
}
|
}
|
||||||
|
};
|
||||||
});
|
});
|
||||||
|
|
|
@ -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:{
|
||||||
|
|
||||||
}
|
}
|
||||||
|
};
|
||||||
});
|
});
|
||||||
|
|
|
@ -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'
|
||||||
}
|
}
|
||||||
|
};
|
||||||
});
|
});
|
||||||
|
|
|
@ -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',
|
||||||
},
|
},
|
||||||
|
};
|
||||||
});
|
});
|
||||||
|
|
|
@ -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',
|
||||||
}
|
}
|
||||||
|
};
|
||||||
});
|
});
|
||||||
|
|
Loading…
Reference in New Issue