Merge pull request #1110 from copcap/dev-inf-power

为无名杀「单挑」模式中增加来自海外服的「无限火力」的副模式
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Spmario233 2024-03-20 21:40:56 +08:00 committed by GitHub
commit d07f437098
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GPG Key ID: B5690EEEBB952194
4 changed files with 635 additions and 3 deletions

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@ -207,6 +207,23 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
card[2]=='wuxie'&&card[0]=='diamond'&&card[1]==12) lib.card.list.splice(i--,1); card[2]=='wuxie'&&card[0]=='diamond'&&card[1]==12) lib.card.list.splice(i--,1);
} }
} }
else if(_status.mode=='wuxianhuoli'){
var list=[];
if(_status.connectMode) list=get.charactersOL();
else{
var list=[];
for(var i in lib.character){
if(!lib.filter.characterDisabled2(i)&&!lib.filter.characterDisabled(i)) list.push(i);
}
}
game.countPlayer2(function(current){
list.remove(current.name);
list.remove(current.name1);
list.remove(current.name2);
});
_status.characterlist=list;
game.broadcast(list=>_status.characterlist=list,list);
}
if(_status.connectMode){ if(_status.connectMode){
lib.configOL.number=2; lib.configOL.number=2;
game.randomMapOL(); game.randomMapOL();
@ -242,6 +259,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
game.gameDraw(game.zhu,function(player){ game.gameDraw(game.zhu,function(player){
if(_status.mode=='dianjiang') return 4; if(_status.mode=='dianjiang') return 4;
if(_status.mode=='wuxianhuoli') return 4;
if(_status.mode=='normal') return player==game.zhu?3:4; if(_status.mode=='normal') return player==game.zhu?3:4;
if(_status.mode=='changban') return player==game.fan?5:4; if(_status.mode=='changban') return player==game.fan?5:4;
if(player.hasSkill('cuorui')){ if(player.hasSkill('cuorui')){
@ -250,6 +268,8 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
} }
return player.maxHp; return player.maxHp;
}); });
if(_status.connectMode&&lib.configOL.change_card) game.replaceHandcards(game.players.slice(0));
'step 4'
game.phaseLoop(game.zhu); game.phaseLoop(game.zhu);
}, },
game:{ game:{
@ -375,11 +395,125 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
},500); },500);
}); });
}, },
chooseCharacterWuxianhuoli(){
const next=game.createEvent('chooseCharacter');
next.showConfig=true;
next.setContent(function(){
'step 0'
ui.arena.classList.add('choose-character');
lib.init.onfree();
var num=[0,1].randomGet();
game.players[num].identity='zhu';
game.players[1-num].identity='fan';
game.broadcastAll(function(p,t){
p.enemy=t;t.enemy=p;
},game.players[0],game.players[1]);
for(var i=0;i<game.players.length;i++){
game.players[i].showIdentity();
}
game.globalBuff=['wuxianhuoli_weisuoyuwei'];
const randomBuff=[
'liuanhuaming',
'duoduoyishan',
'xushidaifa',
'mianmianjudao'
].randomGet();
game.globalBuff.add(`wuxianhuoli_${randomBuff}`);
'step 1'
_status.characterChoice={
zhu:_status.characterlist.randomRemove(6),
fan:_status.characterlist.randomRemove(6),
};
const dialog=[
'请选择出场武将',
'<div class="text center">本局游戏Buff</div>',
];
game.globalBuff.forEach((buff,ind)=>{
dialog.add(`<div class="text">「${ind===0?'固定':'随机'}${get.translation(buff)}${get.skillInfoTranslation(buff)}</div>`);
});
dialog.add([_status.characterChoice[game.me.identity],'character']);
game.me.chooseButton(true,dialog);
'step 2'
game.me.init(result.links[0]);
_status.characterChoice[game.me.identity].removeArray(result.links);
var list=_status.characterChoice[game.me.enemy.identity].randomRemove(1);
game.me.enemy.init(list[0]);
[game.me,game.me.enemy].forEach(current=>{
if(current.storage.nohp||lib.character[current.name1][4].includes('hiddenSkill')&&!current.noclick){
current.storage.rawHp=1;
current.storage.rawMaxHp=1;
}
current.hp=10;
current.maxHp=10;
current.hujia=0;
current.update();
});
game.globalBuff.forEach(buff=>{
game.addGlobalSkill(buff);
});
game.addGlobalSkill('wuxianhuoli_task');
_status.wuxianhuoliProgress=0;
_status.wuxianhuoliLevel=0;
const func=()=>{
ui.wuxianhuoliProgress=get.is.phoneLayout()?ui.create.div('.touchinfo.left',ui.window):ui.create.div(ui.gameinfo);
ui.wuxianhuoliProgress.innerHTML='任务进度(0/3)';
const showTasks=()=>{
if(ui.wuxianhuoliInfo) return;
ui.wuxianhuoliInfo=ui.create.system('无限火力·信息',null,true);
ui.wuxianhuoliInfo.currentProgress=0;
ui.wuxianhuoliInfo.currentLevel=0;
lib.setPopped(ui.wuxianhuoliInfo,()=>{
var uiintro=ui.create.dialog('hidden');
uiintro.add(`<div class="text center" style="font-size:18px"><b>任务列表</b></div>`);
if(typeof _status.wuxianhuoliLevel!=='number'){
uiintro.add(`<div class="text center" style="font-size:12px">未获取当前进度,请于一名角色受伤后再查看</div>`);
}
else if(_status.wuxianhuoliLevel<2){
uiintro.add(`<div class="text center">全场角色造成${_status.wuxianhuoliLevel===0?3:5}点伤害(当前${_status.wuxianhuoliProgress}点)</div>\
<div class="text center">奖励获得一个技能摸两张牌</div>`);
}
else{
uiintro.add(`<div class="text center">所有任务已完成,无后续任务</div>`);
}
uiintro.add(`<div class="text center" style="font-size:18px"><b>全局Buff</b></div>`);
uiintro.add(`<div class="text">${game.globalBuff.map((buff,ind)=>{
return get.translation(buff)+''+get.skillInfoTranslation(buff);
}).join('<br>')}</div>`);
var ul=uiintro.querySelector('ul');
if(ul) ul.style.width='180px';
uiintro.add(ui.create.div('.placeholder'));
return uiintro;
},250);
};
showTasks();
var dialog=ui.create.dialog('hidden','forcebutton');
dialog.add(`任务一`);
dialog.addText(`任务全场角色共计造成3点伤害<br>奖励:获得一个技能,摸两张牌`);
dialog.add(`任务二<div class="text center" style="font-size:10px">(完成任务一后解锁)</div>\
<div class="text center">任务全场角色共计造成5点伤害<br>奖励获得一个技能摸两张牌</div>`);
dialog.open();
setTimeout(()=>{
dialog.close();
},3000);
};
game.broadcastAll(func);
game.delay(0,3000);
'step 3'
_status.characterlist.addArray(Object.values(_status.characterChoice).flat());
setTimeout(function(){
ui.arena.classList.remove('choose-character');
},500);
});
},
chooseCharacter:function(){ chooseCharacter:function(){
if(_status.mode=='dianjiang'){ if(_status.mode=='dianjiang'){
game.chooseCharacterDianjiang(); game.chooseCharacterDianjiang();
return; return;
} }
if(_status.mode=='wuxianhuoli'){
game.chooseCharacterWuxianhuoli();
return;
}
var next=game.createEvent('chooseCharacter'); var next=game.createEvent('chooseCharacter');
next.showConfig=true; next.showConfig=true;
next.setContent(function(){ next.setContent(function(){
@ -612,11 +746,168 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
},game.fan,result.links[0],event.videoId); },game.fan,result.links[0],event.videoId);
}); });
}, },
chooseCharacterWuxianhuoliOL(){
var next=game.createEvent('chooseCharacter');
next.showConfig=true;
next.setContent(function(){
'step 0'
ui.arena.classList.add('choose-character');
var num=[0,1].randomGet();
game.players[num].identity='zhu';
game.players[1-num].identity='fan';
game.broadcastAll(function(p,t){
p.enemy=t;t.enemy=p;
},game.players[0],game.players[1]);
for(var i=0;i<game.players.length;i++){
game.players[i].showIdentity();
}
game.globalBuff=['wuxianhuoli_weisuoyuwei'];
const randomBuff=[
'liuanhuaming',
'duoduoyishan',
'xushidaifa',
'mianmianjudao'
].randomGet();
game.globalBuff.add(`wuxianhuoli_${randomBuff}`);
const setBuff=buff=>{game.globalBuff=buff};
game.broadcast(setBuff,game.globalBuff);
if(!_status.postReconnect.wuxianhuoliBuff) _status.postReconnect.wuxianhuoliBuff=[setBuff,[]];
_status.postReconnect.wuxianhuoliBuff[1].addArray(game.globalBuff);
'step 1'
_status.characterChoice={
zhu:_status.characterlist.randomRemove(6),
fan:_status.characterlist.randomRemove(6),
};
const list=['zhu','fan'].map(identity=>{
const dialog=[
'请选择出场武将',
'<div class="text center">本局游戏Buff</div>',
];
game.globalBuff.forEach((buff,ind)=>{
dialog.add(`<div class="text">「${ind===0?'固定':'随机'}${get.translation(buff)}${get.skillInfoTranslation(buff)}</div>`);
});
dialog.add([_status.characterChoice[identity],'character']);
return [game[identity],true,dialog];
});
game.me.chooseButtonOL(list,function(player,result){
if(game.online||player==game.me){
player.init(result.links[0]);
player.hp=10;
player.maxHp=10;
player.hujia=0;
player.update();
}
});
'step 2'
for(var i in result){
var current=lib.playerOL[i];
if(result[i]=='ai'){
result[i]=_status.characterChoice[current.identity].randomGets(1);
}
else{
result[i]=result[i].links;
}
_status.characterChoice[current.identity].removeArray(result[i]);
if(!current.name){
current.init(result[i][0]);
if(current.storage.nohp||lib.character[current.name1][4].includes('hiddenSkill')&&!current.noclick){
current.storage.rawHp=1;
current.storage.rawMaxHp=1;
}
current.hp=10;
current.maxHp=10;
current.hujia=0;
current.update();
}
}
game.broadcast(function(result){
for(var i in result){
const current=lib.playerOL[i];
if(!current.name){
current.init(result[i][0]);
if(current.storage.nohp||lib.character[current.name1][4].includes('hiddenSkill')&&!current.noclick){
current.storage.rawHp=1;
current.storage.rawMaxHp=1;
}
current.hp=10;
current.maxHp=10;
current.hujia=0;
current.update();
}
}
setTimeout(function(){
ui.arena.classList.remove('choose-character');
},500);
},result);
game.globalBuff.forEach(buff=>{
game.addGlobalSkill(buff);
});
game.addGlobalSkill('wuxianhuoli_task');
game.broadcastAll(()=>{
_status.wuxianhuoliProgress=0;
_status.wuxianhuoliLevel=0;
});
const func=()=>{
ui.wuxianhuoliProgress=get.is.phoneLayout()?ui.create.div('.touchinfo.left',ui.window):ui.create.div(ui.gameinfo);
ui.wuxianhuoliProgress.innerHTML='任务进度(0/3)';
const showTasks=()=>{
if(ui.wuxianhuoliInfo) return;
ui.wuxianhuoliInfo=ui.create.system('无限火力·信息',null,true);
ui.wuxianhuoliInfo.currentProgress=0;
ui.wuxianhuoliInfo.currentLevel=0;
lib.setPopped(ui.wuxianhuoliInfo,()=>{
var uiintro=ui.create.dialog('hidden');
uiintro.add(`<div class="text center" style="font-size:18px"><b>任务列表</b></div>`);
if(typeof _status.wuxianhuoliLevel!=='number'){
uiintro.add(`<div class="text center" style="font-size:12px">未获取当前进度,请于一名角色受伤后再查看</div>`);
}
else if(_status.wuxianhuoliLevel<2){
uiintro.add(`<div class="text center">全场角色造成${_status.wuxianhuoliLevel===0?3:5}点伤害(当前${_status.wuxianhuoliProgress}点)</div>\
<div class="text center">奖励获得一个技能摸两张牌</div>`);
}
else{
uiintro.add(`<div class="text center">所有任务已完成,无后续任务</div>`);
}
uiintro.add(`<div class="text center" style="font-size:18px"><b>全局Buff</b></div>`);
uiintro.add(`<div class="text">${game.globalBuff.map((buff,ind)=>{
return get.translation(buff)+''+get.skillInfoTranslation(buff);
}).join('<br>')}</div>`);
var ul=uiintro.querySelector('ul');
if(ul) ul.style.width='180px';
uiintro.add(ui.create.div('.placeholder'));
return uiintro;
},250);
};
showTasks();
if(!_status.postReconnect.wuxianhuoliShowTasks) _status.postReconnect.wuxianhuoliShowTasks=[showTasks,[]];
const dialog=ui.create.dialog('hidden','forcebutton');
dialog.add(`任务一`);
dialog.addText(`任务全场角色共计造成3点伤害<br>奖励:获得一个技能,摸两张牌`);
dialog.add(`任务二<div class="text center" style="font-size:10px">(完成任务一后解锁)</div>\
<div class="text center">任务全场角色共计造成5点伤害<br>奖励获得一个技能摸两张牌</div>`);
dialog.open();
setTimeout(()=>{
dialog.close();
},3000);
};
game.broadcastAll(func);
game.delay(0,3000);
'step 3'
_status.characterlist.addArray(Object.values(_status.characterChoice).flat());
setTimeout(function(){
ui.arena.classList.remove('choose-character');
},500);
});
},
chooseCharacterOL:function(){ chooseCharacterOL:function(){
if(_status.mode=='dianjiang'){ if(_status.mode=='dianjiang'){
game.chooseCharacterDianjiangOL(); game.chooseCharacterDianjiangOL();
return; return;
} }
if(_status.mode=='wuxianhuoli'){
game.chooseCharacterWuxianhuoliOL();
return;
}
var next=game.createEvent('chooseCharacter'); var next=game.createEvent('chooseCharacter');
next.setContent(function(){ next.setContent(function(){
"step 0" "step 0"
@ -1138,6 +1429,297 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
} }
}, },
}, },
wuxianhuoli_weisuoyuwei:{
trigger:{player:'phaseZhunbeiBegin'},
forced:true,
silent:true,
popup:true,
charlotte:true,
async content(_,__,player){
player.draw();
},
mod:{
cardUsable(card,player,num){
if(card.name=='sha') return num+1;
},
},
},
wuxianhuoli_duoduoyishan:{
trigger:{global:'phaseEnd'},
forced:true,
silent:true,
popup:true,
charlotte:true,
async content(_,__,player){
player.draw();
},
},
wuxianhuoli_xushidaifa:{
trigger:{source:'damageBegin1'},
filter(event,player){
if(!event.card||event.card.name!=='sha') return false;
return game.getGlobalHistory('everything',evt=>{
if(evt.name!=='damage') return false;
return evt.card&&evt.card.name==='sha';
}).indexOf(event)===0;
},
forced:true,
silent:true,
popup:true,
charlotte:true,
async content(_,trigger){
trigger.increase('num');
},
},
wuxianhuoli_liuanhuaming:{
trigger:{
player:'loseAfter',
global:['equipAfter','addJudgeAfter','gainAfter','loseAsyncAfter','addToExpansionAfter'],
},
filter(event,player){
if(player===_status.currentPhase) return false;
const evt=event.getl(player);
return evt.cards2&&evt.cards2.length>0;
},
forced:true,
silent:true,
popup:true,
charlotte:true,
usable:2,
async content(_,__,player){
player.draw();
},
},
wuxianhuoli_mianmianjudao:{
trigger:{player:'phaseZhunbeiBegin'},
forced:true,
silent:true,
popup:true,
charlotte:true,
async content(_,__,player){
const cards=[];
for(const type of ['basic','trick']){
const card=get.cardPile(card=>{
const typex=get.type2(card,false);
return type===typex;
});
if(card) cards.add(card);
}
if(cards.length) player.gain(cards,'gain2');
},
},
wuxianhuoli_task:{
trigger:{source:'damageAfter'},
forced:true,
popup:false,
silent:true,
charlotte:true,
async content(event,trigger,player){
if(!_status.wuxianhuoliProgress) _status.wuxianhuoliProgress=0;
if(!_status.wuxianhuoliLevel) _status.wuxianhuoliLevel=0;
if(_status.wuxianhuoliLevel>1) return;
_status.wuxianhuoliProgress+=trigger.num;
game.broadcastAll((num,level)=>{
_status.wuxianhuoliProgress=num;
_status.wuxianhuoliLevel=level;
if(!ui.wuxianhuoliProgress){
ui.wuxianhuoliProgress=get.is.phoneLayout()?ui.create.div('.touchinfo.left',ui.window):ui.create.div(ui.gameinfo);
}
ui.wuxianhuoliProgress.innerHTML='任务进度('+num+'/'+(level===0?3:5)+')';
},_status.wuxianhuoliProgress,_status.wuxianhuoliLevel);
if(_status.wuxianhuoliProgress<(_status.wuxianhuoliLevel===0?3:5)) return;
game.broadcastAll(()=>{
_status.wuxianhuoliProgress=0;
_status.wuxianhuoliLevel++;
});
let next;
const send=(skills,refreshable,stop=false)=>{
let next=game.createEvent('wuxianhuoli_reward',false);
next.setContent(lib.skill.wuxianhuoli_task.contentx);
next.set('skills',skills);
next.set('refreshable',refreshable);
next.set('includeOut',true);
if(!stop) game.resume();
return next;
};
const sendback=(result,player)=>{
if(!result) result={};
if(!result.control&&(typeof result.index!=='number'||result.index<0)){
result.index=0;
}
results.push([player,result]);
};
const ai_targets=[],results=[],players=game.players.slice(),skillsMap={};
let withme=false,withol=false,withai=false;
for(const current of players){
if(_status.connectMode) current.showTimer();
const skills=get.info('wuxianhuoli_task').getSkills();
const refreshable=!current.storage.wuxianhuoli_refreshed;
skillsMap[current.playerid]=skills;
if(current.isOnline()){
withol=true;
current.send(send,skills,refreshable);
current.wait(sendback);
}
else if(current==game.me){
withme=true;
next=send(skills,refreshable,true);
if(_status.connectMode) game.me.wait(sendback);
}
else{
ai_targets.push(current);
}
}
if(ai_targets.length){
for(let i=0;i<ai_targets.length;i++){
const current=ai_targets[i];
if(players.includes(current)){
sendback({index:0},current);
ai_targets.splice(i--,1);
}
}
if(ai_targets.length){
ai_targets.randomSort();
setTimeout(function(){
event.interval=setInterval(function(){
const current=ai_targets.shift();
if(players.includes(current)){
sendback({index:0},current);
}
if(!ai_targets.length){
clearInterval(event.interval);
if(withai) game.resume();
}
},_status.connectMode?750:75);
},500);
}
}
if(withme){
let result=await next.forResult();
if(_status.connectMode){
game.me.unwait(result,game.me);
}
else{
if(!result) result={};
if(!result.control&&(typeof result.index!=='number'||result.index<0)){
result.index=0;
}
results.push([game.me,result]);
}
}
if(withol&&!event.resultOL){
await new Promise((resolve)=>{
const interval=setInterval(()=>{
if(results.length===players.length){
resolve();
clearInterval(interval);
}
},4);
});
}
if(ai_targets.length>0){
withai=true;
await new Promise((resolve)=>{
const interval=setInterval(()=>{
if(results.length===players.length){
resolve();
clearInterval(interval);
}
},4);
});
}
if(_status.connectMode){
for(var i of players) i.hideTimer();
}
const entries=[];
for(const res of results){
const target=res[0],result=res[1];
if(!target||!result) continue;
let skill=result.control;
if(!skill) skill=skillsMap[target.playerid][result.index];
if(result.refreshed) target.storage.wuxianhuoli_refreshed=true;
entries.push([target,skill]);
}
entries.sort((a,b)=>lib.sort.seat(a[0],b[0]));
for(const entry of entries){
entry[0].popup(entry[1]);
await entry[0].addSkills(entry[1]);
}
for(const entry of entries){
await entry[0].draw(2,'nodelay');
}
game.broadcastAll((num,level)=>{
if(level===2&&ui.wuxianhuoliProgress){
ui.wuxianhuoliProgress.innerHTML='';
return;
}
if(!ui.wuxianhuoliProgress){
ui.wuxianhuoliProgress=get.is.phoneLayout()?ui.create.div('.touchinfo.left',ui.window):ui.create.div(ui.gameinfo);
}
ui.wuxianhuoliProgress.innerHTML='任务进度('+num+'/'+(level===0?3:5)+')';
},_status.wuxianhuoliProgress,_status.wuxianhuoliLevel);
await game.asyncDelay();
},
getSkills(num=6){
let allList=_status.characterlist.slice(0);
let list=[];
let skills=[];
let map=[];
let entries=[];
allList.randomSort();
for(let i=0;i<allList.length;i++){
let name=allList[i];
let skills2=lib.character[name][3].slice();
skills2.randomSort();
outer:for(let j=0;j<skills2.length;j++){
let list2=[skills2[j]];
game.expandSkills(list2);
for(let k=0;k<list2.length;k++){
let info=lib.skill[list2[k]];
if(!info||info.silent||info.juexingji||info.hiddenSkill||info.dutySkill||info.zhuSkill||info.unique||info.groupSkill) continue;
if(info.ai&&(info.ai.combo||info.ai.notemp||info.ai.neg)) continue;
list.add(name);
if(!map[name]) map[name]=[];
map[name].push(skills2[j]);
skills.add(skills2[j]);
entries.push([name,skills2[j]]);
break outer;
}
}
if(list.length>=num) break;
}
return skills;
},
async contentx(event){
_status.noclearcountdown=true;
const controls=[link=>{
const evt=get.event();
evt.result={refresh:true};
event.control.classList.add('disabled');
event.control.firstChild.innerText='刷新(1/1)';
game.resume();
}];
event.control=ui.create.control(controls.concat(['刷新(0/1)','stayleft']));
if(!event.refreshable){
event.control.classList.add('disabled');
event.control.firstChild.innerText='刷新(1/1)';
}
let refreshed=false,result;
while(true){
const skills=event.skills.slice(3*refreshed,3*(refreshed+1));
const next=game.me.chooseControl(skills).set('choiceList',skills.map(skill=>{
return '<div class="skill">【'+get.translation(lib.translate[skill+'_ab']||get.translation(skill).slice(0,2))+'】</div>'+
'<div>'+get.skillInfoTranslation(skill,game.me)+'</div>';
})).set('displayIndex',false).set('prompt','选择获得一个技能');
result=await next.forResult();
if(!result.refresh) break;
refreshed=true;
}
if(event.control) event.control.close();
delete _status.noclearcountdown;game.stopCountChoose();
event.result={control:result.control,refreshed};
},
},
}, },
singleTranslate:{ singleTranslate:{
xiahouyuan:'夏侯渊', xiahouyuan:'夏侯渊',
@ -1161,6 +1743,18 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
normal2:'新1v1', normal2:'新1v1',
changban2:'血战长坂坡', changban2:'血战长坂坡',
dianjiang2:'点将单挑', dianjiang2:'点将单挑',
wuxianhuoli2:'无限火力',
wuxianhuoli_weisuoyuwei:'为所欲为',
wuxianhuoli_weisuoyuwei_info:'①准备阶段,你摸一张牌。②你使用【杀】的次数上限+1。',
wuxianhuoli_duoduoyishan:'多多益善',
wuxianhuoli_duoduoyishan_info:'一名角色的回合结束时,你摸一张牌。',
wuxianhuoli_xushidaifa:'蓄势待发',
wuxianhuoli_xushidaifa_info:'当你于一回合首次造成渠道为【杀】的伤害时,此伤害+1。',
wuxianhuoli_liuanhuaming:'柳暗花明',
wuxianhuoli_liuanhuaming_info:'每回合限两次。当你于回合外失去牌后,你摸一张牌。',
wuxianhuoli_mianmianjudao:'面面俱到',
wuxianhuoli_mianmianjudao_info:'准备阶段,你从牌堆或弃牌堆中获得基本牌和锦囊牌各一张。',
wanrong:'婉容', wanrong:'婉容',
wanrong_info:'当你成为【杀】的目标后,你可以摸一张牌。', wanrong_info:'当你成为【杀】的目标后,你可以摸一张牌。',
@ -1191,6 +1785,8 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
help:{ help:{
'血战长坂':'<div style="margin:10px">游戏规则</div><ul style="margin-top:0"><li>选将阶段<br>双方在游戏开始时由系统随机分配身份。分配到先手身份的玩家优先出牌,分配到后手身份的玩家优先选将。<br>双方各自随机获得3名暗置武将同时从将池中随机选出6名明置武将由后手玩家开始按照一次1张-2张-2张-1张的顺序轮流选择获得明置武将。之后双方各从自己的6名武将中选择2名分别作为主将和副将进行游戏。<li>胜利条件<br>对方死亡。'+ '血战长坂':'<div style="margin:10px">游戏规则</div><ul style="margin-top:0"><li>选将阶段<br>双方在游戏开始时由系统随机分配身份。分配到先手身份的玩家优先出牌,分配到后手身份的玩家优先选将。<br>双方各自随机获得3名暗置武将同时从将池中随机选出6名明置武将由后手玩家开始按照一次1张-2张-2张-1张的顺序轮流选择获得明置武将。之后双方各从自己的6名武将中选择2名分别作为主将和副将进行游戏。<li>胜利条件<br>对方死亡。'+
'<li>双将规则<br>双将主将决定角色的性别和势力体力上限为主副将体力上限的平均值向下取整。体力上限为3的角色可在游戏开始后更换一次起始手牌。<li>牌堆<br>牌堆中移除【木牛流马】【闪电】,♣花色的【藤甲】和【无懈可击 ♦Q】</ul>', '<li>双将规则<br>双将主将决定角色的性别和势力体力上限为主副将体力上限的平均值向下取整。体力上限为3的角色可在游戏开始后更换一次起始手牌。<li>牌堆<br>牌堆中移除【木牛流马】【闪电】,♣花色的【藤甲】和【无懈可击 ♦Q】</ul>',
'无限火力':'<div style="margin:10px">11火力全开模式</div><ul style="margin-top:0">(来自三国杀国际服)<li>所有角色的初始体力值和体力上限均为10护甲均为0<li>每局游戏会有一个固定的Buff和一个随机的Buff对所有角色生效'+
'<li>游戏全程会有两个任务分别为“所有角色造成3点伤害”和“所有角色造成5点伤害”在任务一完成后才会解锁任务二。<br>每当任务完成时,系统会发放奖励:所有角色观看三个随机的技能并获得其中一个(每名角色每局有一次刷新的机会),然后摸两张牌。',
} }
}; };
}); });

View File

@ -1021,6 +1021,7 @@ export class Get extends Uninstantable {
case 'normal': return '新1v1'; case 'normal': return '新1v1';
case 'changban': return '血战长坂坡'; case 'changban': return '血战长坂坡';
case 'dianjiang': return '点将单挑'; case 'dianjiang': return '点将单挑';
case 'wuxianhuoli': return '无限火力';
} }
} }
if (config.mode == 'identity') { if (config.mode == 'identity') {

View File

@ -1922,7 +1922,10 @@ export const Content = {
} }
while (player != end); while (player != end);
event.changeCard = get.config('change_card'); event.changeCard = get.config('change_card');
if (_status.connectMode || (lib.config.mode == 'doudizhu' && _status.mode == 'online') || lib.config.mode != 'identity' && lib.config.mode != 'guozhan' && lib.config.mode != 'doudizhu') { if (_status.connectMode ||
(lib.config.mode == 'single' && _status.mode != 'wuxianhuoli') ||
(lib.config.mode == 'doudizhu' && _status.mode == 'online') ||
lib.config.mode != 'identity' && lib.config.mode != 'guozhan' && lib.config.mode != 'doudizhu' && lib.config.mode != 'single') {
event.changeCard = 'disabled'; event.changeCard = 'disabled';
} }
"step 1"; "step 1";

View File

@ -6933,9 +6933,11 @@ export class Library extends Uninstantable {
normal: '新1v1', normal: '新1v1',
dianjiang: '点将单挑', dianjiang: '点将单挑',
changban: '血战长坂坡', changban: '血战长坂坡',
wuxianhuoli: '无限火力',
}, },
restart: true, restart: true,
frequent: true, frequent: true,
intro: '血战长坂坡和无限火力模式详见帮助',
}, },
connect_enable_jin: { connect_enable_jin: {
name: '启用晋势力武将', name: '启用晋势力武将',
@ -6943,6 +6945,12 @@ export class Library extends Uninstantable {
restart: true, restart: true,
frequent: true, frequent: true,
}, },
connect_change_card: {
name: '启用手气卡',
init: false,
frequent: true,
restart: true,
},
update: function (config, map) { update: function (config, map) {
if (config.connect_single_mode != 'normal') { if (config.connect_single_mode != 'normal') {
map.connect_enable_jin.hide(); map.connect_enable_jin.hide();
@ -6950,6 +6958,12 @@ export class Library extends Uninstantable {
else { else {
map.connect_enable_jin.show(); map.connect_enable_jin.show();
} }
if (config.connect_single_mode != 'wuxianhuoli') {
map.connect_change_card.hide();
}
else {
map.connect_change_card.show();
}
}, },
}, },
config: { config: {
@ -6960,9 +6974,11 @@ export class Library extends Uninstantable {
normal: '新1v1', normal: '新1v1',
dianjiang: '点将单挑', dianjiang: '点将单挑',
changban: '血战长坂坡', changban: '血战长坂坡',
wuxianhuoli: '无限火力',
}, },
restart: true, restart: true,
frequent: true, frequent: true,
intro: '血战长坂坡和无限火力模式详见帮助',
}, },
enable_jin: { enable_jin: {
name: '启用晋势力武将', name: '启用晋势力武将',
@ -6970,6 +6986,16 @@ export class Library extends Uninstantable {
restart: true, restart: true,
frequent: true, frequent: true,
}, },
change_card: {
name: '开启手气卡',
init: 'disabled',
item: {
disabled: '禁用',
once: '一次',
twice: '两次',
unlimited: '无限',
}
},
update: function (config, map) { update: function (config, map) {
if (config.single_mode != 'normal') { if (config.single_mode != 'normal') {
map.enable_jin.hide(); map.enable_jin.hide();
@ -6977,6 +7003,12 @@ export class Library extends Uninstantable {
else { else {
map.enable_jin.show(); map.enable_jin.show();
} }
if (config.single_mode != 'wuxianhuoli') {
map.change_card.hide();
}
else {
map.change_card.show();
}
}, },
} }
}, },