This commit is contained in:
parent
02e8455f25
commit
d2a3d07ed8
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@ -514,6 +514,7 @@ card.extra={
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jiu_info:'出牌阶段,对自己使用,令自己的下一张使用的【杀】造成的伤害+1(每回合限使用1次); 濒死阶段,对自己使用,回复1点体力',
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huogong:'火攻',
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tiesuo:'铁锁连环',
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tiesuo_info:'出牌阶段使用,选择1至2个角色,分别横置或重置这些角色',
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huogong_bg:'攻',
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huogong_info:'目标角色展示一张手牌,然后若你能弃掉一张与所展示牌相同花色的手牌,则火攻对该角色造成1点火焰伤害。',
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tiesuo_bg:'锁',
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26
card/swd.js
26
card/swd.js
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@ -302,7 +302,7 @@ card.swd={
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return hs.length>1||(hs.length==1&&hs[0]!=card);
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},
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filterTarget:function(card,player,target){
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return target!=player;
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return target!=player&&!target.hasSkill('jiguanyuan');
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},
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content:function(){
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'step 0'
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@ -315,12 +315,15 @@ card.swd={
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'step 1'
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player.$throw(result.cards);
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player.lose(result.cards,ui.special);
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ui.special.appendChild(cards[0]);
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event.togive=[cards[0],result.cards[0]];
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game.delay();
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'step 2'
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target.gain(event.togive).delay=false;
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// target.gain(event.togive).delay=false;
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target.$gain2(event.togive);
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game.log(target,'从',player,'获得了',event.togive)
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target.storage.jiguanyuan=event.togive;
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target.addSkill('jiguanyuan');
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game.log(target,'从',player,'获得了',event.togive);
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player.draw();
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},
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ai:{
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@ -1363,6 +1366,21 @@ card.swd={
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},
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},
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skill:{
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jiguanyuan:{
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mark:'card',
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intro:{
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content:'cards'
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},
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trigger:{player:'phaseEnd'},
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forced:true,
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temp:true,
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popup:false,
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content:function(){
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player.gain(player.storage.jiguanyuan,'gain2');
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player.removeSkill('jiguanyuan');
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delete player.storage.jiguanyuan;
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}
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},
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_qinglongzhigui:{
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trigger:{player:'phaseBegin'},
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forced:true,
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@ -3649,7 +3667,7 @@ card.swd={
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jiguanfeng:'机关蜂',
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jiguanfeng_info:'出牌阶段对一名其他角色使用,目标需打出一张闪,否则受到一点伤害,然后与你各流失一点体力',
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jiguanyuan:'机关鸢',
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jiguanyuan_info:'出牌阶段对一名其他角色使用,你将此牌和一张其它牌交给该角色,然后摸一张牌',
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jiguanyuan_info:'出牌阶段对一名其他角色使用,你将此牌和一张其它牌置于一名其他角色的武将牌上,然后摸一张牌;该角色于下一回合结束时获得武将牌上的牌',
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jiguantong:'机关火筒',
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jiguantong_ab:'火筒',
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jiguantong_info:'出牌阶段对所有其他角色使用,目标弃置一张手牌,或受到一点火焰伤害;若没有人因此受到伤害,使用者摸一张牌',
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@ -30,7 +30,7 @@ character.ow={
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trigger:{source:'damageBegin'},
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forced:true,
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filter:function(event,player){
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return !player.hujia&&event.card&&event.card.name=='sha'&&event.notLink();
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return player.storage.zhongjia&&!player.hujia&&event.card&&event.card.name=='sha'&&event.notLink();
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},
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content:function(){
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trigger.num++;
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@ -2571,7 +2571,7 @@ character.ow={
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},
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translate:{
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mengji:'猛击',
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mengji_info:'锁定技,当你没有护甲时,你的杀造成的伤害+1',
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mengji_info:'锁定技,若你已发动重盾,当你没有护甲时,你的杀造成的伤害+1',
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lzhongjia:'重盾',
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lzhongjia_info:'游戏开始时,你获得8点护甲;出牌阶段限一次,你可以弃置一张牌并将一点护甲分给一名没有护甲的其他角色',
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paotai:'炮台',
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106
game/game.js
106
game/game.js
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@ -4284,6 +4284,7 @@
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var splash=ui.create.div('#splash',document.body);
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if(lib.config.touchscreen){
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splash.classList.add('touch');
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lib.setScroll(splash);
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}
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for(var i=0;i<lib.config.all.mode.length;i++){
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var node=ui.create.div('.hidden',splash,clickNode);
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@ -5633,7 +5634,7 @@
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else if(ai.basic.chooseCard(event.ai1)){
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if(ai.basic.chooseTarget(event.ai2)){
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ui.click.ok();
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_status.event.aiexclude.length=0;
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event.aiexcludeclear=true;
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}
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else{
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if(!event.norestore){
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@ -5709,19 +5710,15 @@
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delete event.buttoned;
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}
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"step 4"
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if(event.aiexcludeclear){
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delete event.aiexcludeclear;
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event.aiexclude.length=0;
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}
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delete _status.noclearcountdown;
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if(event.skillDialog&&get.objtype(event.skillDialog)=='div'){
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event.skillDialog.close();
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}
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if(event.result&&event.result.bool&&!game.online&&!event.nouse){
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// if(event.logSkill){
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// if(typeof event.logSkill=='string'){
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// player.logSkill(event.logSkill);
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// }
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// else if(Array.isArray(event.logSkill)){
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// player.logSkill.apply(player,event.logSkill);
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// }
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// }
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player.useResult(event.result,event);
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}
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else if(event._sendskill){
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@ -10823,6 +10820,10 @@
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get.itemtype(this.storage[skill])=='card'){
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this.markSkill(skill,null,this.storage[skill]);
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}
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else if(info.mark=='card'&&
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get.itemtype(this.storage[skill])=='cards'){
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this.markSkill(skill,null,this.storage[skill][0]);
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}
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else if(info.mark=='image'){
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this.markSkill(skill,null,ui.create.card(null,'noclick').init([null,null,skill]));
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}
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@ -11046,6 +11047,7 @@
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exclude.push(arguments[i]);
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}
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for(i=0;i<this.skills.length;i++){
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if(lib.skill[this.skills[i]].temp) continue;
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if(!exclude.contains(this.skills[i])){
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list.push(this.skills[i]);
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}
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@ -12919,6 +12921,13 @@
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}
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return this;
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},
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getLogv:function(){
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for(var i=1;i<=3;i++){
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var event=this.getParent(i);
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if(event&&event.logvid) return event.logvid;
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}
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return null;
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},
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send:function(){
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this.player.send(function(name,args,set,event,skills){
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game.me.applySkills(skills);
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@ -13258,6 +13267,15 @@
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ui.update();
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return item;
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},
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addText:function(str,center){
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if(center!==false){
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this.add('<div class="text center">'+str+'</div>');
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}
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else{
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this.add('<div class="text">'+str+'</div>');
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}
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return this;
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},
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addSmall:function(item,noclick){
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return this.add(item,noclick,true);
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},
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@ -14087,9 +14105,11 @@
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},
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forced:true,
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popup:false,
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logv:false,
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content:function(){
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"step 0"
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player.link();
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event.logvid=trigger.getLogv();
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"step 1"
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var players=game.players.slice(0);
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lib.tempSortSeat=player;
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@ -19487,19 +19507,7 @@
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game.log(str);
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},str);
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if(!_status.video&&!game.online){
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var logvid=_status.event.getParent().logvid;
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if(!logvid){
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logvid=_status.event.getParent(2);
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if(logvid){
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logvid=logvid.logvid;
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}
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}
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if(!logvid){
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logvid=_status.event.getParent(3);
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if(logvid){
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logvid=logvid.logvid;
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}
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}
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var logvid=_status.event.getLogv();
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if(logvid){
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game.logv(logvid,'<div class="text center">'+str+'</div>');
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}
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@ -19534,6 +19542,7 @@
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},
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logv:function(player,card,targets,event,forced,logvid){
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var node=ui.create.div();
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node.node={};
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logvid=logvid||get.id();
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if(!player){
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player=_status.event.getParent().logvid;
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@ -19565,6 +19574,7 @@
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else{
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return;
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}
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node.node.avatar=avatar;
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avatar.style.transform='';
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avatar.className='avatar';
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if(card=='die'){
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@ -19576,7 +19586,8 @@
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avatar.style.opacity=0.6;
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}
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else{
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ui.create.div('',get.translation(card,'skill'),avatar).dataset.nature='water';
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node.node.text=ui.create.div('',get.translation(card,'skill'),avatar);
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node.node.text.dataset.nature='water';
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node.skill=card;
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}
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node.appendChild(avatar);
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@ -19598,6 +19609,7 @@
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return;
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}
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avatar.style.transform='';
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node.node.avatar2=avatar;
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avatar.classList.add('avatar2');
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node.appendChild(avatar);
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}
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@ -19641,6 +19653,7 @@
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else{
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return;
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}
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node.node.avatar=avatar;
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avatar.style.transform='';
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avatar.classList.add('avatar2');
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node.appendChild(avatar);
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@ -19672,6 +19685,7 @@
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event=event||_status.event;
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event.logvid=node.logvid;
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}
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return node;
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},
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putDB:function(type,id,item,callback){
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if(!lib.db) return item;
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@ -28936,15 +28950,17 @@
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}
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if(node._hoverfunc&&!node._nopup){
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var dialog=node._hoverfunc.call(node,e);
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dialog.classList.add('popped');
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ui.window.appendChild(dialog);
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lib.placePoppedDialog(dialog,e);
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if(node._hoverwidth){
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dialog.style.width=node._hoverwidth+'px';
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dialog._hovercustomed=true;
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}
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node._mouseenterdialog=dialog;
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node._mouseentercreated=true;
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if(dialog){
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dialog.classList.add('popped');
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ui.window.appendChild(dialog);
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lib.placePoppedDialog(dialog,e);
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if(node._hoverwidth){
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dialog.style.width=node._hoverwidth+'px';
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dialog._hovercustomed=true;
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}
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node._mouseenterdialog=dialog;
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node._mouseentercreated=true;
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}
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}
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},hoveration);
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}
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@ -29178,7 +29194,7 @@
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},
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hoverplayer:function(e){
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var node=get.nodeintro(this,true);
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node.style.zIndex=21;
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if(node) node.style.zIndex=21;
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return node;
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},
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longpressdown:function(e){
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@ -29796,19 +29812,6 @@
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}
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game.resume();
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},
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oldintro:function(e){
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if(_status.dragged) return;
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_status.clicked=true;
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if(this.classList.contains('player')&&!this.name){
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return;
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}
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var i,translation,intro,str;
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ui.click.intro2.call(this);
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game.pause2();
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ui.control.hide();
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ui.intro=get.nodeintro(this).open();
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ui.intro.source=this;
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},
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intro:function(e){
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if(_status.dragged) return;
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_status.clicked=true;
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@ -31892,7 +31895,7 @@
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}
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var i,translation,intro,str;
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if(typeof node._customintro=='function'){
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node._customintro(uiintro);
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if(node._customintro(uiintro)===false) return;
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}
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else if(Array.isArray(node._customintro)){
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var caption=node._customintro[0];
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@ -31914,8 +31917,11 @@
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uiintro.add(capt);
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if(node.isUnderControl()){
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uiintro.add('<div class="text center">手牌</div>');
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uiintro.addSmall(node.get('h'));
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var hs=node.get('h');
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if(hs.length){
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uiintro.add('<div class="text center">手牌</div>');
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uiintro.addSmall(node.get('h'));
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}
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}
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var skills=node.get('s',false,false);
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@ -31984,7 +31990,7 @@
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}
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}
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}
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if(lib.config.show_favourite&&lib.character[node.name]&&get.mode()!='story'){
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if(lib.config.show_favourite&&lib.character[node.name]&&get.mode()!='story'&&!node.isMin()&&game.players.contains(node)){
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var addFavourite=ui.create.div('.text.center');
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addFavourite.link=node.link;
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if(lib.config.favouriteCharacter.contains(node.name)){
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|
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@ -1206,6 +1206,10 @@ margin-bottom: 5px;
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background: rgba(63, 119, 173,1);
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border: 1px solid rgba(31, 82, 131, 1);
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}
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.treasure>.hp>div:not(.lost){
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background: rgba(63, 119, 173,1) !important;
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border: 1px solid rgba(31, 82, 131, 1) !important;
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}
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.hp.actcount>div.overflow:not(.lost){
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background: rgb(154, 154, 154);
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border: 1px solid rgb(109, 109, 109);
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|
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@ -39,8 +39,9 @@ mode.brawl={
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var showcase=this.nodes[this.nodes.length-1];
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showcase.style.height=(dialog.content.offsetHeight-showcase.offsetTop)+'px';
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if(typeof showcase.action=='function'){
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showcase.action(showcase._showcased?false:true);
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showcase._showcased=true;
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if(showcase.action(showcase._showcased?false:true)!==false){
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showcase._showcased=true;
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}
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}
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if(this._nostart) start.style.display='none';
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else start.style.display='';
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|
@ -140,7 +141,10 @@ mode.brawl={
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mode:'identity',
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};
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for(var i in lib.brawl.scene.template){
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brawl[i]=lib.brawl.scene.template[i];
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brawl[i]=get.copy(lib.brawl.scene.template[i]);
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}
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if(!scene.gameDraw){
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brawl.content.noGameDraw=true;
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}
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brawl.content.scene=scene;
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lib.brawl['scene_'+name]=brawl;
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|
@ -1192,7 +1196,6 @@ mode.brawl={
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if(game.me.identity=='zhu') return false;
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return 'nozhu';
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},
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noGameDraw:true,
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}
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},
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showcase:function(init){
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@ -1215,7 +1218,7 @@ mode.brawl={
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var scenename=ui.create.node('input',ui.create.div(style2,'','场景名称:',this),{width:'120px'});
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scenename.type='text';
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scenename.style.marginTop='20px';
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var sceneintro=ui.create.node('input',ui.create.div(style2,'','场景名称:',this),{width:'120px'});
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var sceneintro=ui.create.node('input',ui.create.div(style2,'','场景描述:',this),{width:'120px'});
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sceneintro.type='text';
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sceneintro.style.marginBottom='10px';
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|
@ -1308,6 +1311,9 @@ mode.brawl={
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if(replacepile.checked){
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scene.replacepile=true;
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}
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if(gameDraw.checked){
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scene.gameDraw=true;
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}
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if(turnsresult.value!='none'){
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scene.turns=[parseInt(turns.value),turnsresult.value]
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}
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|
@ -1531,11 +1537,16 @@ mode.brawl={
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ac_j.style.marginRight='3px';
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ac_j.style.width='85px';
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var line11=ui.create.div(style2,this,'','替换牌堆');
|
||||
var line11=ui.create.div(style2,this,'','<span>替换牌堆</span>');
|
||||
line11.style.display='none';
|
||||
var replacepile=ui.create.node('input',line11);
|
||||
replacepile.type='checkbox';
|
||||
|
||||
ui.create.node('span',line11,'开局摸牌',{marginLeft:'10px'});
|
||||
var gameDraw=ui.create.node('input',line11);
|
||||
gameDraw.type='checkbox';
|
||||
gameDraw.checked=true;
|
||||
|
||||
var capt_t=ui.create.div(style2,'','牌堆顶',this);
|
||||
var line6_t=ui.create.div(style2,this);
|
||||
var capt_b=ui.create.div(style2,'','牌堆底',this);
|
||||
|
@ -1589,6 +1600,19 @@ mode.brawl={
|
|||
};
|
||||
var createCharacter=function(info){
|
||||
var player=ui.create.player(null,true);
|
||||
player._customintro=function(uiintro){
|
||||
if(info.handcards.length){
|
||||
uiintro.addText('手牌',true);
|
||||
var hs=ui.create.div('.buttons');
|
||||
for(var i=0;i<info.handcards.length;i++){
|
||||
hs.appendChild(fakecard(info.handcards[i]));
|
||||
}
|
||||
uiintro.add(hs);
|
||||
}
|
||||
else{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
player.info=info;
|
||||
var name=info.name,name3=info.name2;
|
||||
if(name=='random'){
|
||||
|
@ -1760,6 +1784,7 @@ mode.brawl={
|
|||
|
||||
if(all===true){
|
||||
replacepile.checked=false;
|
||||
gameDraw.checked=true;
|
||||
turns.value='1';
|
||||
turnsresult.value='none';
|
||||
washes.value='1';
|
||||
|
@ -1788,6 +1813,8 @@ mode.brawl={
|
|||
_status.currentScene=scene.name;
|
||||
line7.innerHTML='';
|
||||
if(scene.replacepile) replacepile.checked=true;
|
||||
if(scene.gameDraw) gameDraw.checked=true;
|
||||
else gameDraw.checked=false;
|
||||
if(scene.turns){
|
||||
turns.value=scene.turns[0].toString();
|
||||
turnsresult.value=scene.turns[1];
|
||||
|
|
|
@ -297,10 +297,22 @@ mode.tafang={
|
|||
_status.tafangend.push(tafangdes.toString());
|
||||
}
|
||||
}
|
||||
_status.gameStarted=true;
|
||||
event.trigger('gameStart');
|
||||
game.phaseLoopTafang();
|
||||
},
|
||||
element:{
|
||||
content:{
|
||||
chessMechRemove:function(){
|
||||
game.treasures.remove(player);
|
||||
setTimeout(function(){
|
||||
player.delete();
|
||||
},500);
|
||||
delete lib.posmap[player.dataset.position];
|
||||
game.addVideo('deleteChessPlayer',player);
|
||||
game.addObstacle(player.dataset.position);
|
||||
game.log(get.translation(player)+'使用期限已到');
|
||||
}
|
||||
},
|
||||
player:{
|
||||
dieAfter:function(source){
|
||||
var player=this;
|
||||
|
@ -386,7 +398,7 @@ mode.tafang={
|
|||
var difficulty=parseInt(get.config('tafang_difficulty'));
|
||||
for(var i=0;i<map.bufang.length;i++){
|
||||
var button=map.bufang[i];
|
||||
button.node.name.style.top='8px';
|
||||
// button.node.name.style.top='8px';
|
||||
button.node.intro.classList.add('showintro');
|
||||
button.node.intro.classList.add('tafang');
|
||||
if(button.link=='chess_mech_nengliangqiu'||
|
||||
|
@ -612,7 +624,7 @@ mode.tafang={
|
|||
}
|
||||
if(event.chooseObstacle){
|
||||
game.removeObstacle(event.obstacle.dataset.position);
|
||||
game.addChessPlayer(event.currentBufang,'treasure',0,event.obstacle.dataset.position).life=3;
|
||||
var mech=game.addChessPlayer(event.currentBufang,'treasure',0,event.obstacle.dataset.position);
|
||||
event.chooseObstacle=false;
|
||||
event.goto(2);
|
||||
}
|
||||
|
@ -791,15 +803,13 @@ mode.tafang={
|
|||
}
|
||||
game.delay();
|
||||
}
|
||||
if(mech.life--<=0){
|
||||
game.treasures.remove(mech);
|
||||
setTimeout(function(){
|
||||
mech.delete();
|
||||
},500);
|
||||
delete lib.posmap[mech.dataset.position];
|
||||
game.addVideo('deleteChessPlayer',mech);
|
||||
game.addObstacle(mech.dataset.position);
|
||||
game.log(get.translation(mech)+'使用期限已到');
|
||||
if(--mech.hp<=0){
|
||||
var next=game.createEvent('chessMechRemove');
|
||||
next.player=mech;
|
||||
next.setContent('chessMechRemove');
|
||||
}
|
||||
else{
|
||||
mech.update();
|
||||
}
|
||||
event.redo();
|
||||
}
|
||||
|
@ -983,6 +993,7 @@ mode.tafang={
|
|||
game.log('小型陷阱发动');
|
||||
var target=list.randomGet();
|
||||
target.turnOver();
|
||||
game.logv(player,'chess_mech_weixingxianjing_skill',[target]).node.text.style.display='none';
|
||||
player.line(target,'green');
|
||||
}
|
||||
}
|
||||
|
@ -1019,6 +1030,7 @@ mode.tafang={
|
|||
}
|
||||
if(list1.length||list2.length){
|
||||
game.log('能量球发动');
|
||||
game.logv(player,'chess_mech_nengliangqiu_skill',list1.concat(list2)).node.text.style.display='none';
|
||||
}
|
||||
}
|
||||
},
|
||||
|
@ -1041,6 +1053,7 @@ mode.tafang={
|
|||
if(list.length){
|
||||
game.log('木桶发动');
|
||||
var targets=list.randomGets(1);
|
||||
game.logv(player,'chess_mech_mutong_skill',targets).node.text.style.display='none';
|
||||
player.line(targets,'green');
|
||||
for(var i=0;i<targets.length;i++){
|
||||
targets[i].damage('nosource');
|
||||
|
@ -1069,6 +1082,7 @@ mode.tafang={
|
|||
if(list.length){
|
||||
game.log('光明泉发动');
|
||||
player.line(list,'green');
|
||||
game.logv(player,'chess_mech_guangmingquan_skill',list.slice(0)).node.text.style.display='none';
|
||||
while(list.length){
|
||||
list.shift().recover();
|
||||
}
|
||||
|
@ -1095,6 +1109,7 @@ mode.tafang={
|
|||
if(list.length){
|
||||
game.log('机关人发动');
|
||||
player.line(list,'green');
|
||||
game.logv(player,'chess_mech_jiguanren_skill',list.slice(0)).node.text.style.display='none';
|
||||
event.list=list;
|
||||
}
|
||||
else{
|
||||
|
@ -1136,6 +1151,7 @@ mode.tafang={
|
|||
if(he.length){
|
||||
target.discard(he.randomGet());
|
||||
}
|
||||
game.logv(player,'chess_mech_gongchengche_skill',[target]).node.text.style.display='none';
|
||||
}
|
||||
}
|
||||
},
|
||||
|
@ -1172,12 +1188,12 @@ mode.tafang={
|
|||
},
|
||||
characterPack:{
|
||||
mode_tafang:{
|
||||
chess_mech_guangmingquan:['','',0,['chess_mech_guangmingquan_skill'],['boss']],
|
||||
chess_mech_nengliangqiu:['','',0,['chess_mech_nengliangqiu_skill'],['boss']],
|
||||
chess_mech_jiguanren:['','',0,['chess_mech_jiguanren_skill'],['boss']],
|
||||
chess_mech_weixingxianjing:['','',0,['chess_mech_weixingxianjing_skill'],['boss']],
|
||||
chess_mech_mutong:['','',0,['chess_mech_mutong_skill'],['boss']],
|
||||
chess_mech_gongchengche:['','',0,['chess_mech_gongchengche_skill'],['boss']],
|
||||
chess_mech_guangmingquan:['','',3,['chess_mech_guangmingquan_skill'],['boss']],
|
||||
chess_mech_nengliangqiu:['','',3,['chess_mech_nengliangqiu_skill'],['boss']],
|
||||
chess_mech_jiguanren:['','',3,['chess_mech_jiguanren_skill'],['boss']],
|
||||
chess_mech_weixingxianjing:['','',3,['chess_mech_weixingxianjing_skill'],['boss']],
|
||||
chess_mech_mutong:['','',3,['chess_mech_mutong_skill'],['boss']],
|
||||
chess_mech_gongchengche:['','',3,['chess_mech_gongchengche_skill'],['boss']],
|
||||
}
|
||||
},
|
||||
cardPack:{
|
||||
|
|
Loading…
Reference in New Issue