This commit is contained in:
libccy 2017-04-16 12:31:45 +08:00
parent fc74cfaa6d
commit e02465d722
5 changed files with 81 additions and 43 deletions

View File

@ -429,7 +429,7 @@ game.import('card',function(){
fullskin:true,
type:'trick',
enable:true,
chongzhu:true,
// chongzhu:true,
filterTarget:function(card,player,target){
return target==player;
},
@ -685,7 +685,7 @@ game.import('card',function(){
xingjiegoutong:'星界沟通',
xingjiegoutong_info:'增加一点体力上限并回复一点体力,弃置你的所有手牌',
tanshezhiren:'弹射之刃',
tanshezhiren_info:'出牌阶段对自己使用,第一次结算时随机弃置一名使用者的敌人的一张手牌,从第二次结算开始,每次随机弃置一名上一次被弃牌角色的敌人的一张手共结算X次X为存活角色数若X为偶数改为X-1',
tanshezhiren_info:'出牌阶段对自己使用,依次按敌方-友方-敌方-的顺序随机弃置阵营内一名随机角色的一张共结算X次X为存活角色数若X为偶数改为X-1',
chuansongmen:'传送门',
chuansongmen_info:'摸一张牌并展示若发生在出牌阶段你可以立即使用摸到的牌若如此做你将传送门收回手牌每阶段最多收回2张传送门',
dunpaigedang:'盾牌格挡',

View File

@ -147,6 +147,7 @@ game.import('card',function(){
fullskin:true,
type:'trick',
nodelay:true,
chongzhu:true,
content:function(){
event.getParent('_shencaojie')._trigger.num++;
},

View File

@ -17748,7 +17748,7 @@
}
}
else{
this.node.background.innerHTML=lib.translate[bg+'_bg']||get.translation(bg)[0];
this.node.background.innerHTML=lib.translate[bg+'_cbg']||lib.translate[bg+'_bg']||get.translation(bg)[0];
// this.node.background.style.fontFamily=lib.config.card_font;
if(this.node.background.innerHTML.length>1) this.node.background.classList.add('tight');
else this.node.background.classList.remove('tight');
@ -18190,6 +18190,9 @@
if(name==='gameStart'){
if(_status.brawl&&_status.brawl.gameStart){
_status.brawl.gameStart();
}
if(lib.config.show_cardpile){
ui.cardPileButton.style.display='';
}
_status.gameStarted=true;
game.showHistory();
@ -20094,6 +20097,9 @@
game.send('reinited');
game.showHistory();
_status.gameStarted=true;
if(lib.config.show_cardpile){
ui.cardPileButton.style.display='';
}
if(!observe&&game.me&&game.me.isDead()){
ui.exit=ui.create.control('退出联机',ui.click.exit);
}
@ -25308,7 +25314,7 @@
return true;
}
};
if(ui.cardPileButton) ui.cardPileButton.style.display='none';
// if(ui.cardPileButton) ui.cardPileButton.style.display='none';
ui.auto.hide();
ui.wuxie.hide();
event.resize();
@ -34751,6 +34757,7 @@
ui.pause.style.display='none';
}
ui.cardPileButton=ui.create.system('牌堆',null,true);
ui.cardPileButton.style.display='none';
lib.setPopped(ui.cardPileButton,ui.click.cardPileButton,220);
ui.wuxie=ui.create.system('不询问无懈',ui.click.wuxie,true);
if(!lib.config.touchscreen){
@ -34798,9 +34805,9 @@
if(!lib.config.show_wuxie){
ui.wuxie.style.display='none';
}
if(!lib.config.show_cardpile||_status.connectMode){
ui.cardPileButton.style.display='none';
}
// if(!lib.config.show_cardpile||_status.connectMode){
// ui.cardPileButton.style.display='none';
// }
ui.playerids=ui.create.system('显示身份',function(){
if(game.showIdentity){
game.showIdentity();
@ -40632,6 +40639,9 @@
else{
uiintro.add('<div><div class="skill">【'+translation+'】</div><div>'+lib.translate[skills[i]+'_info']+'</div></div>');
}
if(lib.translate[skills[i]+'_append']){
uiintro._place_text=uiintro.add('<div class="text">'+lib.translate[skills[i]+'_append']+'</div>')
}
}
}
if(get.is.phoneLayout()){

View File

@ -1,6 +1,6 @@
#bosslist{
width:100%;
height:250px;
/*height:250px;*/
text-align:center;
top:calc(50% - 200px);
top:60px;

View File

@ -900,7 +900,7 @@ game.import('mode',function(){
chongzheng:0,
loopType:2,
checkResult:function(player){
if(player==game.boss&&game.boss.name!='boss_yandi'){
if(player==game.boss&&game.boss.name!='boss_taihao'){
return false;
}
},
@ -1022,6 +1022,7 @@ game.import('mode',function(){
trigger:{global:'gameStart'},
forced:true,
popup:false,
unique:true,
content:function(){
player.smoothAvatar();
player.init('boss_zhuque');
@ -1036,6 +1037,7 @@ game.import('mode',function(){
forced:true,
popup:false,
silent:true,
unique:true,
filter:function(event,player){
return player==game.boss;
},
@ -1049,6 +1051,7 @@ game.import('mode',function(){
forced:true,
priority:-10,
globalFixed:true,
unique:true,
filter:function(event){
if(lib.config.mode!='boss') return false;
return event.player==game.boss&&event.player.hasSkill('boss_chiyan2');
@ -1074,6 +1077,14 @@ game.import('mode',function(){
game.addBossFellow(game.me==game.boss?1:5,'boss_yanling');
game.addBossFellow(7,'boss_yanling');
'step 3'
var dnum=0;
var dead=game.dead.slice(0);
for(var i=0;i<dead.length;i++){
if(!dead[i].side&&dead[i].maxHp>0&&dead[i].parentNode==player.parentNode){
dead[i].revive(dead[i].maxHp);
dnum++;
}
}
for(var i=0;i<game.players.length;i++){
if(game.players[i].side) continue;
game.players[i].removeEquipTrigger();
@ -1085,14 +1096,7 @@ game.import('mode',function(){
game.players[i].hujia=0;
game.players[i].classList.remove('turnedover');
game.players[i].removeLink();
game.players[i].directgain(get.cards(4));
}
var dead=game.dead.slice(0);
for(var i=0;i<dead.length;i++){
if(!dead[i].side&&dead[i].maxHp>0){
dead[i].revive(dead[i].maxHp);
dead[i].directgain(get.cards(4));
}
game.players[i].directgain(get.cards(4-dnum));
}
'step 4'
while(_status.event.name!='phaseLoop'){
@ -1117,6 +1121,7 @@ game.import('mode',function(){
forced:true,
popup:false,
silent:true,
unique:true,
filter:function(event,player){
return player==game.boss;
},
@ -1134,6 +1139,7 @@ game.import('mode',function(){
forced:true,
priority:-10,
globalFixed:true,
unique:true,
filter:function(event){
if(lib.config.mode!='boss') return false;
return event.player==game.boss&&event.player.hasSkill('boss_chiyan3');
@ -1148,6 +1154,14 @@ game.import('mode',function(){
game.changeBoss('boss_huoshenzhurong',game.boss.previousSeat);
game.changeBoss('boss_yanling',game.boss.nextSeat);
'step 3'
var dnum=0;
var dead=game.dead.slice(0);
for(var i=0;i<dead.length;i++){
if(!dead[i].side&&dead[i].maxHp>0&&dead[i].parentNode==player.parentNode){
dead[i].revive(dead[i].maxHp);
dnum++;
}
}
for(var i=0;i<game.players.length;i++){
if(game.players[i].side) continue;
game.players[i].removeEquipTrigger();
@ -1159,14 +1173,7 @@ game.import('mode',function(){
game.players[i].hujia=0;
game.players[i].classList.remove('turnedover');
game.players[i].removeLink();
game.players[i].directgain(get.cards(4));
}
var dead=game.dead.slice(0);
for(var i=0;i<dead.length;i++){
if(!dead[i].side&&dead[i].maxHp>0){
dead[i].revive(dead[i].maxHp);
dead[i].directgain(get.cards(4));
}
game.players[i].directgain(get.cards(4-dnum));
}
'step 4'
while(_status.event.name!='phaseLoop'){
@ -1185,6 +1192,7 @@ game.import('mode',function(){
trigger:{global:'gameStart'},
forced:true,
popup:false,
unique:true,
content:function(){
player.smoothAvatar();
player.init('boss_qinglong');
@ -1199,6 +1207,7 @@ game.import('mode',function(){
forced:true,
popup:false,
silent:true,
unique:true,
filter:function(event,player){
return player==game.boss;
},
@ -1212,6 +1221,7 @@ game.import('mode',function(){
forced:true,
priority:-10,
globalFixed:true,
unique:true,
filter:function(event){
if(lib.config.mode!='boss') return false;
return event.player==game.boss&&event.player.hasSkill('boss_qingmu2');
@ -1237,6 +1247,14 @@ game.import('mode',function(){
game.addBossFellow(game.me==game.boss?1:5,'boss_shujing');
game.addBossFellow(7,'boss_shujing');
'step 3'
var dnum=0;
var dead=game.dead.slice(0);
for(var i=0;i<dead.length;i++){
if(!dead[i].side&&dead[i].maxHp>0&&dead[i].parentNode==player.parentNode){
dead[i].revive(dead[i].maxHp);
dnum++;
}
}
for(var i=0;i<game.players.length;i++){
if(game.players[i].side) continue;
game.players[i].removeEquipTrigger();
@ -1248,14 +1266,7 @@ game.import('mode',function(){
game.players[i].hujia=0;
game.players[i].classList.remove('turnedover');
game.players[i].removeLink();
game.players[i].directgain(get.cards(4));
}
var dead=game.dead.slice(0);
for(var i=0;i<dead.length;i++){
if(!dead[i].side&&dead[i].maxHp>0){
dead[i].revive(dead[i].maxHp);
dead[i].directgain(get.cards(4));
}
game.players[i].directgain(get.cards(4-dnum));
}
'step 4'
while(_status.event.name!='phaseLoop'){
@ -1280,6 +1291,7 @@ game.import('mode',function(){
forced:true,
popup:false,
silent:true,
unique:true,
filter:function(event,player){
return player==game.boss;
},
@ -1297,6 +1309,7 @@ game.import('mode',function(){
forced:true,
priority:-10,
globalFixed:true,
unique:true,
filter:function(event){
if(lib.config.mode!='boss') return false;
return event.player==game.boss&&event.player.hasSkill('boss_qingmu3');
@ -1311,6 +1324,14 @@ game.import('mode',function(){
game.changeBoss('boss_mushengoumang',game.boss.previousSeat);
game.changeBoss('boss_shujing',game.boss.nextSeat);
'step 3'
var dnum=0;
var dead=game.dead.slice(0);
for(var i=0;i<dead.length;i++){
if(!dead[i].side&&dead[i].maxHp>0&&dead[i].parentNode==player.parentNode){
dead[i].revive(dead[i].maxHp);
dnum++;
}
}
for(var i=0;i<game.players.length;i++){
if(game.players[i].side) continue;
game.players[i].removeEquipTrigger();
@ -1322,14 +1343,7 @@ game.import('mode',function(){
game.players[i].hujia=0;
game.players[i].classList.remove('turnedover');
game.players[i].removeLink();
game.players[i].directgain(get.cards(4));
}
var dead=game.dead.slice(0);
for(var i=0;i<dead.length;i++){
if(!dead[i].side&&dead[i].maxHp>0){
dead[i].revive(dead[i].maxHp);
dead[i].directgain(get.cards(4));
}
game.players[i].directgain(get.cards(4-dnum));
}
'step 4'
while(_status.event.name!='phaseLoop'){
@ -1345,6 +1359,7 @@ game.import('mode',function(){
}
},
boss_shenyi:{
unique:true,
mod:{
judge:function(player,result){
if(_status.event.type=='phase'){
@ -1402,6 +1417,7 @@ game.import('mode',function(){
},
boss_shenen:{
mode:['boss'],
unique:true,
global:'boss_shenen2'
},
boss_shenen2:{
@ -1470,6 +1486,7 @@ game.import('mode',function(){
}
return !player.storage.boss_xingxia||game.roundNumber-player.storage.boss_xingxia>=2;
},
unique:true,
filterTarget:function(card,player,target){
return target.name=='boss_yanling';
},
@ -1517,6 +1534,7 @@ game.import('mode',function(){
},
boss_huihuo:{
global:'boss_huihuo2',
unique:true,
mod:{
cardUsable:function(card,player,num){
if(card.name=='sha') return num+1;
@ -1556,6 +1574,7 @@ game.import('mode',function(){
trigger:{global:'dieAfter'},
forced:true,
globalFixed:true,
unique:true,
filter:function(event,player){
return event.player.hasSkill('boss_huihuo')&&event.player.isDead()&&player.isEnemyOf(event.player);
},
@ -1574,6 +1593,7 @@ game.import('mode',function(){
}
},
boss_furan:{
unique:true,
global:'boss_furan2'
},
boss_furan2:{
@ -1605,6 +1625,7 @@ game.import('mode',function(){
boss_chiyi:{
trigger:{player:'phaseBegin'},
forced:true,
unique:true,
filter:function(event,player){
return [3,5,7].contains(game.roundNumber);
},
@ -1654,6 +1675,7 @@ game.import('mode',function(){
},
boss_buchun:{
mode:['boss'],
unique:true,
group:['boss_buchun_recover','boss_buchun_revive'],
subSkill:{
revive:{
@ -1761,6 +1783,7 @@ game.import('mode',function(){
boss_cuidu:{
trigger:{source:'damageEnd'},
forced:true,
unique:true,
filter:function(event,player){
return event.player.isIn()&&event.player.isEnemyOf(player)&&!event.player.hasSkill('boss_zhongdu');
},
@ -1804,6 +1827,7 @@ game.import('mode',function(){
boss_qingyi:{
trigger:{player:'phaseBegin'},
forced:true,
unique:true,
filter:function(event,player){
return [3,5,7].contains(game.roundNumber);
},
@ -4169,7 +4193,7 @@ game.import('mode',function(){
unique:true,
filter:function(event){
var type=get.type(event.card,'trick');
return (type=='trick'||type=='equip')&&event.cards[0]&&event.cards[0]==event.card;
return type!='basic'&&event.cards[0]&&event.cards[0]==event.card;
},
content:function(){
var cards=get.cards();
@ -4693,6 +4717,7 @@ game.import('mode',function(){
boss_yandi:'炎帝',
honghuangzhili:'洪荒之力',
honghuangzhili_cbg:'洪',
honghuangzhili_info:'若该角色的势力是神,你获得其一张牌,其【神裔】无效直到其下家的回合(这个下家是动态变化的,会随着一个人的死或者复活而变化)开始;若该角色的势力不是神,其翻面。',
boss_qingmushilian:'青木试炼',
@ -4852,6 +4877,7 @@ game.import('mode',function(){
boss_chiyan_intro2_info:'挑战火神祝融、焰灵',
boss_chiyan_intro3:'&nbsp;第三关',
boss_chiyan_intro3_info:'挑战炎帝、火神祝融、焰灵',
boss_chiyan_intro3_append:'每通过一关游戏轮数清零所有角色复活、重置武将牌并回复全部体力移去区域内的的牌并将手牌补至4-X张X为阵亡角色数',
boss_qingmu_intro1:'&nbsp;第一关',
boss_qingmu_intro1_info:'挑战青龙',
@ -4859,6 +4885,7 @@ game.import('mode',function(){
boss_qingmu_intro2_info:'挑战木神勾芒、树精',
boss_qingmu_intro3:'&nbsp;第三关',
boss_qingmu_intro3_info:'挑战太昊、木神勾芒、树精',
boss_qingmu_intro3_append:'每通过一关游戏轮数清零所有角色复活、重置武将牌并回复全部体力移去区域内的的牌并将手牌补至4-X张X为阵亡角色数',
boss_bianshen_intro1:'&nbsp;第一关',
boss_bianshen_intro1_info:'挑战魑、魅、魍、魉中的随机一个',
@ -4928,7 +4955,7 @@ game.import('mode',function(){
boss_juejing_info:'锁定技摸牌阶段开始时你不摸牌锁定技若你的手牌数小于4你将手牌补至四张',
boss_jizhi:'集智',
boss_jizhi_info:'每当你使用一张锦囊牌或装备牌,你可以摸一张牌并展示之',
boss_jizhi_info:'每当你使用一张非转化的非基本牌,你可以摸一张牌并展示之',
boss_guiyin:'归隐',
boss_guiyin_info:'锁定技,体力值比你多的角色无法在回合内对你使用卡牌',
boss_gongshen:'工神',