This commit is contained in:
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fc74cfaa6d
commit
e02465d722
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@ -429,7 +429,7 @@ game.import('card',function(){
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fullskin:true,
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type:'trick',
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enable:true,
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chongzhu:true,
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// chongzhu:true,
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filterTarget:function(card,player,target){
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return target==player;
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},
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@ -685,7 +685,7 @@ game.import('card',function(){
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xingjiegoutong:'星界沟通',
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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',
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tanshezhiren:'弹射之刃',
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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牌,共结算X次,X为存活角色数,若X为偶数,改为X-1',
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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牌,共结算X次,X为存活角色数,若X为偶数,改为X-1',
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chuansongmen:'传送门',
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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)',
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dunpaigedang:'盾牌格挡',
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@ -147,6 +147,7 @@ game.import('card',function(){
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fullskin:true,
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type:'trick',
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nodelay:true,
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chongzhu:true,
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content:function(){
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event.getParent('_shencaojie')._trigger.num++;
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},
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20
game/game.js
20
game/game.js
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@ -17748,7 +17748,7 @@
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}
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}
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else{
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this.node.background.innerHTML=lib.translate[bg+'_bg']||get.translation(bg)[0];
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this.node.background.innerHTML=lib.translate[bg+'_cbg']||lib.translate[bg+'_bg']||get.translation(bg)[0];
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// this.node.background.style.fontFamily=lib.config.card_font;
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if(this.node.background.innerHTML.length>1) this.node.background.classList.add('tight');
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else this.node.background.classList.remove('tight');
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@ -18190,6 +18190,9 @@
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if(name==='gameStart'){
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if(_status.brawl&&_status.brawl.gameStart){
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_status.brawl.gameStart();
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}
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if(lib.config.show_cardpile){
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ui.cardPileButton.style.display='';
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}
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_status.gameStarted=true;
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game.showHistory();
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@ -20094,6 +20097,9 @@
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game.send('reinited');
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game.showHistory();
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_status.gameStarted=true;
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if(lib.config.show_cardpile){
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ui.cardPileButton.style.display='';
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}
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if(!observe&&game.me&&game.me.isDead()){
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ui.exit=ui.create.control('退出联机',ui.click.exit);
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}
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@ -25308,7 +25314,7 @@
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return true;
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}
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};
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if(ui.cardPileButton) ui.cardPileButton.style.display='none';
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// if(ui.cardPileButton) ui.cardPileButton.style.display='none';
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ui.auto.hide();
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ui.wuxie.hide();
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event.resize();
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@ -34751,6 +34757,7 @@
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ui.pause.style.display='none';
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}
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ui.cardPileButton=ui.create.system('牌堆',null,true);
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ui.cardPileButton.style.display='none';
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lib.setPopped(ui.cardPileButton,ui.click.cardPileButton,220);
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ui.wuxie=ui.create.system('不询问无懈',ui.click.wuxie,true);
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if(!lib.config.touchscreen){
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@ -34798,9 +34805,9 @@
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if(!lib.config.show_wuxie){
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ui.wuxie.style.display='none';
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}
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if(!lib.config.show_cardpile||_status.connectMode){
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ui.cardPileButton.style.display='none';
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}
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// if(!lib.config.show_cardpile||_status.connectMode){
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// ui.cardPileButton.style.display='none';
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// }
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ui.playerids=ui.create.system('显示身份',function(){
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if(game.showIdentity){
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game.showIdentity();
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@ -40632,6 +40639,9 @@
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else{
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uiintro.add('<div><div class="skill">【'+translation+'】</div><div>'+lib.translate[skills[i]+'_info']+'</div></div>');
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}
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if(lib.translate[skills[i]+'_append']){
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uiintro._place_text=uiintro.add('<div class="text">'+lib.translate[skills[i]+'_append']+'</div>')
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}
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}
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}
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if(get.is.phoneLayout()){
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@ -1,6 +1,6 @@
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#bosslist{
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width:100%;
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height:250px;
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/*height:250px;*/
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text-align:center;
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top:calc(50% - 200px);
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top:60px;
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97
mode/boss.js
97
mode/boss.js
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@ -900,7 +900,7 @@ game.import('mode',function(){
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chongzheng:0,
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loopType:2,
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checkResult:function(player){
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if(player==game.boss&&game.boss.name!='boss_yandi'){
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if(player==game.boss&&game.boss.name!='boss_taihao'){
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return false;
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}
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},
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@ -1022,6 +1022,7 @@ game.import('mode',function(){
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trigger:{global:'gameStart'},
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forced:true,
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popup:false,
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unique:true,
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content:function(){
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player.smoothAvatar();
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player.init('boss_zhuque');
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@ -1036,6 +1037,7 @@ game.import('mode',function(){
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forced:true,
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popup:false,
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silent:true,
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unique:true,
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filter:function(event,player){
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return player==game.boss;
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},
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@ -1049,6 +1051,7 @@ game.import('mode',function(){
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forced:true,
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priority:-10,
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globalFixed:true,
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unique:true,
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filter:function(event){
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if(lib.config.mode!='boss') return false;
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return event.player==game.boss&&event.player.hasSkill('boss_chiyan2');
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@ -1074,6 +1077,14 @@ game.import('mode',function(){
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game.addBossFellow(game.me==game.boss?1:5,'boss_yanling');
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game.addBossFellow(7,'boss_yanling');
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'step 3'
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var dnum=0;
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var dead=game.dead.slice(0);
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for(var i=0;i<dead.length;i++){
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if(!dead[i].side&&dead[i].maxHp>0&&dead[i].parentNode==player.parentNode){
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dead[i].revive(dead[i].maxHp);
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dnum++;
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}
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}
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].side) continue;
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game.players[i].removeEquipTrigger();
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@ -1085,14 +1096,7 @@ game.import('mode',function(){
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game.players[i].hujia=0;
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game.players[i].classList.remove('turnedover');
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game.players[i].removeLink();
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game.players[i].directgain(get.cards(4));
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}
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var dead=game.dead.slice(0);
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for(var i=0;i<dead.length;i++){
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if(!dead[i].side&&dead[i].maxHp>0){
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dead[i].revive(dead[i].maxHp);
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dead[i].directgain(get.cards(4));
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}
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game.players[i].directgain(get.cards(4-dnum));
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}
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'step 4'
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while(_status.event.name!='phaseLoop'){
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forced:true,
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popup:false,
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silent:true,
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unique:true,
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filter:function(event,player){
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return player==game.boss;
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},
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@ -1134,6 +1139,7 @@ game.import('mode',function(){
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forced:true,
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priority:-10,
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globalFixed:true,
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unique:true,
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filter:function(event){
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if(lib.config.mode!='boss') return false;
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return event.player==game.boss&&event.player.hasSkill('boss_chiyan3');
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@ -1148,6 +1154,14 @@ game.import('mode',function(){
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game.changeBoss('boss_huoshenzhurong',game.boss.previousSeat);
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game.changeBoss('boss_yanling',game.boss.nextSeat);
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'step 3'
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var dnum=0;
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var dead=game.dead.slice(0);
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for(var i=0;i<dead.length;i++){
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if(!dead[i].side&&dead[i].maxHp>0&&dead[i].parentNode==player.parentNode){
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dead[i].revive(dead[i].maxHp);
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dnum++;
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}
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}
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].side) continue;
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game.players[i].removeEquipTrigger();
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game.players[i].hujia=0;
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game.players[i].classList.remove('turnedover');
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game.players[i].removeLink();
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game.players[i].directgain(get.cards(4));
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}
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var dead=game.dead.slice(0);
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for(var i=0;i<dead.length;i++){
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if(!dead[i].side&&dead[i].maxHp>0){
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dead[i].revive(dead[i].maxHp);
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dead[i].directgain(get.cards(4));
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}
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game.players[i].directgain(get.cards(4-dnum));
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}
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'step 4'
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while(_status.event.name!='phaseLoop'){
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@ -1185,6 +1192,7 @@ game.import('mode',function(){
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trigger:{global:'gameStart'},
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forced:true,
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popup:false,
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unique:true,
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content:function(){
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player.smoothAvatar();
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player.init('boss_qinglong');
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@ -1199,6 +1207,7 @@ game.import('mode',function(){
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forced:true,
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popup:false,
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silent:true,
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unique:true,
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filter:function(event,player){
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return player==game.boss;
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},
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@ -1212,6 +1221,7 @@ game.import('mode',function(){
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forced:true,
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priority:-10,
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globalFixed:true,
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unique:true,
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filter:function(event){
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if(lib.config.mode!='boss') return false;
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return event.player==game.boss&&event.player.hasSkill('boss_qingmu2');
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@ -1237,6 +1247,14 @@ game.import('mode',function(){
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game.addBossFellow(game.me==game.boss?1:5,'boss_shujing');
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game.addBossFellow(7,'boss_shujing');
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'step 3'
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var dnum=0;
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var dead=game.dead.slice(0);
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for(var i=0;i<dead.length;i++){
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if(!dead[i].side&&dead[i].maxHp>0&&dead[i].parentNode==player.parentNode){
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dead[i].revive(dead[i].maxHp);
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dnum++;
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}
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}
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].side) continue;
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game.players[i].removeEquipTrigger();
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@ -1248,14 +1266,7 @@ game.import('mode',function(){
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game.players[i].hujia=0;
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game.players[i].classList.remove('turnedover');
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game.players[i].removeLink();
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game.players[i].directgain(get.cards(4));
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}
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var dead=game.dead.slice(0);
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for(var i=0;i<dead.length;i++){
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if(!dead[i].side&&dead[i].maxHp>0){
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dead[i].revive(dead[i].maxHp);
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dead[i].directgain(get.cards(4));
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}
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game.players[i].directgain(get.cards(4-dnum));
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}
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'step 4'
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while(_status.event.name!='phaseLoop'){
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@ -1280,6 +1291,7 @@ game.import('mode',function(){
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forced:true,
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popup:false,
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silent:true,
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unique:true,
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filter:function(event,player){
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return player==game.boss;
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},
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@ -1297,6 +1309,7 @@ game.import('mode',function(){
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forced:true,
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priority:-10,
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globalFixed:true,
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unique:true,
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filter:function(event){
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if(lib.config.mode!='boss') return false;
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return event.player==game.boss&&event.player.hasSkill('boss_qingmu3');
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@ -1311,6 +1324,14 @@ game.import('mode',function(){
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game.changeBoss('boss_mushengoumang',game.boss.previousSeat);
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game.changeBoss('boss_shujing',game.boss.nextSeat);
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'step 3'
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var dnum=0;
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var dead=game.dead.slice(0);
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for(var i=0;i<dead.length;i++){
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if(!dead[i].side&&dead[i].maxHp>0&&dead[i].parentNode==player.parentNode){
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dead[i].revive(dead[i].maxHp);
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dnum++;
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}
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}
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].side) continue;
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game.players[i].removeEquipTrigger();
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@ -1322,14 +1343,7 @@ game.import('mode',function(){
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game.players[i].hujia=0;
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game.players[i].classList.remove('turnedover');
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game.players[i].removeLink();
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game.players[i].directgain(get.cards(4));
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}
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var dead=game.dead.slice(0);
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for(var i=0;i<dead.length;i++){
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if(!dead[i].side&&dead[i].maxHp>0){
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dead[i].revive(dead[i].maxHp);
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dead[i].directgain(get.cards(4));
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}
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game.players[i].directgain(get.cards(4-dnum));
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}
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'step 4'
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while(_status.event.name!='phaseLoop'){
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@ -1345,6 +1359,7 @@ game.import('mode',function(){
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}
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},
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boss_shenyi:{
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unique:true,
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mod:{
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judge:function(player,result){
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if(_status.event.type=='phase'){
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@ -1402,6 +1417,7 @@ game.import('mode',function(){
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},
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boss_shenen:{
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mode:['boss'],
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unique:true,
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global:'boss_shenen2'
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},
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boss_shenen2:{
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@ -1470,6 +1486,7 @@ game.import('mode',function(){
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}
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return !player.storage.boss_xingxia||game.roundNumber-player.storage.boss_xingxia>=2;
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},
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unique:true,
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filterTarget:function(card,player,target){
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return target.name=='boss_yanling';
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},
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@ -1517,6 +1534,7 @@ game.import('mode',function(){
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},
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boss_huihuo:{
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global:'boss_huihuo2',
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unique:true,
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mod:{
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cardUsable:function(card,player,num){
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if(card.name=='sha') return num+1;
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@ -1556,6 +1574,7 @@ game.import('mode',function(){
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trigger:{global:'dieAfter'},
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forced:true,
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globalFixed:true,
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unique:true,
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filter:function(event,player){
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return event.player.hasSkill('boss_huihuo')&&event.player.isDead()&&player.isEnemyOf(event.player);
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},
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@ -1574,6 +1593,7 @@ game.import('mode',function(){
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}
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},
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boss_furan:{
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unique:true,
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global:'boss_furan2'
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},
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boss_furan2:{
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@ -1605,6 +1625,7 @@ game.import('mode',function(){
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boss_chiyi:{
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trigger:{player:'phaseBegin'},
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forced:true,
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unique:true,
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filter:function(event,player){
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return [3,5,7].contains(game.roundNumber);
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},
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@ -1654,6 +1675,7 @@ game.import('mode',function(){
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},
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boss_buchun:{
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mode:['boss'],
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unique:true,
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group:['boss_buchun_recover','boss_buchun_revive'],
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subSkill:{
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revive:{
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@ -1761,6 +1783,7 @@ game.import('mode',function(){
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boss_cuidu:{
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trigger:{source:'damageEnd'},
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forced:true,
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unique:true,
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filter:function(event,player){
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return event.player.isIn()&&event.player.isEnemyOf(player)&&!event.player.hasSkill('boss_zhongdu');
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},
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@ -1804,6 +1827,7 @@ game.import('mode',function(){
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boss_qingyi:{
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trigger:{player:'phaseBegin'},
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forced:true,
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unique:true,
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filter:function(event,player){
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return [3,5,7].contains(game.roundNumber);
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},
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|
@ -4169,7 +4193,7 @@ game.import('mode',function(){
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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:' 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:' 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:' 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:' 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',
|
||||
|
|
Loading…
Reference in New Issue