This commit is contained in:
parent
2ba4e22028
commit
e154c845bb
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@ -509,7 +509,7 @@ card.extra={
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},
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translate:{
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jiu:'酒',
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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); 任何时候,当自己进入濒死阶段时,对自己使用,立即回复1点体力值',
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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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huogong_bg:'攻',
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@ -1553,7 +1553,7 @@ card.standard={
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if(player.isUnderControl(true)&&!_status.auto&&!ui.tempnowuxie&&tempnowuxie){
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var translation=get.translation(card.name);
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if(translation.length>=4){
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translation=translation.slice(0,2);
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translation=lib.translate[card.name+'_ab']||translation.slice(0,2);
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}
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ui.tempnowuxie=ui.create.control('不无懈'+translation,ui.click.tempnowuxie);
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ui.tempnowuxie._origin=id2;
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16
card/swd.js
16
card/swd.js
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@ -60,7 +60,7 @@ card.swd={
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content:function(){
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"step 0"
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if(target.num('h')){
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var next=target.chooseToDiscard('机关筒:弃置一张手牌或受到一点伤害');
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var next=target.chooseToDiscard('机关火筒:弃置一张手牌或受到一点火焰伤害');
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next.set('ai',function(card){
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var evt=_status.event.getParent();
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if(ai.get.damageEffect(evt.target,evt.player,evt.target)>=0) return 0;
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@ -68,14 +68,19 @@ card.swd={
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});
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}
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else{
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target.damage();
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target.damage('fire');
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event.parent.preResult=true;
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event.finish();
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}
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"step 1"
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if(result.bool==false){
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target.damage();
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target.damage('fire');
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event.parent.preResult=true;
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}
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},
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contentAfter:function(){
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if(!event.preResult) player.draw();
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},
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ai:{
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wuxie:function(target,card,player,viewer){
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if(ai.get.attitude(viewer,target)>0){
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@ -106,6 +111,8 @@ card.swd={
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discard:1,
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loseCard:1,
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damage:1,
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natureDamage:1,
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fireDamage:1,
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multitarget:1,
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multineg:1,
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}
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@ -3633,7 +3640,8 @@ card.swd={
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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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jiguantong:'机关火筒',
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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',
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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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jiutiansuanchi:'九天算尺',
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jiutiansuanchi_info:'每当你使用杀造成伤害,你可以弃置一张牌并展示受伤害角色的一张手牌,若此牌与你弃置的牌花色或点数相同,此杀的伤害+2',
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fengyinzhidan:'封印之蛋',
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@ -49,6 +49,7 @@ character.standard={
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trigger:{player:'chooseToRespondBegin'},
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filter:function(event,player){
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if(event.responded) return false;
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if(player.storage.hujiaing) return false;
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if(!player.hasZhuSkill('hujia')) return false;
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if(event.filterCard({name:'shan'})==false) return false;
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for(var i=0;i<game.players.length;i++){
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@ -56,6 +57,10 @@ character.standard={
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}
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return false;
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},
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check:function(event,player){
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if(ai.get.damageEffect(player,event.player,player)>=0) return false;
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return true;
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},
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content:function(){
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"step 0"
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if(event.current==undefined) event.current=player.next;
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@ -66,6 +71,7 @@ character.standard={
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if((event.current==game.me&&!_status.auto)||(
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ai.get.attitude(event.current,player)>2)||
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event.current.isOnline()){
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player.storage.hujiaing=true;
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var next=event.current.chooseToRespond('是否替'+get.translation(player)+'打出一张闪?',{name:'shan'});
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next.set('ai',function(){
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var event=_status.event;
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@ -76,6 +82,7 @@ character.standard={
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}
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}
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"step 1"
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player.storage.hujiaing=false;
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if(result.bool){
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event.finish();
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trigger.result=result;
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@ -564,6 +571,7 @@ character.standard={
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trigger:{player:'chooseToRespondBegin'},
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filter:function(event,player){
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if(event.responded) return false;
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if(player.storage.jijianging) return false;
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if(!player.hasZhuSkill('jijiang')) return false;
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if(event.filterCard({name:'sha'})==false) return false;
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for(var i=0;i<game.players.length;i++){
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@ -571,10 +579,6 @@ character.standard={
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}
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return false;
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},
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check:function(event,player){
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if(player.storage.jijianging) return false;
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return true;
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},
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content:function(){
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"step 0"
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if(event.current==undefined) event.current=player.next;
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@ -2063,7 +2063,7 @@ character.swd={
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}
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},
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ai:{
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order:9,
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order:9.5,
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expose:0.2,
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result:{
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target:function(player,target){
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22
game/game.js
22
game/game.js
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@ -2922,16 +2922,16 @@
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map.skill_bar.hide();
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}
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},
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stone_mode:{
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name:'游戏模式',
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init:'deck',
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item:{
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deck:'构筑',
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random:'随机'
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},
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restart:true,
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frequent:true,
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},
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// stone_mode:{
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// name:'游戏模式',
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// init:'deck',
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// item:{
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// deck:'构筑',
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// random:'随机'
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// },
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// restart:true,
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// frequent:true,
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// },
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// deck_length:{
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// name:'卡组长度',
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// init:'30',
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@ -31435,7 +31435,7 @@
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uiintro.addSmall(node.get('h'));
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}
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var skills=node.skills;
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var skills=node.get('s');
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var skills2=game.filterSkills(node.skills,node);
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for(i=0;i<skills.length;i++){
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if(lib.skill[skills[i]]&&lib.skill[skills[i]].nopop) continue;
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294
mode/brawl.js
294
mode/brawl.js
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@ -65,11 +65,17 @@ mode.brawl={
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showcase.style.width='100%';
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showcase.style.display='block'
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showcase.action=info.showcase;
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node.nodes=[
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ui.create.div('.caption',caption),
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ui.create.div('.text center',intro),
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showcase
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];
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if(info.fullshow){
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node.nodes=[showcase];
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showcase.style.height='100%';
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}
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else{
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node.nodes=[
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ui.create.div('.caption',caption),
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ui.create.div('.text center',intro),
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showcase
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];
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}
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node.link=name;
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node._nostart=info.nostart;
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if(lib.storage.currentBrawl==name){
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@ -828,19 +834,40 @@ mode.brawl={
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submode:'normal'
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},
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nostart:true,
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fullshow:true,
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showcase:function(init){
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if(init){
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lib.translate.zhu=lib.translate.zhu||'主';
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lib.translate.zhong=lib.translate.zhong||'忠';
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lib.translate.nei=lib.translate.nei||'内';
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lib.translate.fan=lib.translate.fan||'反';
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this.style.transition='all 0s';
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this.style.height=(this.offsetHeight-10)+'px';
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this.style.overflow='scroll';
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lib.setScroll(this);
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this.style.paddingTop='10px';
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var style={marginLeft:'3px',marginRight:'3px'};
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var style2={position:'relative',display:'block',left:0,top:0,marginBottom:'6px',padding:0,width:'100%'};
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var style3={marginLeft:'4px',marginRight:'4px',position:'relative'}
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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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sceneintro.type='text';
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sceneintro.style.marginBottom='10px';
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var line1=ui.create.div(style2,this);
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var current=null;
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var addCharacter=ui.create.node('button','添加角色',line1,function(){
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line1.style.display='none';
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// line1.style.display='none';
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resetStatus();
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editPile.disabled=true;
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editCode.disabled=true;
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saveButton.disabled=true;
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exportButton.disabled=true;
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line7.style.display='none';
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line2.style.display='block';
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line2_t.style.display='block';
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@ -856,17 +883,44 @@ mode.brawl={
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if(line6_e.childElementCount) capt_e.style.display='block';
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if(line6_j.childElementCount) capt_j.style.display='block';
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},style);
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var editPile=ui.create.node('button','游戏状态',line1,function(){
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var editPile=ui.create.node('button','设置状态',line1,function(){
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resetCharacter();
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addCharacter.disabled=true;
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editCode.disabled=true;
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saveButton.disabled=true;
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exportButton.disabled=true;
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line7.style.display='none';
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line8.style.display='block';
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capt8.style.display='block';
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line9.style.display='block';
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line10.style.display='block';
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line11.style.display='block';
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capt9.style.display='block';
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line3.style.display='block';
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line6_t.style.display='block';
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line6_b.style.display='block';
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line6_d.style.display='block';
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if(line6_t.childElementCount) capt_t.style.display='block';
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if(line6_b.childElementCount) capt_b.style.display='block';
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if(line6_d.childElementCount) capt_d.style.display='block';
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},style);
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var editCode=ui.create.node('button','编辑代码',line1,function(){
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console.log(1);
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},style);
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var saveButton=ui.create.node('button','保存',line1,function(){
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console.log(1);
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},style);
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var exportButton=ui.create.node('button','导出',line1,function(){
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console.log(1);
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},style);
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var capt1=ui.create.div(style2,'','角色信息',this);
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var line2=ui.create.div(style2,this);
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line2.style.display='none';
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var identity=ui.create.selectlist([['zhu','主公'],['zhong','忠臣'],['nei','内奸'],['fan','反贼']],'zhu',line2);
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identity.value='fan';
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identity.style.marginLeft='3px';
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identity.style.marginRight='3px';
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var position=ui.create.selectlist([['0','随机位置'],['1','一号位'],['2','二号位'],['3','三号位'],['4','四号位'],['5','五号位'],['6','六号位'],['7','七号位'],['8','八号位']],'1',line2);
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@ -874,7 +928,7 @@ mode.brawl={
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position.style.marginRight='3px';
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var line2_t=ui.create.div(style2,this);
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line2_t.style.display='none';
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line2_t.style.marginBottom='10px';
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// line2_t.style.marginBottom='10px';
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ui.create.node('span','体力:',line2_t);
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var hp=ui.create.node('input',line2_t,{width:'40px'});
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hp.type='text';
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@ -919,6 +973,10 @@ mode.brawl={
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name2.style.marginRight='3px';
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name2.style.maxWidth='80px';
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var capt9=ui.create.div(style2,'','编辑牌堆',this);
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capt9.style.display='none';
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var capt2=ui.create.div(style2,'','添加卡牌',this);
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var line3=ui.create.div(style2,this);
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line3.style.display='none';
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@ -950,7 +1008,7 @@ mode.brawl={
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var cardpileaddname=ui.create.selectlist(pileaddlist,null,line3);
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cardpileaddname.style.marginLeft='3px';
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cardpileaddname.style.marginRight='3px';
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cardpileaddname.style.maxWidth='80px';
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cardpileaddname.style.width='85px';
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var cardpileaddsuit=ui.create.selectlist([
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['random','随机花色'],
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['heart','红桃'],
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@ -960,11 +1018,13 @@ mode.brawl={
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],null,line3);
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cardpileaddsuit.style.marginLeft='3px';
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cardpileaddsuit.style.marginRight='3px';
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cardpileaddsuit.style.width='85px';
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var cardpileaddnumber=ui.create.selectlist([
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['random','随机点数'],1,2,3,4,5,6,7,8,9,10,11,12,13
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],null,line3);
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cardpileaddnumber.style.marginLeft='3px';
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cardpileaddnumber.style.marginRight='3px';
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cardpileaddnumber.style.width='85px';
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var fakecard=function(name,suit,number){
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var card=ui.create.card(null,'noclick',true);
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@ -988,7 +1048,7 @@ mode.brawl={
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}
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return card;
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};
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var cc_h=ui.create.node('button','加入手牌',line5,function(){
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var cc_h=ui.create.node('button','加入手牌区',line5,function(){
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var card=fakecard(cardpileaddname.value,cardpileaddsuit.value,cardpileaddnumber.value);
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card.listen(function(){
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this.remove();
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@ -997,7 +1057,7 @@ mode.brawl={
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line6_h.appendChild(card);
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capt_h.style.display='block';
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});
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var cc_e=ui.create.node('button','加入装备',line5,function(){
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var cc_e=ui.create.node('button','加入装备区',line5,function(){
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if(get.type(cardpileaddname.value)!='equip') return;
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var subtype=get.subtype(cardpileaddname.value);
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for(var i=0;i<line6_e.childElementCount;i++){
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@ -1013,7 +1073,7 @@ mode.brawl={
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line6_e.appendChild(card);
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capt_e.style.display='block';
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});
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var cc_j=ui.create.node('button','加入判定',line5,function(){
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var cc_j=ui.create.node('button','加入判定区',line5,function(){
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if(get.type(cardpileaddname.value)!='delay') return;
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for(var i=0;i<line6_j.childElementCount;i++){
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if(line6_j.childNodes[i].name==cardpileaddname.value){
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@ -1030,10 +1090,13 @@ mode.brawl={
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});
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cc_h.style.marginLeft='3px';
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cc_h.style.marginRight='3px';
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cc_h.style.width='85px';
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cc_e.style.marginLeft='3px';
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cc_e.style.marginRight='3px';
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cc_e.style.width='85px';
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cc_j.style.marginLeft='3px';
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cc_j.style.marginRight='3px';
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cc_j.style.width='85px';
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var capt_h=ui.create.div(style2,'','手牌区',this);
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var line6_h=ui.create.div(style2,this);
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@ -1046,10 +1109,70 @@ mode.brawl={
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capt_e.style.display='none';
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capt_j.style.display='none';
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var line10=ui.create.div(style2,this);
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line10.style.display='none';
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var ac_h=ui.create.node('button','加入牌堆顶',line10,function(){
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var card=fakecard(cardpileaddname.value,cardpileaddsuit.value,cardpileaddnumber.value);
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card.listen(function(){
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this.remove();
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if(!line6_t.childElementCount) capt_t.style.display='none';
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});
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line6_t.appendChild(card);
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capt_t.style.display='block';
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});
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var ac_e=ui.create.node('button','加入牌堆底',line10,function(){
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var card=fakecard(cardpileaddname.value,cardpileaddsuit.value,cardpileaddnumber.value);
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card.listen(function(){
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this.remove();
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if(!line6_b.childElementCount) capt_b.style.display='none';
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});
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line6_b.appendChild(card);
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capt_b.style.display='block';
|
||||
});
|
||||
var ac_j=ui.create.node('button','加入弃牌堆',line10,function(){
|
||||
var card=fakecard(cardpileaddname.value,cardpileaddsuit.value,cardpileaddnumber.value);
|
||||
card.listen(function(){
|
||||
this.remove();
|
||||
if(!line6_d.childElementCount) capt_d.style.display='none';
|
||||
});
|
||||
line6_d.appendChild(card);
|
||||
capt_d.style.display='block';
|
||||
});
|
||||
ac_h.style.marginLeft='3px';
|
||||
ac_h.style.marginRight='3px';
|
||||
ac_h.style.width='85px';
|
||||
ac_e.style.marginLeft='3px';
|
||||
ac_e.style.marginRight='3px';
|
||||
ac_e.style.width='85px';
|
||||
ac_j.style.marginLeft='3px';
|
||||
ac_j.style.marginRight='3px';
|
||||
ac_j.style.width='85px';
|
||||
|
||||
var line11=ui.create.div(style2,this,'','替换牌堆');
|
||||
line11.style.display='none';
|
||||
var replacepile=ui.create.node('input',line11);
|
||||
replacepile.type='checkbox';
|
||||
|
||||
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);
|
||||
var line6_b=ui.create.div(style2,this);
|
||||
var capt_d=ui.create.div(style2,'','弃牌堆',this);
|
||||
var line6_d=ui.create.div(style2,this);
|
||||
line6_d.style.marginBottom='10px';
|
||||
capt_t.style.display='none';
|
||||
capt_b.style.display='none';
|
||||
capt_d.style.display='none';
|
||||
|
||||
var line4=ui.create.div(style2,this);
|
||||
line4.style.display='none';
|
||||
line4.style.marginTop='20px';
|
||||
var resetCharacter=function(){
|
||||
line1.style.display='block';
|
||||
// line1.style.display='block';
|
||||
editPile.disabled=false;
|
||||
editCode.disabled=false;
|
||||
saveButton.disabled=false;
|
||||
exportButton.disabled=false;
|
||||
line7.style.display='block';
|
||||
line2.style.display='none';
|
||||
line2_t.style.display='none';
|
||||
|
@ -1067,8 +1190,8 @@ mode.brawl={
|
|||
|
||||
name1.value='random';
|
||||
name2.value='none';
|
||||
identity.value='zhu';
|
||||
position.value='1';
|
||||
identity.value='fan';
|
||||
position.value='0';
|
||||
hp.value='';
|
||||
maxHp.value='';
|
||||
line6_h.innerHTML='';
|
||||
|
@ -1077,29 +1200,12 @@ mode.brawl={
|
|||
cardpileaddname.value='random';
|
||||
cardpileaddsuit.value='random';
|
||||
cardpileaddnumber.value='random';
|
||||
linked.checked=false;
|
||||
turnedover.checked=false;
|
||||
};
|
||||
ui.create.node('button','确定',line4,style,function(){
|
||||
var info={
|
||||
name:name1.value,
|
||||
name2:name2.value,
|
||||
identity:identity.value,
|
||||
position:position.value,
|
||||
hp:hp.value,
|
||||
maxHp:maxHp.value,
|
||||
handcards:[],
|
||||
equips:[],
|
||||
judges:[]
|
||||
};
|
||||
for(var i=0;i<line6_h.childElementCount;i++){
|
||||
info.handcards.push([line6_h.childNodes[i].name,line6_h.childNodes[i].suit,line6_h.childNodes[i].number]);
|
||||
}
|
||||
for(var i=0;i<line6_e.childElementCount;i++){
|
||||
info.equips.push([line6_e.childNodes[i].name,line6_e.childNodes[i].suit,line6_e.childNodes[i].number]);
|
||||
}
|
||||
for(var i=0;i<line6_j.childElementCount;i++){
|
||||
info.judges.push([line6_j.childNodes[i].name,line6_j.childNodes[i].suit,line6_j.childNodes[i].number]);
|
||||
}
|
||||
var createCharacter=function(info){
|
||||
var player=ui.create.player(null,true);
|
||||
player.info=info;
|
||||
var name=info.name,name3=info.name2;
|
||||
if(name=='random'){
|
||||
name='re_caocao';
|
||||
|
@ -1134,13 +1240,66 @@ mode.brawl={
|
|||
for(var i=0;i<info.judges.length;i++){
|
||||
player.node.judges.appendChild(fakecard.apply(this,info.judges[i]));
|
||||
}
|
||||
player.setIdentity(info.identity);
|
||||
var pos=parseInt(info.position);
|
||||
if(pos==0){
|
||||
pos='随机位置';
|
||||
}
|
||||
else{
|
||||
pos=get.cnNumber(pos,true)+'号位'
|
||||
}
|
||||
if(info.linked&&info.turnedover){
|
||||
pos+='<br>横置 - 翻面'
|
||||
}
|
||||
else{
|
||||
if(info.linked) pos+=' - 横置';
|
||||
if(info.turnedover) pos+=' - 翻面';
|
||||
}
|
||||
player.setNickname(pos);
|
||||
player.update();
|
||||
player.style.transform='scale(0.6)';
|
||||
player.style.transform='scale(0.7)';
|
||||
player.style.position='relative';
|
||||
player.style.left=0;
|
||||
player.style.top=0;
|
||||
player.style.margin='-26px';
|
||||
player.style.margin='-18px';
|
||||
player.node.marks.remove();
|
||||
return player;
|
||||
};
|
||||
ui.create.div('.menubutton.large','确定',line4,style3,function(){
|
||||
var info={
|
||||
name:name1.value,
|
||||
name2:name2.value,
|
||||
identity:identity.value,
|
||||
position:position.value,
|
||||
hp:parseInt(hp.value),
|
||||
maxHp:parseInt(maxHp.value),
|
||||
linked:linked.checked,
|
||||
turnedover:turnedover.checked,
|
||||
position:position.value,
|
||||
handcards:[],
|
||||
equips:[],
|
||||
judges:[]
|
||||
};
|
||||
for(var i=0;i<line7.childElementCount;i++){
|
||||
if(info.identity=='zhu'&&line7.childNodes[i].info.identity=='zhu'){
|
||||
alert('不能有两个主公');
|
||||
return;
|
||||
}
|
||||
if(info.position!='0'&&info.position==line7.childNodes[i].info.position){
|
||||
alert('座位与现在角色相同');
|
||||
return;
|
||||
}
|
||||
}
|
||||
for(var i=0;i<line6_h.childElementCount;i++){
|
||||
info.handcards.push([line6_h.childNodes[i].name,line6_h.childNodes[i].suit,line6_h.childNodes[i].number]);
|
||||
}
|
||||
for(var i=0;i<line6_e.childElementCount;i++){
|
||||
info.equips.push([line6_e.childNodes[i].name,line6_e.childNodes[i].suit,line6_e.childNodes[i].number]);
|
||||
}
|
||||
for(var i=0;i<line6_j.childElementCount;i++){
|
||||
info.judges.push([line6_j.childNodes[i].name,line6_j.childNodes[i].suit,line6_j.childNodes[i].number]);
|
||||
}
|
||||
var player=createCharacter(info);
|
||||
line7.appendChild(player);
|
||||
player.listen(function(){
|
||||
if(confirm('是否删除此角色?')){
|
||||
|
@ -1149,11 +1308,64 @@ mode.brawl={
|
|||
});
|
||||
resetCharacter();
|
||||
});
|
||||
ui.create.node('button','取消',line4,style,resetCharacter);
|
||||
ui.create.div('.menubutton.large','取消',line4,style3,resetCharacter);
|
||||
var line7=ui.create.div(style2,this);
|
||||
line7.style.marginTop='12px';
|
||||
|
||||
|
||||
var capt8=ui.create.div(style2,'','胜负条件',this);
|
||||
capt8.style.display='none';
|
||||
var line8=ui.create.div(style2,this);
|
||||
line8.style.display='none';
|
||||
line8.style.marginTop='10px';
|
||||
line8.style.marginBottom='10px';
|
||||
var turnslist=[['1','一'],['2','二'],['3','三'],['4','四'],['5','五'],['6','六'],['7','七'],['8','八'],['9','九'],['10','十']];
|
||||
var results=[['none','无'],['win','胜利'],['lose','失败'],['tie','平局']];
|
||||
var turns=ui.create.selectlist(turnslist,'1',line8);
|
||||
ui.create.node('span','个回合后',line8,style);
|
||||
var turnsresult=ui.create.selectlist(results,'none',line8);
|
||||
|
||||
|
||||
var washes=ui.create.selectlist(turnslist,'1',line8);
|
||||
washes.style.marginLeft='20px';
|
||||
ui.create.node('span','次洗牌后',line8,style);
|
||||
var washesresult=ui.create.selectlist(results,'none',line8);
|
||||
|
||||
var line9=ui.create.div(style2,this);
|
||||
line9.style.display='none';
|
||||
line9.style.marginTop='20px';
|
||||
var resetStatus=function(){
|
||||
addCharacter.disabled=false;
|
||||
editCode.disabled=false;
|
||||
saveButton.disabled=false;
|
||||
exportButton.disabled=false;
|
||||
cardpileaddname.value='random';
|
||||
cardpileaddsuit.value='random';
|
||||
cardpileaddnumber.value='random';
|
||||
|
||||
line8.style.display='none';
|
||||
capt8.style.display='none';
|
||||
capt9.style.display='none';
|
||||
line9.style.display='none';
|
||||
line10.style.display='none';
|
||||
line11.style.display='none';
|
||||
line3.style.display='none';
|
||||
line7.style.display='block';
|
||||
|
||||
|
||||
line6_t.style.display='none';
|
||||
line6_b.style.display='none';
|
||||
line6_d.style.display='none';
|
||||
capt_t.style.display='none';
|
||||
capt_b.style.display='none';
|
||||
capt_d.style.display='none';
|
||||
}
|
||||
|
||||
|
||||
|
||||
ui.create.div('.menubutton.large','确定',line9,style3,resetStatus);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
};
|
||||
|
|
|
@ -3,7 +3,7 @@ mode.stone={
|
|||
start:function(){
|
||||
"step 0"
|
||||
lib.init.css(lib.assetURL+'layout/mode/','stone');
|
||||
_status.mode=get.config('stone_mode');
|
||||
_status.mode='deck';
|
||||
game.initStone();
|
||||
var playback=localStorage.getItem(lib.configprefix+'playback');
|
||||
|
||||
|
@ -1268,7 +1268,7 @@ mode.stone={
|
|||
careerList:['mage','shaman','druid','paladin','rogue','priest','hunter','warrior','warlock'],
|
||||
game:{
|
||||
reserveDead:true,
|
||||
bannedcards:['lebu','guiyoujie','xietianzi'],
|
||||
bannedcards:['lebu','guiyoujie','xietianzi','lingjiandai','jiguanshu','sifeizhenmian','mujiaren'],
|
||||
onwash:function(){
|
||||
if(_status.mode!='deck') return;
|
||||
var list=[];
|
||||
|
@ -9086,17 +9086,25 @@ mode.stone={
|
|||
unique:true,
|
||||
enable:['chooseToRespond'],
|
||||
viewAs:{name:'shan'},
|
||||
filterCard:{type:'stonecharacter'},
|
||||
filterCard:{type:['stonecharacter','stonecard']},
|
||||
mod:{
|
||||
cardEnabled:function(card){
|
||||
if(get.type(card)=='stonecard') return false;
|
||||
},
|
||||
cardSavable:function(card){
|
||||
if(get.type(card)=='stonecard') return false;
|
||||
},
|
||||
},
|
||||
check:function(){return 1},
|
||||
filter:function(event,player){
|
||||
return player.num('h',{type:'stonecharacter'})>0;
|
||||
return player.num('h',{type:['stonecharacter','stonecard']})>0;
|
||||
},
|
||||
viewAsFilter:function(player){
|
||||
return player.num('h',{type:'stonecharacter'})>0;
|
||||
return player.num('h',{type:['stonecharacter','stonecard']})>0;
|
||||
},
|
||||
ai:{
|
||||
skillTagFilter:function(player){
|
||||
return player.num('h',{type:'stonecharacter'})>0;
|
||||
return player.num('h',{type:['stonecharacter','stonecard']})>0;
|
||||
},
|
||||
respondShan:true,
|
||||
order:4,
|
||||
|
@ -10102,15 +10110,15 @@ mode.stone={
|
|||
stonesha:'进攻',
|
||||
stonesha_info:'锁定技,你的装备牌均视为杀',
|
||||
stoneshan:'格挡',
|
||||
stoneshan_info:'锁定技,你的随从牌均视为闪',
|
||||
stoneshan_info:'锁定技,你的随从和法术牌均视为闪',
|
||||
|
||||
stonecharacter:'随从',
|
||||
spell_shengerpingdeng:'生而平等',
|
||||
spell_shengerpingdeng_info:'将所有随从体力上限降为1',
|
||||
spell_jingshenkongzhi:'精神控制',
|
||||
spell_jingshenkongzhi_info:'限主将使用,将一名敌方随从吸收为己方',
|
||||
spell_jingshenkongzhi_info:'将一名敌方随从吸收为己方',
|
||||
spell_anyingkuangluan:'暗影狂乱',
|
||||
spell_anyingkuangluan_info:'限主将使用,将一名敌方随从吸收为己方,并令其于下个回合结束后死亡',
|
||||
spell_anyingkuangluan_info:'将一名敌方随从吸收为己方,并令其于下个回合结束后死亡',
|
||||
spell_anyingkuangluan_die:'暗影狂乱',
|
||||
spell_anyingkuangluan_die_info:'下个回合结束后死亡',
|
||||
spell_binghuan:'冰环',
|
||||
|
@ -10180,7 +10188,7 @@ mode.stone={
|
|||
'<div style="margin:10px">战斗</div><ul style="margin-top:0"><li>游戏流程类似1v1,场上有两名主将进行对抗,主将的体力上限+1'+
|
||||
'<li>游戏牌堆移除了乐不思蜀等跳过出牌阶段的卡牌'+
|
||||
'<li>主将出牌阶段的出牌数量(行动值)有上限,从1开始递增,后手的首个回合有一点额外行动值,装备牌不计入出牌上限<li>游戏每进行一轮,主将的出牌上限+1,超过6时减至3并重新累加'+
|
||||
'<li>使用随从牌可召唤一个随从,随从出场时背面朝上。每一方在场的随从数不能超过4<li>随从于摸牌阶段摸牌基数为1,随从的随从牌均视为闪,装备牌均视为杀<li>'+
|
||||
'<li>使用随从牌可召唤一个随从,随从出场时背面朝上。每一方在场的随从数不能超过4<li>随从于摸牌阶段摸牌基数为1,随从的法术和随从牌均视为闪,装备牌均视为杀<li>'+
|
||||
'随从与其他所有角色相互距离基数为1<li>'+
|
||||
'主将杀死对方随从后获得一个额外的行动值并从牌库中获得一张牌,杀死己方随从无惩罚,随从杀死随从无效果'+
|
||||
'<li>主将可重铸随从牌,但回合内总的重铸次数不能超过3,随从不能重铸任何牌(包括铁索等默认可以重铸的牌);若重铸的牌为随从牌或法术牌,则摸牌改为获得一张随机法术牌'+
|
||||
|
|
Loading…
Reference in New Issue