the 1000th summer and the crow
This commit is contained in:
parent
ab0b7aeb8f
commit
e5b3e3382c
573
character/diy.js
573
character/diy.js
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@ -65,6 +65,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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key_youta:['male','key',4,[]],
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key_rumi:['female','key','3/4',['rumi_shuwu']],
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key_chihaya:['female','key',3,['chihaya_liewu','chihaya_youfeng']],
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key_yukito:['male','key',4,['yukito_kongwu','yukito_yaxiang']],
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key_crow:['male','key',4,[],['unseen']],
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key_kud:['female','key',3,['kud_qiaoshou','kud_buhui']],
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key_misuzu:['female','key',3,['misuzu_hengzhou','misuzu_nongyin','misuzu_zhongxing']],
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@ -176,7 +178,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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diy_tieba:["ns_zuoci","ns_lvzhi","ns_wangyun","ns_nanhua","ns_nanhua_left","ns_nanhua_right","ns_huamulan","ns_huangzu","ns_jinke","ns_yanliang","ns_wenchou","ns_caocao","ns_caocaosp","ns_zhugeliang","ns_wangyue","ns_yuji","ns_xinxianying","ns_guanlu","ns_simazhao","ns_sunjian","ns_duangui","ns_zhangbao","ns_masu","ns_zhangxiu","ns_lvmeng","ns_shenpei","ns_yujisp","ns_yangyi","ns_liuzhang","ns_xinnanhua","ns_luyusheng"],
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diy_fakenews:["diy_wenyang","ns_zhangwei","ns_caimao"],
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diy_default:["diy_feishi","diy_liuyan","diy_yuji","diy_caiwenji","diy_lukang","diy_zhenji","diy_liufu","diy_xizhenxihong","diy_liuzan","diy_zaozhirenjun","diy_yangyi","diy_tianyu"],
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diy_key:["key_lucia","key_kyousuke","key_yuri","key_haruko","key_umi","key_rei","key_komari","key_yukine","key_yusa","key_misa","key_masato","key_iwasawa","key_kengo","key_yoshino","key_yui","key_tsumugi","key_saya","key_harukakanata","key_inari","key_shiina","key_sunohara","key_rin","key_sasami","key_akane","key_doruji","key_yuiko","key_riki","key_hisako","key_hinata","key_noda","key_tomoya","key_nagisa","key_ayato","key_ao","key_yuzuru","sp_key_kanade","key_mio","key_midori","key_kyoko","key_shizuru","key_shiorimiyuki","key_miki","key_shiori","key_kaori","sp_key_yuri","key_akiko","key_abyusa","key_godan","key_yuu","key_ryoichi","key_kotori","key_jojiro","key_shiroha","key_shizuku","key_hiroto","key_sakuya","key_youta","key_rumi","key_chihaya"],
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diy_key:["key_lucia","key_kyousuke","key_yuri","key_haruko","key_umi","key_rei","key_komari","key_yukine","key_yusa","key_misa","key_masato","key_iwasawa","key_kengo","key_yoshino","key_yui","key_tsumugi","key_saya","key_harukakanata","key_inari","key_shiina","key_sunohara","key_rin","key_sasami","key_akane","key_doruji","key_yuiko","key_riki","key_hisako","key_hinata","key_noda","key_tomoya","key_nagisa","key_ayato","key_ao","key_yuzuru","sp_key_kanade","key_mio","key_midori","key_kyoko","key_shizuru","key_shiorimiyuki","key_miki","key_shiori","key_kaori","sp_key_yuri","key_akiko","key_abyusa","key_godan","key_yuu","key_ryoichi","key_kotori","key_jojiro","key_shiroha","key_shizuku","key_hiroto","key_sakuya","key_youta","key_rumi","key_chihaya","key_yukito"],
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diy_trashbin:['old_jiakui','ol_guohuai','junk_zhangrang','junk_simayi'],
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},
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},
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@ -192,6 +194,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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diy_tianyu:'字国让,渔阳雍奴(今天津市武清区东北)人。三国时期曹魏将领。初从刘备,因母亲年老回乡,后跟随公孙瓒,公孙瓒败亡,劝说鲜于辅加入曹操。曹操攻略河北时,田豫正式得到曹操任用,历任颖阴、郎陵令、弋阳太守等。',
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},
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characterTitle:{
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key_yukito:'#bAIR',
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key_chihaya:'#bRewrite',
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key_rumi:'#rONE ~輝く季節へ~',
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key_youta:'#b神様になった日',
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@ -358,6 +361,566 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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key_lucia:['key_shizuru'],
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},
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skill:{
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yukito_kongwu:{
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enable:'phaseUse',
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usable:1,
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content:function(){
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"step 0"
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if(_status.connectMode) event.time=lib.configOL.choose_timeout;
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event.videoId=lib.status.videoId++;
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if(player.isUnderControl()){
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game.swapPlayerAuto(player);
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}
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var switchToAuto=function(){
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game.pause();
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game.countChoose();
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setTimeout(function(){
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_status.imchoosing=false;
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event._result={
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bool:true,
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score:get.rand(1,5),
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};
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if(event.dialog) event.dialog.close();
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if(event.control) event.control.close();
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game.resume();
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},5000);
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};
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var createDialog=function(player,id){
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if(_status.connectMode) lib.configOL.choose_timeout='30';
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if(player==game.me) return;
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var str=get.translation(player)+'正在表演《小空飞天》...<br>';
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ui.create.dialog(str).videoId=id;
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};
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var chooseButton=function(){
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var roundmenu=false;
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if(ui.roundmenu&&ui.roundmenu.display!='none'){
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roundmenu=true;
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ui.roundmenu.style.display='none';
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}
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var event=_status.event;
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event.settleed=false;
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event.score=0;
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event.dialog=ui.create.dialog('forcebutton','hidden');
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event.dialog.textPrompt=event.dialog.add('<div class="text center">准备好了吗?准备好了的话就点击屏幕开始吧!</div>');
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event.dialog.textPrompt.style["z-index"]=10;
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event.switchToAuto=function(){
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event._result={
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bool:true,
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score:event.score,
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};
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event.dialog.close();
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game.resume();
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_status.imchoosing=false;
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if(roundmenu) ui.roundmenu.style.display='';
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};
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event.dialog.classList.add('fixed');
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event.dialog.classList.add('scroll1');
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event.dialog.classList.add('scroll2');
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event.dialog.classList.add('fullwidth');
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event.dialog.classList.add('fullheight');
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event.dialog.classList.add('noupdate');
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event.dialog.style.overflow='hidden';
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event.dialog.open();
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var height=event.dialog.offsetHeight;
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var width=event.dialog.offsetWidth;
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var top=50;
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var speed=0;
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var start=false;
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var bird=ui.create.div('');
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bird.style["background-image"]='linear-gradient(rgba(6, 3, 55, 1), rgba(6, 3, 35, 1))';
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bird.style["border-radius"]='3px';
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var pipes=[];
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bird.style.position='absolute';
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bird.style.height='40px';
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bird.style.width='40px';
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bird.style.left=Math.ceil(width/3)+'px';
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bird.style.top=(top/100*height)+'px';
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bird.updatePosition=function(){
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bird.style.transform='translateY('+(top/100*height-bird.offsetTop)+'px)';
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};
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event.dialog.appendChild(bird);
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var isDead=function(){
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if(top>100||top<0) return true;
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var btop=top;
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var bleft=100/3;
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var bdown=btop+5;
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var bright=bleft+5;
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for(var i of pipes){
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var left2=i.left;
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var right2=left2+10;
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var bottom2=i.height1;
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var top2=i.height2;
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if(left2>bright||right2<bleft) continue;
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if(btop<bottom2) return true;
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if(bdown>top2) return true;
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return false;
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}
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return false;
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};
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var fly=function(){
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if(!start){
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start=true;
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event.dialog.textPrompt.innerHTML='<div class="text center">当前分数:'+event.score+'</div>';
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speed=-4;
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event.fly=setInterval(function(){
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top+=speed;
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if(top<0) top=0;
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bird.updatePosition();
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for(var i of pipes){
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i.left-=0.5;
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i.updateLeft();
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}
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speed+=0.5;
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if(speed>2.5) speed=2.5;
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if(isDead()==true){
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event.settle();
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}
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},35);
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var addPipe=function(){
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var num=get.rand(5,55);
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var pipe1=ui.create.div('');
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pipe1.style["background-image"]='linear-gradient(rgba(57, 133, 4, 1), rgba(60, 135, 6, 1))';
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pipe1.style["border-radius"]='3px';
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pipe1.style.position='absolute';
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pipe1.height1=num;
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pipe1.height2=num+50;
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pipe1.left=110;
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pipe1.num=1;
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pipe1.style.height=Math.ceil(height*num/100)+'px';
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pipe1.style.width=(width/10)+'px';
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pipe1.style.left=(pipe1.left*width/100)+'px';
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pipe1.style.top='0px';
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var pipe2=ui.create.div('');
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pipe2.style["background-image"]='linear-gradient(rgba(57, 133, 4, 1), rgba(60, 135, 6, 1))';
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pipe2.style["border-radius"]='3px';
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pipe1.pipe2=pipe2;
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pipe2.style.position='absolute';
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pipe2.style.height=Math.ceil((100-pipe1.height2)*height/100)+'px';
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pipe2.style.width=(width/10)+'px';
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pipe2.style.left=(pipe1.left*width/100)+'px';
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pipe2.style.top=Math.ceil(pipe1.height2*height/100)+'px';
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pipes.add(pipe1);
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event.dialog.appendChild(pipe1);
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event.dialog.appendChild(pipe2);
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pipe1.updateLeft=function(){
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this.style.transform='translateX('+((this.left/100*width)-this.offsetLeft)+'px)';
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this.pipe2.style.transform='translateX('+((this.left/100*width)-this.pipe2.offsetLeft)+'px)';
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if(this.left<25&&!this.score){
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this.score=true;
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event.score++;
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event.dialog.textPrompt.innerHTML='<div class="text center">当前分数:'+event.score+'</div>';
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if(event.score>=5) event.settle();
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}
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if(this.left<-15){
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this.remove();
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this.pipe2.remove();
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pipes.remove(this);
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}
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}
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};
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event.addPipe=setInterval(addPipe,2500);
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}
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else if(speed>0){
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speed=-4;
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}
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};
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document.addEventListener(lib.config.touchscreen?'touchend':'click',fly);
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event.settle=function(){
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clearInterval(event.fly);
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clearInterval(event.addPipe);
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document.removeEventListener(lib.config.touchscreen?'touchend':'click',fly);
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setTimeout(function(){
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event.switchToAuto()
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},1000);
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};
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game.pause();
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game.countChoose();
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};
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//event.switchToAuto=switchToAuto;
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game.broadcastAll(createDialog,player,event.videoId);
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if(event.isMine()){
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chooseButton();
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}
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else if(event.isOnline()){
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event.player.send(chooseButton);
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event.player.wait();
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game.pause();
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}
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else{
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switchToAuto();
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}
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"step 1"
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game.broadcastAll(function(id,time){
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if(_status.connectMode) lib.configOL.choose_timeout=time;
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var dialog=get.idDialog(id);
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if(dialog){
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dialog.close();
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}
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},event.videoId,event.time);
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var result=event.result||result;
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game.log(player,'获得了','#g'+result.score+'分');
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if(!result.score){
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player.chooseToDiscard(2,true,'he');
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event.finish();
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return;
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}
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var list=[];
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var list2=[];
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for(var i=0;i<5;i++){
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if(lib.skill.yukito_kongwu.moves[i].filter(player,true)) list.push(i);
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else list2.push(i);
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}
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if(list.length>=result.score) list=list.randomGets(result.score);
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else list.addArray(list2.randomGets(result.score-list.length));
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list.sort();
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event.videoId=lib.status.videoId++;
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var func=function(id,list){
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var choiceList=ui.create.dialog('控物:请选择一项','forcebutton');
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choiceList.videoId=id;
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for(var ii=0;ii<list.length;ii++){
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var i=list[ii];
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var str='<div class="popup text" style="width:calc(100% - 10px);display:inline-block">';
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var bool=lib.skill.yukito_kongwu.moves[i].filter(player);
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if(!bool) str+='<div style="opacity:0.5">';
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str+=lib.skill.yukito_kongwu.moves[i].prompt;
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if(!bool) str+='</div>';
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str+='</div>';
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var next=choiceList.add(str);
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next.firstChild.addEventListener(lib.config.touchscreen?'touchend':'click',ui.click.button);
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next.firstChild.link=i;
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for(var j in lib.element.button){
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next[j]=lib.element.button[j];
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}
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choiceList.buttons.add(next.firstChild);
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}
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return choiceList;
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};
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if(player.isOnline2()){
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player.send(func,event.videoId,list);
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}
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event.dialog=func(event.videoId,list);
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if(player!=game.me||_status.auto){
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event.dialog.style.display='none';
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}
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var next=player.chooseButton();
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next.set('dialog',event.videoId);
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next.set('forced',true);
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next.set('filterButton',function(button){
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return lib.skill.yukito_kongwu.moves[button.link].filter(_status.event.player);
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});
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next.set('ai',function(button){
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if(lib.skill.yukito_kongwu.moves[button.link].filter(_status.event.player,true)) return 1+Math.random();
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return Math.random();
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});
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"step 2"
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if(player.isOnline2()){
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player.send('closeDialog',event.videoId);
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}
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event.dialog.close();
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var num=result.links[0];
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switch(num){
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case 0:event.goto(3);break;
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case 1:event.goto(5);break;
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case 2:event.goto(7);break;
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case 3:event.goto(9);break;
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case 4:player.moveCard(true);event.finish();break;
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}
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"step 3"
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player.chooseTarget(true,'令一名角色摸两张牌').set('ai',function(target){
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var player=_status.event.player;
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var att=get.attitude(player,target)/Math.sqrt(1+target.countCards('h'));
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if(target.hasSkillTag('nogain')) att/=10;
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return att;
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});
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"step 4"
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if(result.bool){
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var target=result.targets[0];
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player.line(target,'green');
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target.draw(2);
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}
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event.finish();
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"step 5"
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player.chooseTarget(true,'对一名角色造成1点伤害').set('ai',function(target){
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var player=_status.event.player;
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return get.damageEffect(target,player,player);
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});
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"step 6"
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if(result.bool){
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var target=result.targets[0];
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player.line(target,'green');
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target.damage();
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}
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event.finish();
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"step 7"
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player.chooseTarget(true,'令一名已受伤的角色回复1点体力',function(card,player,target){
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return target.isDamaged();
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}).set('ai',function(target){
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var player=_status.event.player;
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return get.recoverEffect(target,player,player);
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});
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"step 8"
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if(result.bool){
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var target=result.targets[0];
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player.line(target,'green');
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target.recover();
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}
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event.finish();
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"step 9"
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player.chooseTarget(true,'弃置一名角色区域内的两张牌',function(card,player,target){
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return target.countDiscardableCards(player,'hej')>0;
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}).set('ai',function(target){
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return -get.attitude(_status.event.player,target);
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});
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"step 10"
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if(result.bool){
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var target=result.targets[0];
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player.line(target,'green');
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player.discardPlayerCard(target,'hej',true,2);
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}
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event.finish();
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},
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moves:[
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{
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prompt:'令一名角色摸两张牌',
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filter:()=>true,
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},
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{
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prompt:'对一名角色造成1点伤害',
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filter:function(player,ai){
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if(!ai) return true;
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return game.hasPlayer(function(current){
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return get.damageEffect(current,player,player)>0;
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});
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},
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},
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{
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prompt:'令一名已受伤的角色回复1点体力',
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filter:function(player,ai){
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return game.hasPlayer(function(current){
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if(current.isDamaged()) return !ai||get.recoverEffect(current,player,player)>0;
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});
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}
|
||||
},
|
||||
{
|
||||
prompt:'弃置一名角色区域内的两张牌',
|
||||
filter:function(player,ai){
|
||||
return game.hasPlayer(function(current){
|
||||
return current.countDiscardableCards(player,'hej',function(card){
|
||||
if(!ai) return true;
|
||||
return get.buttonValue({link:card})*get.attitude(player,current)>0;
|
||||
})>=(ai?1:Math.min(2,current.countDiscardableCards(player,'hej')));
|
||||
});
|
||||
},
|
||||
},
|
||||
{
|
||||
prompt:'移动场上的一张牌',
|
||||
filter:function(player,ai){
|
||||
return player.canMoveCard(ai);
|
||||
},
|
||||
},
|
||||
],
|
||||
ai:{
|
||||
order:10,
|
||||
result:{player:1},
|
||||
threaten:3.2,
|
||||
}
|
||||
},
|
||||
yukito_yaxiang:{
|
||||
enable:'chooseToUse',
|
||||
limited:true,
|
||||
filter:function(event,player){
|
||||
return event.type=='dying'&&(player.name1=='key_yukito'||player.name2=='key_yukito');
|
||||
},
|
||||
filterTarget:function(card,player,target){
|
||||
return target==_status.event.dying;
|
||||
},
|
||||
selectTarget:-1,
|
||||
skillAnimation:true,
|
||||
animationColor:'key',
|
||||
content:function(){
|
||||
'step 0'
|
||||
player.awakenSkill('yukito_yaxiang');
|
||||
player.reinit('key_yukito','key_crow');
|
||||
'step 1'
|
||||
if(target.hp<3) target.recover(3-target.hp);
|
||||
'step 2'
|
||||
var cards=target.getCards('j');
|
||||
if(cards.length) target.discard(cards);
|
||||
'step 3'
|
||||
target.addSkill('misuzu_zhongyuan');
|
||||
},
|
||||
derivation:'misuzu_zhongyuan',
|
||||
ai:{
|
||||
save:true,
|
||||
order:4,
|
||||
result:{
|
||||
target:function(player,target){
|
||||
if(get.attitude(player,target)<4) return false;
|
||||
if(player.countCards('h',function(card){
|
||||
var mod2=game.checkMod(card,player,'unchanged','cardEnabled2',player);
|
||||
if(mod2!='unchanged') return mod2;
|
||||
var mod=game.checkMod(card,player,target,'unchanged','cardSavable',player);
|
||||
if(mod!='unchanged') return mod;
|
||||
var savable=get.info(card).savable;
|
||||
if(typeof savable=='function') savable=savable(card,player,target);
|
||||
return savable;
|
||||
})>=1-target.hp) return false;
|
||||
if(target==player||target==get.zhu(player)) return true;
|
||||
return !player.hasUnknown();
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
misuzu_zhongyuan:{
|
||||
trigger:{player:'judge'},
|
||||
skillAnimation:true,
|
||||
animationColor:'key',
|
||||
direct:true,
|
||||
content:function(){
|
||||
'step 0'
|
||||
var str='你的'+(trigger.judgestr||'')+'判定为'+
|
||||
get.translation(trigger.player.judging[0])+',是否发动【终愿】修改判定结果?';
|
||||
if(player.isUnderControl()){
|
||||
game.swapPlayerAuto(player);
|
||||
}
|
||||
var switchToAuto=function(){
|
||||
_status.imchoosing=false;
|
||||
event._result={
|
||||
bool:false,
|
||||
};
|
||||
if(event.dialog) event.dialog.close();
|
||||
if(event.control) event.control.close();
|
||||
};
|
||||
var chooseButton=function(player,str){
|
||||
var event=_status.event;
|
||||
player=player||event.player;
|
||||
if(!event._result) event._result={};
|
||||
var dialog=ui.create.dialog(str,'forcebutton','hidden');
|
||||
event.dialog=dialog;
|
||||
dialog.addText('花色');
|
||||
var table=document.createElement('div');
|
||||
table.classList.add('add-setting');
|
||||
table.style.margin='0';
|
||||
table.style.width='100%';
|
||||
table.style.position='relative';
|
||||
var listi=['spade','heart','club','diamond'];
|
||||
for(var i=0;i<listi.length;i++){
|
||||
var td=ui.create.div('.shadowed.reduce_radius.pointerdiv.tdnode');
|
||||
td.link=listi[i];
|
||||
table.appendChild(td);
|
||||
td.innerHTML='<span>'+get.translation(listi[i])+'</span>';
|
||||
td.addEventListener(lib.config.touchscreen?'touchend':'click',function(){
|
||||
if(_status.dragged) return;
|
||||
if(_status.justdragged) return;
|
||||
_status.tempNoButton=true;
|
||||
setTimeout(function(){
|
||||
_status.tempNoButton=false;
|
||||
},500);
|
||||
var link=this.link;
|
||||
var current=this.parentNode.querySelector('.bluebg');
|
||||
if(current){
|
||||
current.classList.remove('bluebg');
|
||||
}
|
||||
this.classList.add('bluebg');
|
||||
event._result.suit=link;
|
||||
});
|
||||
}
|
||||
dialog.content.appendChild(table);
|
||||
dialog.addText('点数');
|
||||
var table2=document.createElement('div');
|
||||
table2.classList.add('add-setting');
|
||||
table2.style.margin='0';
|
||||
table2.style.width='100%';
|
||||
table2.style.position='relative';
|
||||
for(var i=1;i<14;i++){
|
||||
var td=ui.create.div('.shadowed.reduce_radius.pointerdiv.tdnode');
|
||||
td.link=i;
|
||||
table2.appendChild(td);
|
||||
var num=i;
|
||||
td.innerHTML='<span>'+get.strNumber(num)+'</span>';
|
||||
td.addEventListener(lib.config.touchscreen?'touchend':'click',function(){
|
||||
if(_status.dragged) return;
|
||||
if(_status.justdragged) return;
|
||||
_status.tempNoButton=true;
|
||||
setTimeout(function(){
|
||||
_status.tempNoButton=false;
|
||||
},500);
|
||||
var link=this.link;
|
||||
var current=this.parentNode.querySelector('.bluebg');
|
||||
if(current){
|
||||
current.classList.remove('bluebg');
|
||||
}
|
||||
this.classList.add('bluebg');
|
||||
event._result.number=link;
|
||||
});
|
||||
}
|
||||
dialog.content.appendChild(table2);
|
||||
dialog.add(' ');
|
||||
event.dialog.open();
|
||||
|
||||
event.switchToAuto=function(){
|
||||
event._result={
|
||||
bool:false,
|
||||
};
|
||||
event.dialog.close();
|
||||
event.control.close();
|
||||
game.resume();
|
||||
_status.imchoosing=false;
|
||||
};
|
||||
event.control=ui.create.control('ok','cancel2',function(link){
|
||||
var result=event._result;
|
||||
if(link=='cancel2') result.bool=false;
|
||||
else{
|
||||
if(!result.number||!result.suit) return;
|
||||
result.bool=true;
|
||||
}
|
||||
event.dialog.close();
|
||||
event.control.close();
|
||||
game.resume();
|
||||
_status.imchoosing=false;
|
||||
});
|
||||
for(var i=0;i<event.dialog.buttons.length;i++){
|
||||
event.dialog.buttons[i].classList.add('selectable');
|
||||
}
|
||||
game.pause();
|
||||
game.countChoose();
|
||||
};
|
||||
if(event.isMine()){
|
||||
chooseButton(player,str);
|
||||
}
|
||||
else if(event.isOnline()){
|
||||
event.player.send(chooseButton,event.player,str);
|
||||
event.player.wait();
|
||||
game.pause();
|
||||
}
|
||||
else{
|
||||
switchToAuto();
|
||||
}
|
||||
'step 1'
|
||||
var map=event.result||result;
|
||||
if(map.bool){
|
||||
player.awakenSkill('misuzu_zhongyuan');
|
||||
player.logSkill('misuzu_zhongyuan',player);
|
||||
game.log(player,'将判定结果修改为了','#g'+get.translation(result.suit+2)+get.strNumber(result.number));
|
||||
trigger.fixedResult={
|
||||
suit:result.suit,
|
||||
color:get.color({suit:result.suit}),
|
||||
number:result.number,
|
||||
};
|
||||
player.popup(get.translation(result.suit+2)+get.strNumber(result.number),'thunder');
|
||||
event.getParent('arrangeTrigger').finish();
|
||||
}
|
||||
},
|
||||
},
|
||||
chihaya_liewu:{
|
||||
derivation:'chihaya_huairou',
|
||||
mod:{
|
||||
|
@ -12423,6 +12986,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
key_youta:'成神阳太',
|
||||
key_rumi:'七濑留美',
|
||||
key_chihaya:'凤千早',
|
||||
key_yukito:'国崎往人',
|
||||
key_crow:'小空',
|
||||
lucia_duqu:'毒躯',
|
||||
lucia_duqu_info:'锁定技,①当你对其他角色造成伤害或受到其他角色的伤害时,你和对方各获得一张花色点数随机的【毒】。<br>②当你因【毒】失去体力时,你改为回复等量的体力。<br>③当你处于濒死状态时,你可以使用一张【毒】(每回合限一次)。',
|
||||
lucia_zhenren:'振刃',
|
||||
|
@ -12742,6 +13307,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
chihaya_youfeng_info:'转换技,阴,每轮限一次,你可以加1点体力上限,视为使用一张普通锦囊牌;阳,每轮限一次,你可以废除你的一个装备栏,视为使用一张基本牌。',
|
||||
chihaya_huairou:'怀柔',
|
||||
chihaya_huairou_info:'出牌阶段,你可以重铸装备牌。',
|
||||
yukito_kongwu:'控物',
|
||||
yukito_kongwu_info:'出牌阶段限一次,你可以表演《小空飞天》。若如此做,你从以下项目中随机选择X项,并执行其中的一项:①令一名角色摸两张牌。②对一名角色造成1点伤害。③令一名已受伤的角色回复1点体力。④弃置一名角色区域内的两张牌。⑤移动场上的一张牌。若X=0,则你弃置两张牌。(X为你的得分)',
|
||||
yukito_yaxiang:'鸦翔',
|
||||
yukito_yaxiang_info:'限定技,当有角色进入濒死状态时,你可移去此武将牌,然后令该角色将体力值回复至3点,弃置判定区的所有牌并获得技能〖终愿〗。',
|
||||
misuzu_zhongyuan:'终愿',
|
||||
misuzu_zhongyuan_info:'限定技。当你的判定结果生效时,你可将判定结果改为任意花色和点数并结束此时机。',
|
||||
|
||||
key_kud:'库特莉亚芙卡',
|
||||
kud_qiaoshou:'巧手',
|
||||
|
|
|
@ -7623,7 +7623,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
yanghuiyu:'羊徽瑜',
|
||||
hongyi:'弘仪',
|
||||
hongyi2:'弘仪',
|
||||
hongyi_info:'出牌阶段限一次,你可以选择一名其他角色(X为场上已阵亡的角色数且至多为2)。你的下回合开始前,该角色造成伤害时进行判定,若结果为:黑色,此伤害-1。红色,受到伤害的角色摸一张牌。',
|
||||
hongyi_info:'出牌阶段限一次,你可以选择一名其他角色。你的下回合开始前,该角色造成伤害时进行判定,若结果为:黑色,此伤害-1。红色,受到伤害的角色摸一张牌。',
|
||||
requanfeng:'劝封',
|
||||
requanfeng_gain:'劝封',
|
||||
requanfeng_info:'限定技。①其他角色死亡时,你可失去〖弘仪〗,然后获得其武将牌上的所有非主公技,非隐匿技和非Charlotte技,加1点体力上限并回复1点体力。②当你处于濒死状态时,你可以加2点体力上限,然后回复4点体力。',
|
||||
|
|
|
@ -25,9 +25,9 @@ window.noname_character_rank={
|
|||
'chunyuqiong',
|
||||
'yangbiao',
|
||||
'zhaoxiang',
|
||||
'guozhao',
|
||||
'sp_xiahoushi',
|
||||
'ns_zhangwei',
|
||||
'wanglang',
|
||||
'key_mio',
|
||||
'key_midori',
|
||||
'key_yuri',
|
||||
|
@ -85,9 +85,9 @@ window.noname_character_rank={
|
|||
'shen_guanyu',
|
||||
'shen_caocao',
|
||||
'shen_caopi',
|
||||
'liubian',
|
||||
'majun',
|
||||
'jiakui',
|
||||
'guozhao',
|
||||
'ol_yuanshao',
|
||||
'caoying',
|
||||
'simahui',
|
||||
|
@ -99,6 +99,7 @@ window.noname_character_rank={
|
|||
'key_inari',
|
||||
'key_shiina',
|
||||
'key_kud',
|
||||
'key_yukito',
|
||||
],
|
||||
a:[
|
||||
'diy_zaozhirenjun',
|
||||
|
@ -240,13 +241,13 @@ window.noname_character_rank={
|
|||
're_zuoci',
|
||||
'sunhao',
|
||||
'shixie',
|
||||
'wanglang',
|
||||
'ol_zhangchangpu',
|
||||
'shamoke',
|
||||
'diy_wenyang',
|
||||
'xin_lingtong',
|
||||
'wolongfengchu',
|
||||
'yanghuiyu',
|
||||
'liubian',
|
||||
'key_misuzu',
|
||||
'key_sunohara',
|
||||
'key_umi',
|
||||
|
@ -1312,6 +1313,7 @@ window.noname_character_rank={
|
|||
'key_hiroto',
|
||||
'key_rumi',
|
||||
'key_chihaya',
|
||||
'key_yukito',
|
||||
'kaisa',
|
||||
],
|
||||
rare:[
|
||||
|
|
153
character/sp.js
153
character/sp.js
|
@ -103,7 +103,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
yanbaihu:['male','qun',4,['zhidao','jili']],
|
||||
chengyu:['male','wei',3,['shefu','benyu']],
|
||||
|
||||
wanglang:['male','wei',3,['gushe','jici']],
|
||||
wanglang:['male','wei',3,['regushe','rejici']],
|
||||
sp_pangde:['male','wei',4,['mashu','juesi']],
|
||||
sp_jiaxu:['male','wei',3,['zhenlue','jianshu','yongdi']],
|
||||
|
||||
|
@ -894,7 +894,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
td.link=i;
|
||||
td.addEventListener(lib.config.touchscreen?'touchend':'click',ui.click.button);
|
||||
for(var j in lib.element.button){
|
||||
td[j]=lib.element.button[i];
|
||||
td[j]=lib.element.button[j];
|
||||
}
|
||||
table.appendChild(td);
|
||||
dialog.buttons.add(td);
|
||||
|
@ -1091,7 +1091,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
next.firstChild.addEventListener(lib.config.touchscreen?'touchend':'click',ui.click.button);
|
||||
next.firstChild.link=i;
|
||||
for(var j in lib.element.button){
|
||||
next[j]=lib.element.button[i];
|
||||
next[j]=lib.element.button[j];
|
||||
}
|
||||
choiceList.buttons.add(next.firstChild);
|
||||
}
|
||||
|
@ -7287,6 +7287,133 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
expose:0.2
|
||||
}
|
||||
},
|
||||
regushe:{
|
||||
audio:'gushe',
|
||||
enable:'phaseUse',
|
||||
filterTarget:function(card,player,target){
|
||||
return player.canCompare(target);
|
||||
},
|
||||
selectTarget:[1,3],
|
||||
filter:function(event,player){
|
||||
return (player.countMark('regushe')+player.countMark('regushe2')<7)&&player.countCards('h')>0;
|
||||
},
|
||||
multitarget:true,
|
||||
multiline:true,
|
||||
content:function(){
|
||||
player.addTempSkill('regushe2');
|
||||
player.chooseToCompare(targets).callback=lib.skill.regushe.callback;
|
||||
},
|
||||
intro:{
|
||||
name:'饶舌',
|
||||
content:'mark'
|
||||
},
|
||||
callback:function(){
|
||||
'step 0'
|
||||
if(event.num1<=event.num2){
|
||||
target.chat(lib.skill.gushe.chat[player.countMark('regushe')]);
|
||||
game.delay();
|
||||
player.addMark('regushe',1);
|
||||
if(player.countMark('regushe')>=7){
|
||||
player.die();
|
||||
}
|
||||
}
|
||||
else player.addMark('regushe2',1,false);
|
||||
'step 1'
|
||||
if(event.num1>=event.num2){
|
||||
target.chooseToDiscard('he','弃置一张牌,或令'+get.translation(player)+'摸一张牌').set('ai',function(card){
|
||||
if(_status.event.goon) return 6-get.value(card);
|
||||
return 0;
|
||||
}).set('goon',get.attitude(target,player)<0);
|
||||
}
|
||||
else event.goto(3);
|
||||
'step 2'
|
||||
if(!result.bool){
|
||||
player.draw();
|
||||
}
|
||||
'step 3'
|
||||
if(event.num1<=event.num2){
|
||||
player.chooseToDiscard('he','弃置一张牌,或摸一张牌').set('ai',function(){return -1;});
|
||||
}
|
||||
else event.finish();
|
||||
'step 4'
|
||||
if(!result.bool) player.draw();
|
||||
},
|
||||
ai:{
|
||||
order:7,
|
||||
result:{
|
||||
target:function(player,target){
|
||||
var num=ui.selected.targets.length+1;
|
||||
if(num+player.countMark('regushe')<=6) return -1;
|
||||
var hs=player.getCards('h');
|
||||
for(var i=0;i<hs.length;i++){
|
||||
if(get.value(hs[i])<=6){
|
||||
switch(hs[i].number){
|
||||
case 13:return -1;
|
||||
case 12:if(player.countMark('regushe')+num<=8) return -1;break;
|
||||
case 11:if(player.countMark('regushe')+num<=7) return -1;break;
|
||||
default:if(hs[i].number>5&&player.countMark('regushe')+num<=6) return -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
},
|
||||
}
|
||||
},
|
||||
marktext:'饶',
|
||||
},
|
||||
regushe2:{
|
||||
charlotte:true,
|
||||
onremove:true,
|
||||
},
|
||||
rejici:{
|
||||
audio:'jici',
|
||||
trigger:{
|
||||
player:'compare',
|
||||
target:'compare',
|
||||
},
|
||||
forced:true,
|
||||
filter:function(event,player){
|
||||
if(player!=event.target&&event.iwhile) return false;
|
||||
return (player==event.player?event.num1:event.num2)<=player.countMark('regushe');
|
||||
},
|
||||
content:function(){
|
||||
trigger[player==trigger.player?'num1':'num2']+=player.countMark('regushe');
|
||||
game.log(player,'的拼点牌点数+'+player.countMark('regushe'));
|
||||
game.delayx();
|
||||
var cards=[trigger.card1];
|
||||
if(trigger.cardlist) cards.addArray(trigger.cardlist);
|
||||
else cards.push(trigger.card2);
|
||||
cards.sort(function(a,b){
|
||||
return get.number(b)-get.number(a);
|
||||
});
|
||||
var num=get.number(cards[0]);
|
||||
for(var i=1;i<cards.length;i++){
|
||||
if(get.number(cards[i])<num){
|
||||
cards.splice(i);
|
||||
break;
|
||||
}
|
||||
}
|
||||
cards=cards.filterInD();
|
||||
if(cards.length) player.gain(cards,'gain2');
|
||||
},
|
||||
group:'rejici2',
|
||||
},
|
||||
rejici2:{
|
||||
trigger:{player:'die'},
|
||||
forced:true,
|
||||
forceDie:true,
|
||||
skillAnimation:true,
|
||||
animationColor:'water',
|
||||
filter:function(event,player){
|
||||
return event.source&&event.source.isIn();
|
||||
},
|
||||
logTarget:'source',
|
||||
content:function(){
|
||||
var num=7-player.countMark('regushe');
|
||||
if(num>0) trigger.source.chooseToDiscard(num,true,'he');
|
||||
trigger.source.loseHp();
|
||||
},
|
||||
},
|
||||
gushe:{
|
||||
audio:2,
|
||||
enable:'phaseUse',
|
||||
|
@ -7433,7 +7560,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
if(!player.storage.shefu2) player.storage.shefu2=[];
|
||||
},
|
||||
filter:function(event,player){
|
||||
return player.countCards('h')>0;
|
||||
return player.countCards('he')>0;
|
||||
},
|
||||
intro:{
|
||||
content:'cards',
|
||||
|
@ -7500,7 +7627,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
if(result.bool){
|
||||
player.storage.shefu2.push(result.links[0][2]);
|
||||
player.logSkill('shefu');
|
||||
player.chooseCard('h','选择一张手牌作为“伏兵”',true);
|
||||
player.chooseCard('he','选择一张牌作为“伏兵”',true);
|
||||
if(player.isOnline2()){
|
||||
player.send(function(storage){
|
||||
game.me.storage.shefu2=storage;
|
||||
|
@ -7528,7 +7655,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
audio:'shefu',
|
||||
filter:function(event,player){
|
||||
if(_status.currentPhase==player) return false;
|
||||
return player.storage.shefu2&&player.storage.shefu2.contains(event.card.name);
|
||||
return player.storage.shefu2&&player.storage.shefu2.contains(event.card.name)&&event.player.getHistory('lose',function(evt){
|
||||
return evt.getParent()==event&&evt.hs&&evt.hs.length==event.cards.length;
|
||||
}).length;
|
||||
},
|
||||
direct:true,
|
||||
content:function(){
|
||||
|
@ -7571,7 +7700,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
next.set('effect',effect);
|
||||
"step 1"
|
||||
if(result.bool){
|
||||
player.logSkill('shefu');
|
||||
player.logSkill('shefu',trigger.player);
|
||||
var index=player.storage.shefu2.indexOf(trigger.card.name);
|
||||
if(index!=-1){
|
||||
var card=player.storage.shefu[index];
|
||||
|
@ -7594,6 +7723,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
trigger.targets.length=0;
|
||||
trigger.all_excluded=true;
|
||||
if(trigger.player==_status.currentPhase) trigger.player.addTempSkill('baiban');
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
|
@ -10361,7 +10491,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
next.firstChild.addEventListener(lib.config.touchscreen?'touchend':'click',ui.click.button);
|
||||
next.firstChild.link=i;
|
||||
for(var j in lib.element.button){
|
||||
next[j]=lib.element.button[i];
|
||||
next[j]=lib.element.button[j];
|
||||
}
|
||||
choiceList.buttons.add(next.firstChild);
|
||||
}
|
||||
|
@ -15941,6 +16071,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
jianshu_info:'限定技,出牌阶段,你可以将一张黑色手牌交给一名其他角色,并选择另一名其他角色,然后令这两名角色拼点。赢的角色弃置两张牌,没赢的角色失去一点体力。',
|
||||
yongdi:'拥嫡',
|
||||
yongdi_info:'限定技,准备阶段开始时,你可令一名其他男性角色增加一点体力上限并回复1点体力,然后若该角色的武将牌上有主公技且其不为主公,其获得此主公技。',
|
||||
regushe:'鼓舌',
|
||||
regushe_info:'出牌阶段,若X小于7,则你可以用一张手牌与至多三名角色同时拼点,然后依次结算拼点结果,没赢的角色选择一项:1.弃置一张牌;2.令你摸一张牌。若你没赢,你获得一个“饶舌”标记。当你获得第7个“饶舌”标记时,你死亡。(X为你的“饶舌”标记数与本回合因“鼓舌”拼点而胜利的次数之和)',
|
||||
rejici:'激词',
|
||||
rejici2:'激词',
|
||||
rejici_info:'锁定技,当你展示拼点牌后,若此牌的点数不大于X,则你令此牌点数+X,并获得此次拼点中原点数最大的拼点牌。',
|
||||
gushe:'鼓舌',
|
||||
gushe_bg:'舌',
|
||||
gushe_info:'出牌阶段限一次,你可以用一张手牌与至多三名角色同时拼点,然后依次结算拼点结果,没赢的角色选择一项:1.弃置一张牌;2.令你摸一张牌。若你没赢,你获得一个“饶舌”标记。当你获得第7个“饶舌”标记时,你死亡。',
|
||||
|
@ -15948,7 +16083,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
jici_info:'当你因发动〖鼓舌〗而扣置的拼点牌亮出后,若点数小于X,你可令点数+X;若点数等于X,你可令你本回合发动〖鼓舌〗的次数上限+1。(X为你“饶舌”标记的数量)',
|
||||
shefu:'设伏',
|
||||
shefu_bg:'伏',
|
||||
shefu_info:'结束阶段开始时,你可以将一张手牌移出游戏,称为「伏兵」。然后为「伏兵」记录一个基本牌或锦囊牌的名称(须与其他「伏兵」记录的名称均不同)。你的回合外,当有其他角色使用与你记录的「伏兵」牌名相同的牌时,你可以取消此牌的所有目标,然后移去该「伏兵」',
|
||||
shefu_info:'结束阶段开始时,你可以将一张牌移出游戏,称为「伏兵」。并为「伏兵」记录一个基本牌或锦囊牌的名称(须与其他「伏兵」记录的名称均不同)。你的回合外,当有其他角色使用与你记录的「伏兵」牌名相同的手牌时,你可以取消此牌的所有目标,然后移去该「伏兵」。若此时处于使用者的回合内,则你令使用者当前的所有非Charlotte技失效直至回合结束。',
|
||||
benyu:'贲育',
|
||||
benyu2:'贲育',
|
||||
benyu_info:'当你受到伤害后,若你的手牌数不大于伤害来源的手牌数,你可以将手牌摸至与伤害来源手牌数相同(至多摸至5张);否则你可以弃置大于伤害来源手牌数的手牌,然后对其造成1点伤害。',
|
||||
|
|
|
@ -173,7 +173,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
var num=Math.min(player.countMark('recangchu'),game.countPlayer(function(current){
|
||||
return get.attitude(player,current)>0;
|
||||
}));
|
||||
if(num) return get.cnNumber(num);
|
||||
if(num>0) return get.cnNumber(num,true);
|
||||
return 'cancel2';
|
||||
});
|
||||
'step 1'
|
||||
|
@ -200,11 +200,15 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
complexSelect:true,
|
||||
position:'he',
|
||||
ai1:function(card){
|
||||
if(game.countPlayer(function(current){
|
||||
return target!=_status.event.player&&get.attitude(_status.event.player,target)>0;
|
||||
})<=ui.selected.cards.length) return 0;
|
||||
if(card.name=='shan') return 1;
|
||||
return Math.random();
|
||||
},
|
||||
ai2:function(target){
|
||||
return get.attitude(_status.event.player,target)+(5-Math.max(4,target.countCards('h')));
|
||||
if(!target) return 1;
|
||||
return Math.sqrt(5-Math.max(4,target.countCards('h')))*get.attitude(_status.event.player,target);
|
||||
},
|
||||
forced:true,
|
||||
});
|
||||
|
@ -665,7 +669,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
next.firstChild.link=i;
|
||||
next.firstChild._filterButton=bool;
|
||||
for(var j in lib.element.button){
|
||||
next[j]=lib.element.button[i];
|
||||
next[j]=lib.element.button[j];
|
||||
}
|
||||
choiceList.buttons.add(next.firstChild);
|
||||
}
|
||||
|
@ -1379,7 +1383,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
cards.remove(card2);
|
||||
player.$gain2(cards);
|
||||
player.gain(cards,'log').gaintag.add('yanxi');
|
||||
player.gain(card,target,'bySelf','giveAuto').gaintag.add('yanxi');
|
||||
player.gain(card,target,'bySelf','give').gaintag.add('yanxi');
|
||||
}
|
||||
else{
|
||||
player.popup('杯具');
|
||||
|
@ -1445,6 +1449,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
player.getStat('skill').sanchen--;
|
||||
}
|
||||
}
|
||||
else{
|
||||
target.draw();
|
||||
player.getStat('skill').sanchen--;
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
order:9,
|
||||
|
@ -1459,6 +1467,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
intro:{
|
||||
content:'已发动过#次技能',
|
||||
},
|
||||
marktext:'陈',
|
||||
},
|
||||
zhaotao:{
|
||||
trigger:{player:'phaseZhunbeiBegin'},
|
||||
|
@ -5841,7 +5850,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
return Math.random();
|
||||
},
|
||||
ai2:function(target){
|
||||
return Math.sqrt(5-Math.max(4,target.countCards('h')))*get.attitude(player,target);
|
||||
return Math.sqrt(5-Math.max(4,target.countCards('h')))*get.attitude(_status.event.player,target);
|
||||
},
|
||||
});
|
||||
}
|
||||
|
@ -6245,7 +6254,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
next.firstChild.addEventListener(lib.config.touchscreen?'touchend':'click',ui.click.button);
|
||||
next.firstChild.link=i;
|
||||
for(var j in lib.element.button){
|
||||
next[j]=lib.element.button[i];
|
||||
next[j]=lib.element.button[j];
|
||||
}
|
||||
choiceList.buttons.add(next.firstChild);
|
||||
}
|
||||
|
@ -9329,7 +9338,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
xijue_xiaoguo:'骁果',
|
||||
duyu:'杜预',
|
||||
sanchen:'三陈',
|
||||
sanchen_info:'出牌阶段,你可选择一名本回合内未选择过的角色。其摸三张牌,然后弃置三张牌。若其以此法弃置的牌的类别均不相同,则其摸一张牌。否则你本阶段内不能再发动〖三陈〗。',
|
||||
sanchen_info:'出牌阶段,你可选择一名本回合内未选择过的角色。其摸三张牌,然后弃置三张牌。若其未以此法弃置牌或以此法弃置的牌的类别均不相同,则其摸一张牌。否则你本阶段内不能再发动〖三陈〗。',
|
||||
zhaotao:'诏讨',
|
||||
zhaotao_info:'觉醒技,准备阶段,若你本局游戏内发动〖三陈〗的次数大于2,则你减1点体力上限并获得〖破竹〗。',
|
||||
pozhu:'破竹',
|
||||
|
|
|
@ -575,7 +575,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
next.firstChild.addEventListener(lib.config.touchscreen?'touchend':'click',ui.click.button);
|
||||
next.firstChild.link=i;
|
||||
for(var j in lib.element.button){
|
||||
next[j]=lib.element.button[i];
|
||||
next[j]=lib.element.button[j];
|
||||
}
|
||||
choiceList.buttons.add(next.firstChild);
|
||||
}
|
||||
|
@ -8352,7 +8352,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
next.firstChild.addEventListener(lib.config.touchscreen?'touchend':'click',ui.click.button);
|
||||
next.firstChild.link=i;
|
||||
for(var j in lib.element.button){
|
||||
next[j]=lib.element.button[i];
|
||||
next[j]=lib.element.button[j];
|
||||
}
|
||||
choiceList.buttons.add(next.firstChild);
|
||||
}
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
window.noname_asset_list=[
|
||||
'v1.9.109.3',
|
||||
'v1.9.109.3.1',
|
||||
'audio/background/aozhan_chaoming.mp3',
|
||||
'audio/background/aozhan_online.mp3',
|
||||
'audio/background/aozhan_rewrite.mp3',
|
||||
|
@ -3811,6 +3811,7 @@ window.noname_asset_list=[
|
|||
'image/character/mengda.jpg',
|
||||
'image/character/mifangfushiren.jpg',
|
||||
'image/character/tangzi.jpg',
|
||||
'image/character/key_yukito.jpg',
|
||||
|
||||
'image/character/baiwuchang.jpg',
|
||||
'image/character/baosanniang.jpg',
|
||||
|
|
|
@ -25948,7 +25948,7 @@
|
|||
init:function(player,skill){
|
||||
var skills=player.getSkills(true,false);
|
||||
for(var i=0;i<skills.length;i++){
|
||||
if(get.skills[i]||lib.skill[skills[i]].charlotte){
|
||||
if(lib.skill[skills[i]].charlotte){
|
||||
skills.splice(i--,1);
|
||||
}
|
||||
}
|
||||
|
@ -31830,6 +31830,9 @@
|
|||
game.saveConfig('pagecfg'+window.isNonameServer,[lib.configOL,game.roomId,_status.onlinenickname,_status.onlineavatar]);
|
||||
game.reload();
|
||||
}
|
||||
else if(_status.connectMode&&!game.online){
|
||||
setTimeout(game.reload,15000)
|
||||
}
|
||||
},
|
||||
loop:function(){
|
||||
var event=_status.event;
|
||||
|
|
|
@ -1,14 +1,15 @@
|
|||
window.noname_update={
|
||||
version:'1.9.109.3',
|
||||
update:'1.9.109.2',
|
||||
version:'1.9.109.3.1',
|
||||
update:'1.9.109.3',
|
||||
changeLog:[
|
||||
'国战《不臣篇·上》',
|
||||
'国崎往人',
|
||||
'王朗、程昱',
|
||||
'bug修复',
|
||||
],
|
||||
files:[
|
||||
'card/extra.js',
|
||||
//'card/extra.js',
|
||||
//'card/gujian.js',
|
||||
'card/guozhan.js',
|
||||
//'card/guozhan.js',
|
||||
//'card/gwent.js',
|
||||
//'card/huanlekapai.js',
|
||||
//'card/mtg.js',
|
||||
|
@ -16,7 +17,7 @@ window.noname_update={
|
|||
//'card/standard.js',
|
||||
//'card/swd.js',
|
||||
//'card/yunchou.js',
|
||||
'card/yingbian.js',
|
||||
//'card/yingbian.js',
|
||||
//'card/zhenfa.js',
|
||||
//'card/zhulu.js',
|
||||
'character/diy.js',
|
||||
|
@ -29,8 +30,8 @@ window.noname_update={
|
|||
//'character/mtg.js',
|
||||
//'character/old.js',
|
||||
//'character/ow.js',
|
||||
//'character/rank.js',
|
||||
'character/refresh.js',
|
||||
'character/rank.js',
|
||||
//'character/refresh.js',
|
||||
//'character/shenhua.js',
|
||||
'character/sp.js',
|
||||
'character/sp2.js',
|
||||
|
@ -49,7 +50,7 @@ window.noname_update={
|
|||
//'mode/brawl.js',
|
||||
//'mode/chess.js',
|
||||
//'mode/doudizhu.js',
|
||||
'mode/guozhan.js',
|
||||
//'mode/guozhan.js',
|
||||
//'mode/identity.js',
|
||||
//'mode/single.js',
|
||||
//'mode/stone.js',
|
||||
|
|
Binary file not shown.
After Width: | Height: | Size: 288 KiB |
Loading…
Reference in New Issue