This commit is contained in:
libccy 2015-11-21 21:23:23 +08:00
parent 1eb2577ae7
commit e94463d1b1
14 changed files with 125 additions and 21 deletions

View File

@ -1,6 +1 @@
1.5.7
屏蔽强将选项
卡牌、卡背、体力条样式
徐盛、步练师修改
新武将5个SP武将、补全一将成名
安卓精简版去掉配音、DIY武将及卡牌
1.5.8

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@ -16,7 +16,11 @@ card.extra={
content:function(){
if(target==_status.dying) target.recover();
else{
target.addTempSkill('jiu','phaseAfter');
target.addSkill('jiu');
if(!player.node.jiu&&lib.config.jiu_effect){
player.node.jiu=ui.create.div('.playerjiu',player.node.avatar);
player.node.jiu2=ui.create.div('.playerjiu',player.node.avatar2);
}
if(card.clone&&card.clone.parentNode==ui.arena){
card.clone.moveTo(target).delete();
game.addVideo('gain2',target,get.cardsInfo([card]));
@ -343,15 +347,22 @@ card.extra={
group:'jiu2'
},
jiu2:{
trigger:{player:['useCardAfter','phaseAfter']},
trigger:{player:'useCardAfter',global:'phaseAfter'},
priority:2,
filter:function(event){
return (event.card&&(event.card.name=='sha'));
if(event.name=='useCard') return (event.card&&(event.card.name=='sha'));
return true;
},
forced:true,
popup:false,
content:function(){
player.removeSkill('jiu');
if(player.node.jiu){
player.node.jiu.delete();
player.node.jiu2.delete();
delete player.node.jiu;
delete player.node.jiu2;
}
},
},
guding_skill:{

View File

@ -1121,6 +1121,12 @@ card.standard={
"step 0"
if(player.skills.contains('jiu')){
player.removeSkill('jiu');
if(player.node.jiu){
player.node.jiu.delete();
player.node.jiu2.delete();
delete player.node.jiu;
delete player.node.jiu2;
}
event.jiu=true;
}
player.chooseToUse('是否发动青龙偃月刀?',{name:'sha'},trigger.target,-1).logSkill='qinglong';

View File

@ -86,9 +86,12 @@ window.characterRank={
'liubiao',
'jianyong',
'zhoutai',
'zhongyao',
'liuchen',
],
am:[
'sp_caiwenji',
'caorui',
'manchong',
'swd_linyue',
'swd_fuyan',
@ -145,6 +148,8 @@ window.characterRank={
'zhanglu',
],
bp:[
'gongsunyuan',
'guotufengji',
'shixie',
'yxs_mozi',
'hs_xuefashi',
@ -212,9 +217,14 @@ window.characterRank={
'diy_xuhuang',
'sunquan',
'hs_jgarrosh',
'guanping',
'panzhangmazhong',
'sunxiu',
'quancong',
],
b:[
'pal_linyueru',
'zhuran',
'fuhuanghou',
'xin_masu',
'masu',
@ -264,6 +274,14 @@ window.characterRank={
'guanzhang',
'diy_yuji',
'yuejin',
'gaoshun',
'chengpu',
'caozhen',
'wuyi',
'hanhaoshihuan',
'caoxiu',
'zhuzhi',
'zhangyi',
],
bm:[
'guohuai',
@ -308,6 +326,7 @@ window.characterRank={
c:[
'huaxiong',
'xiahouyuan',
'liaohua',
'caoren',
'huangzhong',
'zhaoyun',
@ -325,6 +344,7 @@ window.characterRank={
],
d:[
'menghuo',
'zhoucang',
'weiyan',
'guanyu',
'xuzhu',

View File

@ -581,6 +581,12 @@ character.yijiang={
"step 2"
if(player.skills.contains('jiu')){
player.removeSkill('jiu');
if(player.node.jiu){
player.node.jiu.delete();
player.node.jiu2.delete();
delete player.node.jiu;
delete player.node.jiu2;
}
event.jiu=true;
}
player.chooseToUse('是否对'+get.translation(trigger.target)+'再使用一张杀?',
@ -769,8 +775,11 @@ character.yijiang={
return '黑色';
}
'step 1'
event.control=result.control;
player.showHandcards();
'step 2'
var cards;
if(result.control=='red'){
if(event.control=='红色'){
cards=player.get('h',{color:'red'});
}
else{
@ -778,13 +787,13 @@ character.yijiang={
}
player.discard(cards);
event.num=cards.length;
'step 2'
'step 3'
player.chooseTarget([1,event.num],function(card,player,target){
return target!=player&&target.num('he')>0;
}).ai=function(target){
return -ai.get.attitude(player,target)+0.5;
}
'step 3'
'step 4'
if(result.targets){
event.targets=result.targets;
event.gained=event.targets.length;
@ -792,12 +801,12 @@ character.yijiang={
else{
event.finish();
}
'step 4'
'step 5'
if(event.targets.length){
player.gainPlayerCard(event.targets.shift(),'he',true);
event.redo();
}
'step 5'
'step 6'
if(event.gained>=2){
player.loseHp();
}

View File

@ -56,6 +56,11 @@
},
unfrequent:true,
},
confirm_exit:{
name:'确认退出',
init:false,
unfrequent:true
},
auto_confirm:{
name:'自动确认',
init:true,
@ -92,6 +97,7 @@
mid:'中',
fast:'较快',
vfast:'快',
vvfast:'很快',
},
},
right_click:{
@ -662,6 +668,11 @@
init:true,
unfrequent:true,
},
jiu_effect:{
name:'喝酒效果',
init:true,
unfrequent:true,
},
animation:{
name:'游戏特效',
init:true,
@ -1978,7 +1989,10 @@
lib.config.all.characters=[];
lib.config.all.cards=[];
lib.config.all.plays=[];
var charlist=['standard','wind','fire','woods','mountain','guozhan','sp','yijiang','extra','refresh'];
for(i in character.pack){
if(window.minnoname&&charlist.indexOf(i)==-1) continue;
lib.config.all.characters.push(i);
lib.translate[i+'_character_config']=character.pack[i];
}
@ -4261,6 +4275,12 @@
if(!_status.video){
game.addVideo('update',this,[this.num('h'),this.hp,this.maxHp,this.hujia]);
}
if(this.node.jiu&&!this.skills.contains('jiu')){
this.node.jiu.delete();
this.node.jiu2.delete();
delete this.node.jiu;
delete this.node.jiu2;
}
return this;
},
num:function(arg1,arg2,arg3){
@ -4325,6 +4345,7 @@
if(arg2) skills=skills.concat(this.hiddenSkills);
if(arg3!==false){
for(i=0;i<this.node.equips.childNodes.length;i++){
if(this.node.equips.childNodes[i].classList.contains('removing')) continue;
if(get.info(this.node.equips.childNodes[i]).skills){
skills=skills.concat(get.info(this.node.equips.childNodes[i]).skills);
}
@ -9761,6 +9782,7 @@
if(time==undefined) time=1;
if(time2==undefined) time2=0;
time=time*lib.config.duration+time2;
if(lib.config.speed=='vvfast') time/=3;
_status.timeout=setTimeout(game.resume,time);
},
delayx:function(time,time2){
@ -9770,6 +9792,7 @@
case 'slow':time*=1.5;break;
case 'fast':time*=0.7;break;
case 'vfast':time*=0.4;break;
case 'vvfast':time*=0.2;break;
}
return game.delay(time,time2);
},
@ -16458,6 +16481,13 @@
}
}
}
var js=node.get('j');
for(var i=0;i<js.length;i++){
var name=lib.translate[js[i].viewAs||js[i].name];
translation='<div><div class="skill">『'+name[0]+name[1]+'』</div><div>'+
lib.translate[(js[i].viewAs||js[i].name)+'_info']+'</div></div>';
uiintro.add(translation);
}
if(false){
uiintro.add(ui.create.div('.placeholder'));
var table,tr,td;
@ -17821,11 +17851,11 @@
game.start();
game.loop();
};
if(!lib.config.touchscreen){
document.onmousewheel=ui.click.windowmousewheel;
document.onmousemove=ui.click.windowmousemove;
document.onmousedown=ui.click.windowmousedown;
document.onmouseup=ui.click.windowmouseup;
if(!lib.config.touchscreen){
document.oncontextmenu=ui.click.right;
}
document.ontouchend=function(e){
@ -17836,4 +17866,12 @@
document.ontouchmove = function(e) {
e.preventDefault();
};
window.onbeforeunload=function(){
if(lib.config.confirm_exit&&!_status.reloading){
return '是否离开游戏?'
}
else{
return null;
}
}
}());

View File

@ -6,6 +6,7 @@
<link rel="apple-touch-icon" href="image/meta/icon.png">
<link rel="apple-touch-startup-image" href="starts/image/meta/icon.png">
<title>无名杀</title>
<!-- <script>window.minnoname=true</script> -->
<script src="game/config.js"></script>
<script src="game/package.js"></script>
<script src="game/game.js"></script>

View File

@ -132,6 +132,18 @@ body>.background{z-index:-2}
animation:cardflip 0.3s ease-out;
-webkit-animation:cardflip 0.3s ease-out;
}
.player .playerjiu{
animation:game_start 0.5s;
-webkit-animation:game_start 0.5s;
position: absolute;
width: 100%;
height: 100%;
left:0;
top:0;
z-index: 4;
pointer-events: none;
background: rgba(255, 0, 0, 0.3);
}
.player.playerbright{
filter:brightness(1.2);
-webkit-filter:brightness(1.2);

View File

@ -40,7 +40,10 @@
#handcards2{
display:none;
}
/*#arena:not(.chess) .player[data-position='0']>.playerjiu{
width: 120px;
border-radius: 0px;
}*/
#arena:not(.chess) .player[data-position='0']>.equips>div{
width: 45px;
height: 45px;

View File

@ -1,6 +1,6 @@
{
"name": "noname",
"xwalk_version": "1.5.6",
"xwalk_version": "1.5.7",
"start_url": "index.html",
"icons": [
{

View File

@ -1,5 +1,5 @@
{
"name" : "无名杀",
"version" : "1.5.6",
"version" : "1.5.7",
"main" : "main.js"
}

View File

@ -218,4 +218,13 @@ play.weather={
_weather_lei:'雷',
_weather_lei_info:'在一名角色的回合结束后,若场上没有闪电,有&weather&的机率将一张闪电置于其判定区',
},
help:{
'天气变化':'<ul><li>晴<br>没有任何事情发生<li>雨<br>在一名角色的回合结束后,若场上没有洪水,有一定机率将一张洪水置于其判定区'+
'<li>霜<br>每当一名角色受到火焰伤害,有一定机率令此伤害-1'+
'<li>雾<br>所有角色使用的杀有一定机率失效'+
'<li>雹<br>每名角色在回合结束后有一定机率受到一点伤害'+
'<li>雪<br>战棋模式每名角色在回合结束后有一定机率随机移动1格'+
'<li>风<br>当一名角色受到火焰伤害后有一定机率令距离其1以内的一名随机角色受到一点火焰伤害'+
'<li>雷<br>在一名角色的回合结束后,若场上没有闪电,有一定机率将一张闪电置于其判定区'
}
};