cardpile
This commit is contained in:
parent
881fda8c14
commit
ed93d4b0a4
|
@ -33,11 +33,11 @@ character.boss={
|
|||
boss_dongzhuo:['male','qun',20,['jiuchi','boss_qiangzheng','boss_baolin'],['boss','bossallowed'],'shu'],
|
||||
// boss_shuijing:['male','qun',8,[],['boss','bossallowed'],'wei'],
|
||||
|
||||
boss_liedixuande:['male','shu',5,[],['jiangeboss','hiddenboss','bossallowed'],'shu'],
|
||||
boss_liedixuande:['male','shu',5,['boss_lingfeng','boss_jizhen'],['jiangeboss','hiddenboss','bossallowed'],'shu'],
|
||||
boss_gongshenyueying:['male','shu',4,[],['jiangeboss','hiddenboss','bossallowed'],'shu'],
|
||||
boss_tianhoukongming:['male','shu',4,[],['jiangeboss','hiddenboss','bossallowed'],'shu'],
|
||||
boss_yuhuoshiyuan:['male','shu',4,[],['jiangeboss','hiddenboss','bossallowed'],'shu'],
|
||||
boss_qiaokuijunyi:['male','wei',4,[],['jiangeboss','hiddenboss','bossallowed'],'wei'],
|
||||
boss_qiaokuijunyi:['male','wei',4,['boss_huodi','boss_jueji'],['jiangeboss','hiddenboss','bossallowed'],'wei'],
|
||||
boss_jiarenzidan:['male','wei',5,['boss_chiying','boss_jingfan'],['jiangeboss','hiddenboss','bossallowed'],'wei'],
|
||||
boss_duanyuzhongda:['male','wei',5,['boss_fanshi','boss_xuanlei','boss_skonghun'],['jiangeboss','hiddenboss','bossallowed'],'wei'],
|
||||
boss_juechenmiaocai:['male','wei',4,['boss_chuanyun','boss_leili','boss_fengxing'],['jiangeboss','hiddenboss','bossallowed'],'wei'],
|
||||
|
@ -53,6 +53,194 @@ character.boss={
|
|||
|
||||
},
|
||||
skill:{
|
||||
boss_jizhen:{
|
||||
trigger:{player:'phaseEnd'},
|
||||
forced:true,
|
||||
filter:function(event,player){
|
||||
if(player.hp<player.maxHp) return true;
|
||||
if(typeof player.side=='boolean'){
|
||||
for(var i=0;i<game.players.length;i++){
|
||||
if(game.players[i].side==player.side&&game.players[i].hp<game.players[i].maxHp){
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
},
|
||||
content:function(){
|
||||
var list=[];
|
||||
for(var i=0;i<game.players.length;i++){
|
||||
if(game.players[i].hp<game.players[i].maxHp){
|
||||
if(game.players[i]==player){
|
||||
list.push(game.players[i]);
|
||||
}
|
||||
else if(typeof player.side=='boolean'&&game.players[i].side==player.side){
|
||||
list.push(game.players[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
if(list.length){
|
||||
player.line(list,'green');
|
||||
game.asyncDraw(list);
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
threaten:1.4
|
||||
}
|
||||
},
|
||||
boss_lingfeng:{
|
||||
trigger:{player:'phaseDrawBefore'},
|
||||
content:function(){
|
||||
"step 0"
|
||||
trigger.untrigger();
|
||||
trigger.finish();
|
||||
event.cards=get.cards(2);
|
||||
player.showCards(event.cards);
|
||||
"step 1"
|
||||
if(get.color(event.cards[0])!=get.color(event.cards[1])){
|
||||
player.chooseTarget('是否令一名敌方角色失去1点体力?',function(card,player,target){
|
||||
if(typeof player.side=='boolean'){
|
||||
return player.side!=target.side;
|
||||
}
|
||||
return player!=target;
|
||||
}).ai=function(target){
|
||||
return -ai.get.attitude(player,target);
|
||||
}
|
||||
}
|
||||
"step 2"
|
||||
if(result.bool&&result.targets&&result.targets.length){
|
||||
player.line(result.targets,'green');
|
||||
result.targets[0].loseHp();
|
||||
}
|
||||
"step 3"
|
||||
player.gain(event.cards);
|
||||
player.$draw(event.cards);
|
||||
game.delay();
|
||||
},
|
||||
ai:{
|
||||
threaten:1.4
|
||||
}
|
||||
},
|
||||
boss_jueji:{
|
||||
trigger:{global:'phaseDrawBegin'},
|
||||
filter:function(event,player){
|
||||
if(typeof player.side=='boolean'&&player.side==event.player.side){
|
||||
return false;
|
||||
}
|
||||
return event.num>0&&event.player!=player&&event.player.hp<event.player.maxHp;
|
||||
},
|
||||
prompt:function(event,player){
|
||||
return '是否对'+get.translation(event.player)+'发动【惑敌】?'
|
||||
},
|
||||
content:function(){
|
||||
player.line(trigger.player,'green');
|
||||
trigger.num--;
|
||||
},
|
||||
ai:{
|
||||
expose:0.2,
|
||||
threaten:1.4
|
||||
}
|
||||
},
|
||||
boss_huodi:{
|
||||
trigger:{player:'phaseEnd'},
|
||||
direct:true,
|
||||
filter:function(event,player){
|
||||
if(typeof player.side=='boolean'){
|
||||
for(var i=0;i<game.players.length;i++){
|
||||
if(game.players[i].side==player.side&&game.players[i].isTurnedOver()){
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
return player.isTurnedOver();
|
||||
},
|
||||
content:function(){
|
||||
"step 0"
|
||||
player.chooseTarget('是否发动【惑敌】?',function(card,player,target){
|
||||
if(typeof player.side=='boolean'){
|
||||
return player.side!=target.side;
|
||||
}
|
||||
return player!=target;
|
||||
}).ai=function(target){
|
||||
return -ai.get.attitude(player,target);
|
||||
};
|
||||
"step 1"
|
||||
if(result.bool){
|
||||
player.logSkill('boss_huodi',result.targets);
|
||||
result.targets[0].turnOver();
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
expose:0.2
|
||||
}
|
||||
},
|
||||
boss_chuanyun:{
|
||||
trigger:{player:'phaseEnd'},
|
||||
direct:true,
|
||||
content:function(){
|
||||
"step 0"
|
||||
player.chooseTarget('是否发动【穿云】?',function(card,player,target){
|
||||
return player.hp<target.hp;
|
||||
}).ai=function(target){
|
||||
return ai.get.damageEffect(target,player,player);
|
||||
}
|
||||
"step 1"
|
||||
if(result.bool){
|
||||
player.logSkill('boss_chuanyun',result.targets);
|
||||
result.targets[0].damage();
|
||||
}
|
||||
},
|
||||
},
|
||||
boss_leili:{
|
||||
trigger:{source:'damageEnd'},
|
||||
direct:true,
|
||||
filter:function(event){
|
||||
return event.card&&event.card.name=='sha';
|
||||
},
|
||||
content:function(){
|
||||
"step 0"
|
||||
player.chooseTarget('是否发动【雷厉】?',function(card,player,target){
|
||||
if(player==target) return false;
|
||||
if(target==trigger.player) return false;
|
||||
if(typeof player.side=='boolean') return player.side!=target.side;
|
||||
return true;
|
||||
}).ai=function(target){
|
||||
return ai.get.damageEffect(target,player,player,'thunder');
|
||||
}
|
||||
"step 1"
|
||||
if(result.bool){
|
||||
player.logSkill('boss_leili',result.targets);
|
||||
result.targets[0].damage('thunder');
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
expose:0.2,
|
||||
threaten:1.3
|
||||
}
|
||||
},
|
||||
boss_fengxing:{
|
||||
trigger:{player:'phaseBegin'},
|
||||
direct:true,
|
||||
content:function(){
|
||||
"step 0"
|
||||
player.chooseTarget('是否发动【风行】?',function(card,player,target){
|
||||
if(typeof player.side=='boolean'&&player.side==target.side) return false;
|
||||
return lib.filter.targetEnabled({name:'sha'},player,target);
|
||||
}).ai=function(target){
|
||||
return ai.get.effect(target,{name:'sha'},player);
|
||||
}
|
||||
"step 1"
|
||||
if(result.bool){
|
||||
player.logSkill('boss_fengxing');
|
||||
player.useCard({name:'sha'},result.targets,false);
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
expose:0.2,
|
||||
threaten:1.3
|
||||
}
|
||||
},
|
||||
boss_xuanlei:{
|
||||
trigger:{player:'phaseBegin'},
|
||||
forced:true,
|
||||
|
@ -79,14 +267,7 @@ character.boss={
|
|||
event.targets.shift().damage('thunder');
|
||||
event.redo();
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
threaten:function(player,target){
|
||||
if(target.hp==1) return 2;
|
||||
if(target.hp==2&&game.players.length<8) return 1.5;
|
||||
return 0.5;
|
||||
},
|
||||
}
|
||||
}
|
||||
},
|
||||
boss_fanshi:{
|
||||
trigger:{player:'phaseEnd'},
|
||||
|
@ -129,6 +310,13 @@ character.boss={
|
|||
}
|
||||
'step 2'
|
||||
player.recover(event.num);
|
||||
},
|
||||
ai:{
|
||||
threaten:function(player,target){
|
||||
if(target.hp==1) return 2;
|
||||
if(target.hp==2&&game.players.length<8) return 1.5;
|
||||
return 0.5;
|
||||
},
|
||||
}
|
||||
},
|
||||
boss_chiying:{
|
||||
|
@ -1591,6 +1779,20 @@ character.boss={
|
|||
boss_suannimech:'食火狻猊',
|
||||
boss_yazimech:'裂石睚眦',
|
||||
|
||||
boss_lingfeng:'灵锋',
|
||||
boss_lingfeng_info:'摸牌阶段,你可以放弃摸牌,亮出牌堆顶的两张牌,然后获得之,若这些牌的颜色不同,你令一名敌方角色失去1点体力',
|
||||
boss_jizhen:'激阵',
|
||||
boss_jizhen_info:'锁定技,结束阶段,你令所有已受伤的己方角色摸一张牌',
|
||||
boss_huodi:'惑敌',
|
||||
boss_huodi_info:'结束阶段,若有武将牌背面朝上的己方角色,你可以令一名敌方角色将其身份牌翻面',
|
||||
boss_jueji:'绝汲',
|
||||
boss_jueji_info:'敌方角色摸牌阶段,若其已受伤,你可以令其少摸一张牌',
|
||||
boss_chuanyun:'穿云',
|
||||
boss_chuanyun_info:'结束阶段,你可以对体力比你多的一名其他角色造成1点伤害',
|
||||
boss_leili:'雷厉',
|
||||
boss_leili_info:'每当你的[杀]造成伤害后,你可以对另一名敌方角色造成1点雷电伤害',
|
||||
boss_fengxing:'风行',
|
||||
boss_fengxing_info:'准备阶段,你可以选择一名敌方角色,若如此做,视为对其使用了一张[杀]',
|
||||
boss_skonghun:'控魂',
|
||||
boss_skonghun_info:'出牌阶段开始时,若你已损失体力值不小于敌方角色数,你可以对所有敌方角色各造成1点雷电伤害,然后你恢复X点体力(X为受到伤害的角色数)',
|
||||
boss_fanshi:'反噬',
|
||||
|
@ -1639,17 +1841,17 @@ character.boss={
|
|||
boss_lianyu_info:'结束阶段,对所有其他角色造成1点火焰伤害',
|
||||
|
||||
boss_guihuo:'鬼火',
|
||||
boss_guihuo_info:'结束阶段,对一名其他角色造成1点火焰伤害',
|
||||
boss_guihuo_info:'结束阶段,你可以对一名其他角色造成1点火焰伤害',
|
||||
boss_minbao:'冥爆',
|
||||
boss_minbao_info:'锁定技,当你死亡时,对场上所有其他角色造成1点火焰伤害',
|
||||
boss_luolei:'落雷',
|
||||
boss_luolei_info:'准备阶段,对一名其他角色造成1点雷电伤害',
|
||||
boss_luolei_info:'准备阶段,你可以对一名其他角色造成1点雷电伤害',
|
||||
boss_beiming:'悲鸣',
|
||||
boss_beiming_info:'锁定技,当你死亡时,你令杀死你的角色弃置所有手牌',
|
||||
boss_guimei:'鬼魅',
|
||||
boss_guimei_info:'锁定技,你不能成为延时类锦囊的目标',
|
||||
boss_didong:'地动',
|
||||
boss_didong_info:'结束阶段,令一名其他角色将其武将牌翻面',
|
||||
boss_didong_info:'结束阶段,你可以令一名其他角色将其武将牌翻面',
|
||||
boss_shanbeng:'山崩',
|
||||
boss_shanbeng_info:'锁定技,当你死亡时,你令所有其他角色弃置其装备区内的所有牌',
|
||||
|
||||
|
|
|
@ -294,8 +294,9 @@ character.refresh={
|
|||
unique:true,
|
||||
trigger:{player:'gainAfter'},
|
||||
direct:true,
|
||||
filter:function(event){
|
||||
filter:function(event,player){
|
||||
if(event.parent.parent.name=='phaseDraw') return false;
|
||||
if(player.storage.qingjian>=4) return false;
|
||||
return event.cards&&event.cards.length>0
|
||||
},
|
||||
content:function(){
|
||||
|
@ -322,6 +323,7 @@ character.refresh={
|
|||
});
|
||||
"step 2"
|
||||
if(result.bool){
|
||||
player.storage.qingjian++;
|
||||
player.logSkill('qingjian',result.targets);
|
||||
result.targets[0].gain(result.cards);
|
||||
player.$give(result.cards.length,result.targets[0]);
|
||||
|
@ -333,6 +335,16 @@ character.refresh={
|
|||
},
|
||||
ai:{
|
||||
expose:0.3
|
||||
},
|
||||
group:'qingjian2'
|
||||
},
|
||||
qingjian2:{
|
||||
trigger:{global:'phaseBegin'},
|
||||
forced:true,
|
||||
popup:false,
|
||||
silent:true,
|
||||
content:function(){
|
||||
player.storage.qingjian=0;
|
||||
}
|
||||
},
|
||||
reyingzi:{
|
||||
|
@ -1339,7 +1351,7 @@ character.refresh={
|
|||
relianying_info:'当你失去最后的手牌时,你可以令至多X名角色各摸一张牌(X为你此次失去的手牌数)。',
|
||||
reyingzi_info:'锁定技,摸牌阶段摸牌时,你额外摸一张牌;你的手牌上限不会因体力值的减少而减少。',
|
||||
refanjian_info:'出牌阶段限一次,你可以展示一张手牌并将此牌交给一名其他角色。然后该角色选择一项:展示其手牌并弃置所有与此牌花色相同的牌,或是去一点体力。',
|
||||
qingjian_info:'每当你于摸牌阶段外获得牌时,你可以将其中任意牌以任意顺序交给其他角色',
|
||||
qingjian_info:'每当你于摸牌阶段外获得牌时,你可以将其中任意牌以任意顺序交给其他角色,每回合最多发动四次',
|
||||
qinxue_info:'觉醒技,准备阶段开始时,若你的手牌数比体力值多3(人数不少于7时改为2)或更多,你须减一点体力上限并获得技能【攻心】',
|
||||
retuxi_info:'摸牌阶段摸牌时,你可以少摸任意张牌,然后选择等量的手牌数大于或等于你的其他角色,获得这些角色的各一张手牌。',
|
||||
reluoyi_info:'你可以跳过摸牌阶段,然后展示牌堆顶的三张牌,获得其中的基本牌、武器牌和【决斗】,若如此做,直到你的下回合开始,你为伤害来源的【杀】或【决斗】造成的伤害+1。',
|
||||
|
|
|
@ -2986,7 +2986,7 @@ character.shenhua={
|
|||
xinsheng_info:'你每受到1点伤害,可获得一张新化身牌。',
|
||||
jiangwei:'姜维',
|
||||
liushan:'刘禅',
|
||||
zhanghe:'张颌',
|
||||
zhanghe:'张郃',
|
||||
dengai:'邓艾',
|
||||
sunce:'孙策',
|
||||
zhangzhang:'张昭张紘',
|
||||
|
|
|
@ -2257,7 +2257,7 @@ character.sp={
|
|||
if(_status.currentPhase==player&&card.name=='sha'&&card.number>player.storage.qiangwu) return Infinity;
|
||||
}
|
||||
},
|
||||
group:'qiangwu2'
|
||||
group:['qiangwu2','qiangwu3']
|
||||
},
|
||||
qiangwu2:{
|
||||
trigger:{player:'phaseUseBegin'},
|
||||
|
@ -2267,6 +2267,21 @@ character.sp={
|
|||
delete player.storage.qiangwu;
|
||||
}
|
||||
},
|
||||
qiangwu3:{
|
||||
trigger:{player:'useCard'},
|
||||
filter:function(event,player){
|
||||
if(_status.currentPhase==player&&event.card.name=='sha'&&
|
||||
event.card.number>player.storage.qiangwu) return true;
|
||||
return false;
|
||||
},
|
||||
forced:true,
|
||||
popup:false,
|
||||
content:function(){
|
||||
if(player.stat[player.stat.length-1].card.sha>0){
|
||||
player.stat[player.stat.length-1].card.sha--;
|
||||
}
|
||||
},
|
||||
},
|
||||
zhendu:{
|
||||
audio:2,
|
||||
trigger:{global:'phaseUseBegin'},
|
||||
|
|
|
@ -4745,9 +4745,6 @@ character.swd={
|
|||
jikong2:{
|
||||
trigger:{player:'phaseBegin'},
|
||||
direct:true,
|
||||
// filter:function(event,player){
|
||||
// return player.num('he')>0;
|
||||
// },
|
||||
content:function(){
|
||||
"step 0"
|
||||
player.chooseTarget('是否发动【亟空】?',function(card,player,target){
|
||||
|
|
|
@ -1836,8 +1836,10 @@ character.yijiang={
|
|||
return player.storage.taoxi?true:false;
|
||||
},
|
||||
content:function(){
|
||||
if(get.owner(player.storage.taoxi)==player.storage.taoxi2){
|
||||
player.loseHp();
|
||||
if(get.owner(player.storage.taoxi)==player.storage.taoxi2&&player.num('he')){
|
||||
game.log(player,'发动了','【讨袭】');
|
||||
player.popup('taoxi');
|
||||
player.chooseToDiscard('he',true);
|
||||
}
|
||||
delete player.storage.taoxi;
|
||||
delete player.storage.taoxi2;
|
||||
|
@ -5647,7 +5649,7 @@ character.yijiang={
|
|||
taoxi:'讨袭',
|
||||
taoxi2:'讨袭',
|
||||
taoxi3:'讨袭',
|
||||
taoxi_info:'出牌阶段限一次,你使用牌指定一名其他角色为唯一目标后,你可以亮出其一张手牌直到回合结束,并且你可以于此回合内将此牌如手牌般使用。回合结束时,若该角色未失去此手牌,则你失去1点体力',
|
||||
taoxi_info:'出牌阶段限一次,你使用牌指定一名其他角色为唯一目标后,你可以亮出其一张手牌直到回合结束,并且你可以于此回合内将此牌如手牌般使用。回合结束时,若该角色未失去此手牌,则你须弃置一张牌',
|
||||
huituo:'恢拓',
|
||||
huituo_info:'每当你受到伤害后,你可以令一名角色进行一次判定,若结果为红色,该角色回复1点体力;若结果为黑色,该角色摸X张牌(X为此次伤害的伤害数)',
|
||||
mingjian:'明鉴',
|
||||
|
|
|
@ -258,6 +258,7 @@ window.config={
|
|||
banned:[],
|
||||
bannedcards:[],
|
||||
bannedpile:{},
|
||||
customcardpile:{},
|
||||
addedpile:{},
|
||||
customCharacterPack:{},
|
||||
customCardPack:{},
|
||||
|
|
123
game/game.js
123
game/game.js
|
@ -2461,7 +2461,7 @@
|
|||
videoId:0,
|
||||
},
|
||||
help:{
|
||||
'游戏选项':'<ul><li>控制台命令<br>开启后可用浏览器控制台控制游戏<li>自动确认<br>开启后当候选目标仅有1个时点击目标无需再点击确定<li>'+
|
||||
'游戏选项':'<ul><li>控制台命令<br>开启后可用浏览器控制台控制游戏<li>编辑牌堆<br>在卡牌包中修改牌堆后,将自动创建一个临时牌堆,在所有模式中共用,当保存当前牌堆后,临时牌堆被清除。每个模式可设置不同的已保存牌堆,设置的牌堆优先级大于临时牌堆。<li>自动确认<br>开启后当候选目标仅有1个时点击目标无需再点击确定<li>'+
|
||||
'触屏模式<br>可消除iOS等设备上300ms的点击延迟,但开启后无法使用鼠标<li>滚轮控制手牌<br>开启后滚轮可控制手牌的左右滚动,建议Mac等具备横向滚动功能的设备关闭此选项'+
|
||||
'<li>游戏玩法<br>为游戏增加不同玩法,开启后可在帮助中查看介绍',
|
||||
'游戏操作':'<ul><li>长按/鼠标悬停/右键单击(需在设置中开启)显示信息<li>触屏模式中,双指点击切换暂停;下划显示菜单,上划切换托管<li>键盘快捷键<br>'+
|
||||
|
@ -4069,7 +4069,8 @@
|
|||
player.logSkill(event.skill);
|
||||
player.popup(event.card.name);
|
||||
}
|
||||
else if(lib.config.show_card_prompt&&get.type(event.card)!='equip'){
|
||||
else if(lib.config.show_card_prompt){
|
||||
//&&get.type(event.card)!='equip'
|
||||
player.popup(event.card.name,'metal');
|
||||
}
|
||||
if(event.audio===false){
|
||||
|
@ -4906,7 +4907,7 @@
|
|||
if(player.hp>player.maxHp) player.hp=player.maxHp;
|
||||
player.update();
|
||||
if(event.popup!==false){
|
||||
player.popup(num);
|
||||
player.$damagepop(num,'water');
|
||||
}
|
||||
event.trigger('changeHp');
|
||||
},
|
||||
|
@ -15445,6 +15446,8 @@
|
|||
var node=start.firstChild.childNodes[i];
|
||||
if(node.link){
|
||||
if(node.mode.indexOf('mode_')==0) continue;
|
||||
if(node.mode=='custom') continue;
|
||||
if(node.mode=='cardpile') continue;
|
||||
if(lib.config.cards.contains(node.mode)){
|
||||
node.classList.remove('off');
|
||||
node.link.firstChild.classList.add('on');
|
||||
|
@ -15691,6 +15694,114 @@
|
|||
}
|
||||
rightPane.appendChild(active.link);
|
||||
|
||||
(function(){
|
||||
var page=ui.create.div('.menu-buttons');
|
||||
var node=ui.create.div('.menubutton.large','牌堆',clickMode);
|
||||
ui.customCharacter=node;
|
||||
start.firstChild.insertBefore(node,start.firstChild.querySelector('.lefttext'));
|
||||
node.link=page;
|
||||
node.mode='cardpile';
|
||||
|
||||
var updatePileConfig=function(){
|
||||
var current=get.config('cardpilename');
|
||||
for(var i=0;i<page.childNodes.length;i++){
|
||||
if(page.childNodes[i].use){
|
||||
if(page.childNodes[i].link==current){
|
||||
page.childNodes[i].use.style.display='none';
|
||||
}
|
||||
else{
|
||||
page.childNodes[i].use.style.display='';
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
var pileUse=function(){
|
||||
game.saveConfig('cardpilename',this.parentNode.link,true);
|
||||
restart.style.display='';
|
||||
updatePileConfig();
|
||||
};
|
||||
var pileDel=function(){
|
||||
delete lib.config.customcardpile[this.parentNode.link];
|
||||
this.parentNode.remove();
|
||||
game.saveConfig('customcardpile',lib.config.customcardpile);
|
||||
for(var i in lib.config.mode_config){
|
||||
if(i=='global') continue;
|
||||
if(lib.config.mode_config[i].cardpilename==this.parentNode.link){
|
||||
game.saveConfig('cardpilename',null,i);
|
||||
}
|
||||
}
|
||||
};
|
||||
var createPileNode=function(name){
|
||||
var node=ui.create.div('.config.toggle.cardpilecfg.nomarginleft',name);
|
||||
node.link=name;
|
||||
var edit=document.createElement('span');
|
||||
edit.innerHTML='使用';
|
||||
edit.classList.add('cardpiledelete');
|
||||
edit.onclick=pileUse;
|
||||
var del=document.createElement('span');
|
||||
del.innerHTML='删除';
|
||||
del.classList.add('cardpiledelete');
|
||||
del.onclick=pileDel;
|
||||
node.appendChild(del);
|
||||
node.appendChild(edit);
|
||||
node.use=edit;
|
||||
page.insertBefore(node,page.firstChild);
|
||||
};
|
||||
for(var i in lib.config.customcardpile){
|
||||
createPileNode(i);
|
||||
}
|
||||
updatePileConfig();
|
||||
var restart=ui.create.div('.config.more','重新启动',game.reload,page);
|
||||
restart.style.display='none';
|
||||
ui.create.div('.config.more','使用默认牌堆',function(){
|
||||
this.innerHTML='已使用';
|
||||
var that=this;
|
||||
setTimeout(function(){
|
||||
that.innerHTML='使用默认牌堆';
|
||||
},1000);
|
||||
game.saveConfig('cardpilename',null,true);
|
||||
game.saveConfig('bannedpile');
|
||||
game.saveConfig('addedpile');
|
||||
updatePileConfig();
|
||||
},page);
|
||||
var exportCardPile;
|
||||
ui.create.div('.config.more','保存当前牌堆 <div>></div>',page,function(){
|
||||
this.classList.toggle('on');
|
||||
if(this.classList.contains('on')){
|
||||
exportCardPile.classList.remove('hidden');
|
||||
}
|
||||
else{
|
||||
exportCardPile.classList.add('hidden');
|
||||
}
|
||||
});
|
||||
exportCardPile=ui.create.div('.config.cardpileadd.indent',page);
|
||||
exportCardPile.classList.add('hidden');
|
||||
ui.create.div('','名称:<input type="text"><button>确定</button>',exportCardPile);
|
||||
var input=exportCardPile.firstChild.lastChild.previousSibling;
|
||||
input.value='自定义牌堆';
|
||||
input.style.marginRight='3px';
|
||||
exportCardPile.firstChild.lastChild.onclick=function(){
|
||||
var name=input.value;
|
||||
var ok=true;
|
||||
if(lib.config.customcardpile[name]){
|
||||
for(var i=1;i<=1000;i++){
|
||||
if(!lib.config.customcardpile[name+'('+i+')']){
|
||||
name=name+'('+i+')';
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
lib.config.customcardpile[name]=[lib.config.bannedpile,lib.config.addedpile];
|
||||
game.saveConfig('cardpilename',name,true);
|
||||
game.saveConfig('customcardpile',lib.config.customcardpile);
|
||||
game.saveConfig('bannedpile');
|
||||
game.saveConfig('addedpile');
|
||||
createPileNode(name);
|
||||
updatePileConfig();
|
||||
};
|
||||
}());
|
||||
|
||||
var node1=ui.create.div('.lefttext','全部开启',start.firstChild,function(){
|
||||
game.saveConfig('cards',lib.config.all.cards);
|
||||
updateNodes();
|
||||
|
@ -21738,6 +21849,12 @@
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
var pilecfg=lib.config.customcardpile[get.config('cardpilename')];
|
||||
if(pilecfg){
|
||||
lib.config.bannedpile=pilecfg[0];
|
||||
lib.config.addedpile=pilecfg[1];
|
||||
}
|
||||
for(i in card){
|
||||
lib.cardPack[i]=[];
|
||||
if(card[i].card){
|
||||
|
|
|
@ -63,7 +63,7 @@
|
|||
.menu-buttons>.toggle.cardpilecfgadd:not(.hidden){
|
||||
margin-top: 0 !important;
|
||||
}
|
||||
.menu-buttons>.toggle.cardpilecfg{
|
||||
.menu-buttons>.toggle.cardpilecfg:not(.nomarginleft){
|
||||
margin-left: 20px !important;
|
||||
width: calc(100% - 35px) !important;
|
||||
}
|
||||
|
@ -243,7 +243,8 @@
|
|||
.menu.main>.menu-content>div>.right.pane>div>.config.banskilladd.hidden{
|
||||
margin-top: -50px;
|
||||
}
|
||||
.menu.main>.menu-content>div>.right.pane>div>.config.banskilladd:not(.hidden){
|
||||
.menu.main>.menu-content>div>.right.pane>div>.config.banskilladd:not(.hidden),
|
||||
.menu.main>.menu-content>div>.right.pane>div>.config.cardpileadd:not(.hidden){
|
||||
margin-top:0;
|
||||
}
|
||||
.menu.main>.menu-content>div>.right.pane>div>.config.banskilladd>select{
|
||||
|
|
|
@ -67,6 +67,13 @@
|
|||
border-radius: 0 !important;
|
||||
pointer-events: none;
|
||||
}
|
||||
|
||||
#arena:not(.chess) .player[data-position='0'].linked>.damage{
|
||||
transform:scale(0.7) rotate(0);
|
||||
}
|
||||
#arena:not(.chess) .player[data-position='0'].linked>.damage.damageadded{
|
||||
transform:scale(1) rotate(0);
|
||||
}
|
||||
#arena:not(.chess) .player[data-position='0']:not(.selected):not(.selectedx):not(.selectable):not(.glow){
|
||||
box-shadow: none !important;
|
||||
}
|
||||
|
|
|
@ -5620,7 +5620,7 @@ mode.chess={
|
|||
player.chessFocus();
|
||||
},
|
||||
},
|
||||
boss_fengxing:{
|
||||
boss_bfengxing:{
|
||||
mod:{
|
||||
chessMove:function(player,current){
|
||||
return current+2;
|
||||
|
@ -5904,8 +5904,8 @@ mode.chess={
|
|||
|
||||
cangming:'颠动沧溟',
|
||||
cangming_info:'出牌阶段限一次,你可弃置四张花色不同的手牌并将武将牌翻至背面,然后令所有其他角色进入混乱状态直到你的下一回合开始',
|
||||
boss_fengxing:'风行',
|
||||
boss_fengxing_info:'锁定技,你摸牌阶段摸牌数+2;你的攻击范围+2;你回合内的移动距离+2',
|
||||
boss_bfengxing:'风行',
|
||||
boss_bfengxing_info:'锁定技,你摸牌阶段摸牌数+2;你的攻击范围+2;你回合内的移动距离+2',
|
||||
boss_chiyu:'炽羽',
|
||||
boss_chiyu_info:'出牌阶段限一次,你可以弃置一张红色牌对距离5以内的所有其他角色造成一点火焰伤害',
|
||||
boss_tenglong:'腾龙八齐',
|
||||
|
@ -6240,7 +6240,7 @@ mode.chess={
|
|||
// chess_zhangjiao:['male','qun',3,['']],
|
||||
// chess_menghuo:['male','qun',3,['']],
|
||||
//
|
||||
chess_jinchidiao:['male','qun',15,['boss_fengxing','boss_chiyu'],['boss','chessboss']],
|
||||
chess_jinchidiao:['male','qun',15,['boss_bfengxing','boss_chiyu'],['boss','chessboss']],
|
||||
chess_beimingjukun:['male','qun',25,['boss_wuying','cangming'],['boss','chessboss']],
|
||||
chess_wuzhaojinlong:['male','qun',30,['boss_tenglong','boss_wushang'],['boss','chessboss']],
|
||||
chess_dongzhuo:['male','qun',20,['jiuchi','boss_stoneqiangzheng','boss_stonebaolin'],['boss','chessboss']],
|
||||
|
|
Loading…
Reference in New Issue