|
@ -1,14 +1,477 @@
|
|||
character.gwent={
|
||||
character:{
|
||||
gw_huoge:['male','qun',3,['quanzhang']],
|
||||
gw_aisinie:['female','wu',3,['huihun']],
|
||||
gw_gaier:['male','shu',3,['hunmo']],
|
||||
gw_enxier:['male','wei',4,['gwbaquan']],
|
||||
|
||||
// gw_kuite:['male','qun',3,[]],
|
||||
// gw_dagong:['male','qun',3,[]],
|
||||
// gw_airuiting:['male','qun',3,[]],
|
||||
// gw_fuertaisite:['male','qun',3,[]],
|
||||
// gw_falanxisika:['female','wu',3,[]],
|
||||
// gw_haluo:['male','qun',3,[]],
|
||||
// gw_hengsaite:['male','qun',3,[]],
|
||||
// gw_kaerweite:['male','qun',3,[]],
|
||||
// gw_bulanwang:['male','qun',3,[]],
|
||||
// gw_fulisi:['male','qun',3,[]],
|
||||
// gw_laduoweide:['male','qun',3,[]],
|
||||
|
||||
gw_jieluote:['male','qun',6,['fayin']],
|
||||
gw_yenaifa:['female','qun',3,['xuezhou']],
|
||||
gw_telisi:['female','shu',3,['huandie']],
|
||||
gw_xili:['female','qun',3,['fengjian']],
|
||||
// gw_luoqi:['male','qun',3,[]],
|
||||
// gw_yioufeisi:['male','qun',3,[]],
|
||||
},
|
||||
characterIntro:{
|
||||
gw_huoge:'那个老年痴呆?不知道他是活着还是已经被制成标本了!',
|
||||
gw_aisinie:'树精皇后有着熔银做成的眼睛,冰冷铸钢的心脏。',
|
||||
gw_gaier:'画作应该要传达情绪,而不是字句。',
|
||||
|
||||
gw_yenaifa:'魔法是艺术、混沌与科学的结合。因为魔法的确是一门技艺也是一种诅咒。',
|
||||
gw_telisi:'我可以照顾我自己,相信我。',
|
||||
gw_jieluote:'如果要付出这种代价才能拯救世界,那最好还是让世界消逝吧。',
|
||||
gw_xili:'我想去哪,就去哪。',
|
||||
gw_luoqi:'是个爱国者…还是个货真价实的王八蛋。',
|
||||
gw_yioufeisi:'国王还是乞丐,两者有何区别,人类少一个是一个',
|
||||
},
|
||||
skill:{
|
||||
|
||||
fengjian:{
|
||||
trigger:{player:'useCard'},
|
||||
direct:true,
|
||||
filter:function(event,player){
|
||||
return get.type(event.card,'trick')=='trick'&&event.cards[0]&&event.cards[0]==event.card&&game.hasPlayer(function(current){
|
||||
return player.canUse('sha',current,false)&&!event.targets.contains(current);
|
||||
});
|
||||
},
|
||||
content:function(){
|
||||
"step 0"
|
||||
player.chooseTarget(get.prompt('fengjian'),function(card,player,target){
|
||||
return player.canUse('sha',target,false)&&!trigger.targets.contains(target);
|
||||
}).ai=function(target){
|
||||
return ai.get.effect(target,{name:'sha',nature:'thunder'},player,player);
|
||||
}
|
||||
"step 1"
|
||||
if(result.bool){
|
||||
player.logSkill('fengjian',result.targets);
|
||||
player.draw(false);
|
||||
player.$draw();
|
||||
game.delay();
|
||||
var next=player.useCard({name:'sha',nature:'thunder'},result.targets,false);
|
||||
next.animate=false;
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
expose:0.2,
|
||||
threaten:1.5
|
||||
},
|
||||
group:'fengjian_hide',
|
||||
subSkill:{
|
||||
hide:{
|
||||
trigger:{source:'damageEnd'},
|
||||
forced:true,
|
||||
popup:false,
|
||||
filter:function(event,player){
|
||||
return event.getParent(3).name=='fengjian';
|
||||
},
|
||||
content:function(){
|
||||
player.addTempSkill('qianxing',{player:'phaseBegin'});
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
huandie:{
|
||||
trigger:{player:'phaseBegin'},
|
||||
direct:true,
|
||||
content:function(){
|
||||
'step 0'
|
||||
player.chooseTarget(get.prompt('huandie'),[0,game.countPlayer()],function(card,player,target){
|
||||
return target!=player;
|
||||
}).ai=function(target){
|
||||
return ai.get.attitude(player,target);
|
||||
}
|
||||
'step 1'
|
||||
if(result.bool){
|
||||
result.targets.sortBySeat();
|
||||
result.targets.unshift(player);
|
||||
player.logSkill('huandie',result.targets);
|
||||
game.asyncDraw(result.targets,function(current){
|
||||
return current==player?1:2;
|
||||
});
|
||||
player.addTempSkill('huandie_discard','phaseAfter');
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
threaten:1.5
|
||||
},
|
||||
subSkill:{
|
||||
discard:{
|
||||
trigger:{player:'phaseEnd'},
|
||||
forced:true,
|
||||
filter:function(event,player){
|
||||
return game.hasPlayer(function(current){
|
||||
return current.num('h')>current.hp;
|
||||
});
|
||||
},
|
||||
logTarget:function(){
|
||||
return game.filterPlayer(function(current){
|
||||
return current.num('h')>current.hp;
|
||||
}).sortBySeat();
|
||||
},
|
||||
content:function(){
|
||||
'step 0'
|
||||
var list=game.filterPlayer(function(current){
|
||||
return current.num('h')>current.hp;
|
||||
}).sortBySeat();
|
||||
event.list=list;
|
||||
'step 1'
|
||||
if(event.list.length){
|
||||
event.list.shift().chooseToDiscard('h',true,2);
|
||||
event.redo();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
xuezhou:{
|
||||
trigger:{player:'phaseBegin'},
|
||||
direct:true,
|
||||
unique:true,
|
||||
forceunique:true,
|
||||
intro:{
|
||||
content:function(storage,player){
|
||||
var name=get.translation(player);
|
||||
if(storage==1){
|
||||
return '每当一名角色('+name+'除外)受到一次伤害,该角色失去一点体力,'+name+'回复一点体力'
|
||||
}
|
||||
else if(storage==2){
|
||||
return '每当一名角色('+name+'除外)造成一次伤害,该角色失去一点体力,'+name+'(若不是受伤害角色)回复一点体力'
|
||||
}
|
||||
else{
|
||||
return '未发动';
|
||||
}
|
||||
}
|
||||
},
|
||||
content:function(){
|
||||
'step 0'
|
||||
var next=player.chooseControl('选项一','选项二','cancel2',function(){
|
||||
if(Math.random()<0.65) return 0;
|
||||
return 1;
|
||||
});
|
||||
next.prompt=get.prompt('xuezhou');
|
||||
next.choiceList=[
|
||||
'每当一名其他角色受到一次伤害,该角色失去一点体力,你回复一点体力',
|
||||
'每当一名其他角色造成一次伤害,该角色失去一点体力,你(若不是受伤害角色)回复一点体力'
|
||||
];
|
||||
'step 1'
|
||||
if(result.control=='cancel2'){
|
||||
player.unmarkSkill('xuezhou');
|
||||
delete _status.xuezhou;
|
||||
}
|
||||
else{
|
||||
player.logSkill('xuezhou');
|
||||
player.storage.xuezhou=result.index+1;
|
||||
player.syncStorage('xuezhou');
|
||||
player.markSkill('xuezhou');
|
||||
_status.xuezhou=player;
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
threaten:2.5
|
||||
},
|
||||
global:'xuezhou_hp'
|
||||
},
|
||||
xuezhou_hp:{
|
||||
trigger:{source:'damageEnd',player:'damageEnd'},
|
||||
filter:function(event,player){
|
||||
if(!_status.xuezhou) return false;
|
||||
if(player==_status.xuezhou) return false;
|
||||
if(!player.isIn()||!_status.xuezhou.isIn()) return false;
|
||||
switch(_status.xuezhou.storage.xuezhou){
|
||||
case 1:return player==event.player;
|
||||
case 2:return player==event.source;
|
||||
default:return false;
|
||||
}
|
||||
},
|
||||
forced:true,
|
||||
popup:false,
|
||||
silent:true,
|
||||
content:function(){
|
||||
'step 0'
|
||||
game.delayx();
|
||||
'step 1'
|
||||
_status.xuezhou.logSkill('xuezhou',player);
|
||||
player.loseHp();
|
||||
if(_status.xuezhou!=trigger.player){
|
||||
_status.xuezhou.recover();
|
||||
}
|
||||
}
|
||||
},
|
||||
fayin:{
|
||||
trigger:{player:'shaBegin'},
|
||||
direct:true,
|
||||
filter:function(event,player){
|
||||
return player.num('he')>0;
|
||||
},
|
||||
content:function(){
|
||||
'step 0'
|
||||
var target=trigger.target;
|
||||
var bool=ai.get.attitude(player,target)<0;
|
||||
var next=player.chooseToDiscard('he',get.prompt('fayin',target));
|
||||
next.ai=function(card){
|
||||
if(bool) return 7-ai.get.value(card);
|
||||
return 0;
|
||||
};
|
||||
next.logSkill=['fayin',target];
|
||||
'step 1'
|
||||
if(result.bool){
|
||||
var target=trigger.target;
|
||||
var num=5;
|
||||
if(target.isMad()){
|
||||
num=4;
|
||||
}
|
||||
switch(Math.floor(Math.random()*num)){
|
||||
case 0:target.randomDiscard(2);break;
|
||||
case 1:target.damage('fire');break;
|
||||
case 2:player.changeHujia();break;
|
||||
case 3:target.turnOver();target.draw();break;
|
||||
case 4:target.goMad({player:'phaseBegin'});break;
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
gwbaquan:{
|
||||
enable:'phaseUse',
|
||||
usable:1,
|
||||
filterTarget:function(card,player,target){
|
||||
return target!=player&&target.num('h')>0;
|
||||
},
|
||||
content:function(){
|
||||
'step 0'
|
||||
var hs=target.get('h');
|
||||
player.gain(hs,target);
|
||||
target.$giveAuto(hs,player);
|
||||
event.hs=hs;
|
||||
'step 1'
|
||||
var damage=(target.hp>=player.hp&&ai.get.damageEffect(target,player,player)>0);
|
||||
var hs=event.hs;
|
||||
if(damage&&target.hp>1){
|
||||
for(var i=0;i<hs.length;i++){
|
||||
if(ai.get.value(hs[i],player,'raw')>=8){
|
||||
damage=false;break;
|
||||
}
|
||||
}
|
||||
}
|
||||
player.chooseCard(hs.length,true,'选择还给'+get.translation(target)+'的牌').ai=function(card){
|
||||
if(damage){
|
||||
return hs.contains(card)?1:0;
|
||||
}
|
||||
else{
|
||||
return -ai.get.value(card,player,'raw');
|
||||
}
|
||||
}
|
||||
if(!event.isMine()) game.delay();
|
||||
'step 2'
|
||||
target.gain(result.cards,player);
|
||||
player.$giveAuto(result.cards,target);
|
||||
event.hs2=result.cards;
|
||||
if(player.hp>target.hp){
|
||||
event.finish();
|
||||
}
|
||||
'step 3'
|
||||
for(var i=0;i<event.hs2.length;i++){
|
||||
if(!event.hs.contains(event.hs2[i])) return;
|
||||
}
|
||||
player.line(target);
|
||||
target.damage();
|
||||
},
|
||||
ai:{
|
||||
order:11,
|
||||
result:{
|
||||
target:function(player,target){
|
||||
return -Math.sqrt(target.num('h'));
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
hunmo:{
|
||||
enable:'phaseUse',
|
||||
usable:1,
|
||||
filterTarget:function(card,player,target){
|
||||
return target.num('h')!=Math.max(3,player.hp);
|
||||
},
|
||||
selectTarget:[1,Infinity],
|
||||
content:function(){
|
||||
var dh=Math.max(3,player.hp)-target.num('h');
|
||||
if(dh>0){
|
||||
target.draw(dh,false);
|
||||
target.$draw(dh);
|
||||
game.delay(0.5);
|
||||
}
|
||||
else if(dh<0){
|
||||
target.chooseToDiscard(-dh,true);
|
||||
if(player!=target) player.useCard({name:'sha'},target,false);
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
order:11,
|
||||
result:{
|
||||
target:function(player,target){
|
||||
var att=get.sgn(ai.get.attitude(player,target));
|
||||
var dh=Math.max(3,player.hp)-target.num('h');
|
||||
if(dh<0){
|
||||
return att*dh+get.sgn(ai.get.effect(target,{name:'sha'},player,player));
|
||||
}
|
||||
return att*dh;
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
huihun:{
|
||||
trigger:{player:'phaseEnd'},
|
||||
filter:function(event,player){
|
||||
if(!player.storage.huihun) return false;
|
||||
for(var i=0;i<player.storage.huihun.length;i++){
|
||||
if(get.position(player.storage.huihun[i])=='d') return true;
|
||||
}
|
||||
return false;
|
||||
},
|
||||
frequent:true,
|
||||
content:function(){
|
||||
var list=[];
|
||||
for(var i=0;i<player.storage.huihun.length;i++){
|
||||
if(get.position(player.storage.huihun[i])=='d'){
|
||||
list.push(player.storage.huihun[i]);
|
||||
if(list.length>=2) break;
|
||||
}
|
||||
}
|
||||
player.gain(list,'gain2','log');
|
||||
},
|
||||
group:['huihun_count','huihun_count2'],
|
||||
subSkill:{
|
||||
count:{
|
||||
trigger:{player:'useCard'},
|
||||
forced:true,
|
||||
popup:false,
|
||||
silent:true,
|
||||
filter:function(event,player){
|
||||
return _status.currentPhase==player;
|
||||
},
|
||||
content:function(){
|
||||
if(!player.storage.huihun){
|
||||
player.storage.huihun=[];
|
||||
}
|
||||
for(var i=0;i<trigger.cards.length;i++){
|
||||
if(get.color(trigger.cards[i])=='red'){
|
||||
player.storage.huihun.add(trigger.cards[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
count2:{
|
||||
trigger:{player:'phaseAfter'},
|
||||
forced:true,
|
||||
popup:false,
|
||||
silent:true,
|
||||
content:function(){
|
||||
delete player.storage.huihun;
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
quanzhang:{
|
||||
enable:'phaseUse',
|
||||
usable:1,
|
||||
onChooseToUse:function(event){
|
||||
var cards=[];
|
||||
var num=6;
|
||||
if(ui.cardPile.childNodes.length<num){
|
||||
var discardcards=get.cards(num);
|
||||
for(var i=0;i<discardcards.length;i++){
|
||||
ui.discardPile.appendChild(discardcards[i]);
|
||||
}
|
||||
}
|
||||
for(var i=0;i<num;i++){
|
||||
cards.push(ui.cardPile.childNodes[i]);
|
||||
}
|
||||
event.set('quanzhangcards',cards);
|
||||
},
|
||||
chooseButton:{
|
||||
dialog:function(event,player){
|
||||
return ui.create.dialog('权杖:选择一张牌使用',event.quanzhangcards);
|
||||
},
|
||||
filter:function(button,player){
|
||||
var evt=_status.event.getParent();
|
||||
if(evt&&evt.filterCard){
|
||||
var type=get.type(button.link,'trick');
|
||||
return type!='equip'&evt.filterCard(button.link,player,evt);
|
||||
}
|
||||
return false;
|
||||
},
|
||||
check:function(button){
|
||||
return ai.get.value(button.link);
|
||||
},
|
||||
backup:function(links,player){
|
||||
return {
|
||||
filterCard:function(){return false},
|
||||
selectCard:-1,
|
||||
viewAs:links[0],
|
||||
}
|
||||
},
|
||||
prompt:function(links,player){
|
||||
return '选择'+get.translation(links)+'的目标';
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
order:12,
|
||||
result:{
|
||||
player:1
|
||||
},
|
||||
threaten:1.5
|
||||
}
|
||||
},
|
||||
},
|
||||
translate:{
|
||||
gw_huoge:'霍格',
|
||||
gw_aisinie:'埃丝涅',
|
||||
gw_gaier:'盖尔',
|
||||
gw_enxier:'恩希尔',
|
||||
gw_kuite:'奎特',
|
||||
gw_dagong:'达贡',
|
||||
gw_airuiting:'艾瑞汀',
|
||||
gw_fuertaisite:'弗泰斯特',
|
||||
gw_falanxisika:'法兰西斯卡',
|
||||
gw_haluo:'哈洛',
|
||||
gw_hengsaite:'亨赛特',
|
||||
gw_kaerweite:'卡尔维特',
|
||||
gw_bulanwang:'布兰王',
|
||||
gw_fulisi:'符里斯',
|
||||
gw_laduoweide:'拉多维德',
|
||||
|
||||
gw_jieluote:'杰洛特',
|
||||
gw_yenaifa:'叶奈法',
|
||||
gw_telisi:'特莉斯',
|
||||
gw_xili:'希里',
|
||||
gw_luoqi:'罗契',
|
||||
gw_yioufeisi:'伊欧菲斯',
|
||||
|
||||
fengjian:'风剑',
|
||||
fengjian_info:'每当你使用一张非转化的锦囊牌,你可以摸一张牌并视为对一名不是此牌目标的角色使用一张雷杀;若此杀造成伤害,你获得潜行直到下一回合开始',
|
||||
huandie:'幻蝶',
|
||||
huandie_info:'准备阶段,你可以摸一张牌,并令任意名其他角色摸两张牌,若如此做,此回合结束时,所有手牌数大于体力值的角色需弃置两张手牌',
|
||||
xuezhou:'血咒',
|
||||
xuezhou_info:'准备阶段,你可以选择一项效果直到下一回合开始:1. 每当一名其他角色受到一次伤害,该角色失去一点体力,你回复一点体力;2. 每当一名其他角色造成一次伤害,该角色失去一点体力,你(若不是受伤害角色)回复一点体力',
|
||||
fayin:'法印',
|
||||
fayin_info:'每当你使用一张杀,你可以弃置一张牌并获得一个随机法印效果:1. 目标随机弃置两张牌;2. 目标进入混乱状态直到下一回合开始;3. 对目标造成一点火属性伤害;4. 获得一点护甲;5. 令目标翻面并摸一张牌',
|
||||
gwbaquan:'霸权',
|
||||
gwbaquan_info:'出牌阶段限一次,你可以获得一名其他角色的所有牌,然后还给其等量的牌,若你归还的牌均为你获得的牌且该角色体力值不小于你,你对其造成一点伤害',
|
||||
hunmo:'魂墨',
|
||||
hunmo_info:'出牌阶段限一次,你可以选择任意名角色,令目标的手牌数变为你当前的体力值(最多为3),并视为对其中弃牌的角色使用一张杀(不计入出杀次数)',
|
||||
huihun:'回魂',
|
||||
huihun_info:'结束阶段,你可以从弃牌堆中获得本回合使用的前两张红色牌',
|
||||
quanzhang:'权杖',
|
||||
quanzhang_backup:'权杖',
|
||||
quanzhang_info:'出牌阶段限一次,你可以观看牌堆顶的6张牌,并选择一张使用',
|
||||
}
|
||||
}
|
||||
|
|
|
@ -318,6 +318,9 @@ character.hearth={
|
|||
moxie2:{
|
||||
trigger:{player:'phaseEnd'},
|
||||
forced:true,
|
||||
filter:function(event,player){
|
||||
return player.num('h')>0;
|
||||
},
|
||||
content:function(){
|
||||
var hs=player.get('h');
|
||||
for(var i=0;i<hs.length;i++){
|
||||
|
|
|
@ -1731,7 +1731,7 @@ character.standard={
|
|||
mashu_info:'锁定技,你的进攻距离+1',
|
||||
feiying_info:'锁定技,你的防御距离+1',
|
||||
tieji_info:'当你使用一张[杀]时,可进行一次判定,若为红色则此[杀]不可闪避',
|
||||
jizhi_info:'每当你使用或打出一张非转化的普通锦囊牌,可以摸一张牌',
|
||||
jizhi_info:'每当你使用一张非转化的普通锦囊牌,可以摸一张牌',
|
||||
qicai_info:'锁定技,你使用的锦囊牌无距离限制',
|
||||
zhiheng_info:'出牌阶段,你可以弃置任意张牌并摸等量的牌,每阶段限1次',
|
||||
jiuyuan_info:'主公技,锁定技,濒死阶段,吴势力角色对你使用的[桃]额外回复一点体力',
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
window.noname_asset_list=[
|
||||
'1.9.10',
|
||||
'1.9.10.3',
|
||||
'image/background/huangtian_bg.jpg',
|
||||
'image/background/september_bg.jpg',
|
||||
'image/background/shengshi_bg.jpg',
|
||||
|
@ -322,6 +322,27 @@ window.noname_asset_list=[
|
|||
'image/character/guojia.jpg',
|
||||
'image/character/guotufengji.jpg',
|
||||
'image/character/guyong.jpg',
|
||||
'image/character/gw_airuiting.jpg',
|
||||
'image/character/gw_aisinie.jpg',
|
||||
'image/character/gw_bulanwang.jpg',
|
||||
'image/character/gw_dagong.jpg',
|
||||
'image/character/gw_enxier.jpg',
|
||||
'image/character/gw_falanxisika.jpg',
|
||||
'image/character/gw_fuertaisite.jpg',
|
||||
'image/character/gw_fulisi.jpg',
|
||||
'image/character/gw_gaier.jpg',
|
||||
'image/character/gw_haluo.jpg',
|
||||
'image/character/gw_hengsaite.jpg',
|
||||
'image/character/gw_huoge.jpg',
|
||||
'image/character/gw_jieluote.jpg',
|
||||
'image/character/gw_kaerweite.jpg',
|
||||
'image/character/gw_kuite.jpg',
|
||||
'image/character/gw_laduoweide.jpg',
|
||||
'image/character/gw_luoqi.jpg',
|
||||
'image/character/gw_telisi.jpg',
|
||||
'image/character/gw_xili.jpg',
|
||||
'image/character/gw_yenaifa.jpg',
|
||||
'image/character/gw_yioufeisi.jpg',
|
||||
'image/character/hanba.jpg',
|
||||
'image/character/handang.jpg',
|
||||
'image/character/hanhaoshihuan.jpg',
|
||||
|
|
47
game/game.js
|
@ -4300,6 +4300,12 @@
|
|||
}
|
||||
return list;
|
||||
};
|
||||
Array.prototype.sortBySeat=function(target){
|
||||
lib.tempSortSeat=target;
|
||||
this.sort(lib.sort.seat);
|
||||
delete lib.tempSortSeat;
|
||||
return this;
|
||||
};
|
||||
if(!Array.from){
|
||||
Array.from=function(args){
|
||||
var list=[];
|
||||
|
@ -11938,6 +11944,22 @@
|
|||
}
|
||||
return next;
|
||||
},
|
||||
randomDiscard:function(){
|
||||
var position='he',num=1;
|
||||
for(var i=0;i<arguments.length;i++){
|
||||
if(typeof arguments[i]=='number'){
|
||||
num=arguments[i];
|
||||
}
|
||||
else if(get.itemtype(arguments[i])=='select'){
|
||||
position=arguments[i];
|
||||
}
|
||||
}
|
||||
var cards=this.get(position,num);
|
||||
if(cards){
|
||||
this.discard(cards);
|
||||
}
|
||||
return cards;
|
||||
},
|
||||
discard:function(){
|
||||
var next=game.createEvent('discard');
|
||||
next.player=this;
|
||||
|
@ -22606,6 +22628,9 @@
|
|||
else if(Array.isArray(num)){
|
||||
num2=num[i];
|
||||
}
|
||||
else if(typeof num=='function'){
|
||||
num2=num(players[i]);
|
||||
}
|
||||
if(drawDeck&&drawDeck.drawDeck){
|
||||
players[i].draw(num2,false,drawDeck);
|
||||
}
|
||||
|
@ -34372,7 +34397,7 @@
|
|||
}
|
||||
var intro=ui.create.div('.characterintro',get.characterIntro(name),uiintro);
|
||||
var intro2=ui.create.div('.characterintro.intro2',uiintro);
|
||||
var list=lib.character[name][3];
|
||||
var list=get.character(name,3)||[];
|
||||
var skills=ui.create.div('.characterskill',uiintro);
|
||||
if(lib.config.touchscreen){
|
||||
lib.setScroll(intro);
|
||||
|
@ -35313,9 +35338,27 @@
|
|||
}
|
||||
return card;
|
||||
},
|
||||
character:function(name,num){
|
||||
var info=lib.character[name];
|
||||
if(!info){
|
||||
for(var i in lib.characterPack){
|
||||
if(lib.characterPack[i][name]){
|
||||
info=lib.characterPack[i][name];
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if(info){
|
||||
if(typeof num=='number'){
|
||||
return info[num];
|
||||
}
|
||||
return info;
|
||||
}
|
||||
return null;
|
||||
},
|
||||
characterIntro:function(name){
|
||||
if(lib.characterIntro[name]) return lib.characterIntro[name];
|
||||
var tags=lib.character[name][4];
|
||||
var tags=get.character(name,4);
|
||||
if(tags){
|
||||
for(var i=0;i<tags.length;i++){
|
||||
if(tags[i].indexOf('des:')==0){
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
window.noname_update={
|
||||
version:'1.9.10.3beta',
|
||||
version:'1.9.10.3',
|
||||
update:'1.9.10.2',
|
||||
changeLog:[
|
||||
'bug修复',
|
||||
|
|
After Width: | Height: | Size: 82 KiB |
After Width: | Height: | Size: 92 KiB |
After Width: | Height: | Size: 76 KiB |
After Width: | Height: | Size: 88 KiB |
After Width: | Height: | Size: 84 KiB |
After Width: | Height: | Size: 54 KiB |
After Width: | Height: | Size: 74 KiB |
After Width: | Height: | Size: 113 KiB |
After Width: | Height: | Size: 60 KiB |
After Width: | Height: | Size: 77 KiB |
After Width: | Height: | Size: 79 KiB |
After Width: | Height: | Size: 61 KiB |
After Width: | Height: | Size: 75 KiB |
After Width: | Height: | Size: 50 KiB |
After Width: | Height: | Size: 86 KiB |
After Width: | Height: | Size: 46 KiB |
After Width: | Height: | Size: 139 KiB |
After Width: | Height: | Size: 74 KiB |
After Width: | Height: | Size: 105 KiB |
After Width: | Height: | Size: 102 KiB |
After Width: | Height: | Size: 67 KiB |
Before Width: | Height: | Size: 33 KiB After Width: | Height: | Size: 30 KiB |
Before Width: | Height: | Size: 38 KiB After Width: | Height: | Size: 46 KiB |