Merge branch 'libccy:PR-Branch' into PR-Branch
This commit is contained in:
commit
f3ff8d8554
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@ -41,16 +41,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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filter:function(event,player){
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filter:function(event,player){
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if(player.getStorage('clanbaichu').contains(event.card.name)) return true;
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if(player.getStorage('clanbaichu').contains(event.card.name)) return true;
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if(get.suit(event.card)=='none') return false;
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if(get.suit(event.card)=='none') return false;
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var str=(get.suit(event.card)+'、'+get.type2(event.card));
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var str=(get.suit(event.card)+'+'+get.type2(event.card));
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if(!player.getStorage('clanbaichu').contains(str)) return true;
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if(!player.getStorage('clanbaichu').contains(str)) return true;
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return !player.hasSkill('qice');
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return !player.hasSkill('qice');
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},
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},
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forced:true,
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forced:true,
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content:function(){
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content:function(){
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'step 0'
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'step 0'
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if(player.getStorage('clanbaichu').contains(trigger.card.name)){
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event.draw=true;
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}
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if(get.suit(trigger.card)!='none'){
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if(get.suit(trigger.card)!='none'){
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var str=(get.suit(trigger.card)+'+'+get.type2(trigger.card));
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var str=(get.suit(trigger.card)+'+'+get.type2(trigger.card));
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if(player.getStorage('clanbaichu').contains(str)){
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if(player.getStorage('clanbaichu').contains(str)){
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@ -68,6 +65,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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var dialog=['请选择【百出】记录的普通锦囊牌牌名',[list,'vcard']];
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var dialog=['请选择【百出】记录的普通锦囊牌牌名',[list,'vcard']];
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player.chooseButton(dialog,true).set('ai',function(button){
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player.chooseButton(dialog,true).set('ai',function(button){
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var player=_status.event.player,name=button.link[2];
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var player=_status.event.player,name=button.link[2];
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if(name==_status.event.getTrigger().card.name) return 1919810;
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if(name=='wuxie') return 114514;
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if(name=='wuxie') return 114514;
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return get.effect(player,{name:name},player,player)*(1+player.countCards('hs',name));
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return get.effect(player,{name:name},player,player)*(1+player.countCards('hs',name));
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});
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});
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@ -85,7 +83,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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game.delayx();
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game.delayx();
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}
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}
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'step 2'
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'step 2'
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if(event.draw) player.chooseDrawRecover(true);
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if(player.getStorage('clanbaichu').contains(trigger.card.name)) player.chooseDrawRecover(true);
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},
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},
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intro:{
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intro:{
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markcount:()=>0,
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markcount:()=>0,
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@ -233,7 +231,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(result.bool){
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if(result.bool){
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var card={
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var card={
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name:result.links[0][2],
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name:result.links[0][2],
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nature:result.links[0][2],
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nature:result.links[0][3],
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};
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};
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player.useCard(card,target,false);
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player.useCard(card,target,false);
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}
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}
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@ -145,7 +145,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}).join('、')}`,
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}).join('、')}`,
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},
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},
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$createButton:function(item,type,position,noclick,node){
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$createButton:function(item,type,position,noclick,node){
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node=ui.create.identityCard(item,position,null,noclick);
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node=ui.create.identityCard(item,position,noclick);
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node.link=item;
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node.link=item;
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return node;
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return node;
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},
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},
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@ -176,7 +176,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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[list,function(item,type,position,noclick,node){
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[list,function(item,type,position,noclick,node){
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return lib.skill.jxlianpo.$createButton(item,type,position,noclick,node);
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return lib.skill.jxlianpo.$createButton(item,type,position,noclick,node);
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}],
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}],
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])
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],true);
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'step 1'
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'step 1'
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var choice=result.links[0],mark=`jxlianpo_mark_${choice}`;
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var choice=result.links[0],mark=`jxlianpo_mark_${choice}`;
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player.when({global:'roundStart'})
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player.when({global:'roundStart'})
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@ -192,13 +192,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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}
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});
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});
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player.addMark(mark,1,false);
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player.addMark(mark,1,false);
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var videoId=lib.status.videoId++;
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event.videoId=lib.status.videoId++;
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var createDialog=function(player,identity,id){
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var createDialog=function(player,identity,id){
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var dialog=ui.create.dialog(`${get.translation(player)}展示了“${get.translation(identity+'2')}”的身份牌<br>`,'forcebutton');
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var dialog=ui.create.dialog(`${get.translation(player)}展示了“${get.translation(identity+'2')}”的身份牌<br>`,'forcebutton');
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dialog.videoId=id;
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dialog.videoId=id;
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ui.create.spinningIdentityCard(identity,dialog);
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ui.create.spinningIdentityCard(identity,dialog);
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};
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};
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game.broadcastAll(createDialog,player,choice,videoId);
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game.broadcastAll(createDialog,player,choice,event.videoId);
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var color='';
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var color='';
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if(choice=='zhong') color='#y';
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if(choice=='zhong') color='#y';
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else if(choice=='fan') color='#g';
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else if(choice=='fan') color='#g';
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@ -206,7 +206,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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game.log(player,'展示了',`${color}${get.translation(choice+'2')}`,'的身份牌');
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game.log(player,'展示了',`${color}${get.translation(choice+'2')}`,'的身份牌');
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game.delay(3);
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game.delay(3);
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'step 2'
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'step 2'
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game.broadcastAll('closeDialog',videoId);
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game.broadcastAll('closeDialog',event.videoId);
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}
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}
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},
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},
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global:{
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global:{
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@ -32,7 +32,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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baoxin:['male','qun',4,['mutao','yimou'],['character:tw_baoxin','die_audio:tw_baoxin']],
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baoxin:['male','qun',4,['mutao','yimou'],['character:tw_baoxin','die_audio:tw_baoxin']],
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jiangji:['male','wei',3,['twjichou','jilun'],['character:tw_jiangji','die_audio:tw_jiangji']],
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jiangji:['male','wei',3,['twjichou','jilun'],['character:tw_jiangji','die_audio:tw_jiangji']],
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liwei:['male','shu',4,['jiaohua'],['character:tw_liwei','die:tw_liwei']],
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liwei:['male','shu',4,['jiaohua'],['character:tw_liwei','die:tw_liwei']],
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laimin:['male','shu',3,['laishou','luanqun']],
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laimin:['male','shu',3,['laishou','luanqun'],['unseen']],
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yj_zhoubuyi:['male','wei',3,['mbhuiyao','mbquesong']],
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yj_zhoubuyi:['male','wei',3,['mbhuiyao','mbquesong']],
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xin_guozhao:['female','wei',3,['yichong','wufei']],
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xin_guozhao:['female','wei',3,['yichong','wufei']],
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xin_zhangyi:['male','shu',4,['xinwurong','shizhi']],
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xin_zhangyi:['male','shu',4,['xinwurong','shizhi']],
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@ -970,95 +970,32 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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audio:2,
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audio:2,
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enable:'phaseUse',
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enable:'phaseUse',
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usable:1,
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usable:1,
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// filterTarget:lib.filter.notMe,
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filterTarget:lib.filter.notMe,
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content:function(){
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content:function(){
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'step 0'
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player.damage('nosource');
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player.damage('nosource');
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'step 1'
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target.damage('unreal');
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if(game.countPlayer()<2) event.finish();
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if(game.countPlayer()==2) event._result={bool:true,targets:[game.findPlayer(i=>i!=player),player]};
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else player.chooseTarget(`慧夭:请选择两名角色`,`令不为你的第一名角色视为对第二名角色造成过1点伤害。`,(card,player,target)=>{
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if(!ui.selected.targets.length) return player!=target;
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return true;
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},2,true).set('multitarget',true).set('targetprompt',['伤害来源','受伤角色']).set('ai',target=>{
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return target==get.event('aiTargets')[ui.selected.targets.length]?10:0;
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}).set('aiTargets',lib.skill.mbhuiyao.getUnrealDamageTargets(player,[game.filterPlayer(i=>i!=player),game.filterPlayer()],true));
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'step 2'
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if(result.bool){
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var targets=result.targets;
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player.line2(targets,'green');
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game.delaye();
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targets[1].damage(targets[0],'unreal');
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}
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},
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getUnrealDamageTargets:(player,lists,forced)=>{
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const targets=[null,null];
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let sourceList,targetList;
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if(lists.length==2&&lists.every(l=>Array.isArray(l))){
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sourceList=lists[0]; targetList=lists[1];
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}
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else{
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sourceList=lists.slice(); targetList=lists.slice();
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}
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const list=targetList.map(current=>{
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const _hp=current.hp,_maxhp=current.maxHp;
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current.hp=100; current.maxHp=100;
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const att=-get.sgnAttitude(player,current);
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let val=get.damageEffect(current,player,current)*att;
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current.getSkills(null,false,false).forEach(skill=>{
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const info=get.info(skill);
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if(info&&info.ai&&(info.ai.maixie||info.ai.maixie_hp||info.ai.maixie_defend)) val=Math[val>0?'max':'min'](val>0?0.1:-0.1,val+2*att);
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});
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const eff=100/val+15;
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current.hp=_hp; current.maxHp=_maxhp;
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return [current,eff];
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}).sort((a,b)=>b[1]-a[1])[0];
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if(list[1]<0&&!forced) return targets;
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const targetx=list[0];
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targets[1]=targetx;
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const list2=sourceList.filter(i=>i!=targetx).map(current=>{
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const _hp=targetx.hp,_maxhp=targetx.maxHp;
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targetx.hp=100; targetx.maxHp=100;
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const att=-get.sgnAttitude(player,current);
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const eff=get.damageEffect(targetx,current,current)*att;
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targetx.hp=_hp; targetx.maxHp=_maxhp;
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return [current,eff];
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}).sort((a,b)=>b[1]-a[1])[0];
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if(!list2) return targets;
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targets[0]=list2[0];
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return targets;
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},
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},
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ai:{
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ai:{
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order:6,
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order:6,
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result:{
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result:{
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player:function(player){
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target:function(player,target){
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if(player.getHp()+player.countCards('hs',card=>player.canSaveCard(card,player))<=1) return 0;
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if(player.getHp()+player.countCards('hs',card=>player.canSaveCard(card,player))<1) return 0;
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var limit=25;
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var _hp=target.hp,_maxhp=target.maxHp;
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var quesong=player.hasSkill('mbquesong')&&!player.getStat().damaged;
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target.hp=10; target.maxHp=10;
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if(quesong){
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var att=-get.sgnAttitude(player,target);
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limit-=7.5;
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var val=get.damageEffect(target,player,target)*att;
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target.getSkills(null,false,false).forEach(skill=>{
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|
var info=get.info(skill);
|
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|
if(info&&info.ai&&(info.ai.maixie||info.ai.maixie_hp||info.ai.maixie_defend)) val=Math[val>0?'max':'min'](val>0?0.1:-0.1,val+2*att);
|
||||||
|
});
|
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|
var eff=100/val;
|
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|
target.hp=_hp; target.maxHp=_maxhp;
|
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|
var limit=17.5;
|
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|
if(player.hasSkill('mbquesong')){
|
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|
if(!player.getStat().damaged) limit+=7.5;
|
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}
|
}
|
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if(quesong&&game.hasPlayer(target=>{
|
if(eff<limit) return 0;
|
||||||
var att=get.attitude(player,target);
|
return eff/30;
|
||||||
if(att<0) return false;
|
|
||||||
return att*Math.sqrt(Math.max(1,[1,2,3,4].reduce((p,c)=>p+target.countEmptySlot(c),0)))>=10||target.getHp()<=2;
|
|
||||||
})) return 1;
|
|
||||||
if(!quesong&&game.hasPlayer(target=>{
|
|
||||||
if(target==player) return false;
|
|
||||||
var _hp=target.hp,_maxhp=target.maxHp;
|
|
||||||
target.hp=100; target.maxHp=100;
|
|
||||||
var att=-get.sgnAttitude(player,target);
|
|
||||||
var val=get.damageEffect(target,player,target)*att;
|
|
||||||
target.getSkills(null,false,false).forEach(skill=>{
|
|
||||||
var info=get.info(skill);
|
|
||||||
if(info&&info.ai&&(info.ai.maixie||info.ai.maixie_hp||info.ai.maixie_defend)) val=Math[val>0?'max':'min'](val>0?0.1:-0.1,val+2*att);
|
|
||||||
});
|
|
||||||
var eff=100/val;
|
|
||||||
target.hp=_hp; target.maxHp=_maxhp;
|
|
||||||
if(eff<limit) return false;
|
|
||||||
return true;
|
|
||||||
})) return 1;
|
|
||||||
return 0;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
@ -1075,7 +1012,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
player.chooseTarget(get.prompt2('mbquesong')).set('ai',target=>{
|
player.chooseTarget(get.prompt2('mbquesong')).set('ai',target=>{
|
||||||
var player=_status.event.player;
|
var player=_status.event.player;
|
||||||
if(get.attitude(player,target)<=0) return 0;
|
if(get.attitude(player,target)<=0) return 0;
|
||||||
var len=Math.max(1,[1,2,3,4].reduce((p,c)=>p+target.countEmptySlot(c),0)),hp=target.getHp();
|
var len=[1,2,3,4,5].reduce((p,c)=>p+target.countEmptySlot(c),0);hp=target.getHp();
|
||||||
return len+target.isTurnedOver()*2+1.5*Math.min(4,target.getDamagedHp())/(hp+1);
|
return len+target.isTurnedOver()*2+1.5*Math.min(4,target.getDamagedHp())/(hp+1);
|
||||||
});
|
});
|
||||||
'step 1'
|
'step 1'
|
||||||
|
@ -1083,17 +1020,22 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
var target=result.targets[0];
|
var target=result.targets[0];
|
||||||
event.target=target;
|
event.target=target;
|
||||||
player.logSkill('mbquesong',target);
|
player.logSkill('mbquesong',target);
|
||||||
var len=Math.max(1,[1,2,3,4].reduce((p,c)=>p+target.countEmptySlot(c),0)),hp=target.getHp();
|
var len=[1,2,3,4,5].reduce((p,c)=>p+target.countEmptySlot(c),0);hp=target.getHp();
|
||||||
if(hp==0||target.countCards('h')<hp) event._result={bool:false};
|
var forced=false;
|
||||||
|
if(len==0) forced=true;
|
||||||
|
if(hp==0||target.countCards('h')<hp){
|
||||||
|
if(forced) event.finish();
|
||||||
|
else event._result={bool:false};
|
||||||
|
}
|
||||||
else{
|
else{
|
||||||
var str=`是否弃置${get.cnNumber(hp)}张手牌并回复1点体力?或点击“取消”摸${get.cnNumber(len)}张牌并复原武将牌。`;
|
var str=`${forced?'请':'是否'}弃置${get.cnNumber(hp)}张手牌并回复1点体力${forced?'':'?或点击“取消”摸'+get.cnNumber(len)+'张牌并复原武将牌'}。`;
|
||||||
target.chooseToDiscard(get.translation(player)+'对你发动了【雀颂】',str,'h',hp).set('ai',card=>{
|
target.chooseToDiscard(get.translation(player)+'对你发动了【雀颂】',str,forced,'h',hp).set('ai',card=>{
|
||||||
if(!get.event('goon')) return 0;
|
if(!_status.event.goon) return 0;
|
||||||
return 6-get.value(card);
|
return 6-get.value(card);
|
||||||
}).set('goon',function(){
|
}).set('goon',function(){
|
||||||
var _hp=hp+target.isTurnedOver()*1.5;
|
var _hp=hp+target.isTurnedOver()*1.5;
|
||||||
if(_hp+player.countCards('hs',card=>get.tag(card,'recover'))<=2-len/4) return true;
|
if(forced||_hp+player.countCards('hs',card=>get.tag(card,'recover'))<=2-len/4) return true;
|
||||||
return len<=_hp;
|
return len>_hp;
|
||||||
}());
|
}());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1104,12 +1046,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
event.finish();
|
event.finish();
|
||||||
}
|
}
|
||||||
else{
|
else{
|
||||||
target.draw(Math.max(1,[1,2,3,4].reduce((p,c)=>p+target.countEmptySlot(c),0)));
|
target.draw([1,2,3,4,5].reduce((p,c)=>p+target.countEmptySlot(c),0));
|
||||||
}
|
}
|
||||||
'step 3'
|
'step 3'
|
||||||
target.link(false);
|
player.link(false);
|
||||||
'step 4'
|
'step 4'
|
||||||
target.turnOver(false);
|
player.turnOver(false);
|
||||||
},
|
},
|
||||||
ai:{
|
ai:{
|
||||||
expose:0.2,
|
expose:0.2,
|
||||||
|
@ -11287,11 +11229,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
content:function(){
|
content:function(){
|
||||||
'step 0'
|
'step 0'
|
||||||
player.chooseTarget(get.prompt('zhongzuo'),'令一名角色摸两张牌。若其已受伤,则你摸一张牌。').set('ai',function(target){
|
player.chooseTarget(get.prompt('zhongzuo'),'令一名角色摸两张牌。若其已受伤,则你摸一张牌。').set('ai',function(target){
|
||||||
if(target.hasSkillTag('nogain')) return target.isDamaged()?0:1;
|
if(target.hasSkillTag('nogain')&&target!=_status.currentPhase) return target.isDamaged()?0:1;
|
||||||
let att=get.attitude(_status.event.player,target);
|
var att=get.attitude(_status.event.player,target);
|
||||||
if(att<=0) return 0;
|
if(target.isDamaged()) att=att*1.2;
|
||||||
if(target.isDamaged()) return 1+att/5;
|
return att;
|
||||||
return att/5;
|
|
||||||
});
|
});
|
||||||
'step 1'
|
'step 1'
|
||||||
if(result.bool){
|
if(result.bool){
|
||||||
|
@ -12605,7 +12546,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
'step 3'
|
'step 3'
|
||||||
if(result.bool){
|
if(result.bool){
|
||||||
trigger.player.gain(event.card,'give',player,'bySelf');
|
trigger.player.gain(event.card,'give',player,'bySelf');
|
||||||
player.chooseBool('是否对'+get.translation(trigger.player)+'造成1点伤害?').ai=function(){
|
player.chooseBool('是否对'+get.translation(trigger.player)+'造成一点伤害?').ai=function(){
|
||||||
return get.damageEffect(trigger.player,player,player)>0
|
return get.damageEffect(trigger.player,player,player)>0
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
@ -12951,7 +12892,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
event.ingame=game.hasPlayer(function(current){
|
event.ingame=game.hasPlayer(function(current){
|
||||||
return ['re_xushu','xin_xushu','xushu','dc_xushu'].contains(current.name)||['re_xushu','xin_xushu','xushu','dc_xushu'].contains(current.name2);
|
return ['re_xushu','xin_xushu','xushu','dc_xushu'].contains(current.name)||['re_xushu','xin_xushu','xushu','dc_xushu'].contains(current.name2);
|
||||||
})?true:false;
|
})?true:false;
|
||||||
var prompt='请选择一名角色,令其回复1点体力并摸一张牌';
|
var prompt='请选择一名角色,令其回复一点体力并摸一张牌';
|
||||||
prompt+=event.ingame?',然后你摸一张牌。':'。';
|
prompt+=event.ingame?',然后你摸一张牌。':'。';
|
||||||
player.chooseTarget(prompt).set('ai',function(target){
|
player.chooseTarget(prompt).set('ai',function(target){
|
||||||
var player=_status.event.player;
|
var player=_status.event.player;
|
||||||
|
@ -15510,9 +15451,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
yj_zhoubuyi:'☆周不疑',
|
yj_zhoubuyi:'☆周不疑',
|
||||||
yj_zhoubuyi_prefix:'☆',
|
yj_zhoubuyi_prefix:'☆',
|
||||||
mbhuiyao:'慧夭',
|
mbhuiyao:'慧夭',
|
||||||
mbhuiyao_info:'出牌阶段限一次。你可以受到1点无来源伤害,然后你选择一名其他角色,令其视为对另一名角色造成过1点伤害。',
|
mbhuiyao_info:'出牌阶段限一次。你可以受到1点无来源伤害,视为对一名其他角色造成过1点伤害。',
|
||||||
mbquesong:'雀颂',
|
mbquesong:'雀颂',
|
||||||
mbquesong_info:'一名角色的结束阶段,若你于本回合受到过伤害,你可以令一名角色选择一项:1.摸等同于其装备区中非宝物栏中空栏的数量的牌并复原武将牌(至少摸一张牌);2.弃置等同于其体力值的手牌并回复1点体力。',
|
mbquesong_info:'一名角色的结束阶段,若你于本回合受到过伤害,你可以令一名角色选择一项:1.摸等同于其装备区中空栏的数量的牌并复原武将牌;2.弃置等同于其体力值的手牌并回复1点体力。',
|
||||||
xin_yuanshao:'手杀界袁绍',
|
xin_yuanshao:'手杀界袁绍',
|
||||||
xin_yuanshao_prefix:'手杀界',
|
xin_yuanshao_prefix:'手杀界',
|
||||||
re_baosanniang:'手杀鲍三娘',
|
re_baosanniang:'手杀鲍三娘',
|
||||||
|
|
|
@ -38,8 +38,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
sb_liubiao:['male','qun',3,['sbzishou','sbzongshi']],
|
sb_liubiao:['male','qun',3,['sbzishou','sbzongshi']],
|
||||||
sb_zhurong:['female','shu',4,['sblieren','sbjuxiang']],
|
sb_zhurong:['female','shu',4,['sblieren','sbjuxiang']],
|
||||||
sb_menghuo:['male','shu',4,['sbhuoshou','sbzaiqi']],
|
sb_menghuo:['male','shu',4,['sbhuoshou','sbzaiqi']],
|
||||||
sb_yl_luzhi:['male','qun',3,['nzry_mingren','sbzhenliang']],
|
sb_yl_luzhi:['male','qun',3,['nzry_mingren','sbzhenliang'],['unseen']],
|
||||||
sb_xiaoqiao:['female','wu',3,['sbtianxiang','xinhongyan']],
|
sb_xiaoqiao:['female','wu',3,['sbtianxiang','xinhongyan'],['unseen']],
|
||||||
},
|
},
|
||||||
characterSort:{
|
characterSort:{
|
||||||
sb:{
|
sb:{
|
||||||
|
|
|
@ -43336,8 +43336,8 @@
|
||||||
},
|
},
|
||||||
create:{
|
create:{
|
||||||
//创建身份牌实例
|
//创建身份牌实例
|
||||||
identityCard:function(identity,position,info,noclick){
|
identityCard:function(identity,position,noclick){
|
||||||
const card=ui.create.card(position,info,noclick);
|
const card=ui.create.card(position,'noclick',noclick);
|
||||||
card.classList.add('button');
|
card.classList.add('button');
|
||||||
card._customintro=uiintro=>uiintro.add(`${get.translation(`${identity}${2}`)}的身份牌`);
|
card._customintro=uiintro=>uiintro.add(`${get.translation(`${identity}${2}`)}的身份牌`);
|
||||||
const fileName=`image/card/identity_${identity}.jpg`;
|
const fileName=`image/card/identity_${identity}.jpg`;
|
||||||
|
|
Loading…
Reference in New Issue