bug
This commit is contained in:
parent
4a6b4abbb4
commit
ff65b1f559
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@ -1,2 +1,6 @@
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1.5.4
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天气(在选项-玩法中开启)
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战棋模式调整
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优化触屏模式
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明将国战模式
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修正酒杀结算问题
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修正统率模式招募bug
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@ -340,7 +340,7 @@ card.extra={
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group:'jiu2'
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},
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jiu2:{
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trigger:{player:['useCardAfter','shaMiss']},
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trigger:{player:['useCardAfter','phaseAfter']},
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priority:2,
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filter:function(event){
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return (event.card&&(event.card.name=='sha'));
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@ -1118,9 +1118,18 @@ card.standard={
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direct:true,
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content:function(){
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"step 0"
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if(player.skills.contains('jiu')){
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player.removeSkill('jiu');
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event.jiu=true;
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}
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player.chooseToUse('是否发动青龙偃月刀?',{name:'sha'},trigger.target,-1);
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"step 1"
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if(result.bool) player.logSkill('qinglong');
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if(result.bool){
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player.logSkill('qinglong');
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}
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else if(event.jiu){
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player.addSkill('jiu');
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}
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}
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},
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zhangba_skill:{
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100
game/game.js
100
game/game.js
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@ -164,9 +164,15 @@
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}
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if(config.touchscreen){
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map.mousewheel.hide();
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map.hover_all.hide();
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map.hover_handcard.hide();
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map.hoveration.hide();
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}
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else{
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map.mousewheel.show();
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map.hover_all.show();
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map.hover_handcard.show();
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map.hoveration.show();
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}
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}
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}
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@ -224,7 +230,7 @@
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setTimeout(function(){
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layout.remove();
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ui.arena.show();
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game.me.update();
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if(game.me) game.me.update();
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setTimeout(function(){
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ui.updatex();
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},500);
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@ -1017,6 +1023,16 @@
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guozhan:{
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name:'国战',
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config:{
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guozhan_mode:{
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name:'游戏模式',
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init:'normal',
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item:{
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normal:'普通',
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mingjiang:'明将'
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},
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restart:true,
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frequent:true,
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},
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player_number:{
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name:'游戏人数',
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init:'8',
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@ -1351,6 +1367,11 @@
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},
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frequent:true,
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},
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attack_move:{
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name:'击退效果',
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init:true,
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// frequent:true,
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},
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show_distance:{
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name:'显示距离',
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init:true,
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@ -1495,7 +1516,7 @@
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'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'+
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'<li>隐藏非全身皮肤<br>在新版布局中,若角色没有全身皮肤将被隐藏<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'+
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'<li>加强主公<br>反贼人数多于2时主公会额外增加一个技能(每个主公的额外技能固定,非常备主公增加天命)',
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'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<li>键盘快捷键<br>'+
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'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<li>移动布局中,点击顶部的左半边或右半边可显示按钮,双击顶部可令界面下移(方便标身份)<li>键盘快捷键<br>'+
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'<table><tr><td>a<td>切换托管<tr><td>c<td>打开设置<tr><td>w<td>切换不询问无懈<tr><td>▭<td>暂停</ul>',
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'游戏命令':'<div style="margin:10px">变量名</div><ul style="margin-top:0"><li>场上角色<br>game.players<li>阵亡角色<br>game.dead'+
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'<li>玩家<br>game.me<li>玩家的上/下家<br>game.me.previous/next'+
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@ -1514,12 +1535,13 @@
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'亮出身份牌的忠臣增加1点体力上限。角色濒死和死亡的结算及胜利条件与普通身份局相同。',
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'战棋模式':
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'<div style="margin:10px">对阵模式</div><ul style="margin-top:0"><li>n人对战n人的模式,由单人控制,开始游戏后随机分配位置与出牌顺序<li>'+
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'每人在出牌阶段有一次移动的机会,若一名角色在移动之前使用过指定其他角色为目标的牌,该回合可移动的最大距离为2,否则最大距离为1<li>'+
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'每人在出牌阶段有一次移动的机会,可移动的最大距离为2<li>'+
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'任何卡牌或技能无法指定位置相隔8个格以上的角色为目标<li>'+
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'杀死对方阵营的角色可摸一张牌,杀死本方阵营无惩罚<li>'+
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'开启交替行动时,双方无论存活角色角色多少都将轮流进行行动。在一方所有角色行动完毕进行下一轮行动时,若其人数比另一方少,另一方可指定至多X名角色名摸一张牌,X为人数之差<li>'+
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'开启特殊战场角色后,每个回合结束时有一定机率出现一个特殊角色,该角色不参与战斗,并有一个影响周围或全体角色的效果。该角色在出现后的5〜10个回合内消失<li>'+
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'战场上可设置出现随机路障,角色无法移动到路障处。当一名角色的周围四格有至少三格为路障或在战场外,其可以在回合内清除一个相邻路障</ul>'+
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'开启击退效果后,当一名角色对相邻目标造成伤害后,受伤害角色将沿反方向移动一格<li>'+
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'战场上可设置出现随机路障,角色无法移动到路障处。当一名角色的周围四格有至少三格为路障或在战场外时,其可以在回合内清除一个相邻路障</ul>'+
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'<div style="margin:10px">统率模式</div><ul style="margin-top:0"><li>收集武将进行战斗,根据战斗难度及我方出场武将的强度,战斗胜利后将获得数量不等的金钱。没有君主出场时,获得的金钱较多<li>'+
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'金钱可以用来招募随机武将,招到已有武将,或遣返不需要的武将时可得到招募令<li>'+
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'战斗中有君主出场时可招降敌将,成功率取决于敌将的稀有度、剩余体力值以及手牌数。成功后战斗立即结束且没有金钱奖励。每发动一次招降,无论成功还是失败,都会扣除10招募令<li>'+
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@ -3732,12 +3754,12 @@
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if(lib.config.touchscreen){
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lib.setLongPress(this,ui.click.intro);
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}
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else if(lib.config.hover_all){
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lib.setHover(this,ui.click.hoverplayer);
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}
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if(lib.config.right_info){
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this.oncontextmenu=ui.click.rightplayer;
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}
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if(lib.config.hover_all){
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lib.setHover(this,ui.click.hoverplayer);
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}
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var name=get.translation(character);
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this.node.name.innerHTML='';
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if(!lib.config.show_name){
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@ -5430,12 +5452,12 @@
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if(lib.config.touchscreen){
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lib.setLongPress(node,ui.click.intro);
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}
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else if(lib.config.hover_all){
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lib.setHover(node,ui.click.hoverplayer);
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}
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if(lib.config.right_info){
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node.oncontextmenu=ui.click.rightplayer;
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}
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if(lib.config.hover_all){
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lib.setHover(node,ui.click.hoverplayer);
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}
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return node;
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},
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mark:function(name,info,skill){
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@ -5475,12 +5497,12 @@
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if(lib.config.touchscreen){
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lib.setLongPress(node,ui.click.intro);
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}
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else if(lib.config.hover_all){
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lib.setHover(node,ui.click.hoverplayer);
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}
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if(lib.config.right_info){
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node.oncontextmenu=ui.click.rightplayer;
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}
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if(lib.config.hover_all){
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lib.setHover(node,ui.click.hoverplayer);
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}
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return node;
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}
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},
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@ -9734,7 +9756,7 @@
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var end=player;
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do{
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player.directgain(get.cards(4));
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if(player.singleHp===true&&!player.classList.contains('unseen')&&!player.classList.contains('unseen2')){
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if(player.singleHp===true&&lib.config.mode!='guozhan'){
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player.doubleDraw();
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}
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player=player.next;
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@ -11498,7 +11520,11 @@
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ui.system2=ui.create.div('#system2',ui.system);
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if(lib.config.touchscreen){
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ui.system1.addEventListener('touchstart',ui.click.system);
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// ui.system1.addEventListener('touchend',ui.click.system);
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// ui.system1.addEventListener('touchmove',ui.click.system);
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ui.system2.addEventListener('touchstart',ui.click.system);
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// ui.system2.addEventListener('touchend',ui.click.system);
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// ui.system2.addEventListener('touchmove',ui.click.system);
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}
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else{
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ui.system1.listen(ui.click.system);
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@ -12933,12 +12959,12 @@
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if(lib.config.touchscreen){
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lib.setLongPress(node,ui.click.intro);
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}
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else if(lib.config.hover_all){
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lib.setHover(node,ui.click.hoverplayer);
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}
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if(lib.config.right_info){
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node.oncontextmenu=ui.click.rightplayer;
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}
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if(lib.config.hover_all){
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lib.setHover(node,ui.click.hoverplayer);
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}
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}
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if(infoitem[1]){
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node.node.group.innerHTML='<div>'+get.translation(infoitem[1])+'</div>';
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@ -13102,12 +13128,12 @@
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if(lib.config.touchscreen){
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lib.setLongPress(node,ui.click.intro);
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}
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else if(lib.config.hover_all){
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lib.setHover(node,ui.click.hoverplayer);
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}
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if(lib.config.right_info){
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node.oncontextmenu=ui.click.rightplayer;
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}
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if(lib.config.hover_all){
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lib.setHover(node,ui.click.hoverplayer);
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}
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}
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node.storage={};
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if(info!='noclick'){
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@ -13131,11 +13157,19 @@
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system:function(){
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if(lib.config.layout!='phone') return;
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_status.clicked=true;
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this.classList.toggle('shown');
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if(this.classList.contains('shown')){
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if(this.nextSibling) this.nextSibling.classList.remove('shown');
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if(this.previousSibling) this.previousSibling.classList.remove('shown');
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this.classList.add('shown');
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if(this._tempclicking){
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ui.arena.classList.add('phonetop');
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}
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else{
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this._tempclicking=true;
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var that=this;
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setTimeout(function(){
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that._tempclicking=false;
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},300);
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}
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if(this.nextSibling) this.nextSibling.classList.remove('shown');
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if(this.previousSibling) this.previousSibling.classList.remove('shown');
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},
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pausehistory:function(){
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if(!lib.config.auto_popped_history) return;
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@ -13158,6 +13192,10 @@
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if(!lib.config.auto_popped_config) return;
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// if(!ui.config.childNodes.length) return;
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var uiintro=ui.create.dialog('hidden');
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uiintro.listen(function(e){
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e.stopPropagation();
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});
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var rows=Math.ceil(lib.config.all.mode.length/3);
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uiintro.type='config';
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for(var k=0;k<rows;k++){
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@ -13209,6 +13247,9 @@
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},
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volumn:function(){
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var uiintro=ui.create.dialog('hidden');
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uiintro.listen(function(e){
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e.stopPropagation();
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});
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uiintro.add('背景音乐');
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var vol1=ui.create.div('.volumn');
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uiintro.add(vol1);
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@ -13285,6 +13326,12 @@
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if(!this._poppedfunc){
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return;
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}
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if(lib.config.touchscreen){
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_status.touchpopping=true;
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setTimeout(function(){
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_status.touchpopping=false;
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},500);
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}
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var uiintro=this._poppedfunc();
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if(!uiintro) return;
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if(ui.currentpopped&&ui.currentpopped._uiintro){
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@ -13714,6 +13761,7 @@
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window:function(){
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var clicked=_status.clicked;
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if(_status.dragged) return;
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if(_status.touchpopping) return;
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if(_status.reloading) return;
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if(_status.clicked){
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_status.clicked=false;
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@ -13755,8 +13803,12 @@
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}
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}
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if(lib.config.layout=='phone'){
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ui.arena.classList.remove('phonetop');
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ui.system1.classList.remove('shown');
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ui.system2.classList.remove('shown');
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if(ui.chessinfo){
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ui.chessinfo.classList.remove('zoomed');
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}
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}
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}
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if(_status.tempunpop){
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@ -83,6 +83,23 @@
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left:calc(100% - 120px);
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overflow:scroll;
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text-align:center;
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transition: all 0s;
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}
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.fakeme.player.zoomed{
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width: 240px;
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height: 240px;
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left:calc(100% - 240px);
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top:calc(100% - 240px);
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background-size:200%;
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}
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.fakeme.player.zoomed>div{
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width: 90px;
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height: 90px;
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left: 0;
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top: 16px;
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margin-left: 8px;
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margin-right: 8px;
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margin-bottom: 16px;
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}
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.fakeme.player>div{
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width:45px;
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@ -35,10 +35,22 @@
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opacity: 0;
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width: 50%;
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}
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#system>div.shown{
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min-width: 50%;
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width: auto;
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}
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#system>div:not(.shown)>div{
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pointer-events: none;
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}
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.menu-container>.menu.main {
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top: 62px !important;
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transform: scale(1.3) !important;
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}
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#arena.phonetop{
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top:80px !important;
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}
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@media screen and (orientation:portrait) {
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@ -645,6 +645,11 @@ mode.chess={
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}
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player.node.identity.dataset.color=get.translation(player.side+'Color');
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game.players.push(player);
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if(lib.config.animation){
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setTimeout(function(){
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player.$rare2();
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},300);
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}
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}
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ui.chess.appendChild(player);
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if(_status.video){
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@ -1285,9 +1290,10 @@ mode.chess={
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ui.create.me();
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ui.create.fakeme();
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ui.chessinfo=ui.create.div('.fakeme.player',ui.me);
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ui.chessinfo.ontouchmove = ui.click.touchScroll;
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ui.chessinfo.style.WebkitOverflowScrolling='touch';
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ui.chessinfo=ui.create.div('.fakeme.player',ui.me,function(e){
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e.stopPropagation();
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});
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lib.setScroll(ui.chessinfo);
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game.arrangePlayers();
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"step 2"
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|
@ -1450,6 +1456,7 @@ mode.chess={
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var node=ui.create.player(ui.window);
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node.style.transition='all 0.7s';
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node.style.opacity=0;
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node.style.zIndex=4;
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var kaibao=false;
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if(!name||typeof i=='string'){
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@ -3074,6 +3081,44 @@ mode.chess={
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}
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},
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skill:{
|
||||
_attackmove:{
|
||||
trigger:{player:'damageEnd'},
|
||||
forced:true,
|
||||
popup:false,
|
||||
priority:50,
|
||||
filter:function(event,player){
|
||||
if(!get.config('attack_move')) return false;
|
||||
if(!event.source) return false;
|
||||
if(get.distance(event.source,player,'pure')>1) return false;
|
||||
if(event.num<1) return false;
|
||||
var xy1=event.source.getXY();
|
||||
var xy2=player.getXY();
|
||||
var dx=xy2[0]-xy1[0];
|
||||
var dy=xy2[1]-xy1[1];
|
||||
if(dx==0&&Math.abs(dy)==2){
|
||||
dy/=2;
|
||||
}
|
||||
if(dy==0&&Math.abs(dx)==2){
|
||||
dx/=2;
|
||||
}
|
||||
return player.movable(dx,dy);
|
||||
},
|
||||
content:function(){
|
||||
var xy1=trigger.source.getXY();
|
||||
var xy2=player.getXY();
|
||||
var dx=xy2[0]-xy1[0];
|
||||
var dy=xy2[1]-xy1[1];
|
||||
if(dx==0&&Math.abs(dy)==2){
|
||||
dy/=2;
|
||||
}
|
||||
if(dy==0&&Math.abs(dx)==2){
|
||||
dx/=2;
|
||||
}
|
||||
if(player.movable(dx,dy)){
|
||||
player.move(dx,dy);
|
||||
}
|
||||
}
|
||||
},
|
||||
dubiaoxianjing:{
|
||||
global:'dubiaoxianjing2'
|
||||
},
|
||||
|
@ -4161,13 +4206,15 @@ mode.chess={
|
|||
!player.movable(1,0)&&!player.movable(-1,0)){
|
||||
return false;
|
||||
}
|
||||
var move=player.skills.contains('noactpunish')?2:1;
|
||||
// var move=player.skills.contains('noactpunish')?2:1;
|
||||
var move=2;
|
||||
move=game.checkMod(player,move,'chessMove',player.get('s'));
|
||||
return move>0;
|
||||
},
|
||||
content:function(){
|
||||
"step 0"
|
||||
var move=player.skills.contains('noactpunish')?2:1;
|
||||
// var move=player.skills.contains('noactpunish')?2:1;
|
||||
var move=2;
|
||||
move=game.checkMod(player,move,'chessMove',player.get('s'));
|
||||
player.chooseToMove(move).phasing=true;
|
||||
"step 1"
|
||||
|
@ -4846,7 +4893,7 @@ mode.chess={
|
|||
['club',3,'chess_shezhang'],
|
||||
['spade',5,'chess_shezhang'],
|
||||
['spade',7,'chess_shezhang'],
|
||||
// ['diamond',1,'chess_chuzhang'],
|
||||
['diamond',1,'chess_chuzhang'],
|
||||
['diamond',4,'chess_chuzhang'],
|
||||
['heart',8,'chess_chuzhang'],
|
||||
// ['diamond',9,'chess_chuzhang'],
|
||||
|
|
|
@ -72,21 +72,12 @@ mode.guozhan={
|
|||
event.trigger('gameStart');
|
||||
|
||||
game.gameDraw(player);
|
||||
if(get.config('ai_identity')){
|
||||
game.showIdentity(true);
|
||||
}
|
||||
else{
|
||||
for(var i=0;i<game.players.length;i++){
|
||||
game.players[i].ai.shown=0;
|
||||
}
|
||||
}
|
||||
for(var i=0;i<game.players.length;i++){
|
||||
game.players[i].name='unknown'+get.distance(player,game.players[i],'absolute');
|
||||
if(game.players[i]==game.me){
|
||||
lib.translate[game.players[i].name]+='(你)';
|
||||
}
|
||||
}
|
||||
game.phaseLoop(player);
|
||||
|
||||
|
||||
var players=get.players(lib.sort.position);
|
||||
|
@ -101,12 +92,21 @@ mode.guozhan={
|
|||
}
|
||||
_status.videoInited=true,
|
||||
game.addVideo('init',null,info);
|
||||
if(get.config('guozhan_mode')=='mingjiang'){
|
||||
game.showIdentity(true);
|
||||
}
|
||||
else{
|
||||
for(var i=0;i<game.players.length;i++){
|
||||
game.players[i].ai.shown=0;
|
||||
}
|
||||
}
|
||||
game.phaseLoop(player);
|
||||
}
|
||||
},
|
||||
showIdentity:function(started){
|
||||
if(game.phaseNumber==0&&!started) return;
|
||||
for(var i=0;i<game.players.length;i++){
|
||||
game.players[i].showCharacter(2);
|
||||
game.players[i].showCharacter(2,false);
|
||||
}
|
||||
},
|
||||
checkResult:function(){
|
||||
|
@ -413,7 +413,7 @@ mode.guozhan={
|
|||
}
|
||||
return false;
|
||||
},
|
||||
showCharacter:function(num){
|
||||
showCharacter:function(num,log){
|
||||
if(!this.classList.contains('unseen')&&!this.classList.contains('unseen2')){
|
||||
return;
|
||||
}
|
||||
|
@ -430,21 +430,21 @@ mode.guozhan={
|
|||
var skills;
|
||||
switch(num){
|
||||
case 0:
|
||||
game.log(get.translation(this)+'展示了主将'+get.translation(this.name1));
|
||||
if(log!==false) game.log(get.translation(this)+'展示了主将'+get.translation(this.name1));
|
||||
this.name=this.name1;
|
||||
skills=lib.character[this.name][3];
|
||||
this.sex=lib.character[this.name][0];
|
||||
this.classList.remove('unseen');
|
||||
break;
|
||||
case 1:
|
||||
game.log(get.translation(this)+'展示了副将'+get.translation(this.name2));
|
||||
if(log!==false) game.log(get.translation(this)+'展示了副将'+get.translation(this.name2));
|
||||
skills=lib.character[this.name2][3];
|
||||
if(this.sex=='unknown') this.sex=lib.character[this.name2][0];
|
||||
if(this.name.indexOf('unknown')==0) this.name=this.name2;
|
||||
this.classList.remove('unseen2');
|
||||
break;
|
||||
case 2:
|
||||
game.log(get.translation(this)+'展示了主将'+get.translation(this.name1)+'、副将'+get.translation(this.name2));
|
||||
if(log!==false) game.log(get.translation(this)+'展示了主将'+get.translation(this.name1)+'、副将'+get.translation(this.name2));
|
||||
this.name=this.name1;
|
||||
skills=lib.character[this.name][3].concat(lib.character[this.name2][3]);
|
||||
this.sex=lib.character[this.name][0];
|
||||
|
@ -453,7 +453,7 @@ mode.guozhan={
|
|||
break;
|
||||
}
|
||||
var initdraw=parseInt(get.config('initshow_draw'));
|
||||
if(!_status.initshown&&initdraw&&this.isAlive()){
|
||||
if(!_status.initshown&&initdraw&&this.isAlive()&&get.config('guozhan_mode')!='mingjiang'){
|
||||
this.popup('首亮');
|
||||
game.log(get.translation(this)+'首先明置武将,得到奖励');
|
||||
game.log(get.translation(this)+'摸了'+get.cnNumber(initdraw)+'张牌');
|
||||
|
@ -777,5 +777,5 @@ mode.guozhan={
|
|||
},
|
||||
config:['player_number','initshow_draw',
|
||||
'free_choose','change_identity','change_choice','change_card',
|
||||
'swap','dierestart','ai_identity','revive','double_hp','difficulty']
|
||||
'swap','dierestart','revive','double_hp','difficulty']
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue