"use strict"; (function(){ var _status={ paused:false, paused2:false, paused3:false, over:false, clicked:false, auto:false, event:{ finished:true, next:[], after:[] }, ai:{}, lastdragchange:[], skillaudio:[], dieClose:[], dragline:[], dying:[], globalHistory:[{ cardMove:[], custom:[], }], }; var lib={ configprefix:'noname_0.9_', versionOL:27, updateURLS:{ coding:'https://nakamurayuri.coding.net/p/noname/d/noname/git/raw', github:'https://raw.githubusercontent.com/libccy/noname', }, updateURL:'https://raw.githubusercontent.com/libccy/noname', mirrorURL:'https://nakamurayuri.coding.net/p/noname/d/noname/git/raw', hallURL:'47.99.105.222', assetURL:'', changeLog:[], updates:[], canvasUpdates:[], video:[], skilllist:[], connectBanned:[], characterIntro:{}, characterTitle:{}, characterPack:{}, characterFilter:{}, characterSort:{}, characterReplace:{}, dynamicTranslate:{}, cardPack:{}, onresize:[], onphase:[], onwash:[], onover:[], ondb:[], ondb2:[], chatHistory:[], emotionList:{ xiaowu_emotion:14, shibing_emotion:15, guojia_emotion:20, zhenji_emotion:20, xiaosha_emotion:20, xiaotao_emotion:20, }, animate:{ skill:{}, card:{}, }, arenaReady:[], onfree:[], inpile:[], extensions:[], extensionPack:{}, cardType:{}, hook:{globaltrigger:{},globalskill:{}}, hookmap:{}, imported:{}, layoutfixed:['chess','tafang','stone'], characterDialogGroup:{ '收藏':function(name,capt){ return lib.config.favouriteCharacter.contains(name)?capt:null; }, '最近':function(name,capt){ var list=get.config('recentCharacter')||[]; return list.contains(name)?capt:null; } }, listenEnd:function(node){ if(!node._listeningEnd){ node._listeningEnd=true; node.listenTransition(function(){ delete node._listeningEnd; if(node._onEndMoveDelete){ node.moveDelete(node._onEndMoveDelete); } else if(node._onEndDelete){ node.delete(); } node._transitionEnded=true; }); } }, configMenu:{ general:{ name:'通用', config:{ low_performance:{ name:'流畅模式', init:false, intro:'减少部分游戏特效,提高游戏速度', onclick:function(bool){ game.saveConfig('low_performance',bool); if(bool){ ui.window.classList.add('low_performance'); } else{ ui.window.classList.remove('low_performance'); } } }, compatiblemode:{ name:'兼容模式', init:false, intro:'开启兼容模式可防止扩展使游戏卡死并提高对旧扩展的兼容性,但对游戏速度有一定影响,若无不稳定或不兼容的扩展建议关闭', onclick:function(bool){ game.saveConfig('compatiblemode',bool); if(bool){ ui.window.classList.add('compatiblemode'); } else{ ui.window.classList.remove('compatiblemode'); } } }, confirm_exit:{ name:'确认退出', init:false, unfrequent:true, intro:'离开游戏前弹出确认对话框', }, keep_awake:{ name:'屏幕常亮', init:false, unfrequent:true, intro:'防止屏幕自动关闭
注:旧版本通过NoSleep.js实现的屏幕常亮可能会影响外置音频的音量', onclick:function(bool){ game.saveConfig('keep_awake',bool); if(bool){ if(window.plugins&&window.plugins.insomnia) window.plugins.insomnia.keepAwake(); else if(window.noSleep){ document.addEventListener(lib.config.touchscreen?'touchend':'click', function enableNoSleepX() { document.removeEventListener(lib.config.touchscreen?'touchend':'click', enableNoSleepX, false); window.noSleep.enable(); }, false); } } else{ if(window.plugins&&window.plugins.insomnia) window.plugins.insomnia.allowSleepAgain(); else if(window.noSleep) window.noSleep.disable(); } } }, auto_confirm:{ name:'自动确认', init:true, unfrequent:true, intro:'当候选目标只有1个时,点击目标后无需再点击确认', }, skip_shan:{ name:'无闪自动取消', init:false, unfrequent:true, intro:'当自己需要使用或打出【闪】时,若自己没有【闪】,则跳过该步骤', }, unauto_choose:{ name:'拆顺手牌选择', init:false, unfrequent:true, intro:'拆牌或者顺牌时,就算只能选择对方的手牌依然手动选择', }, wuxie_self:{ name:'不无懈自己', init:true, unfrequent:true, intro:'自己使用的单目标普通锦囊即将生效时,不询问无懈', }, tao_enemy:{ name:'不对敌方出桃', init:false, intro:'双方阵营明确的模式中(如对决),敌方角色濒死时不询问出桃', unfrequent:true, }, enable_drag:{ name:'启用拖拽', init:true, intro:'按住卡牌后可将卡牌拖至目标', unfrequent:true, }, enable_dragline:{ name:'拖拽指示线', init:true, unfrequent:true, intro:'拖拽时显示虚线,可能降低游戏速度', }, enable_touchdragline:{ name:'拖拽指示线', init:false, unfrequent:true, intro:'拖拽时显示虚线,可能降低游戏速度', }, // enable_pressure:{ // name:'启用压感', // init:false, // intro:'开启后可通过按压执行操作', // unfrequent:true, // }, // pressure_taptic:{ // name:'触觉反馈', // init:false, // intro:'开启后按压操作执行时将产生震动', // unfrequent:true, // }, // pressure_click:{ // name:'按压操作', // init:'pause', // intro:'在空白区域按压时的操作', // unfrequent:true, // item:{ // pause:'暂停', // config:'选项', // auto:'托管', // } // }, touchscreen:{ name:'触屏模式', init:false, restart:true, unfrequent:true, intro:'开启后可使触屏设备反应更快,但无法使用鼠标操作', onclick:function(bool){ if(get.is.nomenu('touchscreen',bool)) return false; game.saveConfig('touchscreen',bool); } }, swipe:{ name:'滑动手势', init:true, unfrequent:true, intro:'在非滚动区域向四个方向滑动可执行对应操作', }, swipe_down:{ name:'下划操作', init:'menu', unfrequent:true, intro:'向下滑动时执行的操作', item:{ system:'显示按钮', menu:'打开菜单', pause:'切换暂停', auto:'切换托管', chat:'显示聊天', off:'关闭', }, onclick:function(item){ if(get.is.nomenu('swipe_down',item)) return false; game.saveConfig('swipe_down',item); } }, swipe_up:{ name:'上划操作', intro:'向上滑动时执行的操作', init:'auto', unfrequent:true, item:{ system:'显示按钮', menu:'打开菜单', pause:'切换暂停', auto:'切换托管', chat:'显示聊天', off:'关闭', }, onclick:function(item){ if(get.is.nomenu('swipe_up',item)) return false; game.saveConfig('swipe_up',item); } }, swipe_left:{ name:'左划操作', intro:'向左滑动时执行的操作', init:'system', unfrequent:true, item:{ system:'显示按钮', menu:'打开菜单', pause:'切换暂停', auto:'切换托管', chat:'显示聊天', off:'关闭', }, onclick:function(item){ if(get.is.nomenu('swipe_left',item)) return false; game.saveConfig('swipe_left',item); } }, swipe_right:{ name:'右划操作', intro:'向右滑动时执行的操作', init:'system', unfrequent:true, item:{ system:'显示按钮', menu:'打开菜单', pause:'切换暂停', auto:'切换托管', chat:'显示聊天', off:'关闭', }, onclick:function(item){ if(get.is.nomenu('swipe_right',item)) return false; game.saveConfig('swipe_right',item); } }, round_menu_func:{ name:'触屏按钮操作', intro:'点击屏幕中圆形按钮时执行的操作', init:'system', unfrequent:true, item:{ system:'显示按钮', menu:'打开菜单', pause:'切换暂停', auto:'切换托管' }, onclick:function(item){ if(get.is.nomenu('round_menu_func',item)) return false; game.saveConfig('round_menu_func',item); }, }, show_splash:{ name:'显示开始界面', intro:'游戏开始前进入模式选择画面', init:'init', item:{ off:'关闭', init:'首次启动', always:'保持开启', } }, game_speed:{ name:'游戏速度', init:'mid', item:{ vslow:'慢', slow:'较慢', mid:'中', fast:'较快', vfast:'快', vvfast:'很快', }, intro:'设置不同游戏操作间的时间间隔' }, sync_speed:{ name:'限制结算速度', intro:'在动画结算完成前不执行下一步操作,开启后游戏操作的间隔更长但画面更浏畅,在游戏较卡时建议开启', init:true }, enable_vibrate:{ name:'开启震动', intro:'回合开始时使手机震动', init:false }, right_click:{ name:'右键操作', init:'pause', intro:'在空白区域点击右键时的操作', unfrequent:true, item:{ pause:'暂停', shortcut:'工具', config:'选项', auto:'托管', }, onclick:function(item){ if(get.is.nomenu('right_click',item)) return false; game.saveConfig('right_click',item); } }, longpress_info:{ name:'长按显示信息', init:true, unfrequent:true, restart:true, intro:'长按后弹出菜单', }, right_info:{ name:'右键显示信息', init:true, unfrequent:true, restart:true, intro:'右键点击后弹出菜单', }, hover_all:{ name:'悬停显示信息', init:true, unfrequent:true, restart:true, intro:'悬停后弹出菜单', }, hover_handcard:{ name:'悬停手牌显示信息', init:true, unfrequent:true, intro:'悬停手牌后弹出菜单', }, hoveration:{ name:'悬停菜单弹出时间', unfrequent:true, intro:'鼠标移至目标到弹出菜单的时间间隔', init:'1000', item:{ '500':'0.5秒', '700':'0.7秒', '1000':'1秒', '1500':'1.5秒', '2500':'2.5秒', } }, doubleclick_intro:{ name:'双击显示武将资料', init:true, unfrequent:true, intro:'双击武将头像后显示其资料卡', }, video:{ name:'保存录像', init:'20', intro:'游戏结束后保存录像在最大条数,超过后将从最早的录像开始删除(已收藏的录像不计入条数)', item:{ '0':'关闭', '5':'五局', '10':'十局', '20':'二十局', '50':'五十局', '10000':'无限', }, unfrequent:true, }, max_loadtime:{ name:'最长载入时间', intro:'设置游戏从启动到完成载入所需的最长时间,超过此时间未完成载入会报错,若设备较慢或安装了较多扩展可适当延长此时间', init:'5000', unfrequent:true, item:{ 5000:'5秒', 10000:'10秒', 20000:'20秒', 60000:'60秒' }, onclick:function(item){ game.saveConfig('max_loadtime',item); if(item=='5000'){ localStorage.removeItem(lib.configprefix+'loadtime'); } else{ localStorage.setItem(lib.configprefix+'loadtime',item); } } }, mousewheel:{ name:'滚轮控制手牌', init:true, unfrequent:true, intro:'开启后滚轮可使手牌横向滚动,在mac等可横向滚动的设备上建议关闭', onclick:function(bool){ game.saveConfig('mousewheel',bool); if(lib.config.touchscreen) return; if(lib.config.mousewheel){ ui.handcards1Container.onmousewheel=ui.click.mousewheel; ui.handcards2Container.onmousewheel=ui.click.mousewheel; } else{ ui.handcards1Container.onmousewheel=null; ui.handcards2Container.onmousewheel=null; } } }, auto_check_update:{ name:'自动检查游戏更新', intro:'进入游戏时检查更新', init:false, unfrequent:true }, lucky_star:{ name:'幸运星模式', intro:'在涉及随机数等的技能中,必定得到效果最好的结果。(联机模式无效)', init:false, unfrequent:true }, dev:{ name:'开发者模式', intro:'开启后可使用浏览器控制台控制游戏,同时可更新到开发版', init:false, onclick:function(bool){ game.saveConfig('dev',bool); if(_status.connectMode) return; if(bool){ lib.cheat.i(); } else{ delete window.cheat; delete window.game; delete window.ui; delete window.get; delete window.ai; delete window.lib; delete window._status; } }, unfrequent:true, }, errstop:{ name:'出错时停止游戏', init:false, unfrequent:true }, update_link:{ name:'更新地址', init:'coding', unfrequent:true, item:{ coding:'Coding', github:'GitHub', }, onclick:function(item){ game.saveConfig('update_link',item); lib.updateURL=lib.updateURLS[item]||lib.updateURLS.coding; }, }, update:function(config,map){ if('ontouchstart' in document){ map.touchscreen.show(); } else{ map.touchscreen.hide(); } if(lib.device||lib.node){ map.auto_check_update.show(); } else{ map.auto_check_update.hide(); } if(lib.device){ map.enable_vibrate.show(); map.keep_awake.show(); } else{ map.enable_vibrate.hide(); map.keep_awake.hide(); } // if(config.enable_pressure){ // map.pressure_click.show(); // if(lib.device){ // map.pressure_taptic.show(); // } // else{ // map.pressure_taptic.hide(); // } // } // else{ // map.pressure_click.hide(); // map.pressure_taptic.hide(); // } if(lib.config.touchscreen){ map.mousewheel.hide(); map.hover_all.hide(); map.hover_handcard.hide(); map.hoveration.hide(); map.right_info.hide(); map.right_click.hide(); map.longpress_info.show(); map.swipe.show(); if(lib.config.swipe){ map.swipe_up.show(); map.swipe_down.show(); map.swipe_left.show(); map.swipe_right.show(); } else{ map.swipe_up.hide(); map.swipe_down.hide(); map.swipe_left.hide(); map.swipe_right.hide(); } } else{ map.mousewheel.show(); map.hover_all.show(); map.right_info.show(); map.right_click.show(); map.longpress_info.hide(); if(!config.hover_all){ map.hover_handcard.hide(); map.hoveration.hide(); } else{ map.hover_handcard.show(); map.hoveration.show(); } map.swipe.hide(); map.swipe_up.hide(); map.swipe_down.hide(); map.swipe_left.hide(); map.swipe_right.hide(); } if(lib.config.enable_drag){ if(lib.config.touchscreen){ map.enable_dragline.hide(); map.enable_touchdragline.show(); } else{ map.enable_dragline.show(); map.enable_touchdragline.hide(); } } else{ map.enable_dragline.hide(); map.enable_touchdragline.hide(); } if(!get.is.phoneLayout()){ map.round_menu_func.hide(); } else{ map.round_menu_func.show(); } if(!lib.node&&lib.device!='ios'){ map.confirm_exit.show(); } else{ map.confirm_exit.hide(); } if(config.dev){ map.errstop.show(); } else{ map.errstop.hide(); } } } }, appearence:{ name:'外观', config:{ theme:{ name:'主题', init:'woodden', item:{}, visualMenu:function(node,link){ if(!node.menu){ node.className='button character themebutton '+link; node.menu=ui.create.div(node,'','
'); } }, onclick:function(theme){ game.saveConfig('theme',theme); ui.arena.hide(); lib.init.background(); if(lib.config.autostyle){ if(theme=='simple'){ lib.configMenu.appearence.config.player_border.onclick('slim'); } else{ lib.configMenu.appearence.config.player_border.onclick('normal'); } } setTimeout(function(){ var theme=ui.css.theme; ui.css.theme=lib.init.css(lib.assetURL+'theme/'+lib.config.theme,'style'); theme.remove(); setTimeout(function(){ui.arena.show();},100); },500); } }, layout:{ name:'布局', init:'mobile', item:{ default:'旧版', newlayout:'对称', mobile:'默认', long:'宽屏', long2:'手杀', nova:'新版' }, visualMenu:function(node,link){ node.className='button character themebutton '+lib.config.theme; if(!node.created){ node.created=true; node.style.overflow='hidden'; node.firstChild.style.display='none'; // node.firstChild.classList.add('shadowed'); // node.firstChild.style.width='16px'; // node.firstChild.style.height='auto'; // node.firstChild.style.padding='2px'; // node.firstChild.style.textAlign='center'; var me=ui.create.div(node); me.style.top='auto'; if(link=='default'||link=='newlayout'){ me.style.width='calc(100% - 6px)'; me.style.left='3px'; me.style.bottom='3px'; me.style.height='25px'; if(link=='newlayout'){ me.style.height='23px'; me.style.bottom='4px'; } } else if(link=='long2'||link=='nova'){ me.style.display='none'; } else{ me.style.width='120%'; me.style.left='-10%'; me.style.bottom='0'; me.style.height='22px'; } me.style.borderRadius='2px'; var list=['re_caocao','re_liubei','sp_zhangjiao','sunquan']; for(var i=0;i<4;i++){ var player=ui.create.div('.fakeplayer',node); ui.create.div('.avatar',player).setBackground(list.randomRemove(),'character'); player.style.borderRadius='2px'; if(i!=3){ player.style.top='auto'; } if(link=='default'){ player.style.height='19px'; player.style.width='38px'; player.classList.add('oldlayout') } else if(link=='mobile'||link=='newlayout'){ player.style.width='24px'; player.style.height='29px'; } else if(link=='nova') { player.style.width='20px'; player.style.height='24px'; } else{ player.style.width='20px'; player.style.height='34px'; } if(i==1){ player.style.left='3px'; } if(i==2){ player.style.left='auto'; player.style.right='3px'; } if(i==3){ player.style.top='3px'; } if(link=='default'){ if(i==0){ player.style.bottom='6px'; } if(i==0||i==3){ player.style.left='calc(50% - 18px)'; } if(i==1||i==2){ player.style.bottom='36px'; } } else if(link=='newlayout'){ if(i==0){ player.style.bottom='1px'; } if(i==0||i==3){ player.style.left='calc(50% - 12px)'; } if(i==1||i==2){ player.style.bottom='32px'; } } else if(link=='mobile'){ if(i==0||i==3){ player.style.left='calc(50% - 12px)'; } if(i==1||i==2){ player.style.bottom='30px'; } } else if(link=='long'){ if(i==0||i==3){ player.style.left='calc(50% - 10px)'; } if(i==1||i==2){ player.style.bottom='45px'; } } else if(link=='long2'){ if(i==0){ player.style.bottom='2px'; player.style.left='3px'; } if(i==3){ player.style.left='calc(50% - 10px)'; } if(i==1||i==2){ player.style.bottom='45px'; } } else if(link=='nova'){ if(i==0){ player.style.bottom='2px'; player.style.left='3px'; } if(i==3){ player.style.left='calc(50% - 10px)'; } if(i==1||i==2){ player.style.left='3px'; player.style.bottom=(i*30)+'px'; } } if(i==0&&(link=='mobile'||link=='long')){ player.classList.add('me'); player.style.borderRadius='0px'; player.style.width='25px'; player.style.height='25px'; player.style.bottom='-3px'; player.style.left='-3px'; } } } }, onclick:function(layout){ if(lib.layoutfixed.contains(lib.config.mode)){ game.saveConfig('layout',layout); } else{ lib.init.layout(layout); } } }, // fewplayer:{ // name:'启用人数', // intro:'设置启用新版布局的最小人数(不足时切换至默认布局)', // init:'3', // // unfrequent:true, // item:{ // '2':'两人', // '3':'三人', // '4':'四人', // '5':'五人', // '6':'六人', // '7':'七人', // '8':'八人', // }, // onclick:function(item){ // game.saveConfig('fewplayer',item); // if(ui.arena) ui.arena.setNumber(ui.arena.dataset.number); // } // }, player_height:{ name:'角色高度', init:'long', // unfrequent:true, item:{ short:'矮', default:'中', long:'高', }, onclick:function(item){ game.saveConfig('player_height',item); ui.arena.dataset.player_height=item; } }, player_height_nova:{ name:'角色高度', init:'short', item:{ // auto:'自动', short:'矮', default:'中', long:'高', }, onclick:function(item){ game.saveConfig('player_height_nova',item); // if(item=='auto'){ // if(parseInt(ui.arena.dataset.number)>=7){ // ui.arena.dataset.player_height_nova='short'; // } // else{ // ui.arena.dataset.player_height_nova='default'; // } // } // else{ ui.arena.dataset.player_height_nova=item; // } } }, // background_color_music:{ // name:'背景色', // init:'black', // item:{ // blue:'蓝色', // black:'黑色', // }, // onclick:function(color){ // game.saveConfig('background_color_music',color); // document.body.dataset.background_color_music=color; // } // }, // background_color_wood:{ // name:'背景色', // init:'blue', // item:{ // blue:'蓝色', // black:'黑色', // }, // onclick:function(color){ // game.saveConfig('background_color_wood',color); // document.body.dataset.background_color_wood=color; // } // }, // theme_color_music:{ // name:'主题色', // init:'black', // item:{ // blue:'蓝色', // black:'黑色', // }, // onclick:function(color){ // game.saveConfig('theme_color_music',color); // document.body.dataset.theme_color_music=color; // } // }, ui_zoom:{ name:'界面缩放', unfrequent:true, init:'normal', item:{ esmall:'80%', vsmall:'90%', small:'95%', normal:'100%', big:'105%', vbig:'110%', ebig:'120%', }, onclick:function(zoom){ game.saveConfig('ui_zoom',zoom); switch(zoom){ case 'esmall':zoom=0.8;break; case 'vsmall':zoom=0.9;break; case 'small':zoom=0.93;break; case 'big':zoom=1.05;break; case 'vbig':zoom=1.1;break; case 'ebig':zoom=1.2;break; default:zoom=1; } game.documentZoom=game.deviceZoom*zoom; ui.updatez(); } }, image_background:{ name:'游戏背景', init:'default', item:{}, visualBar:function(node,item,create){ if(node.created){ node.lastChild.classList.remove('active'); return; } node.created=true; ui.create.filediv('.menubutton','添加背景',node,function(file){ if(file){ var name=file.name; if(name.indexOf('.')!=-1){ name=name.slice(0,name.indexOf('.')); } var link=(game.writeFile?'cdv_':'custom_')+name; if(item[link]){ for(var i=1;i<1000;i++){ if(!item[link+'_'+i]){ link=link+'_'+i;break; } } } item[link]=name; var callback=function(){ create(link,node.parentNode.defaultNode); node.parentNode.updateBr(); lib.config.customBackgroundPack.add(link); game.saveConfig('customBackgroundPack',lib.config.customBackgroundPack); }; if(game.writeFile){ game.writeFile(file,'image/background',link+'.jpg',callback); } else{ game.putDB('image',link,file,callback); } if(node.lastChild.classList.contains('active')){ editbg.call(node.lastChild); } } }).inputNode.accept='image/*'; var editbg=function(){ this.classList.toggle('active'); var page=this.parentNode.parentNode; for(var i=0;i4){ node.classList.add('hideadd'); button.classList.remove('transparent'); delete node.currentDB; } }; fileReader.readAsDataURL(fileToLoad, "UTF-8"); }); }); } }).inputNode.accept='image/*'; deletepic=ui.create.div('.menubutton.deletebutton','删除图片',node,function(){ if(confirm('确定删除自定义图片?(此操作不可撤销)')){ game.deleteDB('image','hp_style1'); game.deleteDB('image','hp_style2'); game.deleteDB('image','hp_style3'); game.deleteDB('image','hp_style4'); for(var i=0;idiv:not(.lost){background-image:url('+fileLoadedEvent.target.result+')}'); }; fileReader.readAsDataURL(fileToLoad, "UTF-8"); }); game.getDB('image','hp_style2',function(fileToLoad){ if(!fileToLoad) return; var fileReader = new FileReader(); fileReader.onload = function(fileLoadedEvent){ if(ui.css.hp_stylesheet2){ ui.css.hp_stylesheet2.remove(); } ui.css.hp_stylesheet2=lib.init.sheet('.hp:not(.text):not(.actcount)[data-condition="mid"]>div:not(.lost){background-image:url('+fileLoadedEvent.target.result+')}'); }; fileReader.readAsDataURL(fileToLoad, "UTF-8"); }); game.getDB('image','hp_style3',function(fileToLoad){ if(!fileToLoad) return; var fileReader = new FileReader(); fileReader.onload = function(fileLoadedEvent){ if(ui.css.hp_stylesheet3){ ui.css.hp_stylesheet3.remove(); } ui.css.hp_stylesheet3=lib.init.sheet('.hp:not(.text):not(.actcount)[data-condition="low"]>div:not(.lost){background-image:url('+fileLoadedEvent.target.result+')}'); }; fileReader.readAsDataURL(fileToLoad, "UTF-8"); }); game.getDB('image','hp_style4',function(fileToLoad){ if(!fileToLoad) return; var fileReader = new FileReader(); fileReader.onload = function(fileLoadedEvent){ if(ui.css.hp_stylesheet4){ ui.css.hp_stylesheet4.remove(); } ui.css.hp_stylesheet4=lib.init.sheet('.hp:not(.text):not(.actcount)>.lost{background-image:url('+fileLoadedEvent.target.result+')}'); }; fileReader.readAsDataURL(fileToLoad, "UTF-8"); }); } }, unfrequent:true, }, player_style:{ name:'角色背景', init:'default', intro:'设置角色的背景图片', item:{ wood:'木纹', music:'音乐', simple:'简约', custom:'自定', default:'默认', }, visualBar:function(node,item,create,switcher){ if(node.created){ return; } var button; for(var i=0;i.framebg{display:block;background-image:url("'+fileLoadedEvent.target.result+'")}',0); ui.css.border_stylesheet.sheet.insertRule('.player>.count{z-index: 3 !important;border-radius: 2px !important;text-align: center !important;}',0); }; fileReader.readAsDataURL(fileToLoad, "UTF-8"); }); } else if(layout!='default'&&layout!='auto'){ ui.css.border_stylesheet=lib.init.sheet(); if(layout.indexOf('dragon_')==0){ layout=layout.slice(7); ui.arena.dataset.framedecoration=layout; } else{ ui.arena.dataset.framedecoration=''; } ui.css.border_stylesheet.sheet.insertRule('#window .player>.framebg,#window #arena.long.mobile:not(.fewplayer) .player[data-position="0"]>.framebg{display:block;background-image:url("'+lib.assetURL+'theme/style/player/'+layout+'1.png")}',0); ui.css.border_stylesheet.sheet.insertRule('#window #arena.long:not(.fewplayer) .player>.framebg, #arena.oldlayout .player>.framebg{background-image:url("'+lib.assetURL+'theme/style/player/'+layout+'3.png")}',0); ui.css.border_stylesheet.sheet.insertRule('.player>.count{z-index: 3 !important;border-radius: 2px !important;text-align: center !important;}',0); } }, unfrequent:true, }, autoborder_count:{ name:'边框升级方式', intro:'击杀 每击杀一人,边框提升两级
伤害 每造成两点伤害,边框提升一级
混合 击杀量决定边框颜色,伤害量决定边框装饰', init:'kill', item:{ kill:'击杀', damage:'伤害', mix:'混合', }, unfrequent:true, }, autoborder_start:{ name:'基础边框颜色', init:'bronze', item:{ bronze:'铜', silver:'银', gold:'金' }, unfrequent:true }, player_border:{ name:'边框宽度', init:'normal', intro:'设置角色的边框宽度', unfrequent:true, item:{ slim:'细', narrow:'窄', normal:'中', wide:'宽' }, onclick:function(item){ game.saveConfig('player_border',item); if(item!='wide'||game.layout=='long'||game.layout=='long2'){ ui.arena.classList.add('slim_player'); } else{ ui.arena.classList.remove('slim_player'); } if(item=='slim'){ ui.arena.classList.add('uslim_player'); } else{ ui.arena.classList.remove('uslim_player'); } if(item=='narrow'){ ui.arena.classList.add('mslim_player'); } else{ ui.arena.classList.remove('mslim_player'); } if(item=='normal'&&lib.config.mode!='brawl'&&(game.layout=='long'||game.layout=='long2')){ ui.arena.classList.add('lslim_player'); } else{ ui.arena.classList.remove('lslim_player'); } ui.window.dataset.player_border=item; } }, menu_style:{ name:'菜单背景', init:'default', item:{ wood:'木纹', music:'音乐', simple:'简约', custom:'自定', default:'默认', }, visualBar:function(node,item,create,switcher){ if(node.created){ return; } var button; for(var i=0;i.dialog.popped,html .menu,html .menubg{background-image:url("'+fileLoadedEvent.target.result+'");background-size:cover}'); }; fileReader.readAsDataURL(fileToLoad, "UTF-8"); }); } else if(layout!='default'){ var str=''; switch(layout){ case 'wood':str='url("'+lib.assetURL+'theme/woodden/wood2.png")';break; case 'music':str='linear-gradient(#4b4b4b, #464646);color:white;text-shadow:black 0 0 2px';break; case 'simple':str='linear-gradient(rgba(0,0,0,0.4), rgba(0,0,0,0.4));color:white;text-shadow:black 0 0 2px';break; } ui.css.menu_stylesheet=lib.init.sheet('html #window>.dialog.popped,html .menu,html .menubg{background-image:'+str+'}'); } }, unfrequent:true, }, control_style:{ name:'按钮背景', init:'default', item:{ wood:'木纹', music:'音乐', simple:'简约', custom:'自定', default:'默认', }, visualBar:function(node,item,create,switcher){ if(node.created){ return; } var button; for(var i=0;idiv>div{background-image:url("'+fileLoadedEvent.target.result+'")}'); }; fileReader.readAsDataURL(fileToLoad, "UTF-8"); }); } else if(layout!='default'){ var str=''; switch(layout){ case 'wood':str='url("'+lib.assetURL+'theme/woodden/wood.jpg")';break; case 'music':str='linear-gradient(#4b4b4b, #464646);color:white;text-shadow:black 0 0 2px';break; case 'simple':str='linear-gradient(rgba(0,0,0,0.4), rgba(0,0,0,0.4));color:white;text-shadow:black 0 0 2px';break; } if(layout=='wood'){ ui.css.control_stylesheet=lib.init.sheet('#window .control,#window .menubutton,#window #system>div>div,#window #system>div>.pressdown2{background-image:'+str+'}'); } else{ ui.css.control_stylesheet=lib.init.sheet('#window .control,.menubutton:not(.active):not(.highlight):not(.red):not(.blue),#window #system>div>div{background-image:'+str+'}'); } } }, unfrequent:true, }, custom_button:{ name:'自定义按钮高度', init:false, unfrequent:true, onclick:function(bool){ if(bool!=='skip'){ game.saveConfig('custom_button',bool); } if(ui.css.buttonsheet){ ui.css.buttonsheet.remove(); } if(lib.config.custom_button){ var cbnum1=6+(parseInt(lib.config.custom_button_system_top)||0); var cbnum2=6+(parseInt(lib.config.custom_button_system_bottom)||0); var cbnum3=3+(parseInt(lib.config.custom_button_control_top)||0); var cbnum4=3+(parseInt(lib.config.custom_button_control_bottom)||0); var cbnum5=2; var cbnum6=2; if(cbnum3<0){ cbnum5+=cbnum3; cbnum3=0; } if(cbnum4<0){ cbnum6+=cbnum4; cbnum4=0; } ui.css.buttonsheet=lib.init.sheet( '#system>div>div, .caption>div>.tdnode{padding-top:'+cbnum1+'px !important;padding-bottom:'+cbnum2+'px !important}', '#control>.control>div{padding-top:'+cbnum3+'px;padding-bottom:'+cbnum4+'px}', '#control>.control{padding-top:'+cbnum5+'px;padding-bottom:'+cbnum6+'px}' ); } } }, custom_button_system_top:{ name:'菜单上部高度', init:'0x', item:{ '-5x':'-5px', '-4x':'-4px', '-3x':'-3px', '-2x':'-2px', '-1x':'-1px', '0x':'默认', '1x':'1px', '2x':'2px', '3x':'3px', '4x':'4px', '5x':'5px', }, unfrequent:true, onclick:function(item){ game.saveConfig('custom_button_system_top',item); lib.configMenu.appearence.config.custom_button.onclick('skip'); } }, custom_button_system_bottom:{ name:'菜单下部高度', init:'0x', item:{ '-5x':'-5px', '-4x':'-4px', '-3x':'-3px', '-2x':'-2px', '-1x':'-1px', '0x':'默认', '1x':'1px', '2x':'2px', '3x':'3px', '4x':'4px', '5x':'5px', }, unfrequent:true, onclick:function(item){ game.saveConfig('custom_button_system_bottom',item); lib.configMenu.appearence.config.custom_button.onclick('skip'); } }, custom_button_control_top:{ name:'技能上部高度', init:'0x', item:{ '-5x':'-5px', '-4x':'-4px', '-3x':'-3px', '-2x':'-2px', '-1x':'-1px', '0x':'默认', '1x':'1px', '2x':'2px', '3x':'3px', '4x':'4px', '5x':'5px', }, unfrequent:true, onclick:function(item){ game.saveConfig('custom_button_control_top',item); lib.configMenu.appearence.config.custom_button.onclick('skip'); } }, custom_button_control_bottom:{ name:'技能下部高度', init:'0x', item:{ '-5x':'-5px', '-4x':'-4px', '-3x':'-3px', '-2x':'-2px', '-1x':'-1px', '0x':'默认', '1x':'1px', '2x':'2px', '3x':'3px', '4x':'4px', '5x':'5px', }, unfrequent:true, onclick:function(item){ game.saveConfig('custom_button_control_bottom',item); lib.configMenu.appearence.config.custom_button.onclick('skip'); } }, radius_size:{ name:'圆角大小', init:'default', item:{ off:'关闭', reduce:'减小', default:'默认', increase:'增大', }, unfrequent:true, onclick:function(item){ game.saveConfig('radius_size',item); ui.window.dataset.radius_size=item; } }, glow_phase:{ name:'当前回合角色高亮', unfrequent:true, init:'yellow', intro:'设置当前回合角色的边框颜色', item:{ none:'无', yellow:'黄色', green:'绿色', purple:'紫色', }, onclick:function(bool){ game.saveConfig('glow_phase',bool); lib.init.cssstyles(); } }, fold_card:{ name:'折叠手牌', init:true, unfrequent:true, }, fold_mode:{ name:'折叠模式菜单', intro:'关闭后模式菜单中“更多”内的项目将直接展开', init:true, unfrequent:true, }, seperate_control:{ name:'分离选项条', init:true, unfrequent:true, intro:'开启后玩家在进行选择时不同的选项将分开,而不是连在一起', }, blur_ui:{ name:'模糊效果', intro:'在暂停或打开菜单时开启模糊效果', init:false, unfrequent:true, onclick:function(bool){ game.saveConfig('blur_ui',bool); if(bool){ ui.window.classList.add('blur_ui'); } else{ ui.window.classList.remove('blur_ui'); } } }, glass_ui:{ name:'玻璃主题', intro:'为游戏主题打开玻璃效果(手机暂不支持)', init:false, unfrequent:true, onclick:function(bool){ game.saveConfig('glass_ui',bool); if(bool){ ui.window.classList.add('glass_ui'); } else{ ui.window.classList.remove('glass_ui'); } } }, damage_shake:{ name:'伤害抖动', intro:'角色受到伤害时的抖动效果', init:true, unfrequent:true, }, button_press:{ name:'按钮效果', intro:'选项条被按下时将有按下效果', init:true, unfrequent:true, }, jiu_effect:{ name:'喝酒效果', init:true, unfrequent:true, }, animation:{ name:'游戏特效', intro:'开启后出现属性伤害、回复体力等情况时会显示动画', init:false, unfrequent:true, }, skill_animation_type:{ name:'技能特效', intro:'开启后觉醒技、限定技将显示全屏文字', init:'default', unfrequent:true, item:{ default:'默认', old:'旧版', off:'关闭' } }, die_move:{ name:'阵亡效果', intro:'阵亡后武将的显示效果', init:'flip', unfrequent:true, item:{ off:'关闭', move:'移动', flip:'翻面', } }, target_shake:{ name:'目标效果', intro:'一名玩家成为卡牌或技能的目标时的显示效果', init:'off', item:{ off:'关闭', zoom:'缩放', shake:'抖动', }, unfrequent:true, onclick:function(bool){ game.saveConfig('target_shake',bool); ui.arena.dataset.target_shake=bool; } }, turned_style:{ name:'翻面文字', intro:'角色被翻面时显示“翻面”', init:true, unfrequent:true, onclick:function(bool){ game.saveConfig('turned_style',bool); if(bool){ ui.arena.classList.remove('hide_turned'); } else{ ui.arena.classList.add('hide_turned'); } } }, link_style2:{ name:'横置样式', intro:'设置角色被横置时的样式', init:'chain', unfrequent:true, item:{ chain:'铁索', rotate:'横置', mark:'标记' }, onclick:function(style){ var list=[]; for(var i=0;i'+ ''+ '', clear:true, }, background_audio:{ name:'游戏音效', init:true, }, background_speak:{ name:'人物配音', init:true, }, equip_audio:{ name:'装备配音', init:false, }, repeat_audio:{ name:'播放重复语音', init:false, }, volumn_audio:{ name:'音效音量', init:8, item:{ '0':'〇', '1':'一', '2':'二', '3':'三', '4':'四', '5':'五', '6':'六', '7':'七', '8':'八', }, onclick:function(volume){ game.saveConfig('volumn_audio',parseInt(volume)); } }, volumn_background:{ name:'音乐音量', init:8, item:{ '0':'〇', '1':'一', '2':'二', '3':'三', '4':'四', '5':'五', '6':'六', '7':'七', '8':'八', }, onclick:function(volume){ game.saveConfig('volumn_background',parseInt(volume)); ui.backgroundMusic.volume=volume/8; } }, clear_background_music:{ name:'清除自定义背景音乐', clear:true, onclick:function(){ if(confirm('是否清除已导入的所有自定义背景音乐?(该操作不可撤销!)')){ for(var i in lib.config.customBackgroundMusic){ lib.config.all.background_music.remove(i); if(i.indexOf('cdv_')==0){ game.removeFile('audio/background/'+i+'.mp3'); } else{ game.deleteDB('audio',i); } } lib.config.customBackgroundMusic=null; game.saveConfig('customBackgroundMusic',null); game.saveConfig('background_music','music_off'); if(!_status._aozhan) game.playBackgroundMusic(); } }, }, } }, skill:{ name:'技能', config:{ update:function(config,map){ for(var i in map){ if(map[i]._link.config.type=='autoskill'){ if(!lib.config.autoskilllist.contains(i)){ map[i].classList.add('on'); } else{ map[i].classList.remove('on'); } } else if(map[i]._link.config.type=='banskill'){ if(!lib.config.forbidlist.contains(i)){ map[i].classList.add('on'); } else{ map[i].classList.remove('on'); } } } } } }, others:{ name:'其它', config:{ // reset_database:{ // name:'重置游戏', // onclick:function(){ // var node=this; // if(node._clearing){ // if(indexedDB) indexedDB.deleteDatabase(lib.configprefix+'data'); // game.reload(); // return; // } // node._clearing=true; // node.innerHTML='单击以确认 (3)'; // setTimeout(function(){ // node.innerHTML='单击以确认 (2)'; // setTimeout(function(){ // node.innerHTML='单击以确认 (1)'; // setTimeout(function(){ // node.innerHTML='重置游戏录像'; // delete node._clearing; // },1000); // },1000); // },1000); // }, // clear:true // }, reset_game:{ name:'重置游戏设置', onclick:function(){ var node=this; if(node._clearing){ var noname_inited=localStorage.getItem('noname_inited'); var onlineKey=localStorage.getItem(lib.configprefix+'key'); localStorage.clear(); if(noname_inited){ localStorage.setItem('noname_inited',noname_inited); } if(onlineKey){ localStorage.setItem(lib.configprefix+'key',onlineKey); } game.deleteDB('config'); game.deleteDB('data'); game.reload(); return; } node._clearing=true; node.firstChild.innerHTML='单击以确认 (3)'; setTimeout(function(){ node.firstChild.innerHTML='单击以确认 (2)'; setTimeout(function(){ node.firstChild.innerHTML='单击以确认 (1)'; setTimeout(function(){ node.firstChild.innerHTML='重置游戏设置'; delete node._clearing; },1000); },1000); },1000); }, clear:true }, reset_hiddenpack:{ name:'重置隐藏内容', onclick:function(){ if(this.firstChild.innerHTML!='已重置'){ this.firstChild.innerHTML='已重置' game.saveConfig('hiddenModePack',[]); game.saveConfig('hiddenCharacterPack',[]); game.saveConfig('hiddenCardPack',[]); game.saveConfig('hiddenPlayPack',[]); game.saveConfig('hiddenBackgroundPack',[]); var that=this; setTimeout(function(){ that.firstChild.innerHTML='重置隐藏内容'; setTimeout(function(){ if(confirm('是否重新启动使改变生效?')){ game.reload(); } }); },500); } }, clear:true }, reset_tutorial:{ name:'重置新手向导', onclick:function(){ if(this.firstChild.innerHTML!='已重置'){ this.firstChild.innerHTML='已重置' game.saveConfig('new_tutorial',false); game.saveConfig('prompt_hidebg'); game.saveConfig('prompt_hidepack'); var that=this; setTimeout(function(){ that.firstChild.innerHTML='重置新手向导'; },500); } }, clear:true }, import_data:{ name:'导入游戏设置', onclick:function(){ ui.import_data_button.classList.toggle('hidden'); }, clear:true }, import_data_button:{ name:'
'+ ''+ '
', clear:true, }, export_data:{ name:'导出游戏设置', onclick:function(){ var data; var export_data=function(data){ game.export(lib.init.encode(JSON.stringify(data)),'无名杀 - 数据 - '+(new Date()).toLocaleString()); } if(!lib.db){ data={}; for(var i in localStorage){ if(i.indexOf(lib.configprefix)==0){ data[i]=localStorage[i]; } } export_data(data); } else{ game.getDB('config',null,function(data1){ game.getDB('data',null,function(data2){ export_data({ config:data1, data:data2 }); }); }); } }, clear:true }, redownload_game:{ name:'重新下载游戏', onclick:function(){ var node=this; if(node._clearing){ localStorage.removeItem('noname_inited'); game.reload(); return; } node._clearing=true; node.firstChild.innerHTML='单击以确认 (3)'; setTimeout(function(){ node.firstChild.innerHTML='单击以确认 (2)'; setTimeout(function(){ node.firstChild.innerHTML='单击以确认 (1)'; setTimeout(function(){ node.firstChild.innerHTML='重新下载游戏'; delete node._clearing; },1000); },1000); },1000); }, clear:true }, update:function(config,map){ if(lib.device||lib.node){ map.redownload_game.show(); } else{ map.redownload_game.hide(); } } // trim_game:{ // name:'隐藏非官方扩展包', // onclick:function(){ // if(this.innerHTML!='已隐藏'){ // this.innerHTML='已隐藏'; // var pack=lib.config.all.cards.slice(0); // if(Array.isArray(lib.config.hiddenCardPack)){ // for(var i=0;igame.players.length*num&&game.showIdentity){ _status.identityShown=true; game.showIdentity(false); } }, intro:'游戏进行若干轮将自动显示所有角色的身份', }, auto_mark_identity:{ name:'自动标记身份', init:true, intro:'根据角色的出牌行为自动标记可能的身份', }, // ban_weak:{ // name:'屏蔽弱将', // init:true, // restart:true, // }, // ban_strong:{ // name:'屏蔽强将', // init:false, // restart:true, // }, enhance_zhu:{ name:'加强主公', init:false, restart:true, intro:'为主公增加一个额外技能' }, free_choose:{ name:'自由选将', init:true, onclick:function(bool){ game.saveConfig('free_choose',bool,this._link.config.mode); if(!_status.event.getParent().showConfig&&!_status.event.showConfig) return; if(!ui.cheat2&&get.config('free_choose')) ui.create.cheat2(); else if(ui.cheat2&&!get.config('free_choose')){ ui.cheat2.close(); delete ui.cheat2; } } }, change_identity:{ name:'自由选择身份和座位', init:true, onclick:function(bool){ game.saveConfig('change_identity',bool,this._link.config.mode); if(!_status.event.getParent().showConfig&&!_status.event.showConfig) return; var dialog; if(ui.cheat2&&ui.cheat2.backup) dialog=ui.cheat2.backup; else dialog=_status.event.dialog; if(!_status.brawl||!_status.brawl.noAddSetting){ if(!dialog.querySelector('table')&&get.config('change_identity')) _status.event.getParent().addSetting(dialog); else _status.event.getParent().removeSetting(dialog); } ui.update(); } }, change_choice:{ name:'开启换将卡', init:true, onclick:function(bool){ game.saveConfig('change_choice',bool,this._link.config.mode); if(!_status.event.getParent().showConfig&&!_status.event.showConfig) return; if(!ui.cheat&&get.config('change_choice')) ui.create.cheat(); else if(ui.cheat&&!get.config('change_choice')){ ui.cheat.close(); delete ui.cheat; } } }, change_card:{ name:'开启手气卡', init:'disabled', item:{ disabled:'禁用', once:'一次', twice:'两次', unlimited:'无限', }, }, continue_game:{ name:'显示再战', init:false, onclick:function(bool){ game.saveConfig('continue_game',bool,this._link.config.mode); if(get.config('continue_game')){ if(!ui.continue_game&&_status.over&&!_status.brawl){ ui.continue_game=ui.create.control('再战',game.reloadCurrent); } } else if(ui.continue_game){ ui.continue_game.close(); delete ui.continue_game; } }, intro:'游戏结束后可选择用相同的武将再进行一局游戏' }, dierestart:{ name:'死亡后显示重来', init:true, onclick:function(bool){ game.saveConfig('dierestart',bool,this._link.config.mode); if(get.config('dierestart')){ if(!ui.restart&&game.me.isDead()&&!_status.connectMode){ ui.restart=ui.create.control('restart',game.reload); } } else if(ui.restart){ ui.restart.close(); delete ui.restart; } } }, revive:{ name:'死亡后显示复活', init:false, onclick:function(bool){ game.saveConfig('revive',bool,this._link.config.mode); if(get.config('revive')){ if(!ui.revive&&game.me.isDead()){ ui.revive=ui.create.control('revive',ui.click.dierevive); } } else if(ui.revive){ ui.revive.close(); delete ui.revive; } } }, ban_identity:{ name:'屏蔽身份', init:'off', item:{ off:'关闭', zhu:'主公', zhong:'忠臣', nei:'内奸', fan:'反贼', }, }, ban_identity2:{ name:'屏蔽身份2', init:'off', item:{ off:'关闭', zhu:'主公', zhong:'忠臣', nei:'内奸', fan:'反贼', }, }, ban_identity3:{ name:'屏蔽身份3', init:'off', item:{ off:'关闭', zhu:'主公', zhong:'忠臣', nei:'内奸', fan:'反贼', }, }, ai_strategy:{ name:'内奸策略', init:'ai_strategy_1', item:{ ai_strategy_1:'均衡', ai_strategy_2:'偏反', ai_strategy_3:'偏忠', ai_strategy_4:'酱油', ai_strategy_5:'天使', ai_strategy_6:'仇主', }, intro:'设置内奸对主忠反的态度' }, difficulty:{ name:'AI对人类态度', init:'normal', item:{ easy:'友好', normal:'一般', hard:'仇视', }, }, choice_zhu:{ name:'主公候选武将数', init:'3', restart:true, item:{ '3':'三', '4':'四', '5':'五', '6':'六', '8':'八', '10':'十', }, }, choice_zhong:{ name:'忠臣候选武将数', init:'4', restart:true, item:{ '3':'三', '4':'四', '5':'五', '6':'六', '8':'八', '10':'十', }, }, choice_nei:{ name:'内奸候选武将数', init:'5', restart:true, item:{ '3':'三', '4':'四', '5':'五', '6':'六', '8':'八', '10':'十', }, }, choice_fan:{ name:'反贼候选武将数', init:'3', restart:true, item:{ '3':'三', '4':'四', '5':'五', '6':'六', '8':'八', '10':'十', }, }, } }, guozhan:{ name:'国战', connect:{ update:function(config,map){ if(config.connect_onlyguozhan){ map.connect_junzhu.show(); } else{ map.connect_junzhu.hide(); } }, connect_player_number:{ name:'游戏人数', init:'8', item:{ '3':'三人', '4':'四人', '5':'五人', '6':'六人', '7':'七人', '8':'八人' }, frequent:true, restart:true, }, connect_initshow_draw:{ name:'首亮奖励', item:{ 'off':'关闭', 'draw':'摸牌', 'mark':'标记', }, init:'mark', frequent:true, intro:'第一个明置武将牌的角色可获得首亮奖励' }, connect_aozhan:{ name:'鏖战模式', init:true, intro:'若开启此选项,则将在游戏中引入“鏖战模式”的规则:
当游戏中仅剩四名或更少角色时(七人以下游戏时改为三名或更少),若此时全场没有超过一名势力相同的角色,则从一个新的回合开始,游戏进入鏖战模式直至游戏结束。
◇在鏖战模式下,【桃】只能当做【杀】或【闪】使用或打出,不能用来回复体力。
注:进入鏖战模式后,即使之后有两名或者更多势力相同的角色出现,仍然不会取消鏖战模式。', frequent:true, restart:true, }, connect_viewnext:{ name:'观看下家副将', init:false, intro:'若开启此选项,所有的玩家将在挑选武将后,分发起始手牌之前,分别观看自己下家的副将。', }, connect_zhulian:{ name:'珠联璧合', init:true, // frequent:true, intro:'主将和副将都明置后,若为特定组合,可获得【珠联璧合】标记' }, connect_guozhanpile:{ name:'使用国战牌堆', init:true, frequent:true, restart:true, }, connect_onlyguozhan:{ name:'使用国战武将', init:true, frequent:true, restart:true, intro:'开启武将技能将替换为国战版本并禁用非国战武将' }, connect_junzhu:{ name:'替换君主', init:true, // frequent:true, restart:true, intro:'若开启此选项,玩家的第一个回合开始时,若其主武将牌有对应的君主武将牌,则其可以将此武将牌替换为对应的君主武将牌,然后重新调整体力上限。若玩家的体力上限因此增大,则玩家回复等量的体力。' }, connect_change_card:{ name:'启用手气卡', init:false, frequent:true, restart:true, }, // connect_ban_weak:{ // name:'屏蔽弱将', // init:false, // restart:true, // }, // connect_ban_strong:{ // name:'屏蔽强将', // init:false, // restart:true, // }, }, config:{ update:function(config,map){ if(config.onlyguozhan){ map.junzhu.show(); } else{ map.junzhu.hide(); } }, guozhan_mode:{ name:'游戏模式', init:'normal', item:{ normal:'标准', mingjiang:'明将' }, frequent:true, }, player_number:{ name:'游戏人数', init:'8', item:{ '3':'三人', '4':'四人', '5':'五人', '6':'六人', '7':'七人', '8':'八人' }, frequent:true, restart:true, }, initshow_draw:{ name:'首亮奖励', item:{ 'off':'关闭', 'draw':'摸牌', 'mark':'标记', }, init:'mark', frequent:true, intro:'第一个明置身份牌的角色可获得摸牌奖励' }, aozhan:{ name:'鏖战模式', init:true, frequent:true, restart:true, intro:'若开启此选项,则将在游戏中引入“鏖战模式”的规则:
当游戏中仅剩四名或更少角色时(七人以下游戏时改为三名或更少),若此时全场没有超过一名势力相同的角色,则从一个新的回合开始,游戏进入鏖战模式直至游戏结束。
◇在鏖战模式下,【桃】只能当做【杀】或【闪】使用或打出,不能用来回复体力。
注:进入鏖战模式后,即使之后有两名或者更多势力相同的角色出现,仍然不会取消鏖战模式。', }, viewnext:{ name:'观看下家副将', init:false, intro:'若开启此选项,所有的玩家将在挑选武将后,分发起始手牌之前,分别观看自己下家的副将。', }, aozhan_bgm:{ name:'鏖战背景音乐', item:{ disabled:'不启用', online:'Online', rewrite:'Rewrite', chaoming:'潮鸣', }, init:'rewrite', onclick:function(item){ game.saveConfig('aozhan_bgm',item,this._link.config.mode); if(_status._aozhan==true) game.playBackgroundMusic(); }, }, zhulian:{ name:'珠联璧合', init:true, // frequent:true, intro:'主将和副将都明置后,若为特定组合,可获得【珠联璧合】标记' }, guozhanpile:{ name:'使用国战牌堆', init:true, frequent:true, restart:true, }, changeViceType:{ name:'副将变更方式', init:'default', item:{ default:'发现式', online:'随机式', }, frequent:true, restart:true, }, onlyguozhan:{ name:'使用国战武将', init:true, frequent:true, restart:true, intro:'开启武将技能将替换为国战版本并禁用非国战武将' }, guozhanSkin:{ name:'使用国战皮肤', init:true, frequent:true, restart:true, intro:'开启此选项后,将会把有国战专属皮肤的武将替换为国战皮肤' }, junzhu:{ name:'替换君主', init:true, // frequent:true, restart:true, intro:'若开启此选项,玩家的第一个回合开始时,若其主武将牌有对应的君主武将牌,则其可以将此武将牌替换为对应的君主武将牌,然后重新调整体力上限。若玩家的体力上限因此增大,则玩家回复等量的体力。' }, double_hp:{ name:'双将体力上限', init:'pingjun', item:{ hejiansan:'和减三', pingjun:'平均值', zuidazhi:'最大值', zuixiaozhi:'最小值', zonghe:'相加', }, restart:true, }, // ban_weak:{ // name:'屏蔽弱将', // init:true, // restart:true, // }, // ban_strong:{ // name:'屏蔽强将', // init:false, // restart:true, // }, free_choose:{ name:'自由选将', init:true, onclick:function(bool){ game.saveConfig('free_choose',bool,this._link.config.mode); if(!_status.event.getParent().showConfig&&!_status.event.showConfig) return; if(!ui.cheat2&&get.config('free_choose')) ui.create.cheat2(); else if(ui.cheat2&&!get.config('free_choose')){ ui.cheat2.close(); delete ui.cheat2; } } }, onlyguozhanexpand:{ name:'默认展开自由选将', init:false, restart:true, intro:'开启后自由选将对话框将默认显示全部武将' }, change_identity:{ name:'自由选择座位', init:true, onclick:function(bool){ game.saveConfig('change_identity',bool,this._link.config.mode); if(!_status.event.getParent().showConfig&&!_status.event.showConfig) return; var dialog; if(ui.cheat2&&ui.cheat2.backup) dialog=ui.cheat2.backup; else dialog=_status.event.dialog; if(!_status.brawl||!_status.brawl.noAddSetting){ if(!dialog.querySelector('table')&&get.config('change_identity')) _status.event.getParent().addSetting(dialog); else _status.event.getParent().removeSetting(dialog); } ui.update(); } }, change_choice:{ name:'开启换将卡', init:true, onclick:function(bool){ game.saveConfig('change_choice',bool,this._link.config.mode); if(!_status.event.getParent().showConfig&&!_status.event.showConfig) return; if(!ui.cheat&&get.config('change_choice')) ui.create.cheat(); else if(ui.cheat&&!get.config('change_choice')){ ui.cheat.close(); delete ui.cheat; } } }, change_card:{ name:'开启手气卡', init:'disabled', item:{ disabled:'禁用', once:'一次', twice:'两次', unlimited:'无限', } }, continue_game:{ name:'显示再战', init:true, intro:'游戏结束后可选择用相同的武将再进行一局游戏', onclick:function(bool){ game.saveConfig('continue_game',bool,this._link.config.mode); if(get.config('continue_game')){ if(!ui.continue_game&&_status.over&&!_status.brawl){ ui.continue_game=ui.create.control('再战',game.reloadCurrent); } } else if(ui.continue_game){ ui.continue_game.close(); delete ui.continue_game; } } }, dierestart:{ name:'死亡后显示重来', init:true, onclick:function(bool){ game.saveConfig('dierestart',bool,this._link.config.mode); if(get.config('dierestart')){ if(!ui.restart&&game.me.isDead()&&!_status.connectMode){ ui.restart=ui.create.control('restart',game.reload); } } else if(ui.restart){ ui.restart.close(); delete ui.restart; } } }, revive:{ name:'死亡后显示复活', init:false, onclick:function(bool){ game.saveConfig('revive',bool,this._link.config.mode); if(get.config('revive')){ if(!ui.revive&&game.me.isDead()){ ui.revive=ui.create.control('revive',ui.click.dierevive); } } else if(ui.revive){ ui.revive.close(); delete ui.revive; } } }, difficulty:{ name:'AI对人类态度', init:'normal', item:{ easy:'友好', normal:'一般', hard:'仇视', } }, choice_num:{ name:'候选武将数', init:'7', restart:true, item:{ '5':'五', '6':'六', '7':'七', '8':'八', '9':'九', '10':'十', } }, } }, versus:{ name:'对决', connect:{ update:function(config,map){ if(config.connect_versus_mode=='1v1'){ map.connect_choice_num.show(); map.connect_replace_number.show(); } else{ map.connect_choice_num.hide(); map.connect_replace_number.hide(); } if(config.connect_versus_mode=='2v2'||config.connect_versus_mode=='3v3'){ map.connect_replace_handcard.show(); } else{ map.connect_replace_handcard.hide(); } }, connect_versus_mode:{ name:'游戏模式', init:'1v1', item:{ '1v1':'1v1', '2v2':'2v2', '3v3':'3v3', '4v4':'4v4', 'guandu':'官渡', }, frequent:true }, connect_replace_handcard:{ name:'四号位保护', init:true, frequent:true, intro:'最后行动的角色起始手牌数+1' }, connect_choice_num:{ name:'侯选武将数', init:'20', frequent:true, item:{ '12':'12人', '16':'16人', '20':'20人', '24':'24人', '40':'40人', } }, connect_replace_number:{ name:'替补人数', init:'2', frequent:true, item:{ '0':'无', '1':'1人', '2':'2人', '3':'3人', '4':'4人', '5':'5人', } }, // connect_ban_weak:{ // name:'屏蔽弱将', // init:true, // restart:true, // }, // connect_ban_strong:{ // name:'屏蔽强将', // init:false, // restart:true, // }, }, config:{ update:function(config,map){ if(config.versus_mode=='four'){ map.change_choice.hide(); map.ladder.show(); if(config.ladder){ map.ladder_monthly.show(); map.ladder_reset.show(); } else{ map.ladder_monthly.hide(); map.ladder_reset.hide(); } map.enable_all.show(); map.enable_all_cards_four.show(); map.four_assign.show(); map.four_phaseswap.show(); map.expand_dialog.show(); map.fouralign.show(); } else{ map.change_choice.show(); map.ladder.hide(); map.ladder_monthly.hide(); map.ladder_reset.hide(); map.enable_all.hide(); map.enable_all_cards_four.hide(); map.four_assign.hide(); map.four_phaseswap.hide(); map.expand_dialog.hide(); map.fouralign.hide(); } if(config.versus_mode=='three'||config.versus_mode=='one'){ map.enable_all_three.show(); map.enable_all_cards.show(); } else{ map.enable_all_three.hide(); map.enable_all_cards.hide(); } if(config.versus_mode=='jiange'||config.versus_mode=='two'||config.versus_mode=='endless'|| config.versus_mode=='three'||config.versus_mode=='one'||config.versus_mode=='siguo'){ map.free_choose.show(); } else{ map.free_choose.hide(); } if(config.versus_mode=='jiange'){ map.double_character_jiange.show(); } else{ map.double_character_jiange.hide(); } if(config.versus_mode=='two'){ map.replace_handcard_two.show(); map.replace_character_two.show(); map.two_assign.show(); map.two_phaseswap.show(); } else{ map.replace_handcard_two.hide(); map.replace_character_two.hide(); map.two_assign.hide(); map.two_phaseswap.hide(); } if(config.versus_mode=='two'||config.versus_mode=='siguo'||config.versus_mode=='four'){ if(config.versus_mode=='four'&&(config.four_assign||config.four_phaseswap)){ map.change_identity.hide(); } else{ map.change_identity.show(); } } else{ map.change_identity.hide(); } if(config.versus_mode=='siguo'){ map.siguo_character.show(); } else{ map.siguo_character.hide(); } }, versus_mode:{ name:'游戏模式', init:'four', item:{ four:'对抗', three:'统率', two:'欢乐', guandu:'官渡', jiange:'剑阁', siguo:'四国', standard:'自由' // endless:'无尽', // triple:'血战', // one:'1v1', }, restart:true, frequent:true, }, ladder:{ name:'天梯模式', init:true, frequent:true, restart:true }, ladder_monthly:{ name:'每月重置天梯', init:true, frequent:true, }, enable_all:{ name:'启用全部武将', init:false, frequent:true, restart:true, }, enable_all_cards_four:{ name:'启用全部卡牌', init:false, frequent:true, restart:true, }, enable_all_three:{ name:'启用全部武将', init:false, frequent:true, restart:true, }, enable_all_cards:{ name:'启用全部卡牌', init:false, frequent:true, restart:true, }, four_assign:{ name:'代替队友选将', init:false, restart:true, }, four_phaseswap:{ name:'代替队友行动', init:false, restart:true, }, two_assign:{ name:'代替队友选将', init:false, restart:true, }, two_phaseswap:{ name:'代替队友行动', init:false, restart:true, }, free_choose:{ name:'自由选将', init:true, frequent:true, onclick:function(bool){ game.saveConfig('free_choose',bool,this._link.config.mode); if(!ui.create.cheat2) return; if(!_status.event.getParent().showConfig&&!_status.event.showConfig) return; if(!ui.cheat2&&get.config('free_choose')) ui.create.cheat2(); else if(ui.cheat2&&!get.config('free_choose')){ ui.cheat2.close(); delete ui.cheat2; } } }, fouralign:{ name:'自由选择阵型', init:false }, change_identity:{ name:'自由选择座位', init:true, onclick:function(bool){ game.saveConfig('change_identity',bool,this._link.config.mode); if(!_status.event.getParent().showConfig&&!_status.event.showConfig) return; if(_status.mode=='four'){ if(get.config('four_assign')||get.config('four_phaseswap')) return; if(bool){ if(_status.event.parent.addSetting){ _status.event.parent.addSetting(); } } else{ var seats=_status.event.parent.seatsbutton; if(seats){ while(seats.length){ seats.shift().remove(); } delete _status.event.parent.seatsbutton; } } } else{ var dialog; if(ui.cheat2&&ui.cheat2.backup) dialog=ui.cheat2.backup; else dialog=_status.event.dialog; if(!_status.brawl||!_status.brawl.noAddSetting){ if(!dialog.querySelector('table')&&get.config('change_identity')) _status.event.getParent().addSetting(dialog); else _status.event.getParent().removeSetting(dialog); } ui.update(); } } }, change_choice:{ name:'开启换将卡', init:true, onclick:function(bool){ game.saveConfig('change_choice',bool,this._link.config.mode); if(!_status.event.getParent().showConfig&&!_status.event.showConfig) return; if(!ui.cheat&&get.config('change_choice')) ui.create.cheat(); else if(ui.cheat&&!get.config('change_choice')){ ui.cheat.close(); delete ui.cheat; } }, frequent:true, }, double_character_jiange:{ name:'双将模式', init:false, frequent:true, }, replace_handcard_two:{ name:'四号位保护', init:true, frequent:true, intro:'最后行动的角色起始手牌+1' }, replace_character_two:{ name:'替补模式', init:false, frequent:true, intro:'每个额外选择一名武将,死亡后用该武将代替重新上场,替补武将用完时失败' }, expand_dialog:{ name:'默认展开选将框', intro:'选将框打开时直接显示全部武将(可能使游戏在开始时卡顿)', init:false, }, siguo_character:{ name:'专属武将出场率', init:'increase', item:{ increase:'大概率', normal:'默认概率', off:'不出现', }, frequent:true }, // ban_weak:{ // name:'屏蔽弱将', // init:true, // restart:true, // }, // ban_strong:{ // name:'屏蔽强将', // init:false, // restart:true // }, ladder_reset:{ name:'重置天梯数据', onclick:function(){ var node=this; if(node._clearing){ game.save('ladder',{ current:900, top:900, month:(new Date()).getMonth() }); ui.ladder.innerHTML='卫士五'; clearTimeout(node._clearing); node.firstChild.innerHTML='重置天梯数据'; delete node._clearing; return; } node.firstChild.innerHTML='单击以确认 (3)'; node._clearing=setTimeout(function(){ node.firstChild.innerHTML='单击以确认 (2)'; node._clearing=setTimeout(function(){ node.firstChild.innerHTML='单击以确认 (1)'; node._clearing=setTimeout(function(){ node.firstChild.innerHTML='重置天梯数据'; delete node._clearing; },1000); },1000); },1000); }, clear:true, }, } }, connect:{ name:'联机', config:{ connect_nickname:{ name:'联机昵称', input:true, frequent:true, }, connect_avatar:{ name:'联机头像', init:'caocao', item:{}, frequent:true, onclick:function(item){ game.saveConfig('connect_avatar',item); game.saveConfig('connect_avatar',item,'connect'); } }, hall_ip:{ name:'联机大厅', input:true, frequent:true, }, hall_button:{ name:'联机大厅按钮', init:true, frequent:true, onclick:function(bool){ game.saveConfig('hall_button',bool,'connect'); if(ui.hall_button){ if(bool){ ui.hall_button.style.display=''; } else{ ui.hall_button.style.display='none'; } } } }, room_button:{ name:'创建服务器按钮', init:false, frequent:true, intro:'开启后可创建一个空房间但不加入游戏', onclick:function(bool){ game.saveConfig('room_button',bool,'connect'); if(ui.connectRoom){ if(bool){ ui.connectRoom.style.display=''; } else{ ui.connectRoom.style.display='none'; } } } } } }, boss:{ name:'挑战', config:{ free_choose:{ name:'自由选将', init:true, frequent:true, onclick:function(bool){ game.saveConfig('free_choose',bool,this._link.config.mode); if(!_status.event.getParent().showConfig&&!_status.event.showConfig) return; if(!ui.cheat2&&get.config('free_choose')) ui.create.cheat2(); else if(ui.cheat2&&!get.config('free_choose')){ ui.cheat2.close(); delete ui.cheat2; } } }, change_choice:{ name:'开启换将卡', init:true, onclick:function(bool){ game.saveConfig('change_choice',bool,this._link.config.mode); if(!_status.event.getParent().showConfig&&!_status.event.showConfig) return; if(!ui.cheat&&get.config('change_choice')) ui.create.cheat(); else if(ui.cheat&&!get.config('change_choice')){ ui.cheat.close(); delete ui.cheat; } }, frequent:true, }, single_control:{ name:'单人控制', init:true, frequent:true, onclick:function(bool){ game.saveConfig('single_control',bool,this._link.config.mode); if(ui.single_swap&&game.me!=game.boss){ if(bool){ ui.single_swap.style.display='none'; } else{ ui.single_swap.style.display=''; } } }, intro:'只控制一名角色,其他角色由AI控制' }, // ban_weak:{ // name:'屏蔽弱将', // init:true, // restart:true, // }, // ban_strong:{ // name:'屏蔽强将', // init:false, // restart:true, // }, } }, doudizhu:{ name:'斗地主', connect:{ update:function(config,map){ if(config.connect_doudizhu_mode=='kaihei'||config.connect_doudizhu_mode=='huanle'){ map.connect_double_character.hide(); } else{ map.connect_double_character.show(); } }, connect_doudizhu_mode:{ name:'游戏模式', init:'normal', item:{ normal:'休闲', kaihei:'开黑', huanle:'欢乐', }, restart:true, frequent:true, }, connect_double_character:{ name:'双将模式', init:false, frequent:true, restart:true, }, connect_change_card:{ name:'启用手气卡', init:false, frequent:true, restart:true, }, }, config:{ update:function(config,map){ if(config.doudizhu_mode=='kaihei'||config.doudizhu_mode=='huanle'){ map.double_character.hide(); } else{ map.double_character.show(); } if(config.double_character&&config.doudizhu_mode!='kaihei'&&config.doudizhu_mode!='huanle'){ map.double_hp.show(); } else{ map.double_hp.hide(); } }, doudizhu_mode:{ name:'游戏模式', init:'normal', item:{ normal:'休闲', kaihei:'开黑', huanle:'欢乐', }, restart:true, frequent:true, }, double_character:{ name:'双将模式', init:false, frequent:true, restart:true, }, double_hp:{ name:'双将体力上限', init:'pingjun', item:{ hejiansan:'和减三', pingjun:'平均值', zuidazhi:'最大值', zuixiaozhi:'最小值', zonghe:'相加', }, restart:true, }, free_choose:{ name:'自由选将', init:true, onclick:function(bool){ game.saveConfig('free_choose',bool,this._link.config.mode); if(!_status.event.getParent().showConfig&&!_status.event.showConfig) return; if(!ui.cheat2&&get.config('free_choose')) ui.create.cheat2(); else if(ui.cheat2&&!get.config('free_choose')){ ui.cheat2.close(); delete ui.cheat2; } } }, change_identity:{ name:'自由选择身份和座位', init:true, onclick:function(bool){ game.saveConfig('change_identity',bool,this._link.config.mode); if(!_status.event.getParent().showConfig&&!_status.event.showConfig) return; var dialog; if(ui.cheat2&&ui.cheat2.backup) dialog=ui.cheat2.backup; else dialog=_status.event.dialog; if(!_status.brawl||!_status.brawl.noAddSetting){ if(!dialog.querySelector('table')&&get.config('change_identity')) _status.event.getParent().addSetting(dialog); else _status.event.getParent().removeSetting(dialog); } ui.update(); } }, change_choice:{ name:'开启换将卡', init:true, onclick:function(bool){ game.saveConfig('change_choice',bool,this._link.config.mode); if(!_status.event.getParent().showConfig&&!_status.event.showConfig) return; if(!ui.cheat&&get.config('change_choice')) ui.create.cheat(); else if(ui.cheat&&!get.config('change_choice')){ ui.cheat.close(); delete ui.cheat; } } }, change_card:{ name:'开启手气卡', init:'disabled', item:{ disabled:'禁用', once:'一次', twice:'两次', unlimited:'无限', }, }, continue_game:{ name:'显示再战', init:false, onclick:function(bool){ game.saveConfig('continue_game',bool,this._link.config.mode); if(get.config('continue_game')){ if(!ui.continue_game&&_status.over&&!_status.brawl){ ui.continue_game=ui.create.control('再战',game.reloadCurrent); } } else if(ui.continue_game){ ui.continue_game.close(); delete ui.continue_game; } }, intro:'游戏结束后可选择用相同的武将再进行一局游戏' }, dierestart:{ name:'死亡后显示重来', init:true, onclick:function(bool){ game.saveConfig('dierestart',bool,this._link.config.mode); if(get.config('dierestart')){ if(!ui.restart&&game.me.isDead()&&!_status.connectMode){ ui.restart=ui.create.control('restart',game.reload); } } else if(ui.restart){ ui.restart.close(); delete ui.restart; } } }, revive:{ name:'死亡后显示复活', init:false, onclick:function(bool){ game.saveConfig('revive',bool,this._link.config.mode); if(get.config('revive')){ if(!ui.revive&&game.me.isDead()){ ui.revive=ui.create.control('revive',ui.click.dierevive); } } else if(ui.revive){ ui.revive.close(); delete ui.revive; } } }, choice_zhu:{ name:'地主候选武将数', init:'3', restart:true, item:{ '3':'三', '4':'四', '5':'五', '6':'六', '8':'八', '10':'十', }, }, choice_fan:{ name:'农民候选武将数', init:'3', restart:true, item:{ '3':'三', '4':'四', '5':'五', '6':'六', '8':'八', '10':'十', }, }, } }, single:{ name:'单挑', connect:{ connect_single_mode:{ name:'游戏模式', init:'normal', item:{ normal:'新1v1', dianjiang:'点将单挑', changban:'血战长坂坡', }, restart:true, frequent:true, }, update:function(config,map){}, }, config:{ single_mode:{ name:'游戏模式', init:'normal', item:{ normal:'新1v1', dianjiang:'点将单挑', changban:'血战长坂坡', }, restart:true, frequent:true, }, update:function(config,map){ }, } }, chess:{ name:'战棋', config:{ chess_mode:{ name:'游戏模式', init:'combat', item:{ combat:'自由', three:'统率', leader:'君主', }, restart:true, frequent:true, }, update:function(config,map){ if(config.chess_mode=='leader'){ map.chess_leader_save.show(); map.chess_leader_clear.show(); map.chess_leader_allcharacter.show(); map.chess_character.hide(); } else{ map.chess_leader_save.hide(); map.chess_leader_clear.hide(); map.chess_leader_allcharacter.hide(); map.chess_character.show(); } if(config.chess_mode=='combat'){ // map.battle_number.show(); // map.chess_ordered.show(); map.free_choose.show(); map.change_choice.show(); } else{ // map.battle_number.hide(); // map.chess_ordered.hide(); map.free_choose.hide(); map.change_choice.hide(); } // if(config.chess_mode!='leader'){ // map.ban_weak.show(); // map.ban_strong.show(); // } // else{ // map.ban_weak.hide(); // map.ban_strong.hide(); // } }, chess_leader_save:{ name:'选择历程', init:'save1', item:{ save1:'一', save2:'二', save3:'三', save4:'四', save5:'五', }, restart:true, frequent:true, }, chess_leader_allcharacter:{ name:'启用全部角色', init:true, onclick:function(bool){ if(confirm('调整该设置将清除所有进度,是否继续?')){ for(var i=1;i<6;i++) game.save('save'+i,null,'chess'); game.saveConfig('chess_leader_allcharacter',bool,'chess') if(get.mode()=='chess') game.reload(); return; } else this.classList.toggle('on'); }, }, chess_leader_clear:{ name:'清除进度', onclick:function(){ var node=this; if(node._clearing){ for(var i=1;i<6;i++) game.save('save'+i,null,'chess'); game.reload(); return; } node._clearing=true; node.firstChild.innerHTML='单击以确认 (3)'; setTimeout(function(){ node.firstChild.innerHTML='单击以确认 (2)'; setTimeout(function(){ node.firstChild.innerHTML='单击以确认 (1)'; setTimeout(function(){ node.firstChild.innerHTML='清除进度'; delete node._clearing; },1000); },1000); },1000); }, clear:true, frequent:true, }, // chess_treasure:{ // name:'战场机关', // init:'0', // frequent:true, // item:{ // '0':'关闭', // '0.1':'较少出现', // '0.2':'偶尔出现', // '0.333':'时常出现', // '0.5':'频繁出现', // } // }, chess_obstacle:{ name:'随机路障', init:'0.2', item:{ '0':'关闭', '0.2':'少量', '0.333':'中量', '0.5':'大量', }, frequent:true, }, show_range:{ name:'显示卡牌范围', init:true, }, show_distance:{ name:'显示距离', init:true, }, chess_character:{ name:'战棋武将', init:true, frequent:true, }, chess_card:{ name:'战棋卡牌', init:true, frequent:true, }, free_choose:{ name:'自由选将', init:true, onclick:function(bool){ game.saveConfig('free_choose',bool,this._link.config.mode); if(!_status.event.getParent().showConfig&&!_status.event.showConfig) return; if(!ui.cheat2&&get.config('free_choose')) ui.create.cheat2(); else if(ui.cheat2&&!get.config('free_choose')){ ui.cheat2.close(); delete ui.cheat2; } }, }, change_choice:{ name:'开启换将卡', init:true, onclick:function(bool){ game.saveConfig('change_choice',bool,this._link.config.mode); if(!_status.event.getParent().showConfig&&!_status.event.showConfig) return; if(!ui.cheat&&get.config('change_choice')) ui.create.cheat(); else if(ui.cheat&&!get.config('change_choice')){ ui.cheat.close(); delete ui.cheat; } }, }, // ban_weak:{ // name:'屏蔽弱将', // init:true, // restart:true, // }, // ban_strong:{ // name:'屏蔽强将', // init:false, // restart:true, // }, chessscroll_speed:{ name:'边缘滚动速度', init:'20', intro:'鼠标移至屏幕边缘时自动滚屏', item:{ '0':'不滚动', '10':'10格/秒', '20':'20格/秒', '30':'30格/秒', } }, } }, tafang:{ name:'塔防', config:{ tafang_turn:{ name:'游戏胜利', init:'10', frequent:true, item:{ '10':'十回合', '20':'二十回合', '30':'三十回合', '1000':'无限', } }, // tafang_size:{ // name:'战场大小', // init:'9', // frequent:true, // item:{ // '6':'小', // '9':'中', // '12':'大', // } // }, tafang_difficulty:{ name:'战斗难度', init:'2', frequent:true, item:{ '1':'简单', '2':'普通', '3':'困难', } }, show_range:{ name:'显示卡牌范围', init:true, }, show_distance:{ name:'显示距离', init:true, }, // ban_weak:{ // name:'屏蔽弱将', // init:true, // restart:true, // }, // ban_strong:{ // name:'屏蔽强将', // init:false, // restart:true, // }, chessscroll_speed:{ name:'边缘滚动速度', intro:'鼠标移至屏幕边缘时自动滚屏', init:'20', item:{ '0':'不滚动', '10':'10格/秒', '20':'20格/秒', '30':'30格/秒', } }, } }, brawl:{ name:'乱斗', config:{ huanhuazhizhan:{ name:'幻化之战', init:true, frequent:true }, duzhansanguo:{ name:'毒战三国', init:true, frequent:true }, daozhiyueying:{ name:'导师月英', init:true, frequent:true }, weiwoduzun:{ name:'唯我独尊', init:true, frequent:true }, tongxingzhizheng:{ name:'同姓之争', init:true, frequent:true }, tongqueduopao:{ name:'铜雀夺袍', init:true, frequent:true }, tongjiangmoshi:{ name:'同将模式', init:true, frequent:true }, baiyidujiang:{ name:'白衣渡江', init:true, frequent:true }, qianlidanji:{ name:'千里单骑', init:true, frequent:true }, liangjunduilei:{ name:'两军对垒', init:true, frequent:true }, scene:{ name:'创建场景', init:true, frequent:true } } }, stone:{ name:'炉石', config:{ // update:function(config,map){ // if(config.stone_mode=='deck'){ // // map.deck_length.show(); // // map.deck_repeat.show(); // map.random_length.hide(); // map.skill_bar.show(); // } // else{ // // map.deck_length.hide(); // // map.deck_repeat.hide(); // map.random_length.show(); // map.skill_bar.hide(); // } // }, // stone_mode:{ // name:'游戏模式', // init:'deck', // item:{ // deck:'构筑', // random:'随机' // }, // restart:true, // frequent:true, // }, // deck_length:{ // name:'卡组长度', // init:'30', // item:{ // '30':'30张', // '50':'50张', // '80':'80张', // }, // frequent:true, // }, // deck_repeat:{ // name:'重复卡牌', // init:'2', // item:{ // '2':'2张', // '3':'3张', // '5':'5张', // '80':'无限', // }, // frequent:true, // }, // random_length:{ // name:'随从牌数量', // init:'1/80', // item:{ // '1/120':'少', // '1/80':'中', // '1/50':'多', // }, // frequent:true, // }, battle_number:{ name:'出场人数', init:'1', frequent:true, item:{ '1':'一人', '2':'两人', '3':'三人', '4':'四人', '6':'六人', '8':'八人', '10':'十人', }, onclick:function(num){ game.saveConfig('battle_number',num,this._link.config.mode); if(_status.connectMode) return; if(!_status.event.getParent().showConfig&&!_status.event.showConfig) return; if(_status.event.getParent().changeDialog){ _status.event.getParent().changeDialog(); } }, }, mana_mode:{ name:'行动值变化', init:'inc', item:{ inf:'涨落', inc:'递增' }, frequent:true }, skill_bar:{ name:'怒气值', init:true, frequent:true, restart:true, }, double_character:{ name:'双将模式', init:false, frequent:true, restart:function(){ return _status.event.getParent().name!='chooseCharacter'||_status.event.name!='chooseButton'; } }, free_choose:{ name:'自由选将', init:true, onclick:function(bool){ game.saveConfig('free_choose',bool,this._link.config.mode); if(_status.connectMode) return; if(!_status.event.getParent().showConfig&&!_status.event.showConfig) return; if(!ui.cheat2&&get.config('free_choose')) ui.create.cheat2(); else if(ui.cheat2&&!get.config('free_choose')){ ui.cheat2.close(); delete ui.cheat2; } }, }, change_choice:{ name:'开启换将卡', init:true, onclick:function(bool){ game.saveConfig('change_choice',bool,this._link.config.mode); if(_status.connectMode) return; if(!_status.event.getParent().showConfig&&!_status.event.showConfig) return; if(!ui.cheat&&get.config('change_choice')) ui.create.cheat(); else if(ui.cheat&&!get.config('change_choice')){ ui.cheat.close(); delete ui.cheat; } }, }, // ban_weak:{ // name:'屏蔽弱将', // init:true, // restart:true, // }, // ban_strong:{ // name:'屏蔽强将', // init:false, // restart:true, // }, } }, }, status:{ running:false, canvas:false, time:0, reload:0, delayed:0, frameId:0, videoId:0, globalId:0, }, help:{ '游戏操作':'
  • 长按/鼠标悬停/右键单击显示信息
  • 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
  • 键盘快捷键
    '+ '
    A切换托管
    W切换不询问无懈
    空格暂停
  • 编辑牌堆
    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
', '游戏命令':'
变量名
  • 场上角色
    game.players
  • 阵亡角色
    game.dead'+ '
  • 玩家
    game.me
  • 玩家的上/下家
    game.me.previous/next'+ '
  • 玩家的上/下家(含阵亡)
    game.me.previousSeat/
    nextSeat'+ '
  • 牌堆
    ui.cardPile
  • 弃牌堆
    ui.discardPile
'+ '
角色属性
  • 体力值
    player.hp'+ '
  • 体力上限
    player.maxHp
  • 身份
    player.identity
  • 手牌
    player.getCards("h")
  • 装备牌
    player.getCards("e")
  • 判定牌
    player.getCards("j")'+ '
  • 是否存活/横置/翻面
    player.isAlive()/
    isLinked()/
    isTurnedOver()
'+ '
角色操作
  • 受到伤害
    player.damage(source,
    num)'+ '
  • 回复体力
    player.recover(num)
  • 摸牌
    player.draw(num)
  • 获得牌
    player.gain(cards)
  • 弃牌
    player.discard(cards)'+ '
  • 使用卡牌
    player.useCard(card,
    targets)
  • 死亡
    player.die()
  • 复活
    player.revive(hp)
'+ '
游戏操作
  • 在命令框中输出结果
    game.print(str)
  • 清除命令框中的内容
    cls
  • 上一条/下一条输入的内容
    up/down
  • 游戏结束
    game.over(bool)'+ '
  • 角色资料
    lib.character
  • 卡牌资料
    lib.card
', '游戏名词':'
  • 护甲:和体力类似,每点护甲可抵挡一点伤害,但不影响手牌上限'+ '
  • 随从:通过技能获得,拥有独立的技能、手牌区和装备区(共享判定区),出场时替代主武将的位置;随从死亡时自动切换回主武将'+ '
  • 发现:从三张随机亮出的牌中选择一张,若无特殊说明,则获得此牌'+ '
  • 蓄力技:发动时可以增大黄色的数字。若如此做,红色数字于技能的结算过程中改为原来的两倍' }, setIntro:function(node,func,left){ if(lib.config.touchscreen){ if(left){ node.listen(ui.click.touchintro); } else{ lib.setLongPress(node,ui.click.intro); } } else{ if(left){ node.listen(ui.click.intro); } if(lib.config.hover_all){ lib.setHover(node,ui.click.hoverplayer); } if(lib.config.right_info){ node.oncontextmenu=ui.click.rightplayer; } } // if(!left){ // lib.setPressure(node,ui.click.rightpressure); // } if(func){ node._customintro=func; } }, // setPressure:function(node,func){ // if(window.Pressure){ // window.Pressure.set(node,{change: func}, {polyfill: false}); // } // }, setPopped:function(node,func,width,height,forceclick,paused2){ node._poppedfunc=func; node._poppedwidth=width; node._poppedheight=height; if(forceclick){ node.forceclick=true; } if(lib.config.touchscreen||forceclick){ node.listen(ui.click.hoverpopped); } else{ node.addEventListener('mouseenter',ui.click.hoverpopped); // node.addEventListener('mouseleave',ui.click.hoverpopped_leave); } if(paused2){ node._paused2=true; } }, placePoppedDialog:function(dialog,e){ if(dialog._place_text){ if(dialog._place_text.firstChild.offsetWidth>=190|| dialog._place_text.firstChild.offsetHeight>=30){ dialog._place_text.style.textAlign='left'; dialog._place_text.style.marginLeft='14px'; } } if(e.touches&&e.touches[0]){ e=e.touches[0]; } var height=Math.min(ui.window.offsetHeight-20,dialog.content.scrollHeight); if(dialog._mod_height){ height+=dialog._mod_height; } dialog.style.height=height+'px'; if(e.clientX/game.documentZoomui.window.offsetHeight){ idealtop=ui.window.offsetHeight-10-dialog.offsetHeight; } dialog.style.top=idealtop+'px'; }, setHover:function(node,func,hoveration,width){ node._hoverfunc=func; if(typeof hoveration=='number'){ node._hoveration=hoveration; } if(typeof width=='number'){ node._hoverwidth=width } node.addEventListener('mouseenter',ui.click.mouseenter); node.addEventListener('mouseleave',ui.click.mouseleave); node.addEventListener('mousedown',ui.click.mousedown); node.addEventListener('mousemove',ui.click.mousemove); return node; }, setScroll:function(node){ node.ontouchstart=ui.click.touchStart; node.ontouchmove=ui.click.touchScroll; node.style.WebkitOverflowScrolling='touch'; return node; }, setMousewheel:function(node){ if(lib.config.mousewheel) node.onmousewheel=ui.click.mousewheel; }, setLongPress:function(node,func){ node.addEventListener('touchstart',ui.click.longpressdown); node.addEventListener('touchend',ui.click.longpresscancel); node._longpresscallback=func; return node; }, updateCanvas:function(time){ if(lib.canvasUpdates.length===0){ lib.status.canvas=false; return false; } ui.canvas.width=ui.arena.offsetWidth; ui.canvas.height=ui.arena.offsetHeight; var ctx=ui.ctx; ctx.shadowBlur=5; ctx.shadowColor='rgba(0,0,0,0.3)'; ctx.strokeStyle='white'; // ctx.lineCap='round'; ctx.lineWidth=3; ctx.save(); for(var i=0;i0) top+='+ '+position[1]+'px)'; else top+='- '+Math.abs(position[1])+'px)'; var left='calc('+position[2]+'% '; if(position[3]>0) left+='+ '+position[3]+'px)'; else left+='- '+Math.abs(position[3])+'px)'; this.style.top=top; this.style.left=left; return this; }; HTMLDivElement.prototype.css=function(style){ for(var i in style){ if(i=='innerHTML'){ this.innerHTML=style[i]; } else{ this.style[i]=style[i]; } } return this; }; HTMLTableElement.prototype.get=function(row,col){ if(rowthis.length){ num=this.length; } var arr=this.slice(0); var list=[]; for(var i=0;i.dialog.popped:not(.static)'); for(var i=0;i.framebg,#window #arena.long.mobile:not(.fewplayer) .player[data-position="0"]>.framebg{display:block;background-image:url("'+lib.assetURL+'theme/style/player/'+bstyle+'1.png")}',0); ui.css.border_stylesheet.sheet.insertRule('#window #arena.long:not(.fewplayer) .player>.framebg, #arena.oldlayout .player>.framebg{background-image:url("'+lib.assetURL+'theme/style/player/'+bstyle+'3.png")}',0); ui.css.border_stylesheet.sheet.insertRule('.player>.count{z-index: 3 !important;border-radius: 2px !important;text-align: center !important;}',0); } if(lib.config.control_style&&lib.config.control_style!='default'&&lib.config.control_style!='custom'){ var str=''; switch(lib.config.control_style){ case 'wood':str='url("'+lib.assetURL+'theme/woodden/wood.jpg")';break; case 'music':str='linear-gradient(#4b4b4b, #464646);color:white;text-shadow:black 0 0 2px';break; case 'simple':str='linear-gradient(rgba(0,0,0,0.4), rgba(0,0,0,0.4));color:white;text-shadow:black 0 0 2px';break; } if(lib.config.control_style=='wood'){ ui.css.control_stylesheet=lib.init.sheet('#window .control,#window .menubutton,#window #system>div>div,#window #system>div>.pressdown2{background-image:'+str+'}'); } else{ ui.css.control_stylesheet=lib.init.sheet('#window .control,.menubutton:not(.active):not(.highlight):not(.red):not(.blue),#window #system>div>div{background-image:'+str+'}'); } } if(lib.config.menu_style&&lib.config.menu_style!='default'&&lib.config.menu_style!='custom'){ var str=''; switch(lib.config.menu_style){ case 'wood':str='url("'+lib.assetURL+'theme/woodden/wood2.png")';break; case 'music':str='linear-gradient(#4b4b4b, #464646);color:white;text-shadow:black 0 0 2px';break; case 'simple':str='linear-gradient(rgba(0,0,0,0.4), rgba(0,0,0,0.4));color:white;text-shadow:black 0 0 2px';break; } ui.css.menu_stylesheet=lib.init.sheet('html #window>.dialog.popped,html .menu,html .menubg{background-image:'+str+'}'); } lib.config.duration=500; if(!lib.config.touchscreen){ document.addEventListener('mousewheel',ui.click.windowmousewheel,{passive:true}); document.addEventListener('mousemove',ui.click.windowmousemove); document.addEventListener('mousedown',ui.click.windowmousedown); document.addEventListener('mouseup',ui.click.windowmouseup); document.addEventListener('contextmenu',ui.click.right); } else{ document.addEventListener('touchstart',ui.click.touchconfirm); document.addEventListener('touchstart',ui.click.windowtouchstart); document.addEventListener('touchend',ui.click.windowtouchend); document.addEventListener('touchmove',ui.click.windowtouchmove); } }; var proceed2=function(){ if(config3){ proceed(config3); } else{ config3=true; } }; ui.css={menu:lib.init.css(lib.assetURL+'layout/default','menu',function(){ ui.css.default=lib.init.css(lib.assetURL+'layout/default','layout'); proceed2(); })}; if(lib.device){ lib.init.cordovaReady=function(){ if(lib.device=='android'){ document.addEventListener("pause", function(){ if(!_status.paused2&&!_status.event.isMine()){ ui.click.pause(); } if(ui.backgroundMusic){ ui.backgroundMusic.pause(); } }); document.addEventListener("resume", function(){ if(ui.backgroundMusic){ ui.backgroundMusic.play(); } }); document.addEventListener("backbutton", function(){ if(ui.arena&&ui.arena.classList.contains('menupaused')){ if(window.saveNonameInput){ window.saveNonameInput(); } else{ ui.click.configMenu(); } } else if(lib.config.confirm_exit){ navigator.notification.confirm( '是否退出游戏?', function(index){ switch(index){ case 2:game.saveConfig('null');game.reload();break; case 3:navigator.app.exitApp();break; } }, '确认退出', ['取消','重新开始','退出'] ); } else{ navigator.app.exitApp(); } }); } game.download=function(url,folder,onsuccess,onerror,dev,onprogress){ if(url.indexOf('http')!=0){ url=get.url(dev)+url; } var fileTransfer = new FileTransfer(); folder=lib.assetURL+folder; if(onprogress){ fileTransfer.onprogress=function(progressEvent){ onprogress(progressEvent.loaded,progressEvent.total); }; } lib.config.brokenFile.add(folder); game.saveConfigValue('brokenFile'); fileTransfer.download(encodeURI(url),encodeURI(folder),function(){ lib.config.brokenFile.remove(folder); game.saveConfigValue('brokenFile'); if(onsuccess){ onsuccess(); } },onerror); }; game.readFile=function(filename,callback,onerror){ window.resolveLocalFileSystemURL(lib.assetURL,function(entry){ entry.getFile(filename,{},function(fileEntry){ fileEntry.file(function(fileToLoad){ var fileReader = new FileReader(); fileReader.onload = function(e){ callback(e.target.result); }; fileReader.readAsArrayBuffer(fileToLoad, "UTF-8"); },onerror); },onerror); },onerror); }; game.writeFile=function(data,path,name,callback){ game.ensureDirectory(path,function(){}); if(Object.prototype.toString.call(data)=='[object File]'){ var fileReader = new FileReader(); fileReader.onload = function(e){ game.writeFile(e.target.result,path,name,callback); }; fileReader.readAsArrayBuffer(data, "UTF-8"); } else{ window.resolveLocalFileSystemURL(lib.assetURL+path,function(entry){ entry.getFile(name,{create:true},function(fileEntry){ fileEntry.createWriter(function(fileWriter){ fileWriter.onwriteend=callback; fileWriter.write(data); }); }); }); } }; game.removeFile=function(dir,callback){ window.resolveLocalFileSystemURL(lib.assetURL,function(entry){ entry.getFile(dir,{},function(fileEntry){ fileEntry.remove(); if(callback){ callback(); } }); }); }; game.getFileList=function(dir,callback){ var files=[],folders=[]; window.resolveLocalFileSystemURL(lib.assetURL+dir,function(entry){ var dirReader=entry.createReader(); var entries=[]; var readEntries=function(){ dirReader.readEntries(function(results){ if(!results.length){ entries.sort(); for(var i=0;i 10 || Math.abs(e.touches[0].clientY/game.documentZoom - this.startY) > 10) { _status.dragged=true; } }); } if(lib.config.image_background.indexOf('custom_')==0){ ui.background.style.backgroundImage="none"; game.getDB('image',lib.config.image_background,function(fileToLoad){ if(!fileToLoad) return; var fileReader = new FileReader(); fileReader.onload = function(fileLoadedEvent) { var data = fileLoadedEvent.target.result; ui.background.style.backgroundImage='url('+data+')'; if(lib.config.image_background_blur){ ui.background.style.filter='blur(8px)'; ui.background.style.webkitFilter='blur(8px)'; ui.background.style.transform='scale(1.05)'; } }; fileReader.readAsDataURL(fileToLoad, "UTF-8"); }); } if(lib.config.card_style=='custom'){ game.getDB('image','card_style',function(fileToLoad){ if(!fileToLoad) return; var fileReader = new FileReader(); fileReader.onload = function(fileLoadedEvent){ if(ui.css.card_stylesheet){ ui.css.card_stylesheet.remove(); } ui.css.card_stylesheet=lib.init.sheet('.card:not(*:empty){background-image:url('+fileLoadedEvent.target.result+')}'); }; fileReader.readAsDataURL(fileToLoad, "UTF-8"); }); } if(lib.config.cardback_style=='custom'){ game.getDB('image','cardback_style',function(fileToLoad){ if(!fileToLoad) return; var fileReader = new FileReader(); fileReader.onload = function(fileLoadedEvent){ if(ui.css.cardback_stylesheet){ ui.css.cardback_stylesheet.remove(); } ui.css.cardback_stylesheet=lib.init.sheet('.card:empty,.card.infohidden{background-image:url('+fileLoadedEvent.target.result+')}'); }; fileReader.readAsDataURL(fileToLoad, "UTF-8"); }); game.getDB('image','cardback_style2',function(fileToLoad){ if(!fileToLoad) return; var fileReader = new FileReader(); fileReader.onload = function(fileLoadedEvent){ if(ui.css.cardback_stylesheet2){ ui.css.cardback_stylesheet2.remove(); } ui.css.cardback_stylesheet2=lib.init.sheet('.card.infohidden:not(.infoflip){background-image:url('+fileLoadedEvent.target.result+')}'); }; fileReader.readAsDataURL(fileToLoad, "UTF-8"); }); } if(lib.config.hp_style=='custom'){ game.getDB('image','hp_style1',function(fileToLoad){ if(!fileToLoad) return; var fileReader = new FileReader(); fileReader.onload = function(fileLoadedEvent){ if(ui.css.hp_stylesheet1){ ui.css.hp_stylesheet1.remove(); } ui.css.hp_stylesheet1=lib.init.sheet('.hp:not(.text):not(.actcount)[data-condition="high"]>div:not(.lost){background-image:url('+fileLoadedEvent.target.result+')}'); }; fileReader.readAsDataURL(fileToLoad, "UTF-8"); }); game.getDB('image','hp_style2',function(fileToLoad){ if(!fileToLoad) return; var fileReader = new FileReader(); fileReader.onload = function(fileLoadedEvent){ if(ui.css.hp_stylesheet2){ ui.css.hp_stylesheet2.remove(); } ui.css.hp_stylesheet2=lib.init.sheet('.hp:not(.text):not(.actcount)[data-condition="mid"]>div:not(.lost){background-image:url('+fileLoadedEvent.target.result+')}'); }; fileReader.readAsDataURL(fileToLoad, "UTF-8"); }); game.getDB('image','hp_style3',function(fileToLoad){ if(!fileToLoad) return; var fileReader = new FileReader(); fileReader.onload = function(fileLoadedEvent){ if(ui.css.hp_stylesheet3){ ui.css.hp_stylesheet3.remove(); } ui.css.hp_stylesheet3=lib.init.sheet('.hp:not(.text):not(.actcount)[data-condition="low"]>div:not(.lost){background-image:url('+fileLoadedEvent.target.result+')}'); }; fileReader.readAsDataURL(fileToLoad, "UTF-8"); }); game.getDB('image','hp_style4',function(fileToLoad){ if(!fileToLoad) return; var fileReader = new FileReader(); fileReader.onload = function(fileLoadedEvent){ if(ui.css.hp_stylesheet4){ ui.css.hp_stylesheet4.remove(); } ui.css.hp_stylesheet4=lib.init.sheet('.hp:not(.text):not(.actcount)>.lost{background-image:url('+fileLoadedEvent.target.result+')}'); }; fileReader.readAsDataURL(fileToLoad, "UTF-8"); }); } if(lib.config.player_style=='custom'){ ui.css.player_stylesheet=lib.init.sheet('#window .player{background-image:none;background-size:100% 100%;}'); game.getDB('image','player_style',function(fileToLoad){ if(!fileToLoad) return; var fileReader = new FileReader(); fileReader.onload = function(fileLoadedEvent){ if(ui.css.player_stylesheet){ ui.css.player_stylesheet.remove(); } ui.css.player_stylesheet=lib.init.sheet('#window .player{background-image:url("'+fileLoadedEvent.target.result+'");background-size:100% 100%;}'); }; fileReader.readAsDataURL(fileToLoad, "UTF-8"); }); } if(lib.config.border_style=='custom'){ game.getDB('image','border_style',function(fileToLoad){ if(!fileToLoad) return; var fileReader = new FileReader(); fileReader.onload = function(fileLoadedEvent){ if(ui.css.border_stylesheet){ ui.css.border_stylesheet.remove(); } ui.css.border_stylesheet=lib.init.sheet(); ui.css.border_stylesheet.sheet.insertRule('#window .player>.framebg{display:block;background-image:url("'+fileLoadedEvent.target.result+'")}',0); ui.css.border_stylesheet.sheet.insertRule('.player>.count{z-index: 3 !important;border-radius: 2px !important;text-align: center !important;}',0); }; fileReader.readAsDataURL(fileToLoad, "UTF-8"); }); } if(lib.config.control_style=='custom'){ game.getDB('image','control_style',function(fileToLoad){ if(!fileToLoad) return; var fileReader = new FileReader(); fileReader.onload = function(fileLoadedEvent){ if(ui.css.control_stylesheet){ ui.css.control_stylesheet.remove(); } ui.css.control_stylesheet=lib.init.sheet('#window .control,.menubutton:not(.active):not(.highlight):not(.red):not(.blue),#window #system>div>div{background-image:url("'+fileLoadedEvent.target.result+'")}'); }; fileReader.readAsDataURL(fileToLoad, "UTF-8"); }); } if(lib.config.menu_style=='custom'){ game.getDB('image','menu_style',function(fileToLoad){ if(!fileToLoad) return; var fileReader = new FileReader(); fileReader.onload = function(fileLoadedEvent){ if(ui.css.menu_stylesheet){ ui.css.menu_stylesheet.remove(); } ui.css.menu_stylesheet=lib.init.sheet('html #window>.dialog.popped,html .menu,html .menubg{background-image:url("'+fileLoadedEvent.target.result+'");background-size:cover}'); }; fileReader.readAsDataURL(fileToLoad, "UTF-8"); }); } var proceed2=function(){ var mode=lib.imported.mode; var card=lib.imported.card; var character=lib.imported.character; var play=lib.imported.play; delete window.game; var i,j,k; for(i in mode[lib.config.mode].element){ if(!lib.element[i]) lib.element[i]=[]; for(j in mode[lib.config.mode].element[i]){ if(j=='init'){ if(!lib.element[i].inits) lib.element[i].inits=[]; lib.element[i].inits.push(mode[lib.config.mode].element[i][j]); } else{ lib.element[i][j]=mode[lib.config.mode].element[i][j]; } } } for(i in mode[lib.config.mode].ai){ if(typeof mode[lib.config.mode].ai[i]=='object'){ if(ai[i]==undefined) ai[i]={}; for(j in mode[lib.config.mode].ai[i]){ ai[i][j]=mode[lib.config.mode].ai[i][j]; } } else{ ai[i]=mode[lib.config.mode].ai[i]; } } for(i in mode[lib.config.mode].ui){ if(typeof mode[lib.config.mode].ui[i]=='object'){ if(ui[i]==undefined) ui[i]={}; for(j in mode[lib.config.mode].ui[i]){ ui[i][j]=mode[lib.config.mode].ui[i][j]; } } else{ ui[i]=mode[lib.config.mode].ui[i]; } } for(i in mode[lib.config.mode].game){ game[i]=mode[lib.config.mode].game[i]; } for(i in mode[lib.config.mode].get){ get[i]=mode[lib.config.mode].get[i]; } lib.init.start=mode[lib.config.mode].start; lib.init.startBefore=mode[lib.config.mode].startBefore; if(game.onwash){ lib.onwash.push(game.onwash); delete game.onwash; } if(game.onover){ lib.onover.push(game.onover); delete game.onover; } lib.config.banned=lib.config[lib.config.mode+'_banned']||[]; lib.config.bannedcards=lib.config[lib.config.mode+'_bannedcards']||[]; lib.rank=window.noname_character_rank; delete window.noname_character_rank; for(i in mode[lib.config.mode]){ if(i=='element') continue; if(i=='game') continue; if(i=='ai') continue; if(i=='ui') continue; if(i=='get') continue; if(i=='config') continue; if(i=='onreinit') continue; if(i=='start') continue; if(i=='startBefore') continue; if(lib[i]==undefined) lib[i]=(Array.isArray(mode[lib.config.mode][i]))?[]:{}; for(j in mode[lib.config.mode][i]){ lib[i][j]=mode[lib.config.mode][i][j]; } } if(typeof mode[lib.config.mode].init=='function'){ mode[lib.config.mode].init(); } var connectCharacterPack=[]; var connectCardPack=[]; for(i in character){ if(character[i].character){ lib.characterPack[i]=character[i].character } for(j in character[i]){ if(j=='mode'||j=='forbid') continue; if(j=='connect'){ connectCharacterPack.push(i); continue; } if(j=='character'&&!lib.config.characters.contains(i)&&lib.config.mode!='connect'){ if(lib.config.mode=='chess'&&get.config('chess_mode')=='leader'&&get.config('chess_leader_allcharacter')){ for(k in character[i][j]){ lib.hiddenCharacters.push(k); } } else if(lib.config.mode!='boss'||i!='boss'){ continue; } } if(Array.isArray(lib[j])&&Array.isArray(character[i][j])){ lib[j].addArray(character[i][j]); continue; } for(k in character[i][j]){ if(j=='character'){ if(!character[i][j][k][4]){ character[i][j][k][4]=[]; } if(character[i][j][k][4].contains('boss')|| character[i][j][k][4].contains('hiddenboss')){ lib.config.forbidai.add(k); } if(lib.config.forbidai_user&&lib.config.forbidai_user.contains(k)){ lib.config.forbidai.add(k); } for(var l=0;l.name,#arena .button.character>.name {font-family: '+(lib.config.name_font||'xinwei')+',xinwei}',0); ui.css.styles.sheet.insertRule('#arena .player .identity>div {font-family: '+(lib.config.identity_font||'huangcao')+',xinwei}',0); ui.css.styles.sheet.insertRule('.button.character.newstyle>.identity {font-family: '+(lib.config.identity_font||'huangcao')+',xinwei}',0); if(lib.config.cardtext_font&&lib.config.cardtext_font!='default'){ ui.css.styles.sheet.insertRule('.card div:not(.info):not(.background) {font-family: '+lib.config.cardtext_font+';}',0); } if(lib.config.global_font&&lib.config.global_font!='default'){ ui.css.styles.sheet.insertRule('#window {font-family: '+lib.config.global_font+',xinwei}',0); ui.css.styles.sheet.insertRule('#window #control{font-family: STHeiti,SimHei,Microsoft JhengHei,Microsoft YaHei,WenQuanYi Micro Hei,Helvetica,Arial,sans-serif}',0); } switch(lib.config.glow_phase){ case 'yellow':ui.css.styles.sheet.insertRule('#arena .player:not(.selectable):not(.selected).glow_phase {box-shadow: rgba(0, 0, 0, 0.3) 0 0 0 1px, rgb(217, 152, 62) 0 0 15px, rgb(217, 152, 62) 0 0 15px !important;}',0);break; case 'green':ui.css.styles.sheet.insertRule('#arena .player:not(.selectable):not(.selected).glow_phase {box-shadow: rgba(0, 0, 0, 0.3) 0 0 0 1px, rgba(10, 155, 67, 1) 0 0 15px, rgba(10, 155, 67, 1) 0 0 15px !important;}',0);break; case 'purple':ui.css.styles.sheet.insertRule('#arena .player:not(.selectable):not(.selected).glow_phase {box-shadow: rgba(0, 0, 0, 0.3) 0 0 0 1px, rgb(189, 62, 170) 0 0 15px, rgb(189, 62, 170) 0 0 15px !important;}',0);break; } }, layout:function(layout,nosave){ if(!nosave) game.saveConfig('layout',layout); game.layout=layout; ui.arena.hide(); setTimeout(function(){ if(game.layout=='default'){ ui.css.layout.href=''; } else{ ui.css.layout.href=lib.assetURL+'layout/'+game.layout+'/layout.css'; } if(game.layout=='mobile'||game.layout=='long'){ ui.arena.classList.add('mobile'); } else{ ui.arena.classList.remove('mobile'); } if(game.layout=='mobile'||game.layout=='long'||game.layout=='long2'||game.layout=='nova'){ if(game.me&&game.me.node.handcards2.childNodes.length){ while(game.me.node.handcards2.childNodes.length){ game.me.node.handcards1.appendChild(game.me.node.handcards2.firstChild); } } } if(game.layout=='default'){ ui.arena.classList.add('oldlayout'); } else{ ui.arena.classList.remove('oldlayout'); } if(lib.config.cardshape=='oblong'&&(game.layout=='long'||game.layout=='mobile'||game.layout=='long2'||game.layout=='nova')){ ui.arena.classList.add('oblongcard'); ui.window.classList.add('oblongcard'); } else{ ui.arena.classList.remove('oblongcard'); ui.window.classList.remove('oblongcard'); } if(lib.config.textequip=='text'&&(game.layout=='long'||game.layout=='mobile')){ ui.arena.classList.add('textequip'); } else{ ui.arena.classList.remove('textequip'); } if(get.is.phoneLayout()){ ui.css.phone.href=lib.assetURL+'layout/default/phone.css'; ui.arena.classList.add('phone'); } else{ ui.css.phone.href=''; ui.arena.classList.remove('phone'); } for(var i=0;i>6, 0x80 | cc&0x3f); }); strUtf = strUtf.replace( /[\u0800-\uffff]/g,function(c) { var cc = c.charCodeAt(0); return String.fromCharCode(0xe0 | cc>>12, 0x80 | cc>>6&0x3F, 0x80 | cc&0x3f); }); return btoa(strUtf); }, decode:function(str){ var strUtf=atob(str); var strUni = strUtf.replace( /[\u00e0-\u00ef][\u0080-\u00bf][\u0080-\u00bf]/g,function(c) { var cc = ((c.charCodeAt(0)&0x0f)<<12) | ((c.charCodeAt(1)&0x3f)<<6) | ( c.charCodeAt(2)&0x3f); return String.fromCharCode(cc); }); strUni = strUni.replace( /[\u00c0-\u00df][\u0080-\u00bf]/g,function(c){ var cc = (c.charCodeAt(0)&0x1f)<<6 | c.charCodeAt(1)&0x3f; return String.fromCharCode(cc); }); return strUni; }, stringify:function(obj){ var str='{' for(var i in obj){ str+='"'+i+'":' if(Object.prototype.toString.call(obj[i])=='[object Object]'){ str+=lib.init.stringify(obj[i]); } else if(typeof obj[i]=='function'){ str+=obj[i].toString(); } else{ str+=JSON.stringify(obj[i]); } str+=',' } str+='}'; return str; }, stringifySkill:function(obj){ var str=''; for(var i in obj){ str+=i+':' if(Object.prototype.toString.call(obj[i])=='[object Object]'){ str+='{\n'+lib.init.stringifySkill(obj[i])+'}'; } else if(typeof obj[i]=='function'){ str+=obj[i].toString().replace(/\t/g,''); } else{ str+=JSON.stringify(obj[i]); } str+=',\n' } return str; } }, cheat:{ i:function(){ window.cheat=lib.cheat; window.game=game; window.ui=ui; window.get=get; window.ai=ai; window.lib=lib; window._status=_status; }, dy:function(){ var next=game.me.next; for(var i=0;i<10;i++){ if(next.identity!='zhu'){ break; } next=next.next; } next.die(); }, x:function(){ var gl=function(dir,callback){ var files=[],folders=[]; dir='/Users/widget/Documents/extension/'+dir; lib.node.fs.readdir(dir,function(err,filelist){ for(var i=0;i1){ for(var i=0;i0&&typeof arguments[i]=='number'){ for(var j=0;j0; }; } } else{ var next=player.chooseTarget(); next.set('_get_card',card); next.set('filterTarget',function(card,player,target){ if(!_status.event.targets.contains(target)) return false; if(!_status.event.nodistance&&!lib.filter.targetInRange(card,player,target)) return false; return lib.filter.targetEnabledx(card,player,target); }); next.set('ai',event.ai||get.effect_use); next.set('selectTarget',event.selectTarget||lib.filter.selectTarget); if(event.nodistance) next.set('nodistance',true); if(event.forced) next.set('forced',true); if(event.addCount!==false) next.set('addCount_extra',true); next.set('targets',targets); next.set('prompt',event.prompt||('选择'+get.translation(card)+'的目标')); if(event.prompt2) next.set('prompt2',event.prompt2); } 'step 1' if(result.bool){ event.result={ bool:true, targets:event.targets2||result.targets, }; if(event.logSkill){ if(typeof event.logSkill=='string'){ player.logSkill(event.logSkill); } else if(Array.isArray(event.logSkill)){ player.logSkill.apply(player,event.logSkill); } } var next=player.useCard(card,event.targets2||result.targets); if(cards) next.cards=cards.slice(0); if(event.nopopup) next.nopopup=true; if(event.animate===false) next.animate=false; if(event.throw===false) next.throw=false; if(event.addCount===false) next.addCount=false; if(event.noTargetDelay) next.targetDelay=false; if(event.nodelayx) next.delayx=false; } else event.result={bool:false}; }, chooseToDuiben:function(){ 'step 0' game.log(player,'对',target,'发起了','#y对策'); if(_status.connectMode){ player.chooseButtonOL([ [player,['对策:请选择一种防御对策',[[['','','db_def2'],['','','db_def1']],'vcard']],true], [target,['对策:请选择一种进攻之策',[[['','','db_atk1'],['','','db_atk2']],'vcard']],true] ],function(){},function(){return 1+Math.random()}).set('switchToAuto',function(){ _status.event.result='ai'; }).set('processAI',function(){ var buttons=_status.event.dialog.buttons; return { bool:true, links:[buttons.randomGet().link], } }); } 'step 1' if(_status.connectMode){ event.mes=result[player.playerid].links[0][2]; event.tes=result[target.playerid].links[0][2]; event.goto(4); } else{ player.chooseButton(['对策:请选择一种防御对策',[[['','','db_def2'],['','','db_def1']],'vcard']],true).ai=function(){return 1+Math.random()}; } 'step 2' event.mes=result.links[0][2]; target.chooseButton(['对策:请选择一种进攻之策',[[['','','db_atk1'],['','','db_atk2']],'vcard']],true).ai=function(){return 1+Math.random()}; 'step 3' event.tes=result.links[0][2]; 'step 4' game.broadcast(function(){ ui.arena.classList.add('thrownhighlight'); }); ui.arena.classList.add('thrownhighlight'); game.addVideo('thrownhighlight1'); target.$compare(game.createCard(event.tes,'',''),player,game.createCard(event.mes,'','')); game.log(target,'选择的进攻之策为','#g'+get.translation(event.tes)); game.log(player,'选择的防御对策为','#g'+get.translation(event.mes)); game.delay(0,1500); 'step 5' var mes=event.mes.slice(6); var tes=event.tes.slice(6); var str; if(mes==tes){ str=get.translation(player)+'对策成功'; player.popup('胜','wood'); target.popup('负','fire'); game.log(player,'#g胜'); event.result={bool:true}; } else{ str=get.translation(player)+'对策失败'; target.popup('胜','wood'); player.popup('负','fire'); game.log(target,'#g胜'); event.result={bool:false}; } game.broadcastAll(function(str){ var dialog=ui.create.dialog(str); dialog.classList.add('center'); setTimeout(function(){ dialog.close(); },1000); },str); game.delay(2); 'step 6' game.broadcastAll(function(){ ui.arena.classList.remove('thrownhighlight'); }); game.addVideo('thrownhighlight2'); if(event.clear!==false){ game.broadcastAll(ui.clear); } }, chooseToPSS:function(){ 'step 0' game.log(player,'对',target,'发起了猜拳'); if(_status.connectMode){ player.chooseButtonOL([ [player,['猜拳:请选择一种手势',[[['','','pss_stone'],['','','pss_scissor'],['','','pss_paper']],'vcard']],true], [target,['猜拳:请选择一种手势',[[['','','pss_stone'],['','','pss_scissor'],['','','pss_paper']],'vcard']],true] ],function(){},function(){return 1+Math.random()}).set('switchToAuto',function(){ _status.event.result='ai'; }).set('processAI',function(){ var buttons=_status.event.dialog.buttons; return { bool:true, links:[buttons.randomGet().link], } }); } 'step 1' if(_status.connectMode){ event.mes=result[player.playerid].links[0][2]; event.tes=result[target.playerid].links[0][2]; event.goto(4); } else{ player.chooseButton(['猜拳:请选择一种手势',[[['','','pss_stone'],['','','pss_scissor'],['','','pss_paper']],'vcard']],true).ai=function(){return 1+Math.random()}; } 'step 2' event.mes=result.links[0][2]; target.chooseButton(['猜拳:请选择一种手势',[[['','','pss_stone'],['','','pss_scissor'],['','','pss_paper']],'vcard']],true).ai=function(){return 1+Math.random()}; 'step 3' event.tes=result.links[0][2]; 'step 4' game.broadcast(function(){ ui.arena.classList.add('thrownhighlight'); }); ui.arena.classList.add('thrownhighlight'); game.addVideo('thrownhighlight1'); player.$compare(game.createCard(event.mes,'',''),target,game.createCard(event.tes,'','')); game.log(player,'选择的手势为','#g'+get.translation(event.mes)); game.log(target,'选择的手势为','#g'+get.translation(event.tes)); game.delay(0,1500); 'step 5' var mes=event.mes.slice(4); var tes=event.tes.slice(4); var str; if(mes==tes){ str='二人平局'; player.popup('平','metal'); target.popup('平','metal'); game.log('猜拳的结果为','#g平局'); event.result={tie:true}; } else{ if({paper:'stone',scissor:'paper',stone:'scissor'}[mes]==tes){ str=get.translation(player)+'胜利'; player.popup('胜','wood'); target.popup('负','fire'); game.log(player,'#g胜'); event.result={bool:true}; } else{ str=get.translation(target)+'胜利'; target.popup('胜','wood'); player.popup('负','fire'); game.log(target,'#g胜'); event.result={bool:false}; } } game.broadcastAll(function(str){ var dialog=ui.create.dialog(str); dialog.classList.add('center'); setTimeout(function(){ dialog.close(); },1000); },str); game.delay(2); 'step 6' game.broadcastAll(function(){ ui.arena.classList.remove('thrownhighlight'); }); game.addVideo('thrownhighlight2'); if(event.clear!==false){ game.broadcastAll(ui.clear); } }, cardsDiscard:function(){ game.getGlobalHistory().cardMove.push(event); for(var i=0;igame.players.length*num&&game.showIdentity){ if(!_status.video) player.popup('显示身份'); _status.identityShown=true; game.showIdentity(false); } } player.ai.tempIgnore=[]; _status.globalHistory.push({ cardMove:[], custom:[], }); game.countPlayer2(function(current){ current.actionHistory.push({useCard:[],respond:[],skipped:[],lose:[],gain:[],sourceDamage:[],damage:[],custom:[]}); current.stat.push({card:{},skill:{}}); if(event.parent._roundStart){ current.getHistory().isRound=true; current.getStat().isRound=true; } }); player.getHistory().isMe=true; player.getStat().isMe=true; if(event.parent._roundStart){ game.getGlobalHistory().isRound=true; } if(ui.land&&ui.land.player==player){ game.addVideo('destroyLand'); ui.land.destroy(); } 'step 1' event.trigger('phaseBeginStart'); }, toggleSubPlayer:function(){ 'step 0' var list=event.list||player.storage.subplayer.skills.slice(0); list.remove(player.storage.subplayer.name2); event.list=list; if(!event.directresult){ if(list.length>1){ var dialog=ui.create.dialog('更换一个随从','hidden'); dialog.add([list,'character']); player.chooseButton(dialog,true); } else if(list.length==1){ event.directresult=list[0]; } else{ event.finish(); } } else{ if(!list.contains(event.directresult)){ event.finish(); } } 'step 1' if(!event.directresult){ if(result&&result.bool&&result.links[0]){ event.directresult=result.links[0]; } else{ event.finish(); return; } } if(player.storage.subplayer){ var current=player.storage.subplayer.name2; if(event.directresult==current){ event.finish(); return; } player.storage[current].hp=player.hp; player.storage[current].maxHp=player.maxHp; player.storage[current].hs=player.getCards('h'); player.storage[current].es=player.getCards('e'); player.lose(player.getCards('he'),ui.special)._triggered=null; var cfg=player.storage[event.directresult]; player.storage.subplayer.name2=event.directresult; player.reinit(current,event.directresult,[ cfg.hp, cfg.maxHp ]); if(cfg.hs.length) player.directgain(cfg.hs); if(cfg.es.length) player.directequip(cfg.es); } }, exitSubPlayer:function(){ 'step 0' if(player.storage.subplayer){ var current=player.storage.subplayer.name2; if(event.remove){ player.lose(player.getCards('he'),ui.discardPile)._triggered=null; } else{ player.storage[current].hp=player.hp; player.storage[current].maxHp=player.maxHp; player.storage[current].hs=player.getCards('h'); player.storage[current].es=player.getCards('e'); player.lose(player.getCards('he'),ui.special)._triggered=null; } player.reinit(current,player.storage.subplayer.name,[ player.storage.subplayer.hp, player.storage.subplayer.maxHp ]); player.update(); if(event.remove){ if(player.storage[current].onremove){ player.storage[current].onremove(player); } delete player.storage[current]; player.storage.subplayer.skills.remove(current); game.log(player,'牺牲了随从','#g'+current); } else{ game.log(player,'收回了随从','#g'+current); } player.addSkill(player.storage.subplayer.skills); } 'step 1' if(player.storage.subplayer){ player.directgain(player.storage.subplayer.hs); player.directequip(player.storage.subplayer.es); } player.removeSkill('subplayer'); 'step 2' if(event.remove){ event.trigger('subPlayerDie'); } }, callSubPlayer:function(){ 'step 0' var list=player.getSubPlayers(event.tag); event.list=list; if(!event.directresult){ if(list.length>1){ var dialog=ui.create.dialog('调遣一个随从','hidden'); dialog.add([list,'character']); player.chooseButton(dialog,true); } else if(list.length==1){ event.directresult=list[0]; } else{ event.finish(); } } else{ if(!list.contains(event.directresult)){ event.finish(); } } 'step 1' if(!event.directresult){ if(result&&result.bool&&result.links[0]){ event.directresult=result.links[0]; } else{ event.finish(); return; } } if(event.directresult){ var cfg=player.storage[event.directresult]; var source=cfg.source||player.name; var name=event.directresult; game.log(player,'调遣了随从','#g'+name); player.storage.subplayer={ name:source, name2:event.directresult, hp:player.hp, maxHp:player.maxHp, skills:event.list.slice(0), hs:player.getCards('h'), es:player.getCards('e'), intro2:cfg.intro2 } player.removeSkill(event.list); player.reinit(source,name,[cfg.hp,cfg.maxHp]); player.addSkill('subplayer'); player.lose(player.getCards('he'),ui.special)._triggered=null; if(cfg.hs.length) player.directgain(cfg.hs); if(cfg.es.length) player.directequip(cfg.es); } 'step 2' game.delay(); }, reverseOrder:function(){ "step 0" game.delay(); "step 1" var choice; if(get.tag(card,'multineg')){ choice=(player.previous.side==player.side)?'逆时针':'顺时针'; } else{ choice=(player.next.side==player.side)?'逆时针':'顺时针'; } player.chooseControl('顺时针','逆时针',function(event,player){ return _status.event.choice||'逆时针'; }).set('prompt','选择'+get.translation(card)+'的结算方向').set('choice',choice).set('forceDie',true); "step 2" if(result&&result.control=='顺时针'){ var evt=event.getParent(); evt.fixedSeat=true; evt.targets.sortBySeat(); evt.targets.reverse(); if(evt.targets[evt.targets.length-1]==player){ evt.targets.unshift(evt.targets.pop()); } } }, addJudgeCard:function(){ if(lib.filter.judge(card,player,target)&&cards.length&&get.position(cards[0],true)=='o') target.addJudge(card,cards); }, equipCard:function(){ if(cards.length&&get.position(cards[0],true)=='o') target.equip(cards[0]); }, gameDraw:function(){ "step 0" if(_status.brawl&&_status.brawl.noGameDraw){ event.finish(); return; } var end=player; var numx=num; do{ if(typeof num=='function'){ numx=num(player); } player.directgain(get.cards(numx)); if(player.singleHp===true&&get.mode()!='guozhan'){ player.doubleDraw(); } player=player.next; } while(player!=end); event.changeCard=get.config('change_card'); if(_status.connectMode||lib.config.mode!='identity'&&lib.config.mode!='guozhan'&&lib.config.mode!='doudizhu'){ event.changeCard='disabled'; } "step 1" if(event.changeCard!='disabled'&&!_status.auto){ event.dialog=ui.create.dialog('是否使用手气卡?'); ui.create.confirm('oc'); event.custom.replace.confirm=function(bool){ _status.event.bool=bool; game.resume(); } } else{ event.finish(); } "step 2" if(event.changeCard=='once'){ event.changeCard='disabled'; } else if(event.changeCard=='twice'){ event.changeCard='once'; } else if(event.changeCard=='disabled'){ event.bool=false; return; } _status.imchoosing=true; event.switchToAuto=function(){ _status.event.bool=false; game.resume(); } game.pause(); "step 3" _status.imchoosing=false; if(event.bool){ if(game.changeCoin){ game.changeCoin(-3); } var hs=game.me.getCards('h'); game.addVideo('lose',game.me,[get.cardsInfo(hs),[],[]]); for(var i=0;ipriority){ event.doing.list.splice(i--,1); event.num--; } } event.choice=[]; if(event.num
"\n}\n帮助内容将显示在菜单-选项-帮助中\n导出时本段代码中的换行、缩进以及注释将被清除\n*\/'; } }; var dashes={}; var createCode=function(str1,str2,sub,func,link,str){ var dash=ui.create.div('.menubutton.large.dashboard'); dashes[link]=dash; sub.appendChild(dash); dash.listen(func); dash.link=link; ui.create.div('',str1,dash); ui.create.div('',str2,dash); var container=ui.create.div('.popup-container.editor'); var editorpage=ui.create.div(container); var discardConfig=ui.create.div('.editbutton','取消',editorpage,function(){ ui.window.classList.remove('shortcutpaused'); ui.window.classList.remove('systempaused'); container.delete(null); delete window.saveNonameInput; }); var saveInput=function(){ var code; if(container.editor){ code=container.editor.getValue(); } else if(container.textarea){ code=container.textarea.value; } try{ if(link=='content'||link=='precontent'){ var func=null; eval('func='+code); if(typeof func!='function'){ throw('err'); } } else if(link=='config'){ var config=null; eval(code); if(config==null||typeof config!='object'){ throw('err'); } } else if(link=='help'){ var help=null; eval(code); if(help==null||typeof help!='object'){ throw('err'); } } } catch(e){ if(e=='err'){ alert('代码格式有错误,请对比示例代码仔细检查'); } else{ alert('代码语法有错误,请仔细检查('+e+')') } return; } dash4.link.classList.add('active'); ui.window.classList.remove('shortcutpaused'); ui.window.classList.remove('systempaused'); container.delete(); container.code=code; page.content[link]=code; delete window.saveNonameInput; }; var saveConfig=ui.create.div('.editbutton','保存',editorpage,saveInput); var editor=ui.create.div(editorpage); container.code=str; dash.editor=editor; dash.node=container; dash.saveInput=saveInput; page.content[link]=str; }; var clickCode=function(){ var node=this.node; ui.window.classList.add('shortcutpaused'); ui.window.classList.add('systempaused'); window.saveNonameInput=this.saveInput; if(node.aced){ ui.window.appendChild(node); node.editor.setValue(node.code,1); } else if(lib.device=='ios'){ ui.window.appendChild(node); if(!node.textarea){ var textarea=document.createElement('textarea'); this.editor.appendChild(textarea); node.textarea=textarea; lib.setScroll(textarea); } node.textarea.value=node.code; } else{ var editor=this.editor; var aceReady=function(){ ui.window.appendChild(node); var mirror = window.CodeMirror(editor, { value:node.code, mode:"javascript", lineWrapping:!lib.config.touchscreen&&lib.config.mousewheel, lineNumbers:true, indentUnit:4, autoCloseBrackets:true, theme:'mdn-like' }); lib.setScroll(editor.querySelector('.CodeMirror-scroll')); node.aced=true; node.editor=mirror; } if(!window.ace){ lib.init.js(lib.assetURL+'game','codemirror',aceReady); lib.init.css(lib.assetURL+'layout/default','codemirror'); } else{ aceReady(); } } }; page.content={} createCode('主','主代码',page,clickCode,'content','function(config,pack){\n \n}\n\n\/*\n函数执行时机为游戏数据加载之后、界面加载之前\n参数1扩展选项(见选项代码);参数2为扩展定义的武将、卡牌和技能等(可在此函数中修改)\n导出时本段代码中的换行、缩进以及注释将被清除\n*\/'); createCode('启','启动代码',page,clickCode,'precontent','function(){\n \n}\n\n\/*\n函数执行时机为游戏数据加载之前,且不受禁用扩展的限制\n除添加模式外请慎用\n导出时本段代码中的换行、缩进以及注释将被清除\n*\/'); createCode('选','选项代码',page,clickCode,'config','config={\n \n}\n\n\/*\n示例:\nconfig={\n switcher_example:{\n name:"示例列表选项",\n init:"3",\n item:{"1":"一","2":"二","3":"三"}\n },\n toggle_example:{\n name:"示例开关选项",\n init:true\n }\n}\n此例中传入的主代码函数的默认参数为{switcher_example:"3",toggle_example:true}\n导出时本段代码中的换行、缩进以及注释将被清除\n*\/'); createCode('帮','帮助代码',page,clickCode,'help','help={\n \n}\n\n\/*\n示例:\nhelp={\n "帮助条目":"
  • 列表1-条目1
  • 列表1-条目2
  1. 列表2-条目1
  2. 列表2-条目2"\n}\n帮助内容将显示在菜单-选项-帮助中\n导出时本段代码中的换行、缩进以及注释将被清除\n*\/'); return page; }()); createDash('将','编辑武将',dash1); createDash('卡','编辑卡牌',dash2); createDash('技','编辑技能',dash3); createDash('码','编辑代码',dash4); }()); (function(){ var page=ui.create.div(''); var node=ui.create.div('.menubutton.large','获取扩展',start.firstChild,clickMode); node.link=page; node.mode='get'; page.listen(function(){ if(!page.currenttimeout){ var active=page.querySelector('.videonode.current'); if(active){ active.classList.remove('current'); } } }); var importextensionexpanded=false; page.style.paddingBottom='10px'; var importExtension; var extensionnode=ui.create.div('.config.more','导入扩展
    >
    ',page,function(){ if(importextensionexpanded){ this.classList.remove('on'); importExtension.style.display='none'; } else{ this.classList.add('on'); importExtension.style.display=''; } importextensionexpanded=!importextensionexpanded; }); importExtension=ui.create.div('.new_character.export.import',page); importExtension.style.marginLeft='5px'; importExtension.style.marginTop='5px'; importExtension.style.marginBottom='5px'; importExtension.style.display='none'; importExtension.style.width='100%'; importExtension.style.textAlign='left'; ui.create.div('','',importExtension); var extensionURL=lib.updateURL.replace(/noname/g,'noname-extension')+'/master/'; var reloadnode=ui.create.div('.config.toggle.pointerdiv','重新启动',page,game.reload); reloadnode.style.display='none'; var placeholder=ui.create.div('.config.toggle',page); placeholder.style.height=0; placeholder.style.marginTop='5px'; importExtension.firstChild.lastChild.onclick=function(){ var fileToLoad=this.previousSibling.files[0]; if(fileToLoad){ var fileReader = new FileReader(); fileReader.onload = function(fileLoadedEvent) { var finishLoad=function(){ extensionnode.innerHTML='导入成功,3秒后将重启'; setTimeout(function(){ extensionnode.innerHTML='导入成功,2秒后将重启'; setTimeout(function(){ extensionnode.innerHTML='导入成功,1秒后将重启'; setTimeout(game.reload,1000); },1000); },1000); }; var data = fileLoadedEvent.target.result; if(game.importExtension(data,finishLoad)!==false){ importExtension.style.display='none'; } }; fileReader.readAsArrayBuffer(fileToLoad, "UTF-8"); } } var clickExtension=function(){ var active=this.parentNode.querySelector('.videonode.current'); if(active&&active!=this){ active.classList.remove('current'); } this.classList.add('current'); clearTimeout(page.currenttimeout); page.currenttimeout=setTimeout(function(){ delete page.currenttimeout; },200); }; var downloadExtension=function(e){ if((this.innerHTML!='下载扩展'&&this.innerHTML!='更新扩展')||!window.JSZip) return; this.classList.remove('update'); if(e){ e.stopPropagation(); } node.updated=true; var that=this; var list=[]; var size=parseFloat(this.info.size)||0; if(size){ if(this.info.size.indexOf('MB')!=-1){ size*=1024*1024; } else if(this.info.size.indexOf('KB')!=-1){ size*=1024; } } this.innerHTML='正在下载
    正在下载
    '; this.classList.add('nopointer'); this.classList.add('button-downloading'); var progress=ui.create.div('.button-progress',this); ui.create.div(progress); var url=extensionURL+this.info.name+'.zip'; var onprogress=function(byte,total){ if(total){ size=total; } if(byte==-1){ byte=size; } progress.firstChild.style.width=Math.round(100*byte/size)+'%'; }; var files=this.info.files||[]; for(var i=0;i('+list[i].size+')',node); ui.create.div('.text',list[i].intro,node); var download=ui.create.div('.menubutton.text.active','下载扩展',node.firstChild); if(game.download){ if(list[i].netdisk){ var linknode=ui.create.div('.text',node); ui.create.node('span.hrefnode','网盘链接',function(){ game.open(this.link); },linknode).link=list[i].netdisk; if(list[i].forum){ ui.create.node('span',linknode).style.marginRight='10px'; ui.create.node('span.hrefnode','参与讨论',function(){ game.open(this.link); },linknode).link=list[i].forum; } } else if(list[i].forum){ var linknode=ui.create.div('.text',node); ui.create.node('span.hrefnode','参与讨论',function(){ game.open(this.link); },linknode).link=list[i].forum; } download.listen(downloadExtension); if(lib.config.extensions.contains(list[i].name)){ download.classList.remove('active'); if(lib.extensionPack[list[i].name]&&lib.extensionPack[list[i].name].version==list[i].version){ download.classList.add('transparent2'); download.classList.remove('active'); download.innerHTML='已安装'; } else if(lib.config['extension_'+list[i].name+'_version']!=list[i].version){ download.innerHTML='更新扩展'; download.classList.add('highlight'); download.classList.add('update'); } else{ download.classList.add('transparent2'); download.classList.remove('active'); download.innerHTML='已安装'; } } download.info=list[i]; } else{ if(list[i].forum){ var linknode=ui.create.div('.text',node); ui.create.node('span',linknode); ui.create.node('span.hrefnode','参与讨论',function(){ game.open(this.link); },linknode).link=list[i].forum; } download.listen(function(){ game.open(this.link); }); download.link=list[i].netdisk; } } }; window.extension={}; if(game.download){ lib.init.req(extensionURL+'catalog.js',function(){ try{ eval(this.responseText); // if(!window.noname_extension_list){ // throw('err'); // } } catch(e){ delete window.extension; loading.innerHTML='连接失败'; return; } loaded(); },function(){ delete window.extension; loading.innerHTML='连接失败'; }); } else{ lib.init.js(extensionURL.replace(/raw\.githubusercontent\.com/,'rawgit.com')+'catalog.js',null,loaded,function(){ delete window.extension; loading.innerHTML='连接失败'; }); } }; }()); var active=start.firstChild.querySelector('.active'); if(!active){ active=start.firstChild.firstChild; active.classList.add('active'); } rightPane.appendChild(active.link); updateNodes(); }()); (function(){ if(connectMenu) return; var start=menuxpages.shift(); var rightPane=start.lastChild; var cheatButton=ui.create.div('.menubutton.round.highlight','作',start); cheatButton.style.display='none'; var runButton=ui.create.div('.menubutton.round.highlight','执',start); runButton.style.display='none'; var clearButton=ui.create.div('.menubutton.round.highlight','清',start); clearButton.style.display='none'; clearButton.style.left='275px'; var playButton=ui.create.div('.menubutton.round.highlight.hidden','播',start); playButton.style.display='none'; playButton.style.left='215px'; playButton.style.transition='opacity 0.3s'; var deleteButton=ui.create.div('.menubutton.round.highlight.hidden','删',start); deleteButton.style.display='none'; deleteButton.style.left='275px'; deleteButton.style.transition='opacity 0.3s'; var saveButton=ui.create.div('.menubutton.round.highlight.hidden','存',start); saveButton.style.display='none'; saveButton.style.transition='opacity 0.3s'; var clickMode=function(){ if(this.classList.contains('off')) return; var active=this.parentNode.querySelector('.active'); if(active===this){ return; } if(active){ active.classList.remove('active'); active.link.remove(); } active=this; this.classList.add('active'); rightPane.appendChild(this.link); if(this.type=='cheat'){ cheatButton.style.display=''; } else{ cheatButton.style.display='none'; } if(this.type=='cmd'){ runButton.style.display=''; clearButton.style.display=''; } else{ runButton.style.display='none'; clearButton.style.display='none'; } if(this.type=='video'){ playButton.style.display=''; saveButton.style.display=''; deleteButton.style.display=''; } else{ playButton.style.display='none'; saveButton.style.display='none'; deleteButton.style.display='none'; } }; ui.click.consoleMenu=function(){ ui.click.menuTab('其它'); clickMode.call(ui.commandnode); }; (function(){ var page=ui.create.div(''); var node=ui.create.div('.menubutton.large','更新',start.firstChild,clickMode); node.link=page; page.classList.add('menu-help'); var ul=document.createElement('ul'); var li1=document.createElement('li'); var li2=document.createElement('li'); var li3=document.createElement('li'); var trimurl=function(str){ if(str==lib.updateURLS.github){ return 'GitHub'; } if(str==lib.updateURLS.coding){ return 'Coding'; } var index; index=str.indexOf('://'); if(index!=-1){ str=str.slice(index+3); } index=str.indexOf('/'); if(index!=-1){ str=str.slice(0,index); } if(str.length>15){ var list=str.split('.'); if(list.length>1){ list.shift(); } str=list[0]; for(var i=1;i15){ var list=str.split('.'); if(list.length>1){ list.pop(); } str=list[0]; for(var i=1;i

    '; li2.innerHTML='素材版本:'+(lib.config.asset_version||'无')+'

    '; li3.innerHTML='更新地址:'+trimurl(lib.config.updateURL||lib.updateURL)+'

    '; li3.style.whiteSpace='nowrap'; li3.style.display='none';// coding var button1,button2,button3,button4,button5; game.checkForUpdate=function(forcecheck,dev){ if(!dev&&button1.disabled){ return; } else if(dev&&button3.disabled){ return; } else if(!game.download){ alert('此版本不支持游戏内更新,请手动更新'); return; } else{ if(dev){ button3.innerHTML='正在检查更新'; } else{ button1.innerHTML='正在检查更新'; } button3.disabled=true; button1.disabled=true; var goupdate=function(files,update){ lib.version=update.version; if(update.dev&&!lib.config.debug){ dev='nodev'; } lib.init.req('game/source.js',function(){ try{ eval(this.responseText); if(!window.noname_source_list){ throw('err'); } } catch(e){ alert('更新地址有误'); console.log(e); return; } var updates=window.noname_source_list; delete window.noname_source_list; if(Array.isArray(files)){ files.add('game/update.js'); var files2=[]; for(var i=0;iversion1[i]){ files=false;break; } else if(version1[i]>version2[i]){ files=update.files.slice(0);break; } } if(files===null){ if(version1.length>=version2.length){ files=update.files.slice(0); } } } var str; if(dev){ str='开发版仅供测试使用,可能存在风险,是否确定更新?' } else{ str='有新版本'+update.version+'可用,是否下载?'; } if(navigator.notification&&navigator.notification.confirm){ var str2; if(dev){ str2=str; str='更新到开发版'; } else{ str2=update.changeLog[0]; for(var i=1;i>'); span1.style.fontSize='small'; span1.style.display='inline'; span1.toggle=function(){ if(!this.classList.toggle('on')){ game.saveConfig('asset_toggle_off',true); span2.style.display='none'; span2_br.style.display='none'; span2_check.style.display='none'; span3.style.display='none'; span3_br.style.display='none'; span3_check.style.display='none'; span4.style.display='none'; span4_br.style.display='none'; span4_check.style.display='none'; span5.style.display='none'; span5_br.style.display='none'; span5_check.style.display='none'; span6.style.display='none'; span6_br.style.display='none'; span6_check.style.display='none'; } else{ game.saveConfig('asset_toggle_off'); span2.style.display=''; span2_br.style.display=''; span2_check.style.display=''; span3.style.display=''; span3_br.style.display=''; span3_check.style.display=''; span4.style.display=''; span4_br.style.display=''; span4_check.style.display=''; span5.style.display=''; span5_br.style.display=''; span5_check.style.display=''; span6.style.display=''; span6_br.style.display=''; span6_check.style.display=''; } }; span1.listen(span1.toggle); li2.lastChild.appendChild(span1); var span6_br=ui.create.node('br'); li2.lastChild.appendChild(span6_br); var span5=ui.create.div('','图片素材(精简,126MB)'); span5.style.fontSize='small'; span5.style.lineHeight='16px'; var span5_check=document.createElement('input'); span5_check.type='checkbox'; span5_check.style.marginLeft='5px'; if(lib.config.asset_image){ span5_check.checked=true; } span5_check.onchange=function(){ game.saveConfig('asset_image',this.checked); } var span2_br=ui.create.node('br'); var span4=ui.create.div('','字体素材(48MB)'); span4.style.fontSize='small'; span4.style.lineHeight='16px'; li2.lastChild.appendChild(span4); var span4_check=document.createElement('input'); span4_check.type='checkbox'; span4_check.style.marginLeft='5px'; if(lib.config.asset_font){ span4_check.checked=true; } span4_check.onchange=function(){ game.saveConfig('asset_font',this.checked); } li2.lastChild.appendChild(span4_check); var span3_br=ui.create.node('br'); li2.lastChild.appendChild(span3_br); var span3=ui.create.div('','音效素材(125MB)'); span3.style.fontSize='small'; span3.style.lineHeight='16px'; li2.lastChild.appendChild(span3); var span3_check=document.createElement('input'); span3_check.type='checkbox'; span3_check.style.marginLeft='5px'; if(lib.config.asset_audio){ span3_check.checked=true; } span3_check.onchange=function(){ game.saveConfig('asset_audio',this.checked); } li2.lastChild.appendChild(span3_check); var span4_br=ui.create.node('br'); li2.lastChild.appendChild(span4_br); var span2=ui.create.div('','皮肤素材(351MB)'); span2.style.fontSize='small'; span2.style.lineHeight='16px'; li2.lastChild.appendChild(span2); var span2_check=document.createElement('input'); span2_check.type='checkbox'; span2_check.style.marginLeft='5px'; if(lib.config.asset_skin){ span2_check.checked=true; } span2_check.onchange=function(){ game.saveConfig('asset_skin',this.checked); } li2.lastChild.appendChild(span2_check); var span5_br=ui.create.node('br'); li2.lastChild.appendChild(span5_br); li2.lastChild.appendChild(span5); li2.lastChild.appendChild(span5_check); li2.lastChild.appendChild(span2_br); var span6=ui.create.div('','图片素材(完整,203MB)'); span6.style.fontSize='small'; span6.style.lineHeight='16px'; li2.lastChild.appendChild(span6); var span6_check=document.createElement('input'); span6_check.type='checkbox'; span6_check.style.marginLeft='5px'; if(lib.config.asset_full){ span6_check.checked=true; } span6_check.onchange=function(){ game.saveConfig('asset_full',this.checked); } li2.lastChild.appendChild(span6_check); span2.style.display='none'; span2_br.style.display='none'; span2_check.style.display='none'; span3.style.display='none'; span3_br.style.display='none'; span3_check.style.display='none'; span4.style.display='none'; span4_br.style.display='none'; span4_check.style.display='none'; span5.style.display='none'; span5_br.style.display='none'; span5_check.style.display='none'; span6.style.display='none'; span6_br.style.display='none'; span6_check.style.display='none'; ul.appendChild(li1); ul.appendChild(li2); ul.appendChild(li3); page.appendChild(ul); if(!lib.config.asset_toggle_off){ span1.toggle(); } }()); (function(){ var norow2=function(){ var node=currentrow1; if(!node) return false; return node.innerHTML=='横置'||node.innerHTML=='翻面'||node.innerHTML=='换人'||node.innerHTML=='复活'; }; var checkCheat=function(){ if(norow2()){ for(var i=0;i=0){ logindex--; if(logindex<0){ text2.value=''; } else{ text2.value=logs[logindex]; } } else{ text2.value=''; } } else if(text2.value.indexOf('无天使')!=-1&&(text2.value.indexOf('无神佛')!=-1||text2.value.indexOf('无神')!=-1&&text2.value.indexOf('无佛')!=-1)){ game.print('密码正确!欢迎来到死后世界战线!'); _status.keyVerified=true; text2.value=''; } else{ if(!game.observe&&!game.online){ try{ var result=eval(text2.value); game.print(result); } catch(e){ game.print(e); } } text2.value=''; } } text2.addEventListener('keydown',function(e){ if(e.keyCode==13){ runCommand(); } else if(e.keyCode==38){ if(logindex+1=0){ logindex--; if(logindex<0){ text2.value=''; } else{ text2.value=logs[logindex]; } } } }); page.appendChild(text2); game.print=function(){ var textstr=''; for(var i=0;i重置',page); item.style.height='auto'; item.lastChild.addEventListener('click',reset); item.lastChild.classList.add('pointerdiv'); item.link=lib.config.all.mode[i]; } } }()); (function(){ if(!window.indexedDB||window.nodb) return; var page=ui.create.div(''); var node=ui.create.div('.menubutton.large','录像',start.firstChild,clickMode); node.type='video'; node.link=page; var store=lib.db.transaction(['video'],'readwrite').objectStore('video'); lib.videos=[]; store.openCursor().onsuccess=function(e){ var cursor=e.target.result; if(cursor){ lib.videos.push(cursor.value); cursor.continue(); } else{ lib.videos.sort(function(a,b){ return parseInt(b.time)-parseInt(a.time); }); var clickcapt=function(){ var current=this.parentNode.querySelector('.videonode.active'); if(current&¤t!=this){ current.classList.remove('active'); } if(this.classList.toggle('active')){ playButton.show(); deleteButton.show(); saveButton.show(); } else{ playButton.hide(); deleteButton.hide(); saveButton.hide(); } }; var staritem=function(){ this.parentNode.classList.toggle('starred'); var store=lib.db.transaction(['video'],'readwrite').objectStore('video'); if(this.parentNode.classList.contains('starred')){ this.parentNode.link.starred=true; } else{ this.parentNode.link.starred=false; } store.put(this.parentNode.link); } var createNode=function(video,before){ var node=ui.create.div('.videonode.menubutton.large',clickcapt); node.link=video; var nodename1=ui.create.div('.menubutton.videoavatar',node); nodename1.setBackground(video.name1,'character'); if(video.name2){ var nodename2=ui.create.div('.menubutton.videoavatar2',node); nodename2.setBackground(video.name2,'character'); } var date=new Date(video.time); var str=date.getFullYear()+'.'+(date.getMonth()+1)+'.'+(date.getDate())+' '+ date.getHours()+':'; var minutes=date.getMinutes(); if(minutes<10){ str+='0'; } str+=minutes; ui.create.div('.caption',video.name[0],node); ui.create.div('.text',str+'
    '+video.name[1],node); if(video.win){ ui.create.div('.victory','胜',node); } if(before){ page.insertBefore(node,page.firstChild); } else{ page.appendChild(node); } ui.create.div('.video_star','★',node,staritem); if(video.starred){ node.classList.add('starred'); } } for(var i=0;i导入录像...',function(){ this.nextSibling.classList.toggle('hidden'); },page); importVideoNode.style.marginLeft='12px'; importVideoNode.style.marginTop='3px'; var importVideo=ui.create.div('.config.hidden',page); importVideo.style.whiteSpace='nowrap'; importVideo.style.marginBottom='80px'; importVideo.style.marginLeft='13px'; importVideo.style.width='calc(100% - 30px)'; importVideo.innerHTML=''+ ''; importVideo.lastChild.onclick=function(){ var fileToLoad = importVideo.firstChild.files[0]; var fileReader = new FileReader(); fileReader.onload = function(fileLoadedEvent) { var data = fileLoadedEvent.target.result; if(!data) return; try{ data=JSON.parse(lib.init.decode(data)); } catch(e){ console.log(e); alert('导入失败'); return; } var store=lib.db.transaction(['video'],'readwrite').objectStore('video'); var videos=lib.videos.slice(0); for(var i=0;i=parseInt(lib.config.video)&&videos.length){ var toremove=videos.pop(); lib.videos.remove(toremove); store.delete(toremove.time); for(var i=0;iposition2){ position.insertBefore(node,position.childNodes[position2]); } else{ position.appendChild(node); } } return node; }, giveup:function(){ if(ui.giveup) return; if(!lib.config.show_giveup) return; ui.giveup=ui.create.system('投降',function(){ var player=game.me; this.remove(); if(game.online){ game.send('giveup',player); } else{ _status.event.next.length=0; game.createEvent('giveup',false).setContent(function(){ game.log(player,'投降'); player.popup('投降'); player.die('nosource'); }).player=player; } if(_status.paused&&_status.imchoosing&&!_status.auto){ ui.click.auto(); } },true,true); }, groupControl:function(dialog){ return ui.create.control('wei','shu','wu','qun','jin','western','key',function(link,node){ if(link=='全部'){ dialog.currentcapt=''; dialog.currentgroup=''; for(var i=0;ib?1:-1; }); if(!thisiscard){ namecapt.remove('自定义'); namecapt.push('newline'); for(var i in lib.characterDialogGroup){ namecapt.push(i); } } var newlined=false; var newlined2; var packsource; var clickCapt=function(e){ if(_status.dragged) return; if(dialog.currentcapt2=='最近'&&dialog.currentcaptnode2!=this&&!dialog.currentcaptnode2.inited){ dialog.currentcapt2=null; dialog.currentcaptnode2.classList.remove('thundertext'); dialog.currentcaptnode2.inited=true; dialog.currentcaptnode2=null; } if(this.alphabet){ if(this.classList.contains('thundertext')){ dialog.currentcapt=null; dialog.currentcaptnode=null; this.classList.remove('thundertext'); if(this.touchlink){ this.touchlink.classList.remove('active'); } for(var i=0;i0){ filternode.firstChild.style.top=(dh/2)+'px'; } else{ filternode.firstChild.style.top=''; } } else{ if(newlined2.style.display=='none'){ newlined2.style.display='block'; } else{ newlined2.style.display='none'; } } }); var packlist=[]; for(var i=0;ib?1:-1; } return aa>bb?1:-1; }); dialog=ui.create.dialog('hidden'); dialog.classList.add('noupdate'); dialog.classList.add('scroll1'); dialog.classList.add('scroll2'); dialog.classList.add('scroll3'); dialog.addEventListener(lib.config.touchscreen?'touchend':'mouseup',function(){ _status.clicked2=true; }); if(heightset){ dialog.style.height=((game.layout=='long2'||game.layout=='nova')?380:350)+'px'; dialog._scrollset=true; } dialog.getCurrentCapt=function(link,capt,noalph){ var currentcapt=noalph?this.currentcapt2:this.currentcapt; if(this.seperatelist&&noalph){ if(this.seperatelist[currentcapt].contains(link)) return capt; return null; } if(lib.characterDialogGroup[currentcapt]){ return lib.characterDialogGroup[currentcapt](link,capt); } if(lib.characterPack[currentcapt]){ if(lib.characterPack[currentcapt][link]){ return capt; } return null; } return this.currentcapt; } if(str){ dialog.add(str); } dialog.add(node); if(thisiscard){ if(seperate){ seperate=seperate(list); dialog.seperate=[]; dialog.seperatelist=seperate.list; if(dialog.seperatelist){ newlined=document.createElement('div'); newlined.style.marginTop='5px'; newlined.style.display='block'; newlined.style.fontFamily='xinwei'; if(get.is.phoneLayout()){ newlined.style.fontSize='32px'; } else{ newlined.style.fontSize='22px'; } newlined.style.textAlign='center'; node.appendChild(newlined); for(var i in dialog.seperatelist){ var span=document.createElement('span'); span.style.margin='3px'; span.innerHTML=i; span.link=i; span.seperate=true; span.addEventListener(lib.config.touchscreen?'touchend':'click',clickCapt); newlined.appendChild(span); } } for(var i in seperate){ if(i=='list') continue; var link=''; var linkcontent=seperate[i]; if(i.indexOf('_link:')!=-1){ link=i.slice(i.indexOf('_link:')+6); i=i.slice(0,i.indexOf('_link:')); } var nodesep=dialog.add(i); nodesep.link=link; dialog.seperate.push(nodesep); dialog.add([linkcontent,'vcard'],noclick); } } else{ dialog.add([list,'vcard'],noclick); } } else{ if(precharacter){ dialog.add([list,'precharacter'],noclick); } else{ dialog.add([list,'character'],noclick); } } dialog.add(ui.create.div('.placeholder')); for(i=0;i