'use strict'; mode.identity={ start:function(){ "step 0" if(!lib.config.new_tutorial){ ui.arena.classList.add('only_dialog'); } _status.mode=get.config('identity_mode'); if(_status.brawl&&_status.brawl.submode){ _status.mode=_status.brawl.submode; } event.replacePile=function(){ var list=['shengdong','qijia','caomu','jinchan','zengbin','fulei','qibaodao','zhungangshuo','lanyinjia']; var map={ shunshou:'shengdong', jiedao:'qijia', bingliang:'caomu', wuxie:'jinchan', wuzhong:'zengbin', wugu:'zengbin', shandian:'fulei', qinggang:'qibaodao', qinglong:'zhungangshuo', bagua:'lanyinjia' }; for(var i=0;i跳过后,你可以在选项-其它中重置新手向导'); ui.auto.hide(); ui.create.control('跳过向导',function(){ clear(); clear2(); game.resume(); }); ui.create.control('继续',step2); } var step2=function(){ if(!lib.config.phonelayout){ clear(); ui.create.dialog('如果你在使用手机,可能会觉得按钮有点小'+ ',将布局改成移动可以使按钮变大'); ui.dialog.add('
你可以在选项-外观-布局中更改此设置'); var lcontrol=ui.create.control('使用移动布局',function(){ if(lib.config.phonelayout){ ui.control.firstChild.firstChild.innerHTML='使用移动布局'; game.saveConfig('phonelayout',false); lib.init.layout('mobile'); } else{ ui.control.firstChild.firstChild.innerHTML='使用默认布局'; game.saveConfig('phonelayout',true); lib.init.layout('mobile'); } }); ui.create.control('继续',step3); } else{ step3(); } }; var step3=function(){ if(lib.config.touchscreen){ clear(); ui.create.dialog('触屏模式中,下划可以显示菜单,上划可以切换托管,双指单击可以暂停'); ui.dialog.add('
你可以在选项-通用-中更改手势设置'); ui.create.control('继续',step4); } else{ step4(); } }; var step4=function(){ clear(); ui.window.classList.add('noclick_important'); ui.click.configMenu(); ui.control.classList.add('noclick_click_important'); ui.control.style.top='calc(100% - 105px)'; ui.create.control('在菜单中,可以进行各项设置',function(){ ui.click.menuTab('选项'); ui.controls[0].replace('如果你感到游戏较卡,可以开启流畅模式',function(){ ui.controls[0].replace('在技能一栏中,可以设置自动发动或双将禁配的技能',function(){ ui.click.menuTab('武将'); ui.controls[0].replace('在武将或卡牌一栏中,单击武将/卡牌可以将其禁用',function(){ ui.click.menuTab('战局'); ui.controls[0].replace('在战局中可以输入游戏命令,或者管理录像',function(){ ui.click.menuTab('帮助'); ui.controls[0].replace('在帮助中,可以检查更新和下载素材',function(){ ui.click.configMenu(); ui.window.classList.remove('noclick_important'); ui.control.classList.remove('noclick_click_important'); ui.control.style.top=''; step5(); }); }); }); }); }); }) }; var step5=function(){ clear(); ui.create.dialog('如果还有其它问题,欢迎来到百度无名杀吧进行交流'); ui.create.control('完成',function(){ clear(); clear2(); game.resume(); }) }; game.pause(); step1(); } else{ if(!_status.connectMode){ game.showChangeLog(); } } "step 3" if(typeof _status.new_tutorial=='function'){ _status.new_tutorial(); } delete _status.new_tutorial; if(_status.connectMode){ game.waitForPlayer(function(){ if(lib.configOL.identity_mode=='zhong'){ lib.configOL.number=8; } }); } "step 4" if(_status.connectMode){ _status.mode=lib.configOL.identity_mode; if(_status.mode=='zhong'){ lib.configOL.number=8; if(lib.configOL.zhong_card){ event.replacePile(); } } if(lib.configOL.number<2){ lib.configOL.number=2; } game.randomMapOL(); } else{ for(var i=0;i=3) } else{ enhance_zhu=(_status.mode!='zhong'&&get.config('enhance_zhu')&&get.population('fan')>=3); } if(enhance_zhu){ var skill; switch(game.zhu.name){ case 'liubei':skill='jizhen';break; case 'dongzhuo':skill='hengzheng';break; case 'sunquan':skill='batu';break; case 'sp_zhangjiao':skill='tiangong';break; case 'liushan':skill='shengxi';break; case 'sunce':skill='ciqiu';break; case 'yuanshao':skill='geju';break; case 're_caocao':skill='dangping';break; case 'caopi':skill='junxing';break; case 'liuxie':skill='moukui';break; default:skill='tianming';break; } game.broadcastAll(function(player,skill){ player.addSkill(skill); player.storage.enhance_zhu=skill; },game.zhu,skill); } } game.syncState(); event.trigger('gameStart'); var players=get.players(lib.sort.position); var info=[]; for(var i=0;i游戏模式:'+(lib.configOL.identity_mode=='zhong'?'明忠':'标准')); uiintro.add('
双将模式:'+(lib.configOL.double_character?'开启':'关闭')); if(lib.configOL.identity_mode!='zhong'){ uiintro.add('
双内奸:'+(lib.configOL.double_nei?'开启':'关闭')); uiintro.add('
加强主公:'+(lib.configOL.enhance_zhu?'开启':'关闭')); } else{ uiintro.add('
卡牌替换:'+(lib.configOL.zhong_card?'开启':'关闭')); } uiintro.add('
出牌时限:'+lib.configOL.choose_timeout+'秒'); uiintro.add('
屏蔽弱将:'+(lib.configOL.ban_weak?'开启':'关闭')); var last=uiintro.add('
屏蔽强将:'+(lib.configOL.ban_strong?'开启':'关闭')); if(lib.configOL.banned.length){ last=uiintro.add('
禁用武将:'+get.translation(lib.configOL.banned)); } if(lib.configOL.bannedcards.length){ last=uiintro.add('
禁用卡牌:'+get.translation(lib.configOL.bannedcards)); } last.style.paddingBottom='8px'; }, getIdentityList:function(player){ if(player.identityShown) return; if(player==game.me) return; if(_status.mode=='zhong'){ if(game.zhu&&game.zhu.isZhu){ return { fan:'反', zhong:'忠', nei:'内', cai:'猜', } } else{ return { fan:'反', zhong:'忠', nei:'内', zhu:'主', cai:'猜', } } } else{ return { fan:'反', zhong:'忠', nei:'内', cai:'猜', } } }, getVideoName:function(){ var str=get.translation(game.me.name); if(game.me.name2){ str+='/'+get.translation(game.me.name2); } var name=[ str, get.cnNumber(get.playerNumber())+'人'+ get.translation(lib.config.mode)+' - '+lib.translate[game.me.identity+'2'] ]; return name; }, addRecord:function(bool){ if(typeof bool=='boolean'){ var data=lib.config.gameRecord.identity.data; var identity=game.me.identity; if(identity=='mingzhong'){ identity='zhong'; } if(!data[identity]){ data[identity]=[0,0]; } if(bool){ data[identity][0]++; } else{ data[identity][1]++; } var list=['zhu','zhong','nei','fan']; var str=''; for(var i=0;i'; } } lib.config.gameRecord.identity.str=str; game.saveConfig('gameRecord',lib.config.gameRecord); } }, showIdentity:function(me){ for(var i=0;i0) return; if(game.zhong){ game.zhong.identity='zhong'; } game.showIdentity(); if(game.me.identity=='zhu'||game.me.identity=='zhong'){ if(game.zhu.classList.contains('dead')){ game.over(false); } else{ game.over(true); } } else if(game.me.identity=='nei'){ if(game.players.length==1&&game.me.isAlive()){ game.over(true); } else{ game.over(false); } } else{ if((get.population('fan')+get.population('zhong')>0||get.population('nei')>1)&& game.zhu.classList.contains('dead')){ game.over(true); } else{ game.over(false); } } }, checkOnlineResult:function(player){ if(game.zhu.isAlive()){ return (player.identity=='zhu'||player.identity=='zhong'); } else if(game.players.length==1&&game.players[0].identity=='nei'){ return player.isAlive(); } else{ return player.identity=='fan'; } }, chooseCharacter:function(){ var next=game.createEvent('chooseCharacter',false); next.showConfig=true; next.addPlayer=function(player){ var list=lib.config.mode_config.identity.identity[game.players.length-3].slice(0); var list2=lib.config.mode_config.identity.identity[game.players.length-2].slice(0); for(var i=0;i4){ player.hp++; player.maxHp++; player.update(); } } else if(player.identity=='zhong'&&Math.random()<0.5){ var choice=0; for(var i=0;i'; td.addEventListener(lib.config.touchscreen?'touchend':'click',function(){ if(_status.dragged) return; if(_status.justdragged) return; _status.tempNoButton=true; setTimeout(function(){ _status.tempNoButton=false; },500); var link=this.link; if(game.zhu.name){ if(link!='random'){ _status.event.parent.fixedseat=get.distance(game.me,game.zhu,'absolute'); } game.zhu.uninit(); delete game.zhu.isZhu; delete game.zhu.identityShown; } var current=this.parentNode.querySelector('.thundertext'); if(current){ current.classList.remove('thundertext'); } current=seats.querySelector('.thundertext'); if(current){ current.classList.remove('thundertext'); } if(link=='random'){ if(event.zhongmode){ link=['zhu','zhong','nei','fan','mingzhong'].randomGet(); } else{ link=['zhu','zhong','nei','fan'].randomGet(); } for(var i=0;i'; td.link=i-1; if(get.distance(game.zhu,game.me,'absolute')===i-1){ td.classList.add('thundertext'); } td.addEventListener(lib.config.touchscreen?'touchend':'click',function(){ if(_status.dragged) return; if(_status.justdragged) return; if(get.distance(game.zhu,game.me,'absolute')==this.link) return; var current=this.parentNode.querySelector('.thundertext'); if(current){ current.classList.remove('thundertext'); } this.classList.add('thundertext'); for(var i=0;i4){ game.me.hp++; game.me.maxHp++; game.me.update(); } for(var i=0;i4){ game.zhu.maxHp++; game.zhu.hp++; game.zhu.update(); } game.broadcast(function(zhu,name,name2,addMaxHp){ if(game.zhu!=game.me){ zhu.init(name,name2); } if(addMaxHp){ zhu.maxHp++; zhu.hp++; zhu.update(); } },game.zhu,game.zhu.name,game.zhu.name2,game.players.length>4); var list=[]; var selectButton=(lib.configOL.double_character?2:1); var num,num2=0; if(event.zhongmode){ num=6; } else{ num=Math.floor(event.list.length/(game.players.length-1)); num2=event.list.length-num*(game.players.length-1); if(lib.configOL.double_nei){ num2=Math.floor(num2/2); } if(num>5){ num=5; } if(num2>2){ num2=2; } } for(var i=0;i0){ for(var i=0;i0){ if(effect<1) c=0.5; else c=1; if(targets.length==1&&targets[0]==this); else if(targets.length==1) this.ai.shown+=0.2*c; else this.ai.shown+=0.1*c; } else if(effect<0&&this==game.me&&game.me.identity!='nei'){ if(targets.length==1&&targets[0]==this); else if(targets.length==1) this.ai.shown-=0.2; else this.ai.shown-=0.1; } } if(this!=game.me) this.ai.shown*=2; if(this.ai.shown>0.95) this.ai.shown=0.95; if(this.ai.shown<-0.5) this.ai.shown=-0.5; var marknow=(!_status.connectMode&&this!=game.me&&get.config('auto_mark_identity')&&this.ai.identity_mark!='finished'); if(true){ if(marknow&&_status.clickingidentity&&_status.clickingidentity[0]==this){ for(var i=0;i<_status.clickingidentity[1].length;i++){ _status.clickingidentity[1][i].delete(); _status.clickingidentity[1][i].style.transform=''; } delete _status.clickingidentity; } if(!Array.isArray(targets)){ targets=[]; } var effect=0,c,shown; var zhu=game.zhu; if(_status.mode=='zhong'&&!game.zhu.isZhu){ zhu=game.zhong; } if(targets.length==1&&targets[0]==this){ effect=0; } else if(this.identity!='nei'){ if(this.ai.shown>0){ if(this.identity=='fan'){ effect=-1; } else{ effect=1; } } } else if(targets.length>0){ for(var i=0;i0){ if(this.ai.identity_mark=='fan'){ if(marknow) this.setIdentity(); this.ai.identity_mark='finished'; } else{ if(marknow) this.setIdentity('zhong'); this.ai.identity_mark='zhong'; } } else if(effect<0&&get.population('fan')>0){ if(this.ai.identity_mark=='zhong'){ if(marknow) this.setIdentity(); this.ai.identity_mark='finished'; } else{ if(marknow) this.setIdentity('fan'); this.ai.identity_mark='fan'; } } } else if(marknow){ if(effect>0&&this.identity!='fan'){ this.setIdentity('zhong'); this.ai.identity_mark='finished'; } else if(effect<0&&this.identity=='fan'){ this.setIdentity('fan'); this.ai.identity_mark='finished'; } } } }, } }, ai:{ get:{ rawAttitude:function(from,to){ var x=0,num=0,temp,i; if(_status.ai.customAttitude){ for(i=0;i<_status.ai.customAttitude.length;i++){ temp=_status.ai.customAttitude[i](from,to); if(temp!=undefined){ x+=temp; num++; } } } if(num){ return x/num; } var difficulty=0; if(to==game.me) difficulty=2-get.difficulty(); if(from==to||to.identityShown||(from.storage.dongcha==to)){ return ai.get.realAttitude(from,to)+difficulty*1.5; } else{ if(from.identity=='zhong'&&to.ai.shown==0&&from.ai.tempIgnore&& !from.ai.tempIgnore.contains(to)){ for(var i=0;i1&&to.hp>fan.hp&&to.countCards('he')>fan.countCards('he')){ return -3; } } return 0; } if(situation>1) return 0; return Math.min(3,get.population('fan')); case 'fan': if(get.population('fan')==1&&get.population('nei')==1&&game.players.length==3){ var nei; for(var i=0;i1&&nei.hp>to.hp&&nei.countCards('he')>to.countCards('he')){ return 0; } } return -3; } return -4; } break; case 'zhong':case 'mingzhong': switch(identity2){ case 'zhu': return 10; case 'zhong':case 'mingzhong': return 4; case 'nei': if(get.population('fan')==0) return -2; if(zhongmode&&to.ai.sizhong&&to.ai.shown<1) return 6; return Math.min(3,-situation); case 'fan': return -8; } break; case 'nei': if(identity2=='zhu'&&game.players.length==2) return -10; var strategy=get.aiStrategy(); if(strategy==4){ if(from==to) return 10; return 0; } var num; switch(identity2){ case 'zhu': if(strategy==6) return -1; if(strategy==5) return 10; if(to.hp<=0) return 10; if(get.population('fan')==1){ var fan; for(var i=0;i1&&to.hp>fan.hp&&to.countCards('he')>fan.countCards('he')){ return -3; } } return 0; } else{ if(situation>1||get.population('fan')==0) num=0; else num=get.population('fan')+Math.max(0,3-game.zhu.hp); } if(strategy==2) num--; if(strategy==3) num++; return num; case 'zhong': if(strategy==5) return Math.min(0,-situation); if(strategy==6) return Math.max(-1,-situation); if(get.population('fan')==0) num=-5; else if(situation<=0) num=0; else if(game.zhu&&game.zhu.hp<2) num=0; else if(game.zhu&&game.zhu.hp==2) num=-1; else if(game.zhu&&game.zhu.hp<=2&&situation>1) num=-1; else num=-2; if(zhongmode&&situation<2){ num=4; } if(strategy==2) num--; if(strategy==3) num++; return num; case 'mingzhong': if(zhongmode){ if(from.ai.sizhong==undefined){ from.ai.sizhong=(Math.random()<0.5); } if(from.ai.sizhong) return 6; } if(strategy==5) return Math.min(0,-situation); if(strategy==6) return Math.max(-1,-situation); if(get.population('fan')==0) num=-5; else if(situation<=0) num=0; else num=-3; if(strategy==2) num--; if(strategy==3) num++; return num; case 'nei': if(from==to) return 10; if(from.ai.friend.contains(to)) return 5; if(get.population('fan')+get.population('zhong')>0) return 0; return -5; case 'fan': if(strategy==5) return Math.max(-1,situation); if(strategy==6) return Math.min(0,situation); if((game.zhu&&game.zhu.hp<=2&&situation<0)||situation<-1) num=-3; else if(situation<0||get.population('zhong')+get.population('mingzhong')==0) num=-2; else if((game.zhu&&game.zhu.hp>=4&&situation>0)||situation>1) num=1; else num=0; if(strategy==2) num++; if(strategy==3) num--; return num; } break; case 'fan': switch(identity2){ case 'zhu': if(get.population('nei')>0){ if(situation==1) return -6; if(situation>1) return -5; } return -8; case 'zhong': if(!zhongmode&&game.zhu.hp>=3&&to.hp==1){ return -10; } return -7; case 'mingzhong':return -5; case 'nei': if(zhongmode&&to.ai.sizhong) return -7; if(get.population('fan')==1) return 0; if(get.population('zhong')+get.population('mingzhong')==0) return -7; if(game.zhu&&game.zhu.hp<=2) return -1; return Math.min(3,situation); case 'fan': return 5; } } }, situation:function(absolute){ var i,j,player; var zhuzhong=0,total=0,zhu,fan=0; for(i=0;i4){ php=4; } else if(php>6){ php=6; } j=player.countCards('h')+player.countCards('e')*1.5+php*2; if(player.identity=='zhu'){ zhuzhong+=j*1.2+5; total+=j*1.2+5; zhu=j; } else if(player.identity=='zhong'||player.identity=='mingzhong'){ zhuzhong+=j*0.8+3; total+=j*0.8+3; } else if(player.identity=='fan'){ zhuzhong-=j+4; total+=j+4; fan+=j+4; } } if(absolute) return zhuzhong; var result=parseInt(10*Math.abs(zhuzhong/total)); if(zhuzhong<0) result=-result; if(!game.zhong){ if(zhu<12&&fan>30) result--; if(zhu<6&&fan>15) result--; if(zhu<4) result--; } return result; }, population:function(identity){ return get.population(identity); } } }, skill:{ dongcha:{ trigger:{player:'phaseBegin'}, direct:true, unique:true, forceunique:true, content:function(){ 'step 0' player.chooseTarget(get.prompt('dongcha'),function(card,player,target){ return target.countCards('hej')>0; }).set('ai',function(target){ var player=_status.event.player; return ai.get.attitude(player,target)*lib.card.guohe.ai.result.target(player,target); }); 'step 1' if(result.bool){ event.target=result.targets[0]; event.target.addExpose(0.1); player.logSkill('dongcha',event.target); game.delayx(); } else{ event.finish(); } 'step 2' if(event.target){ player.discardPlayerCard('hej',true,event.target); } }, group:'dongcha_begin', subSkill:{ begin:{ trigger:{global:'gameStart'}, forced:true, popup:false, content:function(){ var list=[]; for(var i=0;i0; }, logTarget:'player', content:function(){ 'step 0' trigger.player.gainMaxHp(); 'step 1' var dh=player.hp-trigger.player.hp; if(dh>0){ trigger.player.recover(dh); } 'step 2' var cards=player.getCards('he'); if(cards.length){ trigger.player.gain(cards,player); player.$giveAuto(cards,trigger.player); } 'step 3' trigger.untrigger(); trigger.finish(); player.die(); } } }, help:{ '身份模式':'
选项
  • 加强主公
    反贼人数多于2时主公会额外增加一个技能(每个主公的额外技能固定,非常备主公增加天命)
'+ '
明忠
  • 本模式需要8名玩家进行游戏,使用的身份牌为:1主公、2忠臣、4反贼和1内奸。游戏开始时,每名玩家随机获得一个身份,由系统随机选择一名忠臣身份的玩家亮出身份(将忠臣牌正面朝上放在面前),其他身份(包括主公)的玩家不亮出身份。
  • '+ '首先由亮出身份的忠臣玩家随机获得六张武将牌,挑选一名角色,并将选好的武将牌展示给其他玩家。之后其余每名玩家随机获得三张武将牌,各自从其中挑选一张同时亮出
  • '+ '亮出身份牌的忠臣增加1点体力上限。角色濒死和死亡的结算及胜利条件与普通身份局相同。', } }